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Bubberstation/code/modules/projectiles/guns/special/medbeam.dm
SkyratBot 59e1231c8b [MIRROR] A thorough audit of damage procs and specifically their use in on_mob_life() (with unit tests!) [MDB IGNORE] (#24087)
* A thorough audit of damage procs and specifically their use in on_mob_life() (with unit tests!)

* Modular changes--bonus, removes a bunch of completely unused code signals code that was taking up resources needlessly

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-03 05:27:34 -04:00

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/obj/item/gun/medbeam
name = "Medical Beamgun"
desc = "Don't cross the streams!"
icon = 'icons/obj/chronos.dmi'
icon_state = "chronogun"
inhand_icon_state = "chronogun"
w_class = WEIGHT_CLASS_NORMAL
var/mob/living/current_target
var/last_check = 0
var/check_delay = 10 //Check los as often as possible, max resolution is SSobj tick though
var/max_range = 8
var/active = FALSE
var/datum/beam/current_beam = null
var/mounted = 0 //Denotes if this is a handheld or mounted version
weapon_weight = WEAPON_MEDIUM
/obj/item/gun/medbeam/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/gun/medbeam/Destroy(mob/user)
STOP_PROCESSING(SSobj, src)
LoseTarget()
return ..()
/obj/item/gun/medbeam/dropped(mob/user)
..()
LoseTarget()
/obj/item/gun/medbeam/equipped(mob/user)
..()
LoseTarget()
/**
* Proc that always is called when we want to end the beam and makes sure things are cleaned up, see beam_died()
*/
/obj/item/gun/medbeam/proc/LoseTarget()
if(active)
QDEL_NULL(current_beam)
active = FALSE
on_beam_release(current_target)
current_target = null
/**
* Proc that is only called when the beam fails due to something, so not when manually ended.
* manual disconnection = LoseTarget, so it can silently end
* automatic disconnection = beam_died, so we can give a warning message first
*/
/obj/item/gun/medbeam/proc/beam_died()
SIGNAL_HANDLER
current_beam = null
active = FALSE //skip qdelling the beam again if we're doing this proc, because
if(isliving(loc))
to_chat(loc, span_warning("You lose control of the beam!"))
LoseTarget()
/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
if(isliving(user))
add_fingerprint(user)
if(current_target)
LoseTarget()
if(!isliving(target))
return
current_target = target
active = TRUE
current_beam = user.Beam(current_target, icon_state="medbeam", time = 10 MINUTES, maxdistance = max_range, beam_type = /obj/effect/ebeam/medical)
RegisterSignal(current_beam, COMSIG_QDELETING, PROC_REF(beam_died))//this is a WAY better rangecheck than what was done before (process check)
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
/obj/item/gun/medbeam/process()
if(!mounted && !isliving(loc))
LoseTarget()
return
if(!current_target)
LoseTarget()
return
if(world.time <= last_check+check_delay)
return
last_check = world.time
if(!los_check(loc, current_target))
QDEL_NULL(current_beam)//this will give the target lost message
return
if(current_target)
on_beam_tick(current_target)
/obj/item/gun/medbeam/proc/los_check(atom/movable/user, mob/target)
var/turf/user_turf = user.loc
if(mounted)
user_turf = get_turf(user)
else if(!istype(user_turf))
return FALSE
var/obj/dummy = new(user_turf)
dummy.pass_flags |= PASSTABLE|PASSGLASS|PASSGRILLE //Grille/Glass so it can be used through common windows
var/turf/previous_step = user_turf
var/first_step = TRUE
for(var/turf/next_step as anything in (get_line(user_turf, target) - user_turf))
if(first_step)
for(var/obj/blocker in user_turf)
if(!blocker.density || !(blocker.flags_1 & ON_BORDER_1))
continue
if(blocker.CanPass(dummy, get_dir(user_turf, next_step)))
continue
return FALSE // Could not leave the first turf.
first_step = FALSE
if(mounted && next_step == user_turf)
continue //Mechs are dense and thus fail the check
if(next_step.density)
qdel(dummy)
return FALSE
for(var/atom/movable/movable as anything in next_step)
if(!movable.CanPass(dummy, get_dir(next_step, previous_step)))
qdel(dummy)
return FALSE
for(var/obj/effect/ebeam/medical/B in next_step)// Don't cross the str-beams!
if(QDELETED(current_beam))
break //We shouldn't be processing anymore.
if(QDELETED(B))
continue
if(!B.owner)
stack_trace("beam without an owner! [B]")
continue
if(B.owner.origin != current_beam.origin)
explosion(B.loc, heavy_impact_range = 3, light_impact_range = 5, flash_range = 8, explosion_cause = src)
qdel(dummy)
return FALSE
previous_step = next_step
qdel(dummy)
return TRUE
/obj/item/gun/medbeam/proc/on_beam_hit(mob/living/target)
return
/obj/item/gun/medbeam/proc/on_beam_tick(mob/living/target)
if(target.health != target.maxHealth)
new /obj/effect/temp_visual/heal(get_turf(target), COLOR_HEALING_CYAN)
var/need_mob_update
need_mob_update = target.adjustBruteLoss(-4, updating_health = FALSE, forced = TRUE)
need_mob_update += target.adjustFireLoss(-4, updating_health = FALSE, forced = TRUE)
need_mob_update += target.adjustToxLoss(-1, updating_health = FALSE, forced = TRUE)
need_mob_update += target.adjustOxyLoss(-1, updating_health = FALSE, forced = TRUE)
if(need_mob_update)
target.updatehealth()
return
/obj/item/gun/medbeam/proc/on_beam_release(mob/living/target)
return
/obj/effect/ebeam/medical
name = "medical beam"
//////////////////////////////Mech Version///////////////////////////////
/obj/item/gun/medbeam/mech
mounted = TRUE
/obj/item/gun/medbeam/mech/Initialize(mapload)
. = ..()
STOP_PROCESSING(SSobj, src) //Mech mediguns do not process until installed, and are controlled by the holder obj