#define MOVES_HITSCAN -1 //Not actually hitscan but close as we get without actual hitscan. #define MUZZLE_EFFECT_PIXEL_INCREMENT 17 //How many pixels to move the muzzle flash up so your character doesn't look like they're shitting out lasers. /obj/projectile name = "projectile" icon = 'icons/obj/guns/projectiles.dmi' icon_state = "bullet" density = FALSE anchored = TRUE mouse_opacity = MOUSE_OPACITY_TRANSPARENT movement_type = FLYING wound_bonus = CANT_WOUND // can't wound by default generic_canpass = FALSE blocks_emissive = EMISSIVE_BLOCK_GENERIC layer = MOB_LAYER plane = GAME_PLANE_FOV_HIDDEN //The sound this plays on impact. var/hitsound = 'sound/weapons/pierce.ogg' var/hitsound_wall = "" resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF var/def_zone = "" //Aiming at var/atom/movable/firer = null//Who shot it var/atom/fired_from = null // the atom that the projectile was fired from (gun, turret) var/suppressed = FALSE //Attack message var/yo = null var/xo = null var/atom/original = null // the original target clicked var/turf/starting = null // the projectile's starting turf var/p_x = 16 var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center //Fired processing vars var/fired = FALSE //Have we been fired yet var/paused = FALSE //for suspending the projectile midair var/last_projectile_move = 0 var/last_process = 0 var/time_offset = 0 var/datum/point/vector/trajectory var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location! /// We already impacted these things, do not impact them again. Used to make sure we can pierce things we want to pierce. Lazylist, typecache style (object = TRUE) for performance. var/list/impacted = list() /// If TRUE, we can hit our firer. var/ignore_source_check = FALSE /// We are flagged PHASING temporarily to not stop moving when we Bump something but want to keep going anyways. var/temporary_unstoppable_movement = FALSE /** PROJECTILE PIERCING * WARNING: * Projectile piercing MUST be done using these variables. * Ordinary passflags will result in can_hit_target being false unless directly clicked on - similar to projectile_phasing but without even going to process_hit. * The two flag variables below both use pass flags. * In the context of LETPASStHROW, it means the projectile will ignore things that are currently "in the air" from a throw. * * Also, projectiles sense hits using Bump(), and then pierce them if necessary. * They simply do not follow conventional movement rules. * NEVER flag a projectile as PHASING movement type. * If you so badly need to make one go through *everything*, override check_pierce() for your projectile to always return PROJECTILE_PIERCE_PHASE/HIT. */ /// The "usual" flags of pass_flags is used in that can_hit_target ignores these unless they're specifically targeted/clicked on. This behavior entirely bypasses process_hit if triggered, rather than phasing which uses prehit_pierce() to check. pass_flags = PASSTABLE /// If FALSE, allow us to hit something directly targeted/clicked/whatnot even if we're able to phase through it var/phasing_ignore_direct_target = FALSE /// Bitflag for things the projectile should just phase through entirely - No hitting unless direct target and [phasing_ignore_direct_target] is FALSE. Uses pass_flags flags. var/projectile_phasing = NONE /// Bitflag for things the projectile should hit, but pierce through without deleting itself. Defers to projectile_phasing. Uses pass_flags flags. var/projectile_piercing = NONE /// number of times we've pierced something. Incremented BEFORE bullet_act and on_hit proc! var/pierces = 0 /// If objects are below this layer, we pass through them var/hit_threshhold = PROJECTILE_HIT_THRESHHOLD_LAYER var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel var/Angle = 0 var/original_angle = 0 //Angle at firing 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 = NO_STEPS //Use SLIDE_STEPS in conjunction with legacy /// how many times we've ricochet'd so far (instance variable, not a stat) var/ricochets = 0 /// how many times we can ricochet max var/ricochets_max = 0 /// 0-100 (or more, I guess), 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 ///If the object being hit can pass ths damage on to something else, it should not do it for this bullet var/force_hit = FALSE //Hitscan var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored. var/list/beam_segments //assoc list of datum/point or datum/point/vector, start = end. Used for hitscan effect generation. /// Last turf an angle was changed in for hitscan projectiles. var/turf/last_angle_set_hitscan_store var/datum/point/beam_index var/turf/hitscan_last //last turf touched during hitscanning. var/tracer_type var/muzzle_type var/impact_type //Fancy hitscan lighting effects! var/hitscan_light_intensity = 1.5 var/hitscan_light_range = 0.75 var/hitscan_light_color_override var/muzzle_flash_intensity = 3 var/muzzle_flash_range = 1.5 var/muzzle_flash_color_override var/impact_light_intensity = 3 var/impact_light_range = 2 var/impact_light_color_override //Homing var/homing = FALSE var/atom/homing_target var/homing_turn_speed = 10 //Angle per tick. var/homing_inaccuracy_min = 0 //in pixels for these. offsets are set once when setting target. var/homing_inaccuracy_max = 0 var/homing_offset_x = 0 var/homing_offset_y = 0 var/damage = 10 var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions ///Defines what armor to use when it hits things. Must be set to bullet, laser, energy, or bomb var/flag = BULLET ///How much armor this projectile pierces. var/armour_penetration = 0 ///Whether or not our bullet lacks penetrative power, and is easily stopped by armor. var/weak_against_armour = FALSE var/projectile_type = /obj/projectile var/range = 50 //This will de-increment every step. When 0, it will deletze the projectile. var/decayedRange //stores original range var/reflect_range_decrease = 5 //amount of original range that falls off when reflecting, so it doesn't go forever var/reflectable = NONE // Can it be reflected or not? //Effects var/stun = 0 var/knockdown = 0 var/paralyze = 0 var/immobilize = 0 var/unconscious = 0 var/stutter = 0 var/slur = 0 var/eyeblur = 0 var/drowsy = 0 var/stamina = 0 var/jitter = 0 var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all. var/impact_effect_type //what type of impact effect to show when hitting something var/log_override = FALSE //is this type spammed enough to not log? (KAs) ///If defined, on hit we create an item of this type then call hitby() on the hit target with this, mainly used for embedding items (bullets) in targets var/shrapnel_type ///If we have a shrapnel_type defined, these embedding stats will be passed to the spawned shrapnel type, which will roll for embedding on the target var/list/embedding ///If TRUE, hit mobs even if they're on the floor and not our target var/hit_prone_targets = FALSE ///For what kind of brute wounds we're rolling for, if we're doing such a thing. Lasers obviously don't care since they do burn instead. var/sharpness = NONE ///How much we want to drop both wound_bonus and bare_wound_bonus (to a minimum of 0 for the latter) per tile, for falloff purposes var/wound_falloff_tile ///How much we want to drop the embed_chance value, if we can embed, per tile, for falloff purposes var/embed_falloff_tile var/static/list/projectile_connections = list( COMSIG_ATOM_ENTERED = .proc/on_entered, ) /obj/projectile/Initialize(mapload) . = ..() decayedRange = range if(embedding) updateEmbedding() AddElement(/datum/element/connect_loc, projectile_connections) /obj/projectile/proc/Range() range-- if(wound_bonus != CANT_WOUND) wound_bonus += wound_falloff_tile bare_wound_bonus = max(0, bare_wound_bonus + wound_falloff_tile) if(embedding) embedding["embed_chance"] += embed_falloff_tile if(range <= 0 && loc) on_range() /obj/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range SEND_SIGNAL(src, COMSIG_PROJECTILE_RANGE_OUT) qdel(src) //to get the correct limb (if any) for the projectile hit message /mob/living/proc/check_limb_hit(hit_zone) if(has_limbs) return hit_zone /mob/living/carbon/check_limb_hit(hit_zone) if(get_bodypart(hit_zone)) return hit_zone else //when a limb is missing the damage is actually passed to the chest return BODY_ZONE_CHEST /** * Called when the projectile hits something * * @params * target - thing hit * blocked - percentage of hit blocked * pierce_hit - are we piercing through or regular hitting */ /obj/projectile/proc/on_hit(atom/target, blocked = FALSE, pierce_hit) if(fired_from) SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_ON_HIT, firer, target, Angle) // i know that this is probably more with wands and gun mods in mind, but it's a bit silly that the projectile on_hit signal doesn't ping the projectile itself. // maybe we care what the projectile thinks! See about combining these via args some time when it's not 5AM var/obj/item/bodypart/hit_limb if(isliving(target)) var/mob/living/L = target hit_limb = L.check_limb_hit(def_zone) SEND_SIGNAL(src, COMSIG_PROJECTILE_SELF_ON_HIT, firer, target, Angle, hit_limb) if(QDELETED(src)) // in case one of the above signals deleted the projectile for whatever reason return var/turf/target_loca = get_turf(target) var/hitx var/hity if(target == original) hitx = target.pixel_x + p_x - 16 hity = target.pixel_y + p_y - 16 else hitx = target.pixel_x + rand(-8, 8) hity = target.pixel_y + rand(-8, 8) if(!nodamage && (damage_type == BRUTE || damage_type == BURN) && iswallturf(target_loca) && prob(75)) var/turf/closed/wall/W = target_loca if(impact_effect_type && !hitscan) new impact_effect_type(target_loca, hitx, hity) W.add_dent(WALL_DENT_SHOT, hitx, hity) return BULLET_ACT_HIT if(!isliving(target)) if(impact_effect_type && !hitscan) new impact_effect_type(target_loca, hitx, hity) if(isturf(target) && hitsound_wall) var/volume = clamp(vol_by_damage() + 20, 0, 100) if(suppressed) volume = 5 playsound(loc, hitsound_wall, volume, TRUE, -1) return BULLET_ACT_HIT var/mob/living/L = target if(blocked != 100) // not completely blocked if(damage && L.blood_volume && damage_type == BRUTE) var/splatter_dir = dir if(starting) splatter_dir = get_dir(starting, target_loca) if(isalien(L)) new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir) else new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir) if(prob(33)) L.add_splatter_floor(target_loca) else if(impact_effect_type && !hitscan) new impact_effect_type(target_loca, hitx, hity) var/organ_hit_text = "" var/limb_hit = hit_limb if(limb_hit) organ_hit_text = " in \the [parse_zone(limb_hit)]" if(suppressed==SUPPRESSED_VERY) playsound(loc, hitsound, 5, TRUE, -1) else if(suppressed) playsound(loc, hitsound, 5, TRUE, -1) to_chat(L, span_userdanger("You're shot by \a [src][organ_hit_text]!")) else if(hitsound) var/volume = vol_by_damage() playsound(src, hitsound, volume, TRUE, -1) L.visible_message(span_danger("[L] is hit by \a [src][organ_hit_text]!"), \ span_userdanger("You're hit by \a [src][organ_hit_text]!"), null, COMBAT_MESSAGE_RANGE) L.on_hit(src) var/reagent_note if(reagents?.reagent_list) reagent_note = " REAGENTS:" for(var/datum/reagent/R in reagents.reagent_list) reagent_note += "[R.name] ([num2text(R.volume)])" if(ismob(firer)) log_combat(firer, L, "shot", src, reagent_note) else L.log_message("has been shot by [firer] with [src]", LOG_ATTACK, color="orange") return BULLET_ACT_HIT /obj/projectile/proc/vol_by_damage() if(src.damage) return clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then CLAMP the value between 30 and 100 else return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume /obj/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 || !is_in_sight(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) set_angle(get_angle(src, unlucky_sob.loc)) /obj/projectile/proc/store_hitscan_collision(datum/point/point_cache) beam_segments[beam_index] = point_cache beam_index = point_cache beam_segments[beam_index] = null /obj/projectile/Bump(atom/A) SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A) if(!can_hit_target(A, A == original, TRUE, TRUE)) return Impact(A) /** * Called when the projectile hits something * This can either be from it bumping something, * or it passing over a turf/being crossed and scanning that there is infact * a valid target it needs to hit. * This target isn't however necessarily WHAT it hits * that is determined by process_hit and select_target. * * Furthermore, this proc shouldn't check can_hit_target - this should only be called if can hit target is already checked. * Also, we select_target to find what to process_hit first. */ /obj/projectile/proc/Impact(atom/A) if(!trajectory) qdel(src) return FALSE if(impacted[A]) // NEVER doublehit return FALSE var/datum/point/point_cache = 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) impacted = list() // Shoot a x-ray laser at a pair of mirrors I dare you ignore_source_check = TRUE // Firer is no longer immune decayedRange = max(0, decayedRange - reflect_range_decrease) ricochet_chance *= ricochet_decay_chance damage *= ricochet_decay_damage stamina *= ricochet_decay_damage range = decayedRange if(hitscan) store_hitscan_collision(point_cache) 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. def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use. return process_hit(T, select_target(T, A, A), A) // SELECT TARGET FIRST! /** * The primary workhorse proc of projectile impacts. * This is a RECURSIVE call - process_hit is called on the first selected target, and then repeatedly called if the projectile still hasn't been deleted. * * Order of operations: * 1. Checks if we are deleted, or if we're somehow trying to hit a null, in which case, bail out * 2. Adds the thing we're hitting to impacted so we can make sure we don't doublehit * 3. Checks piercing - stores this. * Afterwards: * Hit and delete, hit without deleting and pass through, pass through without hitting, or delete without hitting depending on result * If we're going through without hitting, find something else to hit if possible and recurse, set unstoppable movement to true * If we're deleting without hitting, delete and return * Otherwise, send signal of COMSIG_PROJECTILE_PREHIT to target * Then, hit, deleting ourselves if necessary. * @params * T - Turf we're on/supposedly hitting * target - target we're hitting * bumped - target we originally bumped. it's here to ensure that if something blocks our projectile by means of Cross() failure, we hit it * even if it is not dense. * hit_something - only should be set by recursive calling by this proc - tracks if we hit something already * * Returns if we hit something. */ /obj/projectile/proc/process_hit(turf/T, atom/target, atom/bumped, hit_something = FALSE) // 1. if(QDELETED(src) || !T || !target) return // 2. impacted[target] = TRUE //hash lookup > in for performance in hit-checking // 3. var/mode = prehit_pierce(target) if(mode == PROJECTILE_DELETE_WITHOUT_HITTING) qdel(src) return hit_something else if(mode == PROJECTILE_PIERCE_PHASE) if(!(movement_type & PHASING)) temporary_unstoppable_movement = TRUE movement_type |= PHASING return process_hit(T, select_target(T, target, bumped), bumped, hit_something) // try to hit something else // at this point we are going to hit the thing // in which case send signal to it SEND_SIGNAL(target, COMSIG_PROJECTILE_PREHIT, args) if(mode == PROJECTILE_PIERCE_HIT) ++pierces hit_something = TRUE var/result = target.bullet_act(src, def_zone, mode == PROJECTILE_PIERCE_HIT) if((result == BULLET_ACT_FORCE_PIERCE) || (mode == PROJECTILE_PIERCE_HIT)) if(!(movement_type & PHASING)) temporary_unstoppable_movement = TRUE movement_type |= PHASING return process_hit(T, select_target(T, target, bumped), bumped, TRUE) qdel(src) return hit_something /** * Selects a target to hit from a turf * * @params * T - The turf * target - The "preferred" atom to hit, usually what we Bumped() first. * bumped - used to track if something is the reason we impacted in the first place. * If set, this atom is always treated as dense by can_hit_target. * * Priority: * 0. Anything that is already in impacted is ignored no matter what. Furthermore, in any bracket, if the target atom parameter is in it, that's hit first. * Furthermore, can_hit_target is always checked. This (entire proc) is PERFORMANCE OVERHEAD!! But, it shouldn't be ""too"" bad and I frankly don't have a better *generic non snowflakey* way that I can think of right now at 3 AM. * FURTHERMORE, mobs/objs have a density check from can_hit_target - to hit non dense objects over a turf, you must click on them, same for mobs that usually wouldn't get hit. * 1. The thing originally aimed at/clicked on * 2. Mobs - picks lowest buckled mob to prevent scarp piggybacking memes * 3. Objs * 4. Turf * 5. Nothing */ /obj/projectile/proc/select_target(turf/T, atom/target, atom/bumped) // 1. original if(can_hit_target(original, TRUE, FALSE, original == bumped)) return original var/list/atom/possible = list() // let's define these ONCE var/list/atom/considering = list() // 2. mobs possible = typecache_filter_list(T, GLOB.typecache_living) // living only for(var/i in possible) if(!can_hit_target(i, i == original, TRUE, i == bumped)) continue considering += i if(considering.len) var/mob/living/M = pick(considering) return M.lowest_buckled_mob() considering.len = 0 // 3. objs and other dense things for(var/i in T.contents) if(!can_hit_target(i, i == original, TRUE, i == bumped)) continue considering += i if(considering.len) return pick(considering) // 4. turf if(can_hit_target(T, T == original, TRUE, T == bumped)) return T // 5. nothing // (returns null) //Returns true if the target atom is on our current turf and above the right layer //If direct target is true it's the originally clicked target. /obj/projectile/proc/can_hit_target(atom/target, direct_target = FALSE, ignore_loc = FALSE, cross_failed = FALSE) if(QDELETED(target) || impacted[target]) return FALSE if(!ignore_loc && (loc != target.loc)) return FALSE // if pass_flags match, pass through entirely - unless direct target is set. if((target.pass_flags_self & pass_flags) && !direct_target) return FALSE if(!ignore_source_check && firer) var/mob/M = firer if((target == firer) || ((target == firer.loc) && ismecha(firer.loc)) || (target in firer.buckled_mobs) || (istype(M) && (M.buckled == target))) return FALSE if(target.density || cross_failed) //This thing blocks projectiles, hit it regardless of layer/mob stuns/etc. return TRUE if(!isliving(target)) if(isturf(target)) // non dense turfs return FALSE if(target.layer < hit_threshhold) return FALSE else if(!direct_target) // non dense objects do not get hit unless specifically clicked return FALSE else var/mob/living/L = target if(direct_target) return TRUE if(L.stat == DEAD) return FALSE if(HAS_TRAIT(L, TRAIT_IMMOBILIZED) && HAS_TRAIT(L, TRAIT_FLOORED) && HAS_TRAIT(L, TRAIT_HANDS_BLOCKED)) return FALSE if(!hit_prone_targets) if(!L.density) return FALSE if(L.body_position != LYING_DOWN) return TRUE return TRUE /** * Scan if we should hit something and hit it if we need to * The difference between this and handling in Impact is * In this we strictly check if we need to Impact() something in specific * If we do, we do * We don't even check if it got hit already - Impact() does that * In impact there's more code for selecting WHAT to hit * So this proc is more of checking if we should hit something at all BY having an atom cross us. */ /obj/projectile/proc/scan_crossed_hit(atom/movable/A) if(can_hit_target(A, direct_target = (A == original))) Impact(A) /** * Scans if we should hit something on the turf we just moved to if we haven't already * * This proc is a little high in overhead but allows us to not snowflake CanPass in living and other things. */ /obj/projectile/proc/scan_moved_turf() // Optimally, we scan: mobs --> objs --> turf for impact // but, overhead is a thing and 2 for loops every time it moves is a no-go. // realistically, since we already do select_target in impact, we can not do that // and hope projectiles get refactored again in the future to have a less stupid impact detection system // that hopefully won't also involve a ton of overhead if(can_hit_target(original, TRUE, FALSE)) Impact(original) // try to hit thing clicked on // else, try to hit mobs else // because if we impacted original and pierced we'll already have select target'd and hit everything else we should be hitting for(var/mob/M in loc) // so I guess we're STILL doing a for loop of mobs because living movement would otherwise have snowflake code for projectile CanPass // so the snowflake vs performance is pretty arguable here if(can_hit_target(M, M == original, TRUE)) Impact(M) break /** * Projectile crossed: When something enters a projectile's tile, make sure the projectile hits it if it should be hitting it. */ /obj/projectile/proc/on_entered(datum/source, atom/movable/AM) SIGNAL_HANDLER scan_crossed_hit(AM) /** * Projectile can pass through * Used to not even attempt to Bump() or fail to Cross() anything we already hit. */ /obj/projectile/CanPassThrough(atom/blocker, movement_dir, blocker_opinion) return impacted[blocker] ? TRUE : ..() /** * Projectile moved: * * If not fired yet, do not do anything. Else, * * If temporary unstoppable movement used for piercing through things we already hit (impacted list) is set, unset it. * Scan turf we're now in for anything we can/should hit. This is useful for hitting non dense objects the user * directly clicks on, as well as for PHASING projectiles to be able to hit things at all as they don't ever Bump(). */ /obj/projectile/Moved(atom/OldLoc, Dir) . = ..() if(!fired) return if(temporary_unstoppable_movement) temporary_unstoppable_movement = FALSE movement_type &= ~PHASING scan_moved_turf() //mostly used for making sure we can hit a non-dense object the user directly clicked on, and for penetrating projectiles that don't bump /** * Checks if we should pierce something. * * NOT meant to be a pure proc, since this replaces prehit() which was used to do things. * Return PROJECTILE_DELETE_WITHOUT_HITTING to delete projectile without hitting at all! */ /obj/projectile/proc/prehit_pierce(atom/A) if((projectile_phasing & A.pass_flags_self) && (phasing_ignore_direct_target || original != A)) return PROJECTILE_PIERCE_PHASE if(projectile_piercing & A.pass_flags_self) return PROJECTILE_PIERCE_HIT if(ismovable(A)) var/atom/movable/AM = A if(AM.throwing) return (projectile_phasing & LETPASSTHROW)? PROJECTILE_PIERCE_PHASE : ((projectile_piercing & LETPASSTHROW)? PROJECTILE_PIERCE_HIT : PROJECTILE_PIERCE_NONE) return PROJECTILE_PIERCE_NONE /obj/projectile/proc/check_ricochet(atom/A) var/chance = ricochet_chance * A.receive_ricochet_chance_mod if(firer && HAS_TRAIT(firer, TRAIT_NICE_SHOT)) chance += NICE_SHOT_RICOCHET_BONUS if(prob(chance)) return TRUE return FALSE /obj/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/projectile/proc/return_predicted_turf_after_moves(moves, forced_angle) //I say predicted because there's no telling that the projectile won't change direction/location in flight. if(!trajectory && isnull(forced_angle) && isnull(Angle)) return FALSE var/datum/point/vector/current = trajectory if(!current) var/turf/T = get_turf(src) current = new(T.x, T.y, T.z, pixel_x, pixel_y, isnull(forced_angle)? Angle : forced_angle, SSprojectiles.global_pixel_speed) var/datum/point/vector/v = current.return_vector_after_increments(moves * SSprojectiles.global_iterations_per_move) return v.return_turf() /obj/projectile/proc/return_pathing_turfs_in_moves(moves, forced_angle) var/turf/current = get_turf(src) var/turf/ending = return_predicted_turf_after_moves(moves, forced_angle) return get_line(current, ending) /obj/projectile/Process_Spacemove(movement_dir = 0) return TRUE //Bullets don't drift in space /obj/projectile/process() last_process = world.time if(!loc || !fired || !trajectory) fired = FALSE return PROCESS_KILL if(paused || !isturf(loc)) last_projectile_move += world.time - last_process //Compensates for pausing, so it doesn't become a hitscan projectile when unpaused from charged up ticks. return var/elapsed_time_deciseconds = (world.time - last_projectile_move) + time_offset time_offset = 0 var/required_moves = speed > 0? FLOOR(elapsed_time_deciseconds / speed, 1) : MOVES_HITSCAN //Would be better if a 0 speed made hitscan but everyone hates those so I can't make it a universal system :< if(required_moves == MOVES_HITSCAN) required_moves = SSprojectiles.global_max_tick_moves else if(required_moves > SSprojectiles.global_max_tick_moves) var/overrun = required_moves - SSprojectiles.global_max_tick_moves required_moves = SSprojectiles.global_max_tick_moves time_offset += overrun * speed time_offset += MODULUS(elapsed_time_deciseconds, speed) for(var/i in 1 to required_moves) pixel_move(1, FALSE) /obj/projectile/proc/fire(angle, atom/direct_target) LAZYINITLIST(impacted) if(fired_from) SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_BEFORE_FIRE, src, original) //If no angle needs to resolve it from xo/yo! if(shrapnel_type && LAZYLEN(embedding)) 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 && (get_dist(direct_target, get_turf(src)) <= 1)) // point blank shots process_hit(get_turf(direct_target), direct_target) if(QDELETED(src)) return if(isnum(angle)) set_angle(angle) if(spread) set_angle(Angle + ((rand() - 0.5) * spread)) var/turf/starting = get_turf(src) if(isnull(Angle)) //Try to resolve through offsets if there's no angle set. if(isnull(xo) || isnull(yo)) stack_trace("WARNING: Projectile [type] deleted due to being unable to resolve a target after angle was null!") qdel(src) return var/turf/target = locate(clamp(starting + xo, 1, world.maxx), clamp(starting + yo, 1, world.maxy), starting.z) set_angle(get_angle(src, target)) original_angle = Angle if(!nondirectional_sprite) var/matrix/matrix = new matrix.Turn(Angle) transform = matrix trajectory_ignore_forcemove = TRUE forceMove(starting) trajectory_ignore_forcemove = FALSE trajectory = new(starting.x, starting.y, starting.z, pixel_x, pixel_y, Angle, SSprojectiles.global_pixel_speed) last_projectile_move = world.time fired = TRUE play_fov_effect(starting, 6, "gunfire", dir = NORTH, angle = Angle) SEND_SIGNAL(src, COMSIG_PROJECTILE_FIRE) if(hitscan) process_hitscan() if(!(datum_flags & DF_ISPROCESSING)) START_PROCESSING(SSprojectiles, src) pixel_move(1, FALSE) //move it now! /obj/projectile/proc/set_angle(new_angle) //wrapper for overrides. Angle = new_angle if(!nondirectional_sprite) var/matrix/matrix = new matrix.Turn(Angle) transform = matrix if(trajectory) trajectory.set_angle(new_angle) if(fired && hitscan && isloc(loc) && (loc != last_angle_set_hitscan_store)) last_angle_set_hitscan_store = loc var/datum/point/point_cache = new (src) point_cache = trajectory.copy_to() store_hitscan_collision(point_cache) return TRUE /// Same as set_angle, but the reflection continues from the center of the object that reflects it instead of the side /obj/projectile/proc/set_angle_centered(new_angle) Angle = new_angle if(!nondirectional_sprite) var/matrix/matrix = new matrix.Turn(Angle) transform = matrix if(trajectory) trajectory.set_angle(new_angle) var/list/coordinates = trajectory.return_coordinates() trajectory.set_location(coordinates[1], coordinates[2], coordinates[3]) // Sets the trajectory to the center of the tile it bounced at if(fired && hitscan && isloc(loc) && (loc != last_angle_set_hitscan_store)) // Handles hitscan projectiles last_angle_set_hitscan_store = loc var/datum/point/point_cache = new (src) point_cache.initialize_location(coordinates[1], coordinates[2], coordinates[3]) // Take the center of the hitscan collision tile store_hitscan_collision(point_cache) return TRUE /obj/projectile/forceMove(atom/target) if(!isloc(target) || !isloc(loc) || !z) return ..() var/zc = target.z != z var/old = loc if(zc) before_z_change(old, target) . = ..() if(QDELETED(src)) // we coulda bumped something return if(trajectory && !trajectory_ignore_forcemove && isturf(target)) if(hitscan) finalize_hitscan_and_generate_tracers(FALSE) trajectory.initialize_location(target.x, target.y, target.z, 0, 0) if(hitscan) record_hitscan_start(RETURN_PRECISE_POINT(src)) if(zc) after_z_change(old, target) /obj/projectile/proc/after_z_change(atom/olcloc, atom/newloc) /obj/projectile/proc/before_z_change(atom/oldloc, atom/newloc) /obj/projectile/vv_edit_var(var_name, var_value) switch(var_name) if(NAMEOF(src, Angle)) set_angle(var_value) return TRUE else return ..() /obj/projectile/proc/set_pixel_speed(new_speed) if(trajectory) trajectory.set_speed(new_speed) return TRUE return FALSE /obj/projectile/proc/record_hitscan_start(datum/point/point_cache) if(point_cache) beam_segments = list() beam_index = point_cache beam_segments[beam_index] = null //record start. /obj/projectile/proc/process_hitscan() var/safety = range * 10 record_hitscan_start(RETURN_POINT_VECTOR_INCREMENT(src, Angle, MUZZLE_EFFECT_PIXEL_INCREMENT, 1)) while(loc && !QDELETED(src)) if(paused) stoplag(1) continue if(safety-- <= 0) if(loc) Bump(loc) if(!QDELETED(src)) qdel(src) return //Kill! pixel_move(1, TRUE) /obj/projectile/proc/pixel_move(trajectory_multiplier, hitscanning = FALSE) if(!loc || !trajectory) return last_projectile_move = world.time if(!nondirectional_sprite && !hitscanning) var/matrix/matrix = new matrix.Turn(Angle) transform = matrix if(homing) process_homing() var/forcemoved = FALSE for(var/i in 1 to SSprojectiles.global_iterations_per_move) if(QDELETED(src)) return trajectory.increment(trajectory_multiplier) var/turf/T = trajectory.return_turf() if(!istype(T)) qdel(src) return if(T.z != loc.z) var/old = loc before_z_change(loc, T) trajectory_ignore_forcemove = TRUE forceMove(T) trajectory_ignore_forcemove = FALSE after_z_change(old, loc) if(!hitscanning) pixel_x = trajectory.return_px() pixel_y = trajectory.return_py() forcemoved = TRUE hitscan_last = loc else if(T != loc) step_towards(src, T) hitscan_last = loc if(QDELETED(src)) //deleted on last move return if(!hitscanning && !forcemoved) pixel_x = trajectory.return_px() - trajectory.mpx * trajectory_multiplier * SSprojectiles.global_iterations_per_move pixel_y = trajectory.return_py() - trajectory.mpy * trajectory_multiplier * SSprojectiles.global_iterations_per_move animate(src, pixel_x = trajectory.return_px(), pixel_y = trajectory.return_py(), time = 1, flags = ANIMATION_END_NOW) Range() /obj/projectile/proc/process_homing() //may need speeding up in the future performance wise. if(!homing_target) return FALSE var/datum/point/PT = RETURN_PRECISE_POINT(homing_target) PT.x += clamp(homing_offset_x, 1, world.maxx) PT.y += clamp(homing_offset_y, 1, world.maxy) var/angle = closer_angle_difference(Angle, angle_between_points(RETURN_PRECISE_POINT(src), PT)) set_angle(Angle + clamp(angle, -homing_turn_speed, homing_turn_speed)) /obj/projectile/proc/set_homing_target(atom/A) if(!A || (!isturf(A) && !isturf(A.loc))) return FALSE homing = TRUE homing_target = A homing_offset_x = rand(homing_inaccuracy_min, homing_inaccuracy_max) homing_offset_y = rand(homing_inaccuracy_min, homing_inaccuracy_max) if(prob(50)) homing_offset_x = -homing_offset_x if(prob(50)) homing_offset_y = -homing_offset_y /** * Aims the projectile at a target. * * Must be passed at least one of a target or a list of click parameters. * If only passed the click modifiers the source atom must be a mob with a client. * * Arguments: * - [target][/atom]: (Optional) The thing that the projectile will be aimed at. * - [source][/atom]: The initial location of the projectile or the thing firing it. * - [modifiers][/list]: (Optional) A list of click parameters to apply to this operation. * - deviation: (Optional) How the trajectory should deviate from the target in degrees. * - //Spread is FORCED! */ /obj/projectile/proc/preparePixelProjectile(atom/target, atom/source, list/modifiers = null, deviation = 0) if(!(isnull(modifiers) || islist(modifiers))) stack_trace("WARNING: Projectile [type] fired with non-list modifiers, likely was passed click params.") modifiers = null var/turf/source_loc = get_turf(source) var/turf/target_loc = get_turf(target) if(isnull(source_loc)) stack_trace("WARNING: Projectile [type] fired from nullspace.") qdel(src) return FALSE trajectory_ignore_forcemove = TRUE forceMove(source_loc) trajectory_ignore_forcemove = FALSE starting = source_loc pixel_x = source.pixel_x pixel_y = source.pixel_y original = target if(length(modifiers)) var/list/calculated = calculate_projectile_angle_and_pixel_offsets(source, target_loc && target, modifiers) p_x = calculated[2] p_y = calculated[3] set_angle(calculated[1] + deviation) return TRUE if(target_loc) yo = target_loc.y - source_loc.y xo = target_loc.x - source_loc.x set_angle(get_angle(src, target_loc) + deviation) return TRUE stack_trace("WARNING: Projectile [type] fired without a target or mouse parameters to aim with.") qdel(src) return FALSE /** * Calculates the pixel offsets and angle that a projectile should be launched at. * * Arguments: * - [source][/atom]: The thing that the projectile is being shot from. * - [target][/atom]: (Optional) The thing that the projectile is being shot at. * - If this is not provided the source atom must be a mob with a client. * - [modifiers][/list]: A list of click parameters used to modify the shot angle. */ /proc/calculate_projectile_angle_and_pixel_offsets(atom/source, atom/target, modifiers) var/angle = 0 var/p_x = LAZYACCESS(modifiers, ICON_X) ? text2num(LAZYACCESS(modifiers, ICON_X)) : world.icon_size / 2 // ICON_(X|Y) are measured from the bottom left corner of the icon. var/p_y = LAZYACCESS(modifiers, ICON_Y) ? text2num(LAZYACCESS(modifiers, ICON_Y)) : world.icon_size / 2 // This centers the target if modifiers aren't passed. if(target) var/turf/source_loc = get_turf(source) var/turf/target_loc = get_turf(target) var/dx = ((target_loc.x - source_loc.x) * world.icon_size) + (target.pixel_x - source.pixel_x) + (p_x - (world.icon_size / 2)) var/dy = ((target_loc.y - source_loc.y) * world.icon_size) + (target.pixel_y - source.pixel_y) + (p_y - (world.icon_size / 2)) angle = ATAN2(dy, dx) return list(angle, p_x, p_y) if(!ismob(source) || !LAZYACCESS(modifiers, SCREEN_LOC)) CRASH("Can't make trajectory calculations without a target or click modifiers and a client.") var/mob/user = source if(!user.client) CRASH("Can't make trajectory calculations without a target or click modifiers and a client.") //Split screen-loc up into X+Pixel_X and Y+Pixel_Y var/list/screen_loc_params = splittext(LAZYACCESS(modifiers, SCREEN_LOC), ",") //Split X+Pixel_X up into list(X, Pixel_X) var/list/screen_loc_X = splittext(screen_loc_params[1],":") //Split Y+Pixel_Y up into list(Y, Pixel_Y) var/list/screen_loc_Y = splittext(screen_loc_params[2],":") var/tx = (text2num(screen_loc_X[1]) - 1) * world.icon_size + text2num(screen_loc_X[2]) var/ty = (text2num(screen_loc_Y[1]) - 1) * world.icon_size + text2num(screen_loc_Y[2]) //Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average. var/list/screenview = getviewsize(user.client.view) var/screenviewX = screenview[1] * world.icon_size var/screenviewY = screenview[2] * world.icon_size var/ox = round(screenviewX/2) - user.client.pixel_x //"origin" x var/oy = round(screenviewY/2) - user.client.pixel_y //"origin" y angle = ATAN2(tx - oy, ty - ox) return list(angle, p_x, p_y) /obj/projectile/Destroy() if(hitscan) finalize_hitscan_and_generate_tracers() STOP_PROCESSING(SSprojectiles, src) cleanup_beam_segments() if(trajectory) QDEL_NULL(trajectory) return ..() /obj/projectile/proc/cleanup_beam_segments() QDEL_LIST_ASSOC(beam_segments) beam_segments = list() QDEL_NULL(beam_index) /obj/projectile/proc/finalize_hitscan_and_generate_tracers(impacting = TRUE) if(trajectory && beam_index) var/datum/point/point_cache = trajectory.copy_to() beam_segments[beam_index] = point_cache generate_hitscan_tracers(null, null, impacting) /obj/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE) if(!length(beam_segments)) return if(tracer_type) var/tempref = REF(src) for(var/datum/point/p in beam_segments) generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity, tempref) if(muzzle_type && duration > 0) var/datum/point/p = beam_segments[1] var/atom/movable/thing = new muzzle_type p.move_atom_to_src(thing) var/matrix/matrix = new matrix.Turn(original_angle) thing.transform = matrix thing.color = color thing.set_light(muzzle_flash_range, muzzle_flash_intensity, muzzle_flash_color_override? muzzle_flash_color_override : color) QDEL_IN(thing, duration) if(impacting && impact_type && duration > 0) var/datum/point/p = beam_segments[beam_segments[beam_segments.len]] var/atom/movable/thing = new impact_type p.move_atom_to_src(thing) var/matrix/matrix = new matrix.Turn(Angle) thing.transform = matrix thing.color = color thing.set_light(impact_light_range, impact_light_intensity, impact_light_color_override? impact_light_color_override : color) QDEL_IN(thing, duration) if(cleanup) cleanup_beam_segments() /obj/projectile/experience_pressure_difference() return ///Like [/obj/item/proc/updateEmbedding] but for projectiles instead, call this when you want to add embedding or update the stats on the embedding element /obj/projectile/proc/updateEmbedding() if(!shrapnel_type || !LAZYLEN(embedding)) return AddElement(/datum/element/embed,\ embed_chance = (!isnull(embedding["embed_chance"]) ? embedding["embed_chance"] : EMBED_CHANCE),\ fall_chance = (!isnull(embedding["fall_chance"]) ? embedding["fall_chance"] : EMBEDDED_ITEM_FALLOUT),\ pain_chance = (!isnull(embedding["pain_chance"]) ? embedding["pain_chance"] : EMBEDDED_PAIN_CHANCE),\ pain_mult = (!isnull(embedding["pain_mult"]) ? embedding["pain_mult"] : EMBEDDED_PAIN_MULTIPLIER),\ remove_pain_mult = (!isnull(embedding["remove_pain_mult"]) ? embedding["remove_pain_mult"] : EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER),\ rip_time = (!isnull(embedding["rip_time"]) ? embedding["rip_time"] : EMBEDDED_UNSAFE_REMOVAL_TIME),\ ignore_throwspeed_threshold = (!isnull(embedding["ignore_throwspeed_threshold"]) ? embedding["ignore_throwspeed_threshold"] : FALSE),\ impact_pain_mult = (!isnull(embedding["impact_pain_mult"]) ? embedding["impact_pain_mult"] : EMBEDDED_IMPACT_PAIN_MULTIPLIER),\ jostle_chance = (!isnull(embedding["jostle_chance"]) ? embedding["jostle_chance"] : EMBEDDED_JOSTLE_CHANCE),\ jostle_pain_mult = (!isnull(embedding["jostle_pain_mult"]) ? embedding["jostle_pain_mult"] : EMBEDDED_JOSTLE_PAIN_MULTIPLIER),\ pain_stam_pct = (!isnull(embedding["pain_stam_pct"]) ? embedding["pain_stam_pct"] : EMBEDDED_PAIN_STAM_PCT),\ projectile_payload = shrapnel_type) return TRUE