diff --git a/code/modules/projectiles/ammunition/energy/gravity.dm b/code/modules/projectiles/ammunition/energy/gravity.dm index eabb4f66d7..be7b618803 100644 --- a/code/modules/projectiles/ammunition/energy/gravity.dm +++ b/code/modules/projectiles/ammunition/energy/gravity.dm @@ -15,15 +15,15 @@ . = ..() /obj/item/ammo_casing/energy/gravity/repulse - projectile_type = /obj/item/projectile/gravityrepulse + projectile_type = /obj/item/projectile/gravity/repulse select_name = "repulse" /obj/item/ammo_casing/energy/gravity/attract - projectile_type = /obj/item/projectile/gravityattract + projectile_type = /obj/item/projectile/gravity/attract select_name = "attract" /obj/item/ammo_casing/energy/gravity/chaos - projectile_type = /obj/item/projectile/gravitychaos + projectile_type = /obj/item/projectile/gravity/chaos select_name = "chaos" diff --git a/code/modules/projectiles/projectile/special/gravity.dm b/code/modules/projectiles/projectile/special/gravity.dm index 0ef9bc6653..ba21ecb28c 100644 --- a/code/modules/projectiles/projectile/special/gravity.dm +++ b/code/modules/projectiles/projectile/special/gravity.dm @@ -1,90 +1,65 @@ -/obj/item/projectile/gravityrepulse +/obj/item/projectile/gravity + name = "gravity bolt" + icon = 'icons/effects/effects.dmi' + icon_state = "chronofield" + hitsound = 'sound/weapons/wave.ogg' + damage = 0 + damage_type = BRUTE + nodamage = TRUE + var/power = 4 + var/list/thrown = list() //normally we wouldn't need this but incase on_hit is called multiple times, yeah.. this is a good idea. + +/obj/item/projectile/gravity/Initialize(mapload) + . = ..() + var/obj/item/ammo_casing/energy/gravity/G = loc + if(istype(G)) + power = min(G.gun.power, 15) + +/obj/item/projectile/gravity/on_hit() + . = ..() + var/turf/T = get_turf(src) + var/list/tothrow = list() + var/list/cachedrange = range(T, power) + for(var/mob/M in cachedrange) + tothrow += M + for(var/obj/O in cachedrange) + tothrow += O + var/safety = 50 + for(var/i in tothrow) + if(!safety) + break + var/atom/movable/AM = i + if((AM == src) || (AM == firer) || (AM.move_resist > MOVE_FORCE_EXTREMELY_STRONG) || AM.anchored || thrown[AM]) + continue + thrown[AM] = TRUE + safety-- + var/target = get_target(T, AM) + if(!target) + return FALSE + AM.throw_at(target, power + 1, 1) + for(var/turf/F in range(T,power)) + new /obj/effect/temp_visual/gravpush(F) + +/obj/item/projectile/gravity/proc/get_target(turf/origin, atom/movable/AM) + return origin + +/obj/item/projectile/gravity/repulse name = "repulsion bolt" - icon = 'icons/effects/effects.dmi' - icon_state = "chronofield" - hitsound = 'sound/weapons/wave.ogg' - damage = 0 - damage_type = BRUTE - nodamage = 1 color = "#33CCFF" - var/turf/T - var/power = 4 - var/list/thrown_items = list() -/obj/item/projectile/gravityrepulse/Initialize() - . = ..() - var/obj/item/ammo_casing/energy/gravity/repulse/C = loc - if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items - power = min(C.gun.power, 15) +/obj/item/projectile/gravity/repulse/get_target(turf/origin, atom/movable/AM) + return get_turf_in_angle(Get_Angle(origin, AM), origin, power) -/obj/item/projectile/gravityrepulse/on_hit() - . = ..() - T = get_turf(src) - for(var/atom/movable/A in range(T, power)) - if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A]) - continue - var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src))) - A.throw_at(throwtarget,power+1,1) - thrown_items[A] = A - for(var/turf/F in range(T,power)) - new /obj/effect/temp_visual/gravpush(F) - -/obj/item/projectile/gravityattract +/obj/item/projectile/gravity/attract name = "attraction bolt" - icon = 'icons/effects/effects.dmi' - icon_state = "chronofield" - hitsound = 'sound/weapons/wave.ogg' - damage = 0 - damage_type = BRUTE - nodamage = 1 color = "#FF6600" - var/turf/T - var/power = 4 - var/list/thrown_items = list() -/obj/item/projectile/gravityattract/Initialize() - . = ..() - var/obj/item/ammo_casing/energy/gravity/attract/C = loc - if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items - power = min(C.gun.power, 15) +/obj/item/projectile/gravity/attract/get_target(turf/origin, atom/movable/AM) + return origin -/obj/item/projectile/gravityattract/on_hit() - . = ..() - T = get_turf(src) - for(var/atom/movable/A in range(T, power)) - if(A == src || (firer && A == src.firer) || A.anchored || thrown_items[A]) - continue - A.throw_at(T, power+1, 1) - thrown_items[A] = A - for(var/turf/F in range(T,power)) - new /obj/effect/temp_visual/gravpush(F) - -/obj/item/projectile/gravitychaos +/obj/item/projectile/gravity/chaos name = "gravitational blast" - icon = 'icons/effects/effects.dmi' - icon_state = "chronofield" - hitsound = 'sound/weapons/wave.ogg' - damage = 0 - damage_type = BRUTE - nodamage = 1 color = "#101010" - var/turf/T - var/power = 4 - var/list/thrown_items = list() -/obj/item/projectile/gravitychaos/Initialize() - . = ..() - var/obj/item/ammo_casing/energy/gravity/chaos/C = loc - if(istype(C)) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items - power = min(C.gun.power, 15) - -/obj/item/projectile/gravitychaos/on_hit() - . = ..() - T = get_turf(src) - for(var/atom/movable/A in range(T, power)) - if(A == src|| (firer && A == src.firer) || A.anchored || thrown_items[A]) - continue - A.throw_at(get_edge_target_turf(A, pick(GLOB.cardinals)), power+1, 1) - thrown_items[A] = A - for(var/turf/Z in range(T,power)) - new /obj/effect/temp_visual/gravpush(Z) +/obj/item/projectile/gravity/chaos/get_target(turf/origin, atom/movable/AM) + return get_turf_in_angle(rand(0, 359), origin, power)