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SmArtKar bbb7a41743 Guncode Agony 4: The Great Projectile Purge (#87740)
## 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!
/🆑
2024-11-23 04:02:35 -08:00

262 lines
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/obj/effect/mob_spawn/corpse/goliath/pierced
corpse_description = "Seems to have been pierced through the heart by a Watcher spike."
naive_corpse_description = "It's got a pretty big boo-boo, might need one of the large plasters."
/obj/effect/mob_spawn/corpse/watcher/goliath_chewed
corpse_description = "Prior to its death, it was badly mangled by the jaws of a Goliath."
naive_corpse_description = "It's all tuckered out after playing rough with a Goliath."
/obj/effect/mob_spawn/corpse/watcher/crushed
corpse_description = "Crushed by a rockslide, it seemed to have been scraping frantically at the rocks even as it perished."
naive_corpse_description = "All of those rocks probably don't make a comfortable blanket."
#define WATCHER_EGG_LIVELY_MOD 0.75
#define WATCHER_EGG_ACTIVE_MOD 0.5
/// Egg which hatches into a helpful pet. Or you can eat it if you want.
/obj/item/food/egg/watcher
name = "watcher egg"
desc = "A lonely egg still pulsing with life, somehow untouched by the corruption of the Necropolis."
icon_state = "egg_watcher"
chick_throw_prob = 100
tastes = list("ocular fluid" = 6, "loneliness" = 1)
preserved_food = TRUE
/// How far have we moved?
var/steps_travelled = 0
/// How far should we travel to hatch?
var/steps_to_hatch = 600
/// Datum used to measure our steps
var/datum/movement_detector/pedometer
/obj/item/food/egg/watcher/Initialize(mapload)
. = ..()
pedometer = new(src, CALLBACK(src, PROC_REF(on_stepped)))
/obj/item/food/egg/watcher/Destroy(force)
. = ..()
QDEL_NULL(pedometer)
/obj/item/food/egg/watcher/spawn_impact_chick(turf/spawn_turf)
new /obj/effect/spawner/random/lavaland_mob/watcher(spawn_turf)
/obj/item/food/egg/watcher/examine(mob/user)
return ..() + span_notice("<i>Watch it more closely to see how it is doing...</i>")
/obj/item/food/egg/watcher/examine_more(mob/user)
. = ..()
if (steps_travelled < (steps_to_hatch * WATCHER_EGG_ACTIVE_MOD))
return . + span_notice("Something stirs listlessly inside.")
if (steps_travelled < steps_to_hatch * WATCHER_EGG_LIVELY_MOD)
return . + span_notice("Something is moving actively inside.")
return . + span_boldnotice("It's jiggling wildly, it's about to hatch!")
/// Called when we are moved, whether inside an inventory or by ourself somehow
/obj/item/food/egg/watcher/proc/on_stepped(atom/movable/egg, atom/mover, atom/old_loc, direction)
var/new_loc = get_turf(egg)
if (isnull(new_loc) || new_loc == get_turf(old_loc))
return // Didn't actually go anywhere
steps_travelled++
if (steps_travelled == steps_to_hatch * WATCHER_EGG_ACTIVE_MOD)
jiggle()
return
if (steps_travelled < steps_to_hatch)
return
visible_message(span_boldnotice("[src] splits and unfurls into a baby Watcher!"))
playsound(new_loc, 'sound/effects/splat.ogg', 50, TRUE)
new /obj/effect/decal/cleanable/greenglow(new_loc)
new /obj/item/watcher_hatchling(new_loc)
qdel(src)
/// Animate the egg
/obj/item/food/egg/watcher/proc/jiggle()
var/animation = isturf(loc) ? rand(1, 3) : 1 // Pixel_x/y animations don't work in an inventory
switch(animation)
if (1)
animate(src, transform = transform.Scale(1.3), time = 1 SECONDS, easing = BOUNCE_EASING)
animate(transform = matrix(), time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
if (2)
animate(src, pixel_y = 8, time = 0.5 SECONDS, easing = SINE_EASING | EASE_OUT)
animate(pixel_y = 0, time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
animate(pixel_y = 4, time = 0.5 SECONDS, easing = SINE_EASING | EASE_OUT)
animate(pixel_y = 0, time = 0.5 SECONDS, easing = BOUNCE_EASING | EASE_IN)
if (3)
Shake(pixelshiftx = 2, pixelshifty = 0, shake_interval = 0.3 SECONDS)
var/next_jiggle = rand(5 SECONDS, 10 SECONDS) / (steps_travelled >= steps_to_hatch * WATCHER_EGG_LIVELY_MOD ? 2 : 1)
addtimer(CALLBACK(src, PROC_REF(jiggle)), next_jiggle, TIMER_DELETE_ME)
#undef WATCHER_EGG_LIVELY_MOD
#undef WATCHER_EGG_ACTIVE_MOD
/// A cute pet who will occasionally attack lavaland mobs for you
/obj/item/watcher_hatchling
name = "watcher hatchling"
desc = "A newly born watcher, apparently free of the Necropolis' corruption. Perhaps one of the last."
icon = 'icons/mob/simple/lavaland/lavaland_monsters.dmi'
icon_state = "watcher_baby"
w_class = WEIGHT_CLASS_SMALL
/// The effect we create when out and about
var/obj/effect/watcher_orbiter/orbiter
/// Who are we orbiting?
var/mob/living/owner
/obj/item/watcher_hatchling/attack_self(mob/user, modifiers)
. = ..()
if (!isnull(orbiter))
watcher_return()
return
orbiter = new (get_turf(src))
orbiter.follow(user)
owner = user
RegisterSignal(owner, COMSIG_QDELETING, PROC_REF(remove_owner))
RegisterSignal(orbiter, COMSIG_QDELETING, PROC_REF(remove_orbiter))
/obj/item/watcher_hatchling/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
. = ..()
if (isnull(orbiter))
return
var/mob/holder = recursive_loc_check(src, /mob)
if (holder != owner)
watcher_return()
/// If the guy we are orbiting is deleted but somehow we aren't
/obj/item/watcher_hatchling/proc/remove_owner()
SIGNAL_HANDLER
UnregisterSignal(owner, COMSIG_QDELETING)
owner = null
/// In the more likely event that our orbiter is deleted, stop holding a reference to it
/obj/item/watcher_hatchling/proc/remove_orbiter()
SIGNAL_HANDLER
orbiter = null // No need to unregister signal because we only call this when it deletes
/// Get back in your ball pikachu
/obj/item/watcher_hatchling/proc/watcher_return()
qdel(orbiter)
remove_owner()
/// Orbiting visual which shoots at mining mobs
/obj/effect/watcher_orbiter
name = "watcher hatchling"
icon = 'icons/mob/simple/lavaland/lavaland_monsters.dmi'
icon_state = "watcher_baby"
layer = EDGED_TURF_LAYER // Don't render under lightbulbs
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
pixel_y = 22
alpha = 0
/// Who are we following?
var/atom/parent
/// Datum which keeps us hanging out with our parent
var/datum/movement_detector/tracker
/// Type of projectile we fire
var/projectile_type = /obj/projectile/baby_watcher_blast
/// Sound to make when we shoot
var/projectile_sound = 'sound/items/weapons/pierce.ogg'
/// Time between taking potshots at goliaths
var/fire_delay = 5 SECONDS
/// How much faster do we shoot when avenging our parent?
var/on_death_multiplier = 5
/// Time taken between shots
COOLDOWN_DECLARE(shot_cooldown)
/// Types of mobs to attack
var/list/target_faction = list(FACTION_MINING)
/obj/effect/watcher_orbiter/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
// Shuttle rotation fucks with our position, we just want to stick with our guy
/obj/effect/watcher_orbiter/shuttleRotate(rotation, params)
return
/obj/effect/watcher_orbiter/Destroy(force)
STOP_PROCESSING(SSobj, src)
QDEL_NULL(tracker)
return ..()
/obj/effect/watcher_orbiter/process(seconds_per_tick)
if (!COOLDOWN_FINISHED(src, shot_cooldown))
return
for (var/mob/living/potential_target in oview(5, src))
if (!ismining(potential_target) || potential_target.stat == DEAD)
continue
if (!faction_check(target_faction, potential_target.faction))
continue
shoot_at(potential_target)
return
/// Take a shot
/obj/effect/watcher_orbiter/proc/shoot_at(atom/target)
COOLDOWN_START(src, shot_cooldown, fire_delay)
fire_projectile(projectile_type, target, projectile_sound, ignore_targets = list(parent))
/// Set ourselves up to track and orbit around a guy
/obj/effect/watcher_orbiter/proc/follow(atom/movable/target)
parent = target
glide_size = target.glide_size
animate(src, pixel_y = 26, alpha = 255, time = 0.5 SECONDS)
addtimer(CALLBACK(src, PROC_REF(orbit_animation)), 0.5 SECONDS, TIMER_DELETE_ME)
tracker = new(target, CALLBACK(src, PROC_REF(on_parent_moved)))
RegisterSignal(target, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, PROC_REF(on_glide_size_changed))
RegisterSignal(target, COMSIG_QDELETING, PROC_REF(on_parent_deleted))
RegisterSignal(target, COMSIG_LIVING_DEATH, PROC_REF(on_parent_died))
RegisterSignal(target, COMSIG_LIVING_REVIVE, PROC_REF(on_parent_revived))
/// Do our orbiting animation
/obj/effect/watcher_orbiter/proc/orbit_animation()
animate(src, pixel_y = 26, time = 1 SECONDS, loop = -1, easing = SINE_EASING, flags = ANIMATION_PARALLEL)
animate(pixel_y = 18, time = 1 SECONDS, easing = SINE_EASING)
animate(src, pixel_x = 20, time = 0.5 SECONDS, loop = -1, easing = SINE_EASING | EASE_OUT, flags = ANIMATION_PARALLEL)
animate(pixel_x = 0, time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
animate(pixel_x = -20, time = 0.5 SECONDS, easing = SINE_EASING | EASE_OUT)
animate(pixel_x = 0, time = 0.5 SECONDS, easing = SINE_EASING | EASE_IN)
/// Follow our parent
/obj/effect/watcher_orbiter/proc/on_parent_moved(atom/movable/parent, atom/mover, atom/old_loc, direction)
if(parent.loc == old_loc)
return
var/turf/new_turf = get_turf(parent)
if(isnull(new_turf))
qdel(src)
return
if (loc != new_turf)
abstract_move(new_turf)
/// Make sure we glide at the same speed as our parent
/obj/effect/watcher_orbiter/proc/on_glide_size_changed(atom/source, new_glide_size)
SIGNAL_HANDLER
glide_size = new_glide_size
/// Called if the guy we're tracking is deleted somehow
/obj/effect/watcher_orbiter/proc/on_parent_deleted()
SIGNAL_HANDLER
parent = null
qdel(src)
/// We must guard this corpse
/obj/effect/watcher_orbiter/proc/on_parent_died(mob/living/parent)
SIGNAL_HANDLER
visible_message(span_notice("[src] emits a piteous keening in mourning of [parent]!"))
fire_delay /= on_death_multiplier
/// Exit hyperactive mode
/obj/effect/watcher_orbiter/proc/on_parent_revived(mob/living/parent)
SIGNAL_HANDLER
visible_message(span_notice("[src] chirps happily as [parent] suddenly gasps for breath!"))
fire_delay *= on_death_multiplier
/// Beam fired by a baby watcher, doesn't actually do less damage than its parent
/obj/projectile/baby_watcher_blast
name = "hatchling beam"
icon_state = "ice_2"
damage = 10
damage_type = BRUTE // Mining mobs don't take a lot of burn damage so we'll pretend
speed = 0.5
/obj/projectile/baby_watcher_blast/Initialize(mapload)
. = ..()
transform = transform.Scale(0.5)