Merge pull request #6082 from Citadel-Station-13/upstream-merge-36147

[MIRROR] [READY] ~SPELL CARDS~, homing projectiles, and more!
This commit is contained in:
LetterJay
2018-04-01 01:01:55 -05:00
committed by GitHub
19 changed files with 1456 additions and 1007 deletions
@@ -776,7 +776,6 @@
impact_effect_type = /obj/effect/temp_visual/dir_setting/bloodsplatter
/obj/item/projectile/magic/arcane_barrage/blood/Collide(atom/target)
colliding = TRUE
var/turf/T = get_turf(target)
playsound(T, 'sound/effects/splat.ogg', 50, TRUE)
if(iscultist(target))
@@ -790,7 +789,6 @@
M.adjustHealth(-5)
new /obj/effect/temp_visual/cult/sparks(T)
qdel(src)
colliding = FALSE
else
..()
File diff suppressed because it is too large Load Diff
@@ -254,9 +254,7 @@
current_user.setDir(SOUTH)
if(226 to 315)
current_user.setDir(WEST)
var/difference = abs(lastangle - angle)
if(difference > 350) //Too lazy to properly math, detects 360 --> 0 changes.
difference = (lastangle > 350? ((360 - lastangle) + angle) : ((360 - angle) + lastangle))
var/difference = abs(closer_angle_difference(lastangle, angle))
delay_penalty(difference * aiming_time_increase_angle_multiplier)
lastangle = angle
@@ -292,7 +290,7 @@
current_user = null
if(istype(user))
current_user = user
LAZYADD(current_user.mousemove_intercept_objects, src)
LAZYOR(current_user.mousemove_intercept_objects, src)
mobhook = user.AddComponent(/datum/component/redirect, list(COMSIG_MOVABLE_MOVED), CALLBACK(src, .proc/on_mob_move))
/obj/item/gun/energy/beam_rifle/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
+37 -15
View File
@@ -46,8 +46,6 @@
var/ricochets_max = 2
var/ricochet_chance = 30
var/colliding = FALSE //pause processing..
//Hitscan
var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored.
var/list/beam_segments //assoc list of datum/point or datum/point/vector, start = end. Used for hitscan effect generation.
@@ -57,6 +55,15 @@
var/muzzle_type
var/impact_type
//Homing
var/homing = FALSE
var/atom/homing_target
var/homing_turn_speed = 10 //Angle per tick.
var/homing_inaccuracy_min = 0 //in pixels for these. offsets are set once when setting target.
var/homing_inaccuracy_max = 0
var/homing_offset_x = 0
var/homing_offset_y = 0
var/ignore_source_check = FALSE
var/damage = 10
@@ -192,7 +199,6 @@
beam_segments[beam_index] = null
/obj/item/projectile/Collide(atom/A)
colliding = TRUE
var/datum/point/pcache = trajectory.copy_to()
if(check_ricochet(A) && check_ricochet_flag(A) && ricochets < ricochets_max)
ricochets++
@@ -208,7 +214,6 @@
trajectory_ignore_forcemove = TRUE
forceMove(get_turf(A))
trajectory_ignore_forcemove = FALSE
colliding = FALSE
return FALSE
var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
@@ -227,7 +232,6 @@
trajectory_ignore_forcemove = TRUE
forceMove(target_turf)
trajectory_ignore_forcemove = FALSE
colliding = FALSE
return FALSE
var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
@@ -237,17 +241,14 @@
trajectory_ignore_forcemove = FALSE
if(A)
permutated.Add(A)
colliding = FALSE
return FALSE
else
var/atom/alt = select_target(A)
if(alt)
if(!prehit(alt))
colliding = FALSE
return FALSE
alt.bullet_act(src, def_zone)
qdel(src)
colliding = FALSE
return TRUE
/obj/item/projectile/proc/select_target(atom/A) //Selects another target from a wall if we hit a wall.
@@ -350,7 +351,7 @@
trajectory_ignore_forcemove = TRUE
forceMove(starting)
trajectory_ignore_forcemove = FALSE
trajectory = new(starting.x, starting.y, starting.z, 0, 0, Angle, pixel_speed)
trajectory = new(starting.x, starting.y, starting.z, pixel_x, pixel_y, Angle, pixel_speed)
last_projectile_move = world.time
fired = TRUE
if(hitscan)
@@ -417,6 +418,8 @@
var/matrix/M = new
M.Turn(Angle)
transform = M
if(homing)
process_homing()
trajectory.increment(trajectory_multiplier)
var/turf/T = trajectory.return_turf()
if(!istype(T))
@@ -445,10 +448,32 @@
Collide(original)
Range()
/obj/item/projectile/proc/process_homing() //may need speeding up in the future performance wise.
if(!homing_target)
return FALSE
var/datum/point/PT = RETURN_PRECISE_POINT(homing_target)
PT.x += CLAMP(homing_offset_x, 1, world.maxx)
PT.y += CLAMP(homing_offset_y, 1, world.maxy)
var/angle = closer_angle_difference(Angle, angle_between_points(RETURN_PRECISE_POINT(src), PT))
setAngle(Angle + CLAMP(angle, -homing_turn_speed, homing_turn_speed))
/obj/item/projectile/proc/set_homing_target(atom/A)
if(!A || (!isturf(A) && !isturf(A.loc)))
return FALSE
homing = TRUE
homing_target = A
homing_offset_x = rand(homing_inaccuracy_min, homing_inaccuracy_max)
homing_offset_y = rand(homing_inaccuracy_min, homing_inaccuracy_max)
if(prob(50))
homing_offset_x = -homing_offset_x
if(prob(50))
homing_offset_y = -homing_offset_y
//Returns true if the target atom is on our current turf and above the right layer
/obj/item/projectile/proc/can_hit_target(atom/target, var/list/passthrough)
return (target && ((target.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER) || ismob(target)) && (loc == get_turf(target)) && (!(target in passthrough)))
//Spread is FORCED!
/obj/item/projectile/proc/preparePixelProjectile(atom/target, atom/source, params, spread = 0)
var/turf/curloc = get_turf(source)
var/turf/targloc = get_turf(target)
@@ -460,7 +485,7 @@
if(targloc || !params)
yo = targloc.y - curloc.y
xo = targloc.x - curloc.x
setAngle(Get_Angle(src, targloc))
setAngle(Get_Angle(src, targloc) + spread)
//CIT CHANGES START HERE - makes it so laying down makes you unable to shoot through most objects
if(iscarbon(source))
@@ -474,14 +499,11 @@
p_x = calculated[2]
p_y = calculated[3]
if(spread)
setAngle(calculated[1] + spread)
else
setAngle(calculated[1])
setAngle(calculated[1] + spread)
else if(targloc)
yo = targloc.y - curloc.y
xo = targloc.x - curloc.x
setAngle(Get_Angle(src, targloc))
setAngle(Get_Angle(src, targloc) + spread)
else
stack_trace("WARNING: Projectile [type] fired without either mouse parameters, or a target atom to aim at!")
qdel(src)
@@ -0,0 +1,6 @@
/obj/item/projectile/spellcard
name = "enchanted card"
desc = "A piece of paper enchanted to give it extreme durability and stiffness, along with a very hot burn to anyone unfortunate enough to get hit by a charged one."
icon_state = "spellcard"
damage_type = BURN
damage = 2
+77 -7
View File
@@ -9,6 +9,7 @@
var/list/projectile_var_overrides = list()
var/projectile_amount = 1 //Projectiles per cast.
var/current_amount = 0 //How many projectiles left.
var/projectiles_per_fire = 1 //Projectiles per fire. Probably not a good thing to use unless you override ready_projectile().
/obj/effect/proc_holder/spell/aimed/Click()
var/mob/living/user = usr
@@ -26,10 +27,18 @@
charge_counter = charge_max * refund_percent
start_recharge()
remove_ranged_ability(msg)
on_deactivation(user)
else
msg = "<span class='notice'>[active_msg]<B>Left-click to shoot it at a target!</B></span>"
current_amount = projectile_amount
add_ranged_ability(user, msg, TRUE)
on_activation(user)
/obj/effect/proc_holder/spell/aimed/proc/on_activation(mob/user)
return
/obj/effect/proc_holder/spell/aimed/proc/on_deactivation(mob/user)
return
/obj/effect/proc_holder/spell/aimed/update_icon()
if(!action)
@@ -60,19 +69,25 @@
remove_ranged_ability() //Auto-disable the ability once you run out of bullets.
charge_counter = 0
start_recharge()
on_deactivation(user)
return TRUE
/obj/effect/proc_holder/spell/aimed/proc/fire_projectile(mob/living/user, atom/target)
current_amount--
var/obj/item/projectile/P = new projectile_type(user.loc)
P.firer = user
P.preparePixelProjectile(target, user)
for(var/V in projectile_var_overrides)
if(P.vars[V])
P.vv_edit_var(V, projectile_var_overrides[V])
P.fire()
for(var/i in 1 to projectiles_per_fire)
var/obj/item/projectile/P = new projectile_type(user.loc)
P.firer = user
P.preparePixelProjectile(target, user)
for(var/V in projectile_var_overrides)
if(P.vars[V])
P.vv_edit_var(V, projectile_var_overrides[V])
ready_projectile(P, target, user, i)
P.fire()
return TRUE
/obj/effect/proc_holder/spell/aimed/proc/ready_projectile(obj/item/projectile/P, atom/target, mob/user, iteration)
return
/obj/effect/proc_holder/spell/aimed/lightningbolt
name = "Lightning Bolt"
desc = "Fire a high powered lightning bolt at your foes!"
@@ -108,3 +123,58 @@
active_msg = "You prepare to cast your fireball spell!"
deactive_msg = "You extinguish your fireball... for now."
active = FALSE
/obj/effect/proc_holder/spell/aimed/spell_cards
name = "Spell Cards"
desc = "Blazing hot rapid-fire homing cards. Banish your foes with its mystical power!"
school = "evocation"
charge_max = 50
clothes_req = 0
invocation = "Sigi'lu M'Fan 'Tasia"
invocation_type = "shout"
range = 40
cooldown_min = 10
projectile_amount = 5
projectiles_per_fire = 7
projectile_type = /obj/item/projectile/spellcard
var/datum/weakref/current_target_weakref
var/projectile_turnrate = 10
var/projectile_pixel_homing_spread = 32
var/projectile_initial_spread_amount = 30
var/projectile_location_spread_amount = 12
var/datum/component/lockon_aiming/lockon_component
ranged_clickcd_override = 1
/obj/effect/proc_holder/spell/aimed/spell_cards/on_activation(mob/M)
QDEL_NULL(lockon_component)
lockon_component = M.AddComponent(/datum/component/lockon_aiming, 5, typecacheof(list(/mob/living)), 1, null, CALLBACK(src, .proc/on_lockon_component))
/obj/effect/proc_holder/spell/aimed/spell_cards/proc/on_lockon_component(list/locked_weakrefs)
if(!length(locked_weakrefs))
current_target_weakref = null
return
current_target_weakref = locked_weakrefs[1]
var/atom/A = current_target_weakref.resolve()
if(A)
var/mob/M = lockon_component.parent
M.face_atom(A)
/obj/effect/proc_holder/spell/aimed/spell_cards/on_deactivation(mob/M)
QDEL_NULL(lockon_component)
/obj/effect/proc_holder/spell/aimed/spell_cards/ready_projectile(obj/item/projectile/P, atom/target, mob/user, iteration)
if(current_target_weakref)
var/atom/A = current_target_weakref.resolve()
if(A && get_dist(A, user) < 7)
P.homing_turn_speed = projectile_turnrate
P.homing_inaccuracy_min = projectile_pixel_homing_spread
P.homing_inaccuracy_max = projectile_pixel_homing_spread
P.set_homing_target(current_target_weakref.resolve())
var/rand_spr = rand()
var/total_angle = projectile_initial_spread_amount * 2
var/adjusted_angle = total_angle - ((projectile_initial_spread_amount / projectiles_per_fire) * 0.5)
var/one_fire_angle = adjusted_angle / projectiles_per_fire
var/current_angle = iteration * one_fire_angle * rand_spr - (projectile_initial_spread_amount / 2)
P.pixel_x = rand(-projectile_location_spread_amount, projectile_location_spread_amount)
P.pixel_y = rand(-projectile_location_spread_amount, projectile_location_spread_amount)
P.preparePixelProjectile(target, user, null, current_angle)