## About The Pull Request
~~Kept you waitin huh!~~
The projectile refactor is finally here, 4 years later. This PR (almost)
completely rewrites projectile logic to be more maintainable and
performant.
### Key changes:
* Instead of moving by a fixed amount of pixels, potentially skipping
tile corners and being performance-heavy, projectiles now use
raymarching in order to teleport through tiles and only visually animate
themselves. This allows us to do custom per-projectile animations and
makes the code much more reliable, sane and maintainable. You (did not)
serve us well, pixel_move.
* Speed variable now measures how many tiles (if SSprojectiles has
default values) a projectile passes in a tick instead of being a magical
Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired
because it never had a right to exist in the first place. __This means
that downstreams will need to set all of their custom projectiles' speed
values to ``pixel_speed_multiplier / speed``__ in order to prevent
projectiles from inverting their speed.
* Hitscans no longer operate with spartial vectors and instead only
store key points in which the projectile impacted something or changed
its angle. This should similarly make the code much easier to work with,
as well as fixing some visual jank due to incorrect calculations.
* Projectiles only delete themselves the ***next*** tick after impacting
something or reaching their maximum range. Doing so allows them to
finish their impact animation and hide themselves between ticks via
animation chains. This means that projectiles no longer disappear ~a
tile before hitting their target, and that we can finally make impact
markers be consistent with where the projectile actually landed instead
of being entirely random.
<details>
<summary>Here is an example of how this affects our slowest-moving
projectile: Magic Missiles.</summary>
Before:
https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e
After:
https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915
</details>
<details>
<summary>And here is a much faster, and currently jankier, disabler
SMG.</summary>
Before:
https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348
After:
https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238
</details>
### But how will this affect the ~~trout population~~ gameplay?
Beyond improved visuals, smoother movement and a few minor bugfixes,
this should not have a major gameplay impact. If something changed its
behavior in an unexpected way or started looking odd, please make an
issue report.
Projectile impacts should now be consistent with their visual position,
so hitting and dodging shots should be slightly easier and more
intuitive.
This PR should be testmerged extensively due to the amount of changes it
brings and considerable difficulty in reviewing them. Please contact me
to ensure its good to merge.
Closes#71822Closes#78547Closes#78871Closes#83901Closes#87802Closes#88073
## Why It's Good For The Game
Our core projectile code is an ungodly abomination that nobody except
me, Kapu and Potato dared to poke in the past months (potentially
longer). It is laggy, overcomplicated and absolutely unmaintaineable -
while a lot of decisions made sense 4 years ago when we were attempting
to introduce pixel movement, nowadays they are only acting as major
roadblocks for any contributor who is attempting to make projectile
behavior that differs from normal in any way.
Huge thanks to Kapu and Potato (Lemon) on the discord for providing
insights, ideas and advice throughout the past months regarding
potential improvements to projectile code, almost all of which made it
in.
## Changelog
🆑
qol: Projectiles now visually impact their targets instead of
disappearing about a tile short of it.
fix: Fixed multiple minor issues with projectile behavior
refactor: Completely rewrote almost all of our projectile code - if
anything broke or started looking/behaving oddly, make an issue report!
/🆑
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm
We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.
There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.
Hi codeowners!
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
cl
experimental: Hitscanning tracers now have lighting effects
experimental: Projectile pathing has been changed - instead of moving to a turf 32 pixels forward using byond's built in step_towards() proc, it now increments 2 pixel 16 times (subject to change). While this will increase the processing overhead, this will more or less eliminate cases of "projectiles clipping past corners in some angles but not others".
ITT worst coder tries not to break everything and improve the code.
fixes#29211🆑
refactor: Legacy projectiles have been removed. Instead, all projectiles are now PIXEL PROJECTILES!
rscadd: Reflectors can now be at any angle you want. Alt click them to set angle!
/🆑
Also lets just
fixes#18133
because the shortest path from point A to B is a straight line, when projectile ranges are "number of times moved/processed" ofcourse it's going to be shorter if you fire diagonally. It will be a problem as long as range is done like that or if range are in "pixels/tiles" moved without outright using get_dist.