fixes the merge conflicts

This commit is contained in:
Timothy Teakettle
2020-06-15 23:29:49 +01:00
parent 7fbfb4ad0e
commit eba1e8f301
12 changed files with 136 additions and 64 deletions
+5
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@@ -141,3 +141,8 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204
// melee_attack_chain() attackchain_flags
/// The attack is from a parry counterattack.
#define ATTACKCHAIN_PARRY_COUNTERATTACK (1<<0)
/// If the thing can reflect light (lasers/energy)
#define RICOCHET_SHINY (1<<0)
/// If the thing can reflect matter (bullets/bomb shrapnel)
#define RICOCHET_HARD (1<<1)
+19 -3
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@@ -163,9 +163,8 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
/obj/item/gun)))
//Combat object defines
//Embedded objects
#define EMBEDDED_PAIN_CHANCE 15 //Chance for embedded objects to cause pain (damage user)
#define EMBEDDED_ITEM_FALLOUT 5 //Chance for embedded object to fall out (causing pain but removing the object)
#define EMBED_CHANCE 45 //Chance for an object to embed into somebody when thrown (if it's sharp)
@@ -174,7 +173,16 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define EMBEDDED_IMPACT_PAIN_MULTIPLIER 4 //Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
#define EMBED_THROWSPEED_THRESHOLD 4 //The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)
#define EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER 8 //Coefficient of multiplication for the damage the item does when removed without a surgery (this*item.w_class)
#define EMBEDDED_UNSAFE_REMOVAL_TIME 150 //A Time in ticks, total removal time = (this/item.w_class)
#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
#define EMBEDDED_JOSTLE_CHANCE 5 //Chance for embedded objects to cause pain every time they move (jostle)
#define EMBEDDED_JOSTLE_PAIN_MULTIPLIER 1 //Coefficient of multiplication for the damage the item does while
#define EMBEDDED_PAIN_STAM_PCT 0.0 //This percentage of all pain will be dealt as stam damage rather than brute (0-1)
#define EMBED_CHANCE_TURF_MOD -15 //You are this many percentage points less likely to embed into a turf (good for things glass shards and spears vs walls)
#define EMBED_HARMLESS list("pain_mult" = 0, "jostle_pain_mult" = 0, "ignore_throwspeed_threshold" = TRUE)
#define EMBED_HARMLESS_SUPERIOR list("pain_mult" = 0, "jostle_pain_mult" = 0, "ignore_throwspeed_threshold" = TRUE, "embed_chance" = 100, "fall_chance" = 0.1)
#define EMBED_POINTY list("ignore_throwspeed_threshold" = TRUE)
#define EMBED_POINTY_SUPERIOR list("embed_chance" = 100, "ignore_throwspeed_threshold" = TRUE)
//Gun weapon weight
#define WEAPON_LIGHT 1
@@ -189,6 +197,14 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
#define EGUN_SELFCHARGE 1
#define EGUN_SELFCHARGE_BORG 2
//Gun suppression
#define SUPPRESSED_NONE 0
#define SUPPRESSED_QUIET 1 ///standard suppressed
#define SUPPRESSED_VERY 2 /// no message
//Nice shot bonus
#define NICE_SHOT_RICOCHET_BONUS 10 //if the shooter has the NICE_SHOT trait and they fire a ricocheting projectile, add this to the ricochet chance and auto aim angle
///Time to spend without clicking on other things required for your shots to become accurate.
#define GUN_AIMING_TIME (2 SECONDS)
+2
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@@ -196,6 +196,7 @@
#define TRAIT_NO_ALCOHOL "alcohol_intolerance"
#define TRAIT_MUTATION_STASIS "mutation_stasis" //Prevents processed genetics mutations from processing.
#define TRAIT_FAST_PUMP "fast_pump"
#define TRAIT_NICE_SHOT "nice_shot" //hnnnnnnnggggg..... you're pretty good....
// mobility flag traits
// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)
@@ -301,3 +302,4 @@
#define ACTIVE_BLOCK_TRAIT "active_block"
/// This trait is added by the parry system.
#define ACTIVE_PARRY_TRAIT "active_parry"
#define STICKY_NODROP "sticky-nodrop" //sticky nodrop sounds like a bad soundcloud rapper's name
+4
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@@ -140,6 +140,10 @@ GLOBAL_LIST_INIT(bitfields, list(
"BLOCK_FACE_ATOM_1" = BLOCK_FACE_ATOM_1,
"PREVENT_CONTENTS_EXPLOSION_1" = PREVENT_CONTENTS_EXPLOSION_1
),
"flags_ricochet" = list(
"RICOCHET_SHINY" = RICOCHET_SHINY,
"RICOCHET_HARD" = RICOCHET_HARD
),
"clothing_flags" = list(
"LAVAPROTECT" = LAVAPROTECT,
"STOPSPRESSUREDAMAGE" = STOPSPRESSUREDAMAGE,
+2 -1
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@@ -117,7 +117,8 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_MASO" = TRAIT_MASO,
"TRAIT_HIGH_BLOOD" = TRAIT_HIGH_BLOOD,
"TRAIT_EMPATH" = TRAIT_EMPATH,
"TRAIT_FRIENDLY" = TRAIT_FRIENDLY
"TRAIT_FRIENDLY" = TRAIT_FRIENDLY,
"TRAIT_NICE_SHOT" = TRAIT_NICE_SHOT
),
/obj/item/bodypart = list(
"TRAIT_PARALYSIS" = TRAIT_PARALYSIS
+21 -5
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@@ -8,6 +8,13 @@
var/interaction_flags_atom = NONE
var/datum/reagents/reagents = null
var/flags_ricochet = NONE
///When a projectile tries to ricochet off this atom, the projectile ricochet chance is multiplied by this
var/ricochet_chance_mod = 1
///When a projectile ricochets off this atom, it deals the normal damage * this modifier to this atom
var/ricochet_damage_mod = 0.33
//This atom's HUD (med/sec, etc) images. Associative list.
var/list/image/hud_list = null
//HUD images that this atom can provide.
@@ -148,11 +155,20 @@
/atom/proc/check_projectile_ricochet(obj/item/projectile/P)
return (flags_1 & DEFAULT_RICOCHET_1)? PROJECTILE_RICOCHET_YES : PROJECTILE_RICOCHET_NO
/**
* Handle a projectile ricochet. Return TRUE if we did something to the projectile like reflecting it/whatnot.
*/
/atom/proc/handle_projectile_ricochet(obj/item/projectile/P)
return FALSE
/atom/proc/handle_ricochet(obj/item/projectile/P)
var/turf/p_turf = get_turf(P)
var/face_direction = get_dir(src, p_turf)
var/face_angle = dir2angle(face_direction)
var/incidence_s = GET_ANGLE_OF_INCIDENCE(face_angle, (P.Angle + 180))
var/a_incidence_s = abs(incidence_s)
if(a_incidence_s > 90 && a_incidence_s < 270)
return FALSE
if((P.flag in list("bullet", "bomb")) && P.ricochet_incidence_leeway)
if((a_incidence_s < 90 && a_incidence_s < 90 - P.ricochet_incidence_leeway) || (a_incidence_s > 270 && a_incidence_s -270 > P.ricochet_incidence_leeway))
return
var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
P.setAngle(new_angle_s)
return TRUE
/atom/proc/CanPass(atom/movable/mover, turf/target)
return !density
-4
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@@ -36,7 +36,6 @@
ricochet_chance = 40
shrapnel_type = /obj/item/shrapnel
ricochet_incidence_leeway = 60
hit_stunned_targets = TRUE
/obj/item/projectile/bullet/shrapnel/mega
name = "flying shrapnel hunk"
@@ -63,6 +62,3 @@
name = "megastingball pellet"
ricochets_max = 6
ricochet_chance = 110
/obj/item/projectile/bullet/pellet/stingball/on_ricochet(atom/A)
hit_stunned_targets = TRUE // ducking will save you from the first wave, but not the rebounds
-11
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@@ -41,17 +41,6 @@
/turf/closed/wall/attack_tk()
return
/turf/closed/wall/handle_projectile_ricochet(obj/item/projectile/P) //A huge pile of shitcode!
var/turf/p_turf = get_turf(P)
var/face_direction = get_dir(src, p_turf)
var/face_angle = dir2angle(face_direction)
var/incidence_s = GET_ANGLE_OF_INCIDENCE(face_angle, (P.Angle + 180))
if(abs(incidence_s) > 90 && abs(incidence_s) < 270)
return FALSE
var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
P.setAngle(new_angle_s)
return TRUE
/turf/closed/wall/proc/dismantle_wall(devastated=0, explode=0)
if(devastated)
devastate_wall()
@@ -53,14 +53,3 @@
/obj/structure/blob/shield/reflective/check_projectile_ricochet(obj/item/projectile/P)
return PROJECTILE_RICOCHET_FORCE
/obj/structure/blob/shield/reflective/handle_projectile_ricochet(obj/item/projectile/P)
var/turf/p_turf = get_turf(P)
var/face_direction = get_dir(src, p_turf)
var/face_angle = dir2angle(face_direction)
var/incidence_s = GET_ANGLE_OF_INCIDENCE(face_angle, (P.Angle + 180))
if(abs(incidence_s) > 90 && abs(incidence_s) < 270)
return FALSE
var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
P.setAngle(new_angle_s)
visible_message("<span class='warning'>[P] reflects off [src]!</span>")
return TRUE
+1 -1
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@@ -126,7 +126,7 @@
skipcatch = TRUE
blocked = TRUE
total_damage = block_calculate_resultant_damage(total_damage, block_return)
else if(I && I.throw_speed >= EMBED_THROWSPEED_THRESHOLD && can_embed(I, src) && prob(I.embedding.embed_chance) && !HAS_TRAIT(src, TRAIT_PIERCEIMMUNE) && (!HAS_TRAIT(src, TRAIT_AUTO_CATCH_ITEM) || incapacitated() || get_active_held_item()))
else if(I && I.throw_speed >= EMBED_THROWSPEED_THRESHOLD && can_embed(I, src) && prob(I.embedding["embed_chance"]) && !HAS_TRAIT(src, TRAIT_PIERCEIMMUNE) && (!HAS_TRAIT(src, TRAIT_AUTO_CATCH_ITEM) || incapacitated() || get_active_held_item()))
embed_item(I)
hitpush = FALSE
skipcatch = TRUE //can't catch the now embedded item
@@ -50,12 +50,23 @@
desc = "Designed to quickly reload revolvers. DumDum bullets shatter on impact and shred the target's innards, likely getting caught inside."
ammo_type = /obj/item/ammo_casing/c38/dumdum
/obj/item/ammo_box/c38/match
name = "speed loader (.38 Match)"
desc = "Designed to quickly reload revolvers. These rounds are manufactured within extremely tight tolerances, making them easy to show off trickshots with."
ammo_type = /obj/item/ammo_casing/c38/match
/obj/item/ammo_box/c32mm
name = "ammo box (.32 acp)"
desc = "Lethal .32 acp bullets, there's forty in the box."
ammo_type = /obj/item/ammo_casing/c32acp
max_ammo = 40
/obj/item/ammo_box/r32mm
name = "ammo box (rubber .32 acp)"
desc = "Non-lethal .32 acp bullets, there's forty in the box."
ammo_type = /obj/item/ammo_casing/r32acp
max_ammo = 40
/obj/item/ammo_box/c9mm
name = "ammo box (9mm)"
icon_state = "9mmbox"
+70 -27
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@@ -58,9 +58,23 @@
var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
var/spread = 0 //amount (in degrees) of projectile spread
animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
// how many times we've ricochet'd so far (instance variable, not a stat)
var/ricochets = 0
var/ricochets_max = 2
var/ricochet_chance = 30
/// how many times we can ricochet max
var/ricochets_max = 0
/// 0-100, the base chance of ricocheting, before being modified by the atom we shoot and our chance decay
var/ricochet_chance = 0
/// 0-1 (or more, I guess) multiplier, the ricochet_chance is modified by multiplying this after each ricochet
var/ricochet_decay_chance = 0.7
/// 0-1 (or more, I guess) multiplier, the projectile's damage is modified by multiplying this after each ricochet
var/ricochet_decay_damage = 0.7
/// On ricochet, if nonzero, we consider all mobs within this range of our projectile at the time of ricochet to home in on like Revolver Ocelot, as governed by ricochet_auto_aim_angle
var/ricochet_auto_aim_range = 0
/// On ricochet, if ricochet_auto_aim_range is nonzero, we'll consider any mobs within this range of the normal angle of incidence to home in on, higher = more auto aim
var/ricochet_auto_aim_angle = 30
/// the angle of impact must be within this many degrees of the struck surface, set to 0 to allow any angle
var/ricochet_incidence_leeway = 40
//Hitscan
var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored.
@@ -133,6 +147,9 @@
var/temporary_unstoppable_movement = FALSE
///If defined, on hit we create an item of this type then call hitby() on the hit target with this
var/shrapnel_type
/obj/item/projectile/Initialize()
. = ..()
permutated = list()
@@ -259,6 +276,25 @@
else
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
/obj/item/projectile/proc/on_ricochet(atom/A)
if(!ricochet_auto_aim_angle || !ricochet_auto_aim_range)
return
var/mob/living/unlucky_sob
var/best_angle = ricochet_auto_aim_angle
if(firer && HAS_TRAIT(firer, TRAIT_NICE_SHOT))
best_angle += NICE_SHOT_RICOCHET_BONUS
for(var/mob/living/L in range(ricochet_auto_aim_range, src.loc))
if(L.stat == DEAD || !isInSight(src, L))
continue
var/our_angle = abs(closer_angle_difference(Angle, Get_Angle(src.loc, L.loc)))
if(our_angle < best_angle)
best_angle = our_angle
unlucky_sob = L
if(unlucky_sob)
setAngle(Get_Angle(src, unlucky_sob.loc))
/obj/item/projectile/proc/store_hitscan_collision(datum/point/pcache)
beam_segments[beam_index] = pcache
beam_index = pcache
@@ -281,42 +317,46 @@
if(PROJECTILE_RICOCHET_NO)
return FALSE
if(PROJECTILE_RICOCHET_YES)
return prob(ricochet_chance)
var/chance = ricochet_chance * A.ricochet_chance_mod
if(firer && HAS_TRAIT(firer, TRAIT_NICE_SHOT))
chance += NICE_SHOT_RICOCHET_BONUS
return prob(chance)
else
CRASH("Invalid return value for projectile ricochet check from [A].")
/**
* Handles ricocheting off of something.
* By default, also asks the thing to handle it, but because we're called first, we get final say.
*/
/obj/item/projectile/proc/handle_ricochet(atom/A)
ricochets++
ignore_source_check = TRUE
decayedRange = max(0, decayedRange - reflect_range_decrease)
pixel_move_interrupted = TRUE
range = decayedRange
return A.handle_projectile_ricochet(src)
/obj/item/projectile/Bump(atom/A)
if(!trajectory)
return
var/turf/T = get_turf(A)
if(check_ricochet(A))
var/datum/point/pcache = trajectory.copy_to()
if(hitscan)
store_hitscan_collision(pcache)
handle_ricochet(A)
/obj/item/projectile/proc/check_ricochet_flag(atom/A)
if((flag in list("energy", "laser")) && (A.flags_ricochet & RICOCHET_SHINY))
return TRUE
if((flag in list("bomb", "bullet")) && (A.flags_ricochet & RICOCHET_HARD))
return TRUE
return FALSE
/obj/item/projectile/Bump(atom/A)
var/datum/point/pcache = trajectory.copy_to()
var/turf/T = get_turf(A)
if(ricochets < ricochets_max && check_ricochet_flag(A) && check_ricochet(A))
ricochets++
if(A.handle_ricochet(src))
on_ricochet(A)
ignore_source_check = TRUE
decayedRange = max(0, decayedRange - reflect_range_decrease)
ricochet_chance *= ricochet_decay_chance
damage *= ricochet_decay_damage
range = decayedRange
if(hitscan)
store_hitscan_collision(pcache)
return TRUE
var/distance = get_dist(T, starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
if(def_zone && check_zone(def_zone) != BODY_ZONE_CHEST)
def_zone = ran_zone(def_zone, max(100-(7*distance), 5) * zone_accuracy_factor) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
if(isturf(A) && hitsound_wall)
var/volume = clamp(vol_by_damage() + 20, 0, 100)
if(suppressed)
volume = 5
playsound(loc, hitsound_wall, volume, 1, -1)
playsound(loc, hitsound_wall, volume, TRUE, -1)
return process_hit(T, select_target(T, A))
@@ -418,6 +458,9 @@
/obj/item/projectile/proc/fire(angle, atom/direct_target)
if(fired_from)
SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_BEFORE_FIRE, src, original) //If no angle needs to resolve it from xo/yo!
//If no angle needs to resolve it from xo/yo!
if(shrapnel_type)
AddElement(/datum/element/embed, projectile_payload = shrapnel_type)
if(!log_override && firer && original)
log_combat(firer, original, "fired at", src, "from [get_area_name(src, TRUE)]")
if(direct_target)