Pixel projectile ricochets and reflections! (#1220)
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kevinz000
parent
6c1159bf85
commit
e5f2a09622
@@ -14,6 +14,7 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
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#define MASKINTERNALS 8 // mask allows internals
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#define HEAR 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
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#define CHECK_RICOCHET 32 // Projectiels will check ricochet on things impacted that have this.
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#define CONDUCT 64 // conducts electricity (metal etc.)
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#define ABSTRACT 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
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#define NODECONSTRUCT 128 // For machines and structures that should not break into parts, eg, holodeck stuff
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@@ -57,6 +58,7 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
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#define UNUSED_TRANSIT_TURF 2
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#define CAN_BE_DIRTY 4 //If a turf can be made dirty at roundstart. This is also used in areas.
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#define NO_DEATHRATTLE 16 // Do not notify deadchat about any deaths that occur on this turf.
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//#define CHECK_RICOCHET 32 //Same thing as atom flag.
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/*
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These defines are used specifically with the atom/pass_flags bitmask
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+16
-2
@@ -130,6 +130,22 @@ GLOBAL_LIST_INIT(sqrtTable, list(1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4,
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var/t = round((val - min) / d)
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return val - (t * d)
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#define NORM_ROT(rot) ((((rot % 360) + (rot - round(rot, 1))) > 0) ? ((rot % 360) + (rot - round(rot, 1))) : (((rot % 360) + (rot - round(rot, 1))) + 360))
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/proc/get_angle_of_incidence(face_angle, angle_in, auto_normalize = TRUE)
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var/angle_in_s = NORM_ROT(angle_in)
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var/face_angle_s = NORM_ROT(face_angle)
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var/incidence = face_angle_s - angle_in_s
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var/incidence_s = incidence
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while(incidence_s < -90)
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incidence_s += 180
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while(incidence_s > 90)
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incidence_s -= 180
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if(auto_normalize)
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return incidence_s
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else
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return incidence
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//A logarithm that converts an integer to a number scaled between 0 and 1 (can be tweaked to be higher).
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//Currently, this is used for hydroponics-produce sprite transforming, but could be useful for other transform functions.
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@@ -141,8 +157,6 @@ GLOBAL_LIST_INIT(sqrtTable, list(1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 4,
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return size_factor + scaling_modifier //scale mod of 0 results in a number from 0 to 1. A scale modifier of +0.5 returns 0.5 to 1.5
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//to_chat(world, "Transform multiplier of [src] is [size_factor + scaling_modifer]")
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//converts a uniform distributed random number into a normal distributed one
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//since this method produces two random numbers, one is saved for subsequent calls
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//(making the cost negligble for every second call)
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@@ -104,6 +104,9 @@
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return ..()
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/atom/proc/handle_ricochet(obj/item/projectile/P)
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return
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/atom/proc/CanPass(atom/movable/mover, turf/target, height=1.5)
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return (!density || !height)
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@@ -24,9 +24,6 @@
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/turf/closed/indestructible/oldshuttle/corner
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icon_state = "corner"
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/turf/closed/indestructible/splashscreen
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name = "Space Station 13"
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icon = 'config/title_screens/images/blank.png'
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@@ -175,6 +175,7 @@
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desc = "A light-weight titanium wall used in shuttles."
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icon = 'icons/turf/walls/shuttle_wall.dmi'
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icon_state = "map-shuttle"
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flags = CAN_BE_DIRTY | CHECK_RICOCHET
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sheet_type = /obj/item/stack/sheet/mineral/titanium
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smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
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canSmoothWith = list(/turf/closed/wall/mineral/titanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock/, /turf/closed/wall/shuttle, /obj/structure/window/shuttle, /obj/structure/shuttle/engine/heater, /obj/structure/falsewall/titanium)
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@@ -28,6 +28,20 @@
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/turf/closed/wall/attack_tk()
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return
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/turf/closed/wall/handle_ricochet(obj/item/projectile/P) //A huge pile of shitcode!
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var/turf/p_turf = get_turf(P)
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var/face_direction = get_dir(src, p_turf)
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var/face_angle = dir2angle(face_direction)
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var/incidence_s = get_angle_of_incidence(face_angle, P.Angle)
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var/new_angle = face_angle + incidence_s
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var/new_angle_s = new_angle
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while(new_angle_s > 180) // Translate to regular projectile degrees
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new_angle_s -= 360
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while(new_angle_s < -180)
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new_angle_s += 360
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P.Angle = new_angle_s
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return TRUE
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/turf/closed/wall/proc/dismantle_wall(devastated=0, explode=0)
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if(devastated)
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devastate_wall()
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@@ -28,6 +28,9 @@
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var/spread = 0 //amount (in degrees) of projectile spread
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var/legacy = 0 //legacy projectile system
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animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
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var/ricochets = 0
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var/ricochets_max = 2
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var/ricochet_chance = 30
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
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@@ -132,7 +135,11 @@
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/obj/item/projectile/Bump(atom/A, yes)
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if(!yes) //prevents double bumps.
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return
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if(firer)
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if(check_ricochet() && check_ricochet_flag(A) && ricochets < ricochets_max)
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ricochets++
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if(A.handle_ricochet(src))
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return FALSE
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if(firer && !ricochets)
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if(A == firer || (A == firer.loc && istype(A, /obj/mecha))) //cannot shoot yourself or your mech
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loc = A.loc
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return 0
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@@ -166,6 +173,16 @@
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picked_mob.bullet_act(src, def_zone)
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qdel(src)
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/obj/item/projectile/proc/check_ricochet()
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if(prob(ricochet_chance))
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return TRUE
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return FALSE
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/obj/item/projectile/proc/check_ricochet_flag(atom/A)
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if(A.flags & CHECK_RICOCHET)
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return TRUE
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return FALSE
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/obj/item/projectile/Process_Spacemove(var/movement_dir = 0)
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return 1 //Bullets don't drift in space
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@@ -11,7 +11,9 @@
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eyeblur = 2
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impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
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light_color = LIGHT_COLOR_RED
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ricochets_max = 50 //Honk!
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ricochet_chance = 80
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/obj/item/projectile/beam/laser
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/obj/item/projectile/beam/laser/heavylaser
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