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