Files
Bubberstation/code/datums/components/fullauto.dm
Krysonism 45e76d80fc NT researchers make shocking breakthrough in flux anomalogics! Tesla Cannon Resprite / Resound (#92031)
## About The Pull Request

![tesla_card](https://github.com/user-attachments/assets/27d0777b-3014-4785-b06e-f5e7fe0d5a36)

Resprites:

Tesla Cannon 
Tesla Cannon crafting kit

### New SFX / VFX

The tesla cannon now uses a new type of beam effect that randomly picks
sprite variants for each segment instead of a tracer.

This makes the arc look more dynamic and less distorted. 

Autofire guns can now choose to use a looping sound datum when firing.


![image](https://github.com/user-attachments/assets/b9c0c494-fce6-48bc-9d09-ea2e6257c86c)

#### Balance changes

The tesla cannon must now have its stock unfolded before firing, this
takes 1.5 seconds and makes the gun bulky.

It is still normal sized when folded, and folding it is instant.

### Bug fixes

Fixed a bug where looping_sound.stop() would fail to stop sounds.

The tesla cannon is an incredibly powerfu 

## Why It's Good For The Game

### My reasons for respriting

The old sprite was not bad, by all means but I had a few gripes with it.

* The old sprite does not incorporate the flux anomaly yellow colour.

* The old sprite looks a bit much like a real, professionally produced
sci-fi weapon,

* The old sprite looks pretty small for such a ultra high dps full auto
weapon.

* The old inhand is quite indistinct for something that can game end you
in like one second.

### My design

I think that anomaly items should be very mad science coded and, since
anomaly science is by definition a poorly studied field, they should
look more like prototypes created by a scientist rather than something
professionally made in a factory.

## Changelog

🆑
image: The tesla cannon has new sprites.
image: The tesla parts kit has new sprites.
image: The tesla cannon has a new shocking beam effect when firing.
sound: The tesla cannon has new sounds.
balance: The tesla cannon must now be unfolded to fire.
fix: looping sounds now stop playing sounds when commaned to do so.
/🆑
2025-08-13 07:43:28 +10:00

332 lines
13 KiB
Plaintext

#define AUTOFIRE_MOUSEUP 0
#define AUTOFIRE_MOUSEDOWN 1
/datum/component/automatic_fire
var/client/clicker
var/mob/living/shooter
var/atom/target
var/turf/target_loc //For dealing with locking on targets due to BYOND engine limitations (the mouse input only happening when mouse moves).
var/autofire_stat = AUTOFIRE_STAT_IDLE
var/mouse_parameters
/// Time between individual shots.
var/autofire_shot_delay = 0.3 SECONDS
/// This seems hacky but there can be two MouseDown() without a MouseUp() in between if the user holds click and uses alt+tab, printscreen or similar.
var/mouse_status = AUTOFIRE_MOUSEUP
/// Should dual wielding be allowed?
var/allow_akimbo
///windup autofire vars
///Whether the delay between shots increases over time, simulating a spooling weapon
var/windup_autofire = FALSE
///the reduction to shot delay for windup
var/current_windup_reduction = 0
///the percentage of autfire_shot_delay that is added to current_windup_reduction
var/windup_autofire_reduction_multiplier = 0.3
///How high of a reduction that current_windup_reduction can reach
var/windup_autofire_cap = 0.3
///How long it takes for weapons that have spooled-up to reset back to the original firing speed
var/windup_spindown = 3 SECONDS
///Timer for tracking the spindown reset timings
var/timerid
///Looping sound while firing.
var/datum/looping_sound/autofire_sound_loop
COOLDOWN_DECLARE(next_shot_cd)
/datum/component/automatic_fire/Initialize(autofire_shot_delay, windup_autofire, windup_autofire_reduction_multiplier, windup_autofire_cap, windup_spindown, allow_akimbo = TRUE, firing_sound_loop)
. = ..()
if(!isgun(parent))
return COMPONENT_INCOMPATIBLE
var/obj/item/gun = parent
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(wake_up))
if(autofire_shot_delay)
src.autofire_shot_delay = autofire_shot_delay
src.allow_akimbo = allow_akimbo
if(windup_autofire)
src.windup_autofire = windup_autofire
src.windup_autofire_reduction_multiplier = windup_autofire_reduction_multiplier
src.windup_autofire_cap = windup_autofire_cap
src.windup_spindown = windup_spindown
if(autofire_stat == AUTOFIRE_STAT_IDLE && ismob(gun.loc))
var/mob/user = gun.loc
wake_up(src, user)
if(firing_sound_loop)
autofire_sound_loop = new firing_sound_loop(parent)
/datum/component/automatic_fire/Destroy()
QDEL_NULL(autofire_sound_loop)
autofire_off()
return ..()
/datum/component/automatic_fire/process(seconds_per_tick)
if(autofire_stat != AUTOFIRE_STAT_FIRING)
STOP_PROCESSING(SSprojectiles, src)
return
process_shot()
/datum/component/automatic_fire/proc/wake_up(datum/source, mob/user, slot)
SIGNAL_HANDLER
if(autofire_stat == AUTOFIRE_STAT_ALERT)
return //We've updated the firemode. No need for more.
if(autofire_stat == AUTOFIRE_STAT_FIRING)
stop_autofiring() //Let's stop shooting to avoid issues.
return
if(user.is_holding(parent))
autofire_on(user.client)
// There is a gun and there is a user wielding it. The component now waits for the mouse click.
/datum/component/automatic_fire/proc/autofire_on(client/usercli)
SIGNAL_HANDLER
if(autofire_stat != AUTOFIRE_STAT_IDLE)
return
autofire_stat = AUTOFIRE_STAT_ALERT
if(!QDELETED(usercli))
clicker = usercli
shooter = clicker.mob
RegisterSignal(clicker, COMSIG_CLIENT_MOUSEDOWN, PROC_REF(on_mouse_down))
if(!QDELETED(shooter))
RegisterSignal(shooter, COMSIG_MOB_LOGOUT, PROC_REF(autofire_off))
UnregisterSignal(shooter, COMSIG_MOB_LOGIN)
RegisterSignals(parent, list(COMSIG_QDELETING, COMSIG_ITEM_DROPPED), PROC_REF(autofire_off))
parent.RegisterSignal(src, COMSIG_AUTOFIRE_ONMOUSEDOWN, TYPE_PROC_REF(/obj/item/gun/, autofire_bypass_check))
parent.RegisterSignal(parent, COMSIG_AUTOFIRE_SHOT, TYPE_PROC_REF(/obj/item/gun/, do_autofire))
/datum/component/automatic_fire/proc/autofire_off(datum/source)
SIGNAL_HANDLER
if(autofire_stat == AUTOFIRE_STAT_IDLE)
return
if(autofire_stat == AUTOFIRE_STAT_FIRING)
stop_autofiring()
autofire_stat = AUTOFIRE_STAT_IDLE
if(!QDELETED(clicker))
UnregisterSignal(clicker, list(COMSIG_CLIENT_MOUSEDOWN, COMSIG_CLIENT_MOUSEUP, COMSIG_CLIENT_MOUSEDRAG))
mouse_status = AUTOFIRE_MOUSEUP //In regards to the component there's no click anymore to care about.
clicker = null
if(!QDELETED(shooter))
RegisterSignal(shooter, COMSIG_MOB_LOGIN, PROC_REF(on_client_login))
UnregisterSignal(shooter, COMSIG_MOB_LOGOUT)
UnregisterSignal(parent, list(COMSIG_QDELETING, COMSIG_ITEM_DROPPED))
shooter = null
parent.UnregisterSignal(parent, COMSIG_AUTOFIRE_SHOT)
parent.UnregisterSignal(src, COMSIG_AUTOFIRE_ONMOUSEDOWN)
/datum/component/automatic_fire/proc/on_client_login(mob/source)
SIGNAL_HANDLER
if(!source.client)
return
if(source.is_holding(parent))
autofire_on(source.client)
/datum/component/automatic_fire/proc/on_mouse_down(client/source, atom/_target, turf/location, control, params)
SIGNAL_HANDLER
var/list/modifiers = params2list(params) //If they're shift+clicking, for example, let's not have them accidentally shoot.
if(LAZYACCESS(modifiers, SHIFT_CLICK))
return
if(LAZYACCESS(modifiers, CTRL_CLICK))
return
if(LAZYACCESS(modifiers, MIDDLE_CLICK))
return
if(LAZYACCESS(modifiers, RIGHT_CLICK))
return
if(LAZYACCESS(modifiers, ALT_CLICK))
return
if(source.mob.throw_mode)
return
if(!isturf(source.mob.loc)) //No firing inside lockers and stuff.
return
if(get_dist(source.mob, _target) < 2) //Adjacent clicking.
return
if(isnull(location) || istype(_target, /atom/movable/screen)) //Clicking on a screen object.
if(_target.plane != CLICKCATCHER_PLANE) //The clickcatcher is a special case. We want the click to trigger then, under it.
return //If we click and drag on our worn backpack, for example, we want it to open instead.
_target = parse_caught_click_modifiers(modifiers, get_turf(source.eye), source)
params = list2params(modifiers)
if(!_target)
CRASH("Failed to get the turf under clickcatcher")
if(SEND_SIGNAL(src, COMSIG_AUTOFIRE_ONMOUSEDOWN, source, _target, location, control, params) & COMPONENT_AUTOFIRE_ONMOUSEDOWN_BYPASS)
return
source.click_intercept_time = world.time //From this point onwards Click() will no longer be triggered.
if(autofire_stat == (AUTOFIRE_STAT_IDLE))
CRASH("on_mouse_down() called with [autofire_stat] autofire_stat")
if(autofire_stat == AUTOFIRE_STAT_FIRING)
stop_autofiring() //This can happen if we click and hold and then alt+tab, printscreen or other such action. MouseUp won't be called then and it will keep autofiring.
target = _target
target_loc = get_turf(target)
mouse_parameters = params
INVOKE_ASYNC(src, PROC_REF(start_autofiring))
//Dakka-dakka
/datum/component/automatic_fire/proc/start_autofiring()
if(autofire_stat == AUTOFIRE_STAT_FIRING)
return
autofire_stat = AUTOFIRE_STAT_FIRING
clicker.mouse_override_icon = 'icons/effects/mouse_pointers/weapon_pointer.dmi'
clicker.mouse_pointer_icon = clicker.mouse_override_icon
if(mouse_status == AUTOFIRE_MOUSEUP) //See mouse_status definition for the reason for this.
RegisterSignal(clicker, COMSIG_CLIENT_MOUSEUP, PROC_REF(on_mouse_up))
mouse_status = AUTOFIRE_MOUSEDOWN
RegisterSignal(shooter, COMSIG_MOB_SWAP_HANDS, PROC_REF(stop_autofiring))
if(isgun(parent))
var/obj/item/gun/shoota = parent
if(!shoota.on_autofire_start(shooter)) //This is needed because the minigun has a do_after before firing and signals are async.
stop_autofiring()
return
if(autofire_stat != AUTOFIRE_STAT_FIRING)
return //Things may have changed while on_autofire_start() was being processed, due to do_after's sleep.
if(!process_shot()) //First shot is processed instantly.
return //If it fails, such as when the gun is empty, then there's no need to schedule a second shot.
START_PROCESSING(SSprojectiles, src)
RegisterSignal(clicker, COMSIG_CLIENT_MOUSEDRAG, PROC_REF(on_mouse_drag))
if(autofire_sound_loop)
autofire_sound_loop.start(shooter)
/datum/component/automatic_fire/proc/on_mouse_up(datum/source, atom/object, turf/location, control, params)
SIGNAL_HANDLER
UnregisterSignal(clicker, COMSIG_CLIENT_MOUSEUP)
mouse_status = AUTOFIRE_MOUSEUP
if(autofire_stat == AUTOFIRE_STAT_FIRING)
stop_autofiring()
return COMPONENT_CLIENT_MOUSEUP_INTERCEPT
/datum/component/automatic_fire/proc/stop_autofiring(datum/source, atom/object, turf/location, control, params)
SIGNAL_HANDLER
if(autofire_stat != AUTOFIRE_STAT_FIRING)
return
STOP_PROCESSING(SSprojectiles, src)
autofire_stat = AUTOFIRE_STAT_ALERT
if(clicker)
clicker.mouse_override_icon = null
clicker.mouse_pointer_icon = clicker.mouse_override_icon
UnregisterSignal(clicker, COMSIG_CLIENT_MOUSEDRAG)
if(!QDELETED(shooter))
UnregisterSignal(shooter, COMSIG_MOB_SWAP_HANDS)
target = null
target_loc = null
mouse_parameters = null
if(autofire_sound_loop)
autofire_sound_loop.stop()
/datum/component/automatic_fire/proc/on_mouse_drag(client/source, atom/src_object, atom/over_object, turf/src_location, turf/over_location, src_control, over_control, params)
SIGNAL_HANDLER
if(isnull(over_location)) //This happens when the mouse is over an inventory or screen object, or on entering deep darkness, for example.
var/list/modifiers = params2list(params)
var/new_target = parse_caught_click_modifiers(modifiers, get_turf(source.eye), source)
params = list2params(modifiers)
mouse_parameters = params
if(!new_target)
if(QDELETED(target)) //No new target acquired, and old one was deleted, get us out of here.
stop_autofiring()
CRASH("on_mouse_drag failed to get the turf under screen object [over_object.type]. Old target was incidentally QDELETED.")
target = get_turf(target) //If previous target wasn't a turf, let's turn it into one to avoid locking onto a potentially moving target.
target_loc = target
CRASH("on_mouse_drag failed to get the turf under screen object [over_object.type]")
target = new_target
target_loc = new_target
return
target = over_object
target_loc = get_turf(over_object)
mouse_parameters = params
/datum/component/automatic_fire/proc/process_shot()
if(autofire_stat != AUTOFIRE_STAT_FIRING)
return FALSE
if(!COOLDOWN_FINISHED(src, next_shot_cd))
return TRUE
if(QDELETED(target) || get_turf(target) != target_loc) //Target moved or got destroyed since we last aimed.
target = target_loc //So we keep firing on the emptied tile until we move our mouse and find a new target.
if(get_dist(shooter, target) <= 0)
target = get_step(shooter, shooter.dir) //Shoot in the direction faced if the mouse is on the same tile as we are.
target_loc = target
else if(!CAN_THEY_SEE(target, shooter))
stop_autofiring() //Elvis has left the building.
return FALSE
shooter.face_atom(target)
var/next_delay = autofire_shot_delay
if(windup_autofire)
next_delay = clamp(next_delay - current_windup_reduction, round(autofire_shot_delay * windup_autofire_cap), autofire_shot_delay)
current_windup_reduction = (current_windup_reduction + round(autofire_shot_delay * windup_autofire_reduction_multiplier))
timerid = addtimer(CALLBACK(src, PROC_REF(windup_reset), FALSE), windup_spindown, TIMER_UNIQUE|TIMER_OVERRIDE|TIMER_STOPPABLE)
if(HAS_TRAIT(shooter, TRAIT_DOUBLE_TAP))
next_delay = round(next_delay * 0.5, SSprojectiles.wait)
COOLDOWN_START(src, next_shot_cd, next_delay)
if(SEND_SIGNAL(parent, COMSIG_AUTOFIRE_SHOT, target, shooter, allow_akimbo, mouse_parameters) & COMPONENT_AUTOFIRE_SHOT_SUCCESS)
return TRUE
stop_autofiring()
return FALSE
/// Reset for our windup, resetting everything back to initial values after a variable set amount of time (determined by var/windup_spindown).
/datum/component/automatic_fire/proc/windup_reset(deltimer)
current_windup_reduction = initial(current_windup_reduction)
if(deltimer && timerid)
deltimer(timerid)
// Gun procs.
/obj/item/gun/proc/on_autofire_start(mob/living/shooter)
if(fire_cd || shooter.incapacitated || !can_trigger_gun(shooter))
return FALSE
if(!can_shoot())
shoot_with_empty_chamber(shooter)
return FALSE
var/obj/item/bodypart/other_hand = shooter.has_hand_for_held_index(shooter.get_inactive_hand_index())
if(weapon_weight == WEAPON_HEAVY && (shooter.get_inactive_held_item() || !other_hand))
balloon_alert(shooter, "use both hands!")
return FALSE
return TRUE
/obj/item/gun/proc/autofire_bypass_check(datum/source, client/clicker, atom/target, turf/location, control, params)
SIGNAL_HANDLER
if(clicker.mob.get_active_held_item() != src)
return COMPONENT_AUTOFIRE_ONMOUSEDOWN_BYPASS
/obj/item/gun/proc/do_autofire(datum/source, atom/target, mob/living/shooter, allow_akimbo, params)
SIGNAL_HANDLER
if(fire_cd || shooter.incapacitated)
return NONE
if(!can_shoot())
shoot_with_empty_chamber(shooter)
return NONE
INVOKE_ASYNC(src, PROC_REF(do_autofire_shot), source, target, shooter, allow_akimbo, params)
return COMPONENT_AUTOFIRE_SHOT_SUCCESS //All is well, we can continue shooting.
/obj/item/gun/proc/do_autofire_shot(datum/source, atom/target, mob/living/shooter, allow_akimbo, params)
var/obj/item/gun/akimbo_gun = shooter.get_inactive_held_item()
var/bonus_spread = 0
if(istype(akimbo_gun) && weapon_weight < WEAPON_MEDIUM && allow_akimbo)
if(akimbo_gun.weapon_weight < WEAPON_MEDIUM && akimbo_gun.can_trigger_gun(shooter))
if(!akimbo_gun.can_shoot())
addtimer(CALLBACK(akimbo_gun, TYPE_PROC_REF(/obj/item/gun, shoot_with_empty_chamber), shooter), 0.1 SECONDS)
else
bonus_spread = dual_wield_spread
addtimer(CALLBACK(akimbo_gun, TYPE_PROC_REF(/obj/item/gun, process_fire), target, shooter, TRUE, params, null, bonus_spread), 0.1 SECONDS)
process_fire(target, shooter, TRUE, params, null, bonus_spread)
#undef AUTOFIRE_MOUSEUP
#undef AUTOFIRE_MOUSEDOWN