Files
Aurora.3/code/datums/beam.dm
Matt Atlas 659752e2ea Removes goonchat, adds TGChat and TG Stat Panels (#16514)
* tgui the beginning

* binaries and the like

* Bring in the last of it

* Example radio UI

* delete example

* NTOS Main Menu, start on manifest, tgui states

* tasks.json

* gunnery ui pt 1

* okay

* fix everything

* scss update

* oops

* manifest gigablast

* downloader part 1

* download prt 2

* NTOSDownloader final

* mfw committing to_worlds

* gunnery console pt2

* i cooked

* targeting (finished)

* one vueui down

* voting ui almost done

* MY MIND FEELS LIKE AN ARCH ENEMYYYY

* voting ui down

* photocopier

* ntos config + download fixes

* photocopier 2

* refactor define

* NTOS client manager + fixes

* fax machine final (it also uses toner now)

* marching forwards... left behind...

* ntnrc part 1

* canister

* add quotes

* portable pumps pt1 + more backgrounds

* oops

* finish the portable pump

* freezers

so I'll keep on pushing forward... you haven't seen the last of me... oooooooh...

* doors ui pt1

* finish doors UI (forgive me wildkins it's a bit of shitcode)

* vitals monitor, make things use labeled lists, new backgrounds

* mais j'envoyé aucun mayday...

* maglock pt1

* pour ça je me suis perdu...

* infrared

* fix that

* prox sensor pt1

* prox sensor

* signaler (this was actually pretty hard)

* atmos control pt1

* atmos control pt1.1

* atmos pt 2

* fuel injector

* multitool UI

* jammer

* list viewer

* APC

* portgen

* targeting console updates + SMES ui

* new themes, shield generator

* supermatter

* Add ore detector and (shitty) NTNet Relay

* orderterminal pt1

* orderterminal pt2

* smartfridge

* Add (air-)tank GUI update ore detector size

* Adds Transfer Valves

* Add AtmoScrubber

* analyzer pt1

* weapons analyzer pt2

* bodyscanner pt1

* bodyscanner pt2

* fix this shitcode

* seed storage

* appearance changer

* appearance changer final

* sleeper pt1

* sleeper

* gps

* vehicles

* chem dispenser

* lily request

* holopad

* tgui modules pt1

* ppanel

* damage menu

* fixes

* im here too now

* follow menu, search bars

* quikpay

* quikpay fixes

* circuit printer

* ppanel

* ppanel updates

* pai

* turret controls (i want to kill myself)

* tweak

* remove the boardgame

* guntracker

* implant tracker

* penal mechs

come close to me, come close to me

* chem codex

* pai radio

* doorjack

* pai directives

* signaler removal, sensors

* ghost spawner

* spawnpoint

* fixes

* teleporter

* one more to the chopping block

* account database

* remove divider

* scanner, atmos

* latejoin ui pt1

* latejoin

* records pt1

* RECORDS UI DONE

* delete interpreter & records

* CHAT FUCKING CLIENT

* data updates

* fix some things

* final UI, log

* basic nanoui fix

* antag panel

* remove vueui

* atm update

* vending update

* warrants, cameras

* ntmonitor

* time comes for all

* preserve this legacy

* bring that back (oops)

* rcon, ui auto update for computer UIs, remove rcon computers

* alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles)

* A LIKE SUPREME

* a

* power monitor

* lights on

* fuck this code, fuck nanoui modules, and fuck nanoui

* LEAVE IT OH SO FAR BEHIND

* fix alarm monitoring for synths

* I SAW IN YOU WHAT LIFE WAS MISSING

* comms console

* idcard and record updates

* turn the light on

* arcade

* pt2

* news browser

* static

* crusher

* f

* COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO

* codeowners & suit sensors

* html ui style removal

* make lint happy

* tgchat

* tgpanels pt1

* THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!!

* figure out why stat isnt working

* goodbye ping

* shhh

* stat updates

* An oath sworn in scors! Omni vortex lies!

* final almost edits

* fix that

* last skin adjustments

* resist and disorder

* i slowly get up and turn off the noise, already fed up...

* pleaseeeeeeeeeeeeeee

* THE CREDIT LARP IS NECESSARY

* i hold the keys

* RISE UP

* fix that?

* harry's suggestions xoxo

* runtime fix pt2

* You are the only thing that I still care about

* fix runtimes and cl

* whoops

* misc fixes

* fix that too

* adds build workflow

* f

* Update update_tgui.yml

* adds some needed steps

* ATM

* misc fixes and tweaks

* fixes 2

* make newscasters usable and fix use power on freezers

* turret control is clearer

* remove duplicate

* makes some verb tabs work properly

* makes verbs work properly for real

* sans moi

* fixes pt2

* fix the chat unnecessarily reloading

* fixes

* epic

* fixes

* fix missing consoles

---------

Co-authored-by: John Wildkins <john.wildkins@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
Co-authored-by: harryob <me@harryob.live>
2023-06-26 02:00:14 +02:00

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//Beam Datum and effect
/datum/beam
var/atom/origin = null
var/atom/target = null
var/list/elements = list()
var/icon/base_icon = null
var/icon
var/icon_state = "" //icon state of the main segments of the beam
var/max_distance = 0
var/curr_distance = 0
var/sleep_time = 3
var/finished = 0
var/turf/target_oldloc = null
var/turf/origin_oldloc = null
var/beam_type = /obj/effect/ebeam //must be subtype
var/timing_id = null
var/recalculating = FALSE
/datum/beam/New(beam_origin,beam_target,beam_icon='icons/effects/beam.dmi',beam_icon_state="b_beam",time=50,maxdistance=10,btype = /obj/effect/ebeam,beam_sleep_time=3)
origin = beam_origin
target = beam_target
var/turf/origin_turf = get_turf(origin)
var/turf/target_turf = get_turf(target)
max_distance = maxdistance
curr_distance = get_dist(origin_turf, target_turf)
if((curr_distance == -1 && origin_turf != target_turf) || curr_distance >= max_distance || origin_turf.z != target_turf.z)
qdel(src)
return
sleep_time = beam_sleep_time
base_icon = new(beam_icon,beam_icon_state)
icon = beam_icon
icon_state = beam_icon_state
beam_type = btype
if(time != -1)
addtimer(CALLBACK(src, PROC_REF(End), time))
/datum/beam/proc/Start()
recalculate()
recalculate_in(sleep_time)
/datum/beam/proc/recalculate()
if(recalculating)
recalculate_in(sleep_time)
return
recalculating = TRUE
timing_id = null
var/turf/origin_turf = get_turf(origin)
var/turf/target_turf = get_turf(target)
if(!istype(origin_turf) || !istype(target_turf) || QDELETED(origin) || QDELETED(target))
End()
return
curr_distance = get_dist(origin_turf, target_turf)
if(!(curr_distance == -1 && origin_turf != target_turf) && curr_distance < max_distance && origin_turf.z == target_turf.z)
if((origin_turf != origin_oldloc || target_turf != target_oldloc))
origin_oldloc = origin_turf //so we don't keep checking against their initial positions, leading to endless Reset()+Draw() calls
target_oldloc = target_turf
Reset()
Draw()
after_calculate()
recalculating = FALSE
else
End()
/datum/beam/proc/afterDraw()
return
/datum/beam/proc/recalculate_in(time)
timing_id = addtimer(CALLBACK(src, PROC_REF(recalculate)), time, TIMER_STOPPABLE | TIMER_UNIQUE | TIMER_NO_HASH_WAIT | TIMER_OVERRIDE)
/datum/beam/proc/after_calculate()
if((sleep_time == null) || finished) //Does not automatically recalculate.
return
timing_id = addtimer(CALLBACK(src, PROC_REF(recalculate)), sleep_time, TIMER_STOPPABLE | TIMER_UNIQUE | TIMER_NO_HASH_WAIT)
/datum/beam/proc/End(destroy_self = TRUE)
finished = TRUE
if(timing_id)
deltimer(timing_id)
if(!QDELING(src) && destroy_self)
qdel(src)
/datum/beam/proc/Reset()
for(var/obj/effect/ebeam/B in elements)
qdel(B)
elements.Cut()
/datum/beam/Destroy()
if(timing_id)
deltimer(timing_id)
Reset()
target = null
origin = null
return ..()
/datum/beam/proc/Draw()
var/Angle = round(Get_Angle(origin.z ? origin : get_turf(origin), target.z ? target : get_turf(target)))
var/matrix/rot_matrix = matrix()
rot_matrix.Turn(Angle)
//Translation vector for origin and target
var/DX = get_x_translation_vector()
var/DY = get_y_translation_vector()
var/N = 0
var/length = round(sqrt((DX)**2+(DY)**2)) //hypotenuse of the triangle formed by target and origin's displacement
for(N in 0 to length-1 step world.icon_size)//-1 as we want < not <=, but we want the speed of X in Y to Z and step X
var/obj/effect/ebeam/segment = new beam_type(origin_oldloc)
segment.owner = src
elements += segment
//Assign icon, for main segments it's base_icon, for the end, it's icon+icon_state
//cropped by a transparent box of length-N pixel size
if(N + world.icon_size > length)
var/icon/II = new(icon, icon_state)
II.DrawBox(null, 1, (length-N), world.icon_size, world.icon_size)
segment.icon = II
else
segment.icon = base_icon
segment.transform = rot_matrix
//Calculate pixel offsets (If necessary)
var/x_offset = round(sin(Angle) * (N + world.icon_size/2))
var/y_offset = round(cos(Angle) * (N + world.icon_size/2))
//Position the effect so the beam is one continuous line
segment.x += SIMPLE_SIGN(x_offset) * Floor(abs(x_offset)/world.icon_size)
x_offset %= world.icon_size
segment.y += SIMPLE_SIGN(y_offset) * Floor(abs(y_offset)/world.icon_size)
y_offset %= world.icon_size
segment.pixel_x = x_offset
segment.pixel_y = y_offset
CHECK_TICK
afterDraw()
/datum/beam/proc/get_x_translation_vector()
return (world.icon_size*target.x+target.pixel_x)-(world.icon_size*origin.x+origin.pixel_x)
/datum/beam/proc/get_y_translation_vector()
return (world.icon_size*target.y+target.pixel_y)-(world.icon_size*origin.y+origin.pixel_y)
/datum/beam/exploration
var/obj/item/tethering_device/owner
/datum/beam/exploration/End()
owner.active_beams -= target
owner.untether(target, FALSE)
return ..()
/datum/beam/exploration/get_x_translation_vector()
return (world.icon_size * target_oldloc.x) - (world.icon_size * origin_oldloc.x)
/datum/beam/exploration/get_y_translation_vector()
return (world.icon_size * target_oldloc.y) - (world.icon_size * origin_oldloc.y)
/datum/beam/exploration/afterDraw()
var/distance = curr_distance / max_distance
var/set_color = COLOR_GREEN
if(distance >= 0.8)
set_color = COLOR_MAROON
else if(distance >= 0.3)
set_color = COLOR_BLUE
else
set_color = COLOR_GREEN
for(var/beam in elements)
var/obj/effect/ebeam/B = beam
B.color = set_color
/datum/beam/power
var/obj/item/computer_hardware/tesla_link/charging_cable/owner
/datum/beam/power/End()
owner.beam = null
if(owner.source)
owner.untether(FALSE)
return ..()
/datum/beam/power/get_x_translation_vector()
return (world.icon_size * target_oldloc.x + target.pixel_x) - (world.icon_size * origin_oldloc.x + origin.pixel_x)
/datum/beam/power/get_y_translation_vector()
return (world.icon_size * target_oldloc.y + target.pixel_y) - (world.icon_size * origin_oldloc.y + origin.pixel_y)
/datum/beam/power/afterDraw()
for(var/beam in elements)
var/obj/effect/ebeam/B = beam
B.color = COLOR_GRAY40
// this simplified datum will work with timed beams that are held
/datum/beam/held/get_x_translation_vector()
return (world.icon_size * target_oldloc.x) - (world.icon_size * origin_oldloc.x)
/datum/beam/held/get_y_translation_vector()
return (world.icon_size * target_oldloc.y) - (world.icon_size * origin_oldloc.y)
/obj/effect/ebeam
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = 1
layer = EFFECTS_ABOVE_LIGHTING_LAYER
blend_mode = BLEND_ADD
var/datum/beam/owner
/obj/effect/ebeam/tesla_act()
return
/obj/effect/ebeam/Destroy()
owner = null
return ..()
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10,beam_type=/obj/effect/ebeam,beam_sleep_time = 3, beam_datum_type=/datum/beam)
if(time >= INFINITY)
crash_with("Tried to create beam with infinite time!")
return null
var/datum/beam/newbeam = new beam_datum_type(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type,beam_sleep_time)
INVOKE_ASYNC(newbeam, TYPE_PROC_REF(/datum/beam, Start))
return newbeam