Files
The Sharkening 4a5104e4a0 Turns janitor borgs into walking crew operated vacuum cleaners. (#96724)
## About The Pull Request
Allows people to detach a cleaner and vacuum (uses the trash bag) from
janitor borgs. This option uses zero water management and doesn't create
slip tiles.

The module can be locked with alt click.

<img width="342" height="681" alt="image"
src="https://github.com/user-attachments/assets/0fe53f8b-d850-4354-aa70-382ca40dcd37"
/>

<img width="590" height="581" alt="image"
src="https://github.com/user-attachments/assets/70fea653-ad20-479a-8986-fed0e15af4b1"
/>


https://github.com/user-attachments/assets/ff81a214-1bfb-4a33-a660-ccb563e310af

Sounds are from soundsnap and properly licenced.
https://soundsnap.zendesk.com/hc/en-us/articles/115003916431-Legal


## Why It's Good For The Game

I think co-op mechanics are fun. If you manage to get a friend, this is
an option with zero water management. I feel like janitor borgs don't
really have much the way to cooperate with their base mechanics. You can
walk into a department and clean it wordlessly. This gives the option
where you can clean with your friend (or the crime scene you're trying
to scrub)

## Changelog
🆑 StrangeWeirdKitten, Toriate (sprites)
add: Janitor borgs now have a crew operated end that allows their
squishy overlords to do some cleaning themselves.
/🆑
2026-07-12 10:50:41 -06:00

616 lines
24 KiB
Plaintext

/** # 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
///The color of the beam we're drawing.
var/beam_color
///If we use an emissive appearance
var/emissive = TRUE
/// If FALSE, redraws snap per update instead of using animate() interpolation.
var/animate = TRUE
/// If set will be used instead of origin's pixel_x in offset calculations
var/override_origin_pixel_x = null
/// If set will be used instead of origin's pixel_y in offset calculations
var/override_origin_pixel_y = null
/// If set will be used instead of targets's pixel_x in offset calculations
var/override_target_pixel_x = null
/// If set will be used instead of targets's pixel_y in offset calculations
var/override_target_pixel_y = null
///the layer of our beam
var/beam_layer
///Whether we have a cached last-drawn geometry from a previous Draw().
var/last_draw_valid = FALSE
///Last drawn origin tile/pixel coordinates (used as the "from" frame for animated redraws).
var/last_origin_x = 0
var/last_origin_y = 0
var/last_origin_px = 0
var/last_origin_py = 0
///Last drawn target tile/pixel coordinates.
var/last_target_x = 0
var/last_target_y = 0
var/last_target_px = 0
var/last_target_py = 0
///Animate time queued for the pending redraw. We take the largest (slowest glide) of any movers that triggered the redraw.
var/pending_animate_time = 0
///Last animation's "from" (where segments were seeded at draw time) — origin endpoint.
var/anim_from_origin_x = 0
var/anim_from_origin_y = 0
var/anim_from_origin_px = 0
var/anim_from_origin_py = 0
///Last animation's "from" — target endpoint.
var/anim_from_target_x = 0
var/anim_from_target_y = 0
var/anim_from_target_px = 0
var/anim_from_target_py = 0
///world.time at which the last animation began. Combined with anim_duration to estimate segments' current visual position mid-animation.
var/anim_start_time = 0
///Duration of the last animation, in deciseconds (matches the time= passed to animate()).
var/anim_duration = 0
/datum/beam/New(
origin,
target,
icon = 'icons/effects/beam.dmi',
icon_state = "b_beam",
time = INFINITY,
max_distance = INFINITY,
beam_type = /obj/effect/ebeam,
beam_color = null,
emissive = TRUE,
animate = TRUE,
override_origin_pixel_x = null,
override_origin_pixel_y = null,
override_target_pixel_x = null,
override_target_pixel_y = null,
beam_layer = ABOVE_ALL_MOB_LAYER
)
src.origin = origin
src.target = target
src.icon = icon
src.icon_state = icon_state
src.max_distance = max_distance
src.beam_type = beam_type
src.beam_color = beam_color
src.emissive = emissive
src.animate = animate
src.override_origin_pixel_x = override_origin_pixel_x
src.override_origin_pixel_y = override_origin_pixel_y
src.override_target_pixel_x = override_target_pixel_x
src.override_target_pixel_y = override_target_pixel_y
src.beam_layer = beam_layer
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()
set_up_effect(visuals, icon_state)
Draw()
RegisterSignals(origin, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING), PROC_REF(redrawing))
RegisterSignals(target, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING), PROC_REF(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(QDELING(src))
return
if(QDELETED(origin) || QDELETED(target) || get_dist(origin, target) >= max_distance || origin.z != target.z)
qdel(src)
return
var/queued_time = 0
if(animate && istype(mover))
queued_time = ICON_SIZE_ALL / max(mover.glide_size, MIN_GLIDE_SIZE) * world.tick_lag
if(queued_time > pending_animate_time)
pending_animate_time = queued_time
// Synchronous: deferring via INVOKE_ASYNC would start animate() one render frame after the mob's
// BYOND-managed glide, making the beam trail. Draw() doesn't sleep, so calling it here is safe.
Draw()
/** Returns the last drawn endpoints for reuse by inherit_glide(), or null if undrawn. */
/datum/beam/proc/get_last_geometry()
if(!last_draw_valid)
return null
return list(
"origin_x" = last_origin_x,
"origin_y" = last_origin_y,
"origin_px" = last_origin_px,
"origin_py" = last_origin_py,
"target_x" = last_target_x,
"target_y" = last_target_y,
"target_px" = last_target_px,
"target_py" = last_target_py,
)
/** Seeds the next Draw() from saved geometry so rebuilt beams glide instead of snapping. */
/datum/beam/proc/inherit_glide(list/geometry, animate_time)
if(!geometry || animate_time <= 0)
return
last_origin_x = geometry["origin_x"]
last_origin_y = geometry["origin_y"]
last_origin_px = geometry["origin_px"]
last_origin_py = geometry["origin_py"]
last_target_x = geometry["target_x"]
last_target_y = geometry["target_y"]
last_target_px = geometry["target_px"]
last_target_py = geometry["target_py"]
// Mirror into the anim "from" frame; with anim_duration 0 the next Draw() treats progress as 1 and
// seeds segments exactly at these endpoints, then animates to the (new) live position.
anim_from_origin_x = last_origin_x
anim_from_origin_y = last_origin_y
anim_from_origin_px = last_origin_px
anim_from_origin_py = last_origin_py
anim_from_target_x = last_target_x
anim_from_target_y = last_target_y
anim_from_target_px = last_target_px
anim_from_target_py = last_target_py
anim_duration = 0
anim_start_time = world.time
last_draw_valid = TRUE
pending_animate_time = animate_time
/datum/beam/Destroy()
QDEL_LIST(elements)
QDEL_NULL(visuals)
UnregisterSignal(origin, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
UnregisterSignal(target, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
target = null
origin = null
return ..()
/**
* Creates the beam effects and places them in a line from the origin to the target. Sets their rotation to make the beams face the target, too.
*/
/datum/beam/proc/Draw(atom/movable/mover = null, atom/oldloc = null)
if(SEND_SIGNAL(src, COMSIG_BEAM_BEFORE_DRAW) & BEAM_CANCEL_DRAW)
return
var/animate_time = pending_animate_time
pending_animate_time = 0
if(!animate)
animate_time = 0
var/origin_px = (isnull(override_origin_pixel_x) ? origin.pixel_x : override_origin_pixel_x) + origin.pixel_w
var/origin_py = (isnull(override_origin_pixel_y) ? origin.pixel_y : override_origin_pixel_y) + origin.pixel_z
var/target_px = (isnull(override_target_pixel_x) ? target.pixel_x : override_target_pixel_x) + target.pixel_w
var/target_py = (isnull(override_target_pixel_y) ? target.pixel_y : override_target_pixel_y) + target.pixel_z
// Seed from where segments visually are *now*, not where the last Draw asked them to end up.
// If the previous animation is still in flight (e.g. consecutive-tick or mid-diagonal moves),
// using the cached destination teleports segments forward then animates back — the diagonal jump.
// Lerp last from→to by elapsed time to get the real current frame.
var/progress = 1
if(last_draw_valid && anim_duration > 0)
progress = clamp((world.time - anim_start_time) / anim_duration, 0, 1)
var/old_origin_x_f = last_draw_valid ? (anim_from_origin_x + (last_origin_x - anim_from_origin_x) * progress) : origin.x
var/old_origin_y_f = last_draw_valid ? (anim_from_origin_y + (last_origin_y - anim_from_origin_y) * progress) : origin.y
var/old_origin_px_f = last_draw_valid ? (anim_from_origin_px + (last_origin_px - anim_from_origin_px) * progress) : origin_px
var/old_origin_py_f = last_draw_valid ? (anim_from_origin_py + (last_origin_py - anim_from_origin_py) * progress) : origin_py
var/old_target_x_f = last_draw_valid ? (anim_from_target_x + (last_target_x - anim_from_target_x) * progress) : target.x
var/old_target_y_f = last_draw_valid ? (anim_from_target_y + (last_target_y - anim_from_target_y) * progress) : target.y
var/old_target_px_f = last_draw_valid ? (anim_from_target_px + (last_target_px - anim_from_target_px) * progress) : target_px
var/old_target_py_f = last_draw_valid ? (anim_from_target_py + (last_target_py - anim_from_target_py) * progress) : target_py
if(!last_draw_valid)
animate_time = 0
// Endpoints in absolute world-pixel coordinates.
var/vector/origin_world = vector(origin.x * ICON_SIZE_X + origin_px, origin.y * ICON_SIZE_Y + origin_py)
var/vector/target_world = vector(target.x * ICON_SIZE_X + target_px, target.y * ICON_SIZE_Y + target_py)
var/vector/old_origin_world = vector(old_origin_x_f * ICON_SIZE_X + old_origin_px_f, old_origin_y_f * ICON_SIZE_Y + old_origin_py_f)
var/vector/old_target_world = vector(old_target_x_f * ICON_SIZE_X + old_target_px_f, old_target_y_f * ICON_SIZE_Y + old_target_py_f)
var/Angle = get_angle_raw(origin.x, origin.y, origin_px, origin_py, target.x, target.y, target_px, target_py)
var/vector/beam_direction = vector(sin(Angle), cos(Angle))
// Old angle from the interpolated endpoints.
var/vector/old_beam_delta = old_target_world - old_origin_world
var/OLD_DX_F = old_beam_delta.x
var/OLD_DY_F = old_beam_delta.y
var/old_angle
if(!OLD_DY_F)
old_angle = (OLD_DX_F >= 0) ? 90 : 270
else
old_angle = arctan(OLD_DX_F / OLD_DY_F)
if(OLD_DY_F < 0)
old_angle += 180
else if(OLD_DX_F < 0)
old_angle += 360
var/matrix/rot_matrix = matrix()
var/matrix/old_rot_matrix = matrix()
var/turf/origin_turf = get_turf(origin)
rot_matrix.Turn(Angle)
old_rot_matrix.Turn(old_angle)
var/raw_angle_delta = abs(Angle - old_angle)
if(raw_angle_delta > 180) // Normalize to shortest-path angle across the 0/360 seam.
raw_angle_delta = 360 - raw_angle_delta
// Byond doesn't handle 180 degree rotations well
var/animate_rotation = animate_time && raw_angle_delta < 90
var/vector/beam_delta = target_world - origin_world
var/DX = beam_delta.x
var/DY = beam_delta.y
var/N = 0
var/length = round(beam_delta.size)
var/old_length = round(old_beam_delta.size)
var/vector/old_beam_direction = vector(sin(old_angle), cos(old_angle))
var/list/old_elements = elements
var/list/new_elements = list()
for(N in 0 to length-1 step 32)
if(QDELETED(src))
break
// Map each new segment to the same offset on the interpolated old beam.
var/old_pos = clamp(N + 16, 0, old_length)
var/obj/effect/ebeam/segment = new beam_type(origin_turf, src)
new_elements += segment
var/icon/terminal_icon = null
if(N+32>length)
terminal_icon = new(icon, icon_state)
var/cut_row = length - N
terminal_icon.DrawBox(null, 1, cut_row, 32, 32)
// Soft alpha falloff so the tip isn't a hard line.
var/fade_height = min(4, cut_row - 1)
if(fade_height > 0)
var/icon/alpha_mask = new(icon, icon_state)
alpha_mask.DrawBox(rgb(255, 255, 255, 255), 1, 1, 32, 32)
var/band_start = cut_row - fade_height
for(var/y in band_start to cut_row - 1)
var/from_tip = (cut_row - 1) - y // 0 at the tip row, fade_height-1 furthest back
var/a = round(255 * (from_tip + 1) / (fade_height + 1), 1)
alpha_mask.DrawBox(rgb(255, 255, 255, a), 1, y, 32, y)
alpha_mask.DrawBox(null, 1, cut_row, 32, 32)
terminal_icon.Blend(alpha_mask, ICON_MULTIPLY)
segment.icon = terminal_icon
segment.color = beam_color
else
set_subsegment_appearance(segment)
if(animate_rotation)
segment.transform = old_rot_matrix
else
segment.transform = rot_matrix
var/Pixel_x = (DX == 0) ? 0 : round(sin(Angle) + 32 * sin(Angle) * (N + 16) / 32, 1)
var/Pixel_y = (DY == 0) ? 0 : round(cos(Angle) + 32 * cos(Angle) * (N + 16) / 32, 1)
var/final_x = segment.x
var/final_y = segment.y
if(abs(Pixel_x)>32)
final_x += Pixel_x > 0 ? round(Pixel_x/32) : ceil(Pixel_x/32)
Pixel_x %= 32
if(abs(Pixel_y)>32)
final_y += Pixel_y > 0 ? round(Pixel_y/32) : ceil(Pixel_y/32)
Pixel_y %= 32
segment.forceMove(locate(final_x, final_y, segment.z))
var/new_pixel_x = origin_px + Pixel_x
var/new_pixel_y = origin_py + Pixel_y
if(animate_time)
// Seed from interpolated old endpoints so consecutive redraws don't snap.
var/vector/old_visual = old_origin_world + old_beam_direction * old_pos
var/new_visual_x = final_x * ICON_SIZE_X + new_pixel_x
var/new_visual_y = final_y * ICON_SIZE_Y + new_pixel_y
segment.pixel_x = new_pixel_x + round(old_visual.x - new_visual_x, 1)
segment.pixel_y = new_pixel_y + round(old_visual.y - new_visual_y, 1)
// Segments past the old beam's end fade in instead of popping.
if(N >= old_length)
segment.alpha = 0
animate(segment, alpha = 255, time = animate_time, flags = ANIMATION_PARALLEL)
if(animate_rotation)
animate(segment, pixel_x = new_pixel_x, pixel_y = new_pixel_y, transform = rot_matrix, time = animate_time, flags = ANIMATION_PARALLEL)
else
animate(segment, pixel_x = new_pixel_x, pixel_y = new_pixel_y, time = animate_time, flags = ANIMATION_PARALLEL)
else
segment.pixel_x = new_pixel_x
segment.pixel_y = new_pixel_y
if(emissive)
segment.add_overlay(emissive_appearance(terminal_icon ? terminal_icon : icon, terminal_icon ? "" : icon_state, segment, alpha = segment.alpha))
elements = new_elements
// Fade out extra segments before deleting them so shrinking the beam does not pop the tail.
var/old_count = length(old_elements)
var/new_count = length(new_elements)
if(animate_time && old_count > new_count && progress >= 1)
for(var/i in 1 to new_count)
qdel(old_elements[i])
for(var/i in new_count + 1 to old_count)
var/obj/effect/ebeam/dying = old_elements[i]
// Project the dying segment onto the new beam and clamp it to the tip.
var/proj_pos = clamp((i - 1) * ICON_SIZE_ALL + 16, 0, length)
var/vector/proj_world = origin_world + beam_direction * proj_pos
var/dying_world_x = dying.x * ICON_SIZE_X
var/dying_world_y = dying.y * ICON_SIZE_Y
var/target_px_anim = round(proj_world.x - dying_world_x, 1)
var/target_py_anim = round(proj_world.y - dying_world_y, 1)
dying.cut_overlays() // Remove emissive overlay so it doesn't glow while the segment fades out.
if(animate_rotation)
animate(dying, pixel_x = target_px_anim, pixel_y = target_py_anim, transform = rot_matrix, alpha = 0, time = animate_time, flags = ANIMATION_PARALLEL)
else
animate(dying, pixel_x = target_px_anim, pixel_y = target_py_anim, alpha = 0, time = animate_time, flags = ANIMATION_PARALLEL)
QDEL_IN(dying, animate_time)
else
QDEL_LIST(old_elements)
// Cache this draw's seed and destination so the next Draw() can lerp mid-animation.
anim_from_origin_x = old_origin_x_f
anim_from_origin_y = old_origin_y_f
anim_from_origin_px = old_origin_px_f
anim_from_origin_py = old_origin_py_f
anim_from_target_x = old_target_x_f
anim_from_target_y = old_target_y_f
anim_from_target_px = old_target_px_f
anim_from_target_py = old_target_py_f
last_origin_x = origin.x
last_origin_y = origin.y
last_origin_px = origin_px
last_origin_py = origin_py
last_target_x = target.x
last_target_y = target.y
last_target_px = target_px
last_target_py = target_py
anim_start_time = world.time
anim_duration = animate_time
last_draw_valid = TRUE
/datum/beam/proc/set_up_effect(obj/effect/ebeam/beam_effect, effect_icon_state)
beam_effect.icon = icon
beam_effect.icon_state = effect_icon_state
beam_effect.color = beam_color
beam_effect.vis_flags = VIS_INHERIT_PLANE|VIS_INHERIT_LAYER
beam_effect.emissive = emissive
beam_effect.layer = beam_layer
beam_effect.update_appearance()
///sets the sprite of the segment, using the more performant viscontents by default
/datum/beam/proc/set_subsegment_appearance(obj/effect/ebeam/segment)
//Assign our single visual ebeam to each ebeam's vis_contents
segment.vis_contents += visuals
//for when you don't want each segment to look identital
/datum/beam/varied
//how many variants do we have in addition to the unnumbered state we use as a base icon state and terminal segment
var/icon_state_variants = 1
/datum/beam/varied/New(
origin,
target,
icon = 'icons/effects/beam.dmi',
icon_state = "b_beam",
time = INFINITY,
max_distance = INFINITY,
beam_type = /obj/effect/ebeam,
beam_color = null,
emissive = TRUE,
animate = TRUE,
override_origin_pixel_x = null,
override_origin_pixel_y = null,
override_target_pixel_x = null,
override_target_pixel_y = null,
beam_layer = ABOVE_ALL_MOB_LAYER,
icon_state_variants = 1
)
. = ..()
src.icon_state_variants = icon_state_variants
/datum/beam/varied/set_subsegment_appearance(obj/effect/ebeam/segment)
//we use reall ass icon states here.
set_up_effect(segment, "[icon_state][rand(1, icon_state_variants)]")
/obj/effect/ebeam
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
layer = ABOVE_ALL_MOB_LAYER
anchored = TRUE
blocks_emissive = EMISSIVE_BLOCK_NONE
var/emissive = TRUE
var/datum/beam/owner
/obj/effect/ebeam/Initialize(mapload, beam_owner)
owner = beam_owner
return ..()
/obj/effect/ebeam/Destroy()
owner = null
return ..()
/obj/effect/ebeam/singularity_pull(atom/singularity, current_size)
return
/obj/effect/ebeam/singularity_act()
return
/obj/effect/ebeam/Process_Spacemove(movement_dir, continuous_move)
return TRUE
/// A beam subtype used for advanced beams, to react to atoms entering the beam
/obj/effect/ebeam/reacting
/// If TRUE, atoms that exist in the beam's loc when inited count as "entering" the beam
var/react_on_init = FALSE
/obj/effect/ebeam/reacting/Initialize(mapload, beam_owner)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
COMSIG_ATOM_EXITED = PROC_REF(on_exited),
COMSIG_TURF_CHANGE = PROC_REF(on_turf_change),
)
AddElement(/datum/element/connect_loc, loc_connections)
if(!isturf(loc) || isnull(owner) || mapload || !react_on_init)
return
for(var/atom/movable/existing as anything in loc)
beam_entered(existing)
/obj/effect/ebeam/reacting/proc/on_entered(datum/source, atom/movable/entered)
SIGNAL_HANDLER
if(isnull(owner))
return
beam_entered(entered)
/obj/effect/ebeam/reacting/proc/on_exited(datum/source, atom/movable/exited)
SIGNAL_HANDLER
if(isnull(owner))
return
beam_exited(exited)
/obj/effect/ebeam/reacting/proc/on_turf_change(datum/source, path, new_baseturfs, flags, list/datum/callback/post_change_callbacks)
SIGNAL_HANDLER
if(isnull(owner))
return
beam_turfs_changed(post_change_callbacks)
/// Some atom entered the beam's line
/obj/effect/ebeam/reacting/proc/beam_entered(atom/movable/entered)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(owner, COMSIG_BEAM_ENTERED, src, entered)
/// Some atom exited the beam's line
/obj/effect/ebeam/reacting/proc/beam_exited(atom/movable/exited)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(owner, COMSIG_BEAM_EXITED, src, exited)
/// Some turf the beam covers has changed to a new turf type
/obj/effect/ebeam/reacting/proc/beam_turfs_changed(list/datum/callback/post_change_callbacks)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(owner, COMSIG_BEAM_TURFS_CHANGED, post_change_callbacks)
/// For beams that might be from a held item.
/datum/beam/held
// Is the fishing rod held in left side hand
var/lefthand = FALSE
// Make these inline with final sprites
var/righthand_s_px = 13
var/righthand_s_py = 16
var/righthand_e_px = 18
var/righthand_e_py = 16
var/righthand_w_px = -20
var/righthand_w_py = 18
var/righthand_n_px = -14
var/righthand_n_py = 16
var/lefthand_s_px = -13
var/lefthand_s_py = 15
var/lefthand_e_px = 24
var/lefthand_e_py = 18
var/lefthand_w_px = -17
var/lefthand_w_py = 16
var/lefthand_n_px = 13
var/lefthand_n_py = 15
/datum/beam/held/Start()
update_offsets(origin.dir)
. = ..()
RegisterSignal(origin, COMSIG_ATOM_DIR_CHANGE, PROC_REF(handle_dir_change))
/datum/beam/held/Destroy()
UnregisterSignal(origin, COMSIG_ATOM_DIR_CHANGE)
. = ..()
/datum/beam/held/proc/handle_dir_change(atom/movable/source, olddir, newdir)
SIGNAL_HANDLER
update_offsets(newdir)
INVOKE_ASYNC(src, TYPE_PROC_REF(/datum/beam, redrawing))
/datum/beam/held/proc/update_offsets(user_dir)
switch(user_dir)
if(SOUTH)
override_origin_pixel_x = lefthand ? lefthand_s_px : righthand_s_px
override_origin_pixel_y = lefthand ? lefthand_s_py : righthand_s_py
if(EAST)
override_origin_pixel_x = lefthand ? lefthand_e_px : righthand_e_px
override_origin_pixel_y = lefthand ? lefthand_e_py : righthand_e_py
if(WEST)
override_origin_pixel_x = lefthand ? lefthand_w_px : righthand_w_px
override_origin_pixel_y = lefthand ? lefthand_w_py : righthand_w_py
if(NORTH)
override_origin_pixel_x = lefthand ? lefthand_n_px : righthand_n_px
override_origin_pixel_y = lefthand ? lefthand_n_py : righthand_n_py
override_origin_pixel_x += origin.pixel_x
override_origin_pixel_y += origin.pixel_y
/**
* 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,
beam_color = null, emissive = TRUE,
animate = TRUE,
override_origin_pixel_x = null,
override_origin_pixel_y = null,
override_target_pixel_x = null,
override_target_pixel_y = null,
layer = ABOVE_ALL_MOB_LAYER,
icon_state_variants = 0,
glide_seed = null,
glide_time = 0,
)
var/datum/beam/newbeam
if(icon_state_variants <= 0)
newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type, beam_color, emissive, animate, override_origin_pixel_x, override_origin_pixel_y, override_target_pixel_x, override_target_pixel_y, layer)
else
newbeam = new /datum/beam/varied(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type, beam_color, emissive, animate, override_origin_pixel_x, override_origin_pixel_y, override_target_pixel_x, override_target_pixel_y, layer, icon_state_variants)
// Seed the glide before Start()'s first Draw() runs (INVOKE_ASYNC runs it synchronously here since
// Draw() never sleeps), so a rebuilt beam animates from its predecessor instead of snapping.
newbeam.inherit_glide(glide_seed, glide_time)
INVOKE_ASYNC(newbeam, TYPE_PROC_REF(/datum/beam/, Start))
return newbeam