Update gravity.dm

This commit is contained in:
kevinz000
2020-02-07 03:31:15 -07:00
committed by GitHub
parent b5d6afac9a
commit 673079f995
@@ -1,90 +1,73 @@
/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
var/list/mobs = list()
var/list/objs = list()
var/list/cachedrange = range(T, power)
for(var/mob/M in cachedrange)
mobs += M
for(var/obj/O in cachedrange)
objs += O
tothrow = mobs + objs //mobs priority
var/safety = 50
for(var/i in tothrow)
if(!safety)
break
var/atom/movable/AM = i
if(can_throw(AM, thrown) && do_the_throw(T, AM, thrown))
safety--
for(var/turf/F in range(T,power))
new /obj/effect/temp_visual/gravpush(F)
/obj/item/projectile/gravity/proc/can_throw(atom/movable/AM, list/thrown)
return (AM != src) && (AM != firer) && !AM.anchored && !thrown[AM]
/obj/item/projectile/garvity/proc/do_the_throw(turf/origin, atom/movable/AM, list/thrown)
thrown[AM] = TRUE
var/target = get_target(origin, AM)
if(!target)
return FALSE
AM.throw_at(target, power + 1, 1)
return TRUE
/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)