/** # Beam Datum and Effect * **IF YOU ARE LAZY AND DO NOT WANT TO READ, GO TO THE BOTTOM OF THE FILE AND USE THAT PROC!** * * This is the beam datum! It's a really neat effect for the game in drawing a line from one atom to another. * It has two parts: * The datum itself which manages redrawing the beam to constantly keep it pointing from the origin to the target. * The effect which is what the beams are made out of. They're placed in a line from the origin to target, rotated towards the target and snipped off at the end. * These effects are kept in a list and constantly created and destroyed (hence the proc names draw and reset, reset destroying all effects and draw creating more.) * * You can add more special effects to the beam itself by changing what the drawn beam effects do. For example you can make a vine that pricks people by making the beam_type * include a crossed proc that damages the crosser. Examples in venus_human_trap.dm */ /datum/beam ///where the beam goes from var/atom/origin = null ///where the beam goes to var/atom/target = null ///list of beam objects. These have their visuals set by the visuals var which is created on starting var/list/elements = list() ///icon used by the beam. var/icon ///icon state of the main segments of the beam var/icon_state = "" ///The beam will qdel if it's longer than this many tiles. var/max_distance = 0 ///the objects placed in the elements list var/beam_type = /obj/effect/ebeam ///This is used as the visual_contents of beams, so you can apply one effect to this and the whole beam will look like that. never gets deleted on redrawing. var/obj/effect/ebeam/visuals /datum/beam/New(beam_origin,beam_target,beam_icon='icons/effects/beam.dmi',beam_icon_state="b_beam",time=INFINITY,maxdistance=INFINITY,btype = /obj/effect/ebeam) origin = beam_origin target = beam_target max_distance = maxdistance icon = beam_icon icon_state = beam_icon_state beam_type = btype if(time < INFINITY) QDEL_IN(src, time) /** * Proc called by the atom Beam() proc. Sets up signals, and draws the beam for the first time. */ /datum/beam/proc/Start() visuals = new beam_type() visuals.icon = icon visuals.icon_state = icon_state Draw() RegisterSignal(origin, COMSIG_MOVABLE_MOVED, .proc/redrawing) RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/redrawing) /** * Triggered by signals set up when the beam is set up. If it's still sane to create a beam, it removes the old beam, creates a new one. Otherwise it kills the beam. * * Arguments: * mover: either the origin of the beam or the target of the beam that moved. * oldloc: from where mover moved. * direction: in what direction mover moved from. */ /datum/beam/proc/redrawing(atom/movable/mover, atom/oldloc, direction) SIGNAL_HANDLER if(origin && target && get_dist(origin,target)length) //went past the target, we draw a box of space to cut away from the beam sprite so the icon actually ends at the center of the target sprite var/icon/II = new(icon, icon_state)//this means we exclude the overshooting object from the visual contents which does mean those visuals don't show up for the final bit of the beam... II.DrawBox(null,1,(length-N),32,32)//in the future if you want to improve this, remove the drawbox and instead use a 513 filter to cut away at the final object's icon X.icon = II else X.vis_contents += visuals X.transform = rot_matrix //Calculate pixel offsets (If necessary) var/Pixel_x var/Pixel_y if(DX == 0) Pixel_x = 0 else Pixel_x = round(sin(Angle)+32*sin(Angle)*(N+16)/32) if(DY == 0) Pixel_y = 0 else Pixel_y = round(cos(Angle)+32*cos(Angle)*(N+16)/32) //Position the effect so the beam is one continous line var/a if(abs(Pixel_x)>32) a = Pixel_x > 0 ? round(Pixel_x/32) : CEILING(Pixel_x/32, 1) X.x += a Pixel_x %= 32 if(abs(Pixel_y)>32) a = Pixel_y > 0 ? round(Pixel_y/32) : CEILING(Pixel_y/32, 1) X.y += a Pixel_y %= 32 X.pixel_x = Pixel_x X.pixel_y = Pixel_y CHECK_TICK /obj/effect/ebeam mouse_opacity = MOUSE_OPACITY_TRANSPARENT anchored = TRUE var/datum/beam/owner /obj/effect/ebeam/Destroy() owner = null return ..() /obj/effect/ebeam/singularity_pull() return /obj/effect/ebeam/singularity_act() return /** * This is what you use to start a beam. Example: origin.Beam(target, args). **Store the return of this proc if you don't set maxdist or time, you need it to delete the beam.** * * Unless you're making a custom beam effect (see the beam_type argument), you won't actually have to mess with any other procs. Make sure you store the return of this Proc, you'll need it * to kill the beam. * **Arguments:** * BeamTarget: Where you're beaming from. Where do you get origin? You didn't read the docs, fuck you. * icon_state: What the beam's icon_state is. The datum effect isn't the ebeam object, it doesn't hold any icon and isn't type dependent. * icon: What the beam's icon file is. Don't change this, man. All beam icons should be in beam.dmi anyways. * maxdistance: how far the beam will go before stopping itself. Used mainly for two things: preventing lag if the beam may go in that direction and setting a range to abilities that use beams. * beam_type: The type of your custom beam. This is for adding other wacky stuff for your beam only. Most likely, you won't (and shouldn't) change it. */ /atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=INFINITY,maxdistance=INFINITY,beam_type=/obj/effect/ebeam) var/datum/beam/newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type) INVOKE_ASYNC(newbeam, /datum/beam/.proc/Start) return newbeam