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## 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 #71822 Closes #78547 Closes #78871 Closes #83901 Closes #87802 Closes #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! /🆑
175 lines
4.7 KiB
Plaintext
175 lines
4.7 KiB
Plaintext
/proc/point_midpoint_points(datum/point/a, datum/point/b) //Obviously will not support multiZ calculations! Same for the two below.
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return new /datum/point(_z = a.z, _pixel_x = (a.return_px() + b.return_px()) * 0.5, _pixel_y = (a.return_py() + b.return_py()) * 0.5)
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/proc/pixel_length_between_points(datum/point/a, datum/point/b)
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return sqrt(((b.return_px() - a.return_px()) ** 2) + ((b.return_py() - a.return_py()) ** 2))
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/proc/angle_between_points(datum/point/a, datum/point/b)
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return ATAN2(b.return_py() - a.return_py(), b.return_px() - a.return_px())
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/// For positions with map x/y/z and pixel x/y so you don't have to return lists. Could use addition/subtraction in the future I guess.
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/datum/position
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var/x = 0
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var/y = 0
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var/z = 0
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var/pixel_x = 0
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var/pixel_y = 0
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/datum/position/proc/valid()
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return x && y && z && !isnull(pixel_x) && !isnull(pixel_y)
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/datum/position/New(_x = 0, _y = 0, _z = 0, _pixel_x = 0, _pixel_y = 0) //first argument can also be a /datum/point.
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if(istype(_x, /datum/point))
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var/datum/point/P = _x
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var/turf/T = P.return_turf()
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_x = T.x
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_y = T.y
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_z = T.z
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_pixel_x = P.pixel_x
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_pixel_y = P.pixel_y
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else if(isatom(_x))
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var/atom/A = _x
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_x = A.x
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_y = A.y
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_z = A.z
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_pixel_x = A.pixel_x
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_pixel_y = A.pixel_y
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x = _x
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y = _y
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z = _z
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pixel_x = _pixel_x
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pixel_y = _pixel_y
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/datum/position/proc/return_turf()
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return locate(x, y, z)
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/datum/position/proc/return_px()
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return pixel_x
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/datum/position/proc/return_py()
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return pixel_y
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/datum/position/proc/return_point()
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return new /datum/point(src)
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/// A precise point on the map in absolute pixel locations based on world.icon_size. Pixels are FROM THE EDGE OF THE MAP!
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/datum/point
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var/x = 0
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var/y = 0
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var/z = 0
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var/pixel_x = 0
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var/pixel_y = 0
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/datum/point/proc/valid()
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return x && y && z
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/datum/point/proc/copy_to(datum/point/p = new)
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p.x = x
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p.y = y
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p.z = z
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return p
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/// First argument can also be a /datum/position or /atom.
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/datum/point/New(_x, _y, _z, _pixel_x = 0, _pixel_y = 0)
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if(istype(_x, /datum/position))
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var/datum/position/P = _x
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_x = P.x
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_y = P.y
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_z = P.z
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_pixel_x = P.pixel_x
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_pixel_y = P.pixel_y
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else if(istype(_x, /atom))
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var/atom/A = _x
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_x = A.x
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_y = A.y
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_z = A.z
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_pixel_x = A.pixel_x
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_pixel_y = A.pixel_y
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initialize_location(_x, _y, _z, _pixel_x, _pixel_y)
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/datum/point/proc/initialize_location(tile_x, tile_y, tile_z, p_x, p_y)
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if(!isnull(tile_x))
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x = tile_x
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if(!isnull(tile_y))
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y = tile_y
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if(!isnull(tile_z))
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z = tile_z
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if(!isnull(p_x))
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var/x_offset = SIGNED_FLOOR_DIVISION(p_x, ICON_SIZE_X)
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x += x_offset
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pixel_x = p_x - x_offset * ICON_SIZE_X
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if(!isnull(p_y))
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var/y_offset = SIGNED_FLOOR_DIVISION(p_y, ICON_SIZE_Y)
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y += y_offset
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pixel_y = p_y - y_offset * ICON_SIZE_Y
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/datum/point/proc/increment(p_x, p_y)
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var/x_offset = SIGNED_FLOOR_DIVISION(p_x, ICON_SIZE_X)
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x += x_offset
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pixel_x += p_x - x_offset * ICON_SIZE_X
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var/y_offset = SIGNED_FLOOR_DIVISION(p_y, ICON_SIZE_Y)
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y += y_offset
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pixel_y += p_y - y_offset * ICON_SIZE_Y
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/datum/point/proc/debug_out()
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var/turf/T = return_turf()
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return "[text_ref(src)] aX [x] aY [y] aZ [z] pX [pixel_x] pY [pixel_y] mX [T.x] mY [T.y] mZ [T.z]"
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/datum/point/proc/move_atom_to_src(atom/movable/AM)
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AM.forceMove(return_turf())
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AM.pixel_x = pixel_x
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AM.pixel_y = pixel_y
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/datum/point/proc/return_turf()
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return locate(x + SIGNED_FLOOR_DIVISION(pixel_x, ICON_SIZE_X), y + SIGNED_FLOOR_DIVISION(pixel_y, ICON_SIZE_Y), z)
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/datum/point/proc/return_coordinates() //[turf_x, turf_y, z]
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return list(x + SIGNED_FLOOR_DIVISION(pixel_x, ICON_SIZE_X), y + SIGNED_FLOOR_DIVISION(pixel_y, ICON_SIZE_Y), z)
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/datum/point/proc/return_position()
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return new /datum/position(src)
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/datum/point/proc/return_px()
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return x * ICON_SIZE_X + pixel_x
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/datum/point/proc/return_py()
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return y * ICON_SIZE_Y + pixel_y
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/datum/vector
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var/magnitude = 1
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var/angle = 0
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// Calculated coordinate amounts to prevent having to do trig every step.
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var/pixel_x = 0
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var/pixel_y = 0
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var/total_x = 0
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var/total_y = 0
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/datum/vector/New(new_magnitude, new_angle)
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. = ..()
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initialize_trajectory(new_magnitude, new_angle)
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/datum/vector/proc/initialize_trajectory(new_magnitude, new_angle)
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if(!isnull(new_magnitude))
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magnitude = new_magnitude
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set_angle(new_angle)
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/// Calculations use "byond angle" where north is 0 instead of 90, and south is 180 instead of 270.
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/datum/vector/proc/set_angle(new_angle)
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if(isnull(angle))
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return
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angle = new_angle
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update_offsets()
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/datum/vector/proc/update_offsets()
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pixel_x = sin(angle)
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pixel_y = cos(angle)
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total_x = pixel_x * magnitude
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total_y = pixel_y * magnitude
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/datum/vector/proc/set_speed(new_magnitude)
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if(isnull(new_magnitude) || magnitude == new_magnitude)
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return
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magnitude = new_magnitude
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total_x = pixel_x * magnitude
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total_y = pixel_y * magnitude
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