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## About The Pull Request This is a big one so please bear with me, wounds are complicated ### Max Potential Wound Rolls We've decreased the max contributed damage to wound rolls from 35 to 25. This results, after the exponent, a max possible wound roll of 1 to 91 before any modifiers (assuming the attack, after armor, is 25 or above). The minimum value to wound is still 5. ### Wound Escalation Penalties Most wounds were contributing significant numbers per wound type to the potential for a new wound to occur. Getting wounded once meant you were getting wound a lot, but actually getting past that first wounding may be the tricky part. We have significantly reigned in the wound penalty that having a wound contributes, and instead utilize the series wound penalty to allow same type wounds to escalate themselves faster as a priority. Having wounds still makes you more wound vulnerable, just not to such an extreme degree. The priority here for what wounds matter most for contributing to overall wounding vulnerability is ``Infected BURNS > BURNS > SLASH|PIERCE > BLUNT.`` ### Wound Armor Wound armor, unlike all other kinds of armor, was used as a additive value to the wound roll modifiers rather than a multiplicative value. We have reworked how wound armor is determined by changing how wound modifiers are calculated. Firstly, we're passing our entire injury roll into the ``check_woundings_mod()`` proc, as we're not treating this as a proc that just adds values anymore. Secondly, bare wound bonus only applies if there is no potential wound protection from any source, as expected. But it comes last in the calculations. Thirdly, wound protection is applied to the injury roll last, after wound bonuses from the attack, wound bonuses from other wounds and wound bonuses from a disabled limb are applied. This does not include serial wound bonuses, which are determined outside of this proc. Wound protection comes from two sources. Clothing and limb wound resistance. Your chest and head have an amount of wound resistance so long as they are not mangled in any fashion. Being mangled means having either a hairline fracture or a weeping avulsion wound. Wound protection reduces the final injury roll by a percentage. Say our roll is 50, and we have effectively 50% wound protection. The final roll would be 25. ### ~~Wound Armor on Clothing~~ Reverted ~~Most clothing have had their wound armor values changed. As a loose rule, I used the highest of melee or bomb armor, except where that value was 100, in which case I used the lowest instead. I'm basing this decision on how embeds are calculated, which is attack type agnostic.~~ ~~Some armor have inconsistent values because they are alternative armors to an existing armor type or are hyperspecialized armor. Ablative, bulletproof and security vests all share a value of 35, despite the former two not having decent melee or bomb armor.~~ ~~Some clothing missing wound armor that should have had them now have wound armor.~~ ~~This may need a bit of scrutiny in case one or two seem weirdly high. Some have maybe become too low. Its a bit hard to say.~~ ### The ``bare_wound_bonus`` variable I changed it to ``exposed_wound_bonus`` to better represent when it applies. You can be naked and still not be affected by this bonus if the limb has wound resistance. ## Why It's Good For The Game I'm not promising anything with this PR, but this is an attempt to sanity check the values on wounds so that we're not seeing what the data that determined the removal of beheading presented. An extreme over-representation of tier 3 wounds. ~~And, from that, maybe I can argue for beheadings coming back. That's my goal. I think beheadings happened so much because the numbers were in need of work.~~ Well okay I just wanna make wounds a bit more workable actually more than I want beheadings. Why is it that tier 3 wounds were so over-represented? Because wounds will often force more severe wounds of other types by merit of any wounds existing at all on a limb. Having **_a_** wound makes you more wound prone for any kind of wound, and not just making you more likely to suffer a more severe type of the same wound. The threshold mechanic was intended to simulate making a wound worse, but oddly just made a limb broadly more prone to getting worse from any kind of attack to such a degree that future wound rolls of different types were often going to start at the threshold necessary to be a tier 3 wound. Dismemberment, mind you, requires you to suffer a flesh wound while you have a bone wound of tier 2 or higher (with tier 3 giving a bonus to this). You can do this readily via just a sharp weapon, because having a mangled limb causes the wound to turn into a bone wound. Technically, this is meant to be less likely as the effective damage for this wound is halved. But the wound bonus from having a flesh wound was almost always significant enough to kick your new bone wound up to a tier 3. In other words; its not surprising that you saw so many beheadings, because the system wanted to behead you as fast as it possibly can thanks to all these escalating values. Wound armor was only applied as a flat reduction on the roll. The average for wound armor was 10. After receiving a single wound, you can expect wound rolls to reach upwards of 100, even if the actual damage roll was not particularly high, due to wound stacking bonuses form being wounded. This meant that wounds, if they happened, came thick and fast after the first, regardless of what your protection might be to wounds. It was just a matter of getting past the initial bump. This is why effects that forced wounds were so powerful. They basically made a given limb more prone to taking a wound without having to deal with the protection problem first. Finally, this is just a broad flaw with the system that is not its fault. It is actually a problem that isn't a problem. Most people in the game are not wearing helmets that protect their head. So most people are going to suffer from a higher proclivity of being wounded if people are aiming for the head. There is this...kind of cargo cult belief that aiming for the head means you do more damage, or can stun someone if you're lucky or what have you. It's entirely nonsense, but it has a grain of truth in that people rarely wear, or even have access too, headwear that provides wound protection or any protection at all. People have jumpsuits, which are universally wound protected, but that isn't true of the head. Look, the point is, they're not aiming at the head because it is usually less armored, its for other reasons but it just so happens to become true due to wounds and how wounds roll their type. To soften this issue, I've decided to treat wound resistance as armor until the limb suffers a tier 3 wound. This way, hits to the head MAY not necessarily escalate to tier 3 instantly as they would on live even from relatively low power weapons. Some weapons have very low force, but have extreme bare wound bonuses. This should be less likely after this change. I doubt this will necessarily make high damage high wound weapons like energy swords any less prone to cutting you clean open, but it might thanks to the reduction to contributed damage to the injury roll. The system is now _a bit more random_. ## Changelog 🆑 balance: Wounds do not make you as vulnerable to suffering wounds of all types as before. Instead, wounds make you more vulnerable to suffering worse versions of themselves as a priority. balance: Wound armor is now more impactful when protecting you from wounds when you have already been wounded. balance: Your head and chest are more difficult to wound until they have been mangled; either from suffering from a weeping avulsion or a hairline fracture. code: Changed the variable for bare_wound_bonus to exposed_wound_bonus to better explain what that variable is doing. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
1421 lines
59 KiB
Plaintext
1421 lines
59 KiB
Plaintext
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/// Not actually hitscan but close as we get without actual hitscan.
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#define MOVES_HITSCAN -1
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/// How many pixels to move the muzzle flash up so your character doesn't look like they're shitting out lasers.
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#define MUZZLE_EFFECT_PIXEL_INCREMENT 17
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/obj/projectile
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name = "projectile"
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icon = 'icons/obj/weapons/guns/projectiles.dmi'
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icon_state = "bullet"
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density = FALSE
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anchored = TRUE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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movement_type = FLYING
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wound_bonus = CANT_WOUND // can't wound by default
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generic_canpass = FALSE
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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layer = MOB_LAYER
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/// The sound this plays on impact.
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var/hitsound = 'sound/items/weapons/pierce.ogg'
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/// Sound played when the projectile hits a wall
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var/hitsound_wall
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resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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/// Zone at which the projectile is aimed at
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var/def_zone = ""
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/// Atom who shot the projectile (Not the gun, the guy who shot the gun)
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var/atom/movable/firer = null
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/// The thing that the projectile was fired from (gun, turret, spell)
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var/datum/fired_from = null
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/// One of three suppression states: NONE displays the hit message and produces a loud sound,
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/// QUIET makes a quiet sound and only lets the victim know they've been shot, and VERY only makes a very quiet sound with no messages
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var/suppressed = SUPPRESSED_NONE
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/// Original clicked target
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var/atom/original = null
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/// Initial target x coordinate offset of the projectile
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VAR_FINAL/xo = null
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/// Initial target y coordinate offset of the projectile
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VAR_FINAL/yo = null
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/// Projectile's starting turf
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var/turf/starting = null
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/// pixel_x where the player clicked. Default is the center.
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var/p_x = 16
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/// pixel_y where the player clicked. Default is the center
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var/p_y = 16
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/// X coordinate at which the projectile entered a new turf
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var/entry_x
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/// Y coordinate at which the projectile entered a new turf
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var/entry_y
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/// X coordinate at which the projectile visually impacted the target
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var/impact_x
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/// Y coordinate at which the projectile visually impacted the target
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var/impact_y
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/// Turf of the last atom we've impacted
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VAR_FINAL/turf/last_impact_turf = null
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/// If the projectile was fired already
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var/fired = FALSE
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/// If the projectile is suspended mid-air
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var/paused = FALSE
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/// Last time the projectile moved, used for lag compensation if SSprojectiles starts chugging
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VAR_PRIVATE/last_projectile_move = 0
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/// Last time the projectile was processed, also used for lag compensation
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VAR_PRIVATE/last_process = 0
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/// How many pixels we missed last tick due to lag or speed cap
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VAR_PRIVATE/overrun = 0
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/// Projectile's movement vector - this caches sine/cosine of our angle to cut down on trig calculations
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var/datum/vector/movement_vector
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/// We already impacted these things, do not impact them again. Used to make sure we can pierce things we want to pierce. Lazylist, typecache style (object = TRUE) for performance.
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var/list/impacted = list()
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/// If TRUE, we can hit our firer.
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var/ignore_source_check = FALSE
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/// We are flagged PHASING temporarily to not stop moving when we Bump something but want to keep going anyways.
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var/temporary_unstoppable_movement = FALSE
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/** PROJECTILE PIERCING
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* WARNING:
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* Projectile piercing MUST be done using these variables.
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* Ordinary passflags will result in can_hit_target being false unless directly clicked on - similar to projectile_phasing but without even going to process_hit.
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* The two flag variables below both use pass flags.
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* In the context of LETPASStHROW, it means the projectile will ignore things that are currently "in the air" from a throw.
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*
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* Also, projectiles sense hits using Bump(), and then pierce them if necessary.
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* They simply do not follow conventional movement rules.
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* NEVER flag a projectile as PHASING movement type.
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* If you so badly need to make one go through *everything*, override check_pierce() for your projectile to always return PROJECTILE_PIERCE_PHASE/HIT.
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*/
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/// The "usual" flags of pass_flags is used in that can_hit_target ignores these unless they're specifically targeted/clicked on. This behavior entirely bypasses process_hit if triggered, rather than phasing which uses prehit_pierce() to check.
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pass_flags = PASSTABLE
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/// If FALSE, allow us to hit something directly targeted/clicked/whatnot even if we're able to phase through it
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var/phasing_ignore_direct_target = FALSE
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/// Bitflag for things the projectile should just phase through entirely - No hitting unless direct target and [phasing_ignore_direct_target] is FALSE. Uses pass_flags flags.
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var/projectile_phasing = NONE
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/// Bitflag for things the projectile should hit, but pierce through without deleting itself. Defers to projectile_phasing. Uses pass_flags flags.
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var/projectile_piercing = NONE
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/// Number of times we've pierced something. Incremented BEFORE bullet_act and on_hit proc!
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var/pierces = 0
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/// How many times this projectile can pierce something before deleting
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var/max_pierces = 0
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/// If objects are below this layer, we pass through them
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var/hit_threshhold = PROJECTILE_HIT_THRESHHOLD_LAYER
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/// How many tiles we pass in a single SSprojectiles tick
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var/speed = 1.25
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/// The current angle of the projectile. Initially null, so if the arg is missing from [/fire()], we can calculate it from firer and target as fallback.
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var/angle
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/// Angle at the moment of firing
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var/original_angle = 0
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/// Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
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var/nondirectional_sprite = FALSE
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/// Random spread done projectile-side for convinience
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var/spread = 0
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/// Additional rotation for the projectile, in case it uses some object's sprite
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var/projectile_angle = 0
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/// Gliding does not enjoy something getting moved multiple turfs in a tick, which is why we animate it manually
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animate_movement = NO_STEPS
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// Ricochet logic
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/// How many times we've ricochet'd so far (instance variable, not a stat)
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var/ricochets = 0
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/// How many times we can ricochet max
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var/ricochets_max = 0
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/// How many times we have to ricochet min (unless we hit an atom we can ricochet off)
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var/min_ricochets = 0
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/// 0-100 (or more, I guess), the base chance of ricocheting, before being modified by the atom we shoot and our chance decay
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var/ricochet_chance = 0
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/// 0-1 (or more, I guess) multiplier, the ricochet_chance is modified by multiplying this after each ricochet
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var/ricochet_decay_chance = 0.7
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/// 0-1 (or more, I guess) multiplier, the projectile's damage is modified by multiplying this after each ricochet
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var/ricochet_decay_damage = 0.7
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/// On ricochet, if nonzero, we consider all mobs within this range of our projectile at the time of ricochet to home in on like Revolver Ocelot, as governed by ricochet_auto_aim_angle
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var/ricochet_auto_aim_range = 0
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/// On ricochet, if ricochet_auto_aim_range is nonzero, we'll consider any mobs within this range of the normal angle of incidence to home in on, higher = more auto aim
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var/ricochet_auto_aim_angle = 30
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/// the angle of impact must be within this many degrees of the struck surface, set to 0 to allow any angle
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var/ricochet_incidence_leeway = 40
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/// Can our ricochet autoaim hit our firer?
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var/ricochet_shoots_firer = TRUE
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// Hitscan logic
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/// Wherever this projectile is hitscan. Hitscan projectiles are processed until the end of their path instantly upon being fired and leave a tracer in their path
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var/hitscan = FALSE
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/// Associated list of coordinate points in which we changed trajectories in order to calculate hitscan tracers
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/// Value points to the next point in the beam
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var/list/datum/point/beam_points
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/// Last point in the beam
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var/datum/point/last_point
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/// Next forceMove will not create tracer end/start effects
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var/free_hitscan_forceMove = FALSE
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// Used to prevent duplicate effects during lag chunking
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/// If a hitscan muzzle effect has been created for this "path", reset during forceMoves.
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var/spawned_muzzle = FALSE
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/// Hitscan tracer effect left behind the projectile
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var/tracer_type
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/// Hitscan muzzle effect spawned on the firer
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var/muzzle_type
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/// Hitscan impact effect spawned on the target
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var/impact_type
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//Fancy hitscan lighting effects!
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var/hitscan_light_intensity = 1.5
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var/hitscan_light_range = 0.75
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var/hitscan_light_color_override
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var/muzzle_flash_intensity = 3
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var/muzzle_flash_range = 1.5
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var/muzzle_flash_color_override
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var/impact_light_intensity = 3
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var/impact_light_range = 2
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var/impact_light_color_override
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// Homing
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/// If the projectile is currently homing. Warning - this changes projectile's processing logic, reverting it to segmented processing instead of new raymarching logic
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/// This does not actually set up the projectile to home in on a target - you need to set that up with set_homing_target() on the projectile!
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VAR_FINAL/homing = FALSE
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/// Target the projectile is homing on
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var/atom/homing_target
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/// Angles per move segment, distance is based on SSprojectiles.pixels_per_decisecond
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/// With pixels_per_decisecond set to 16 and homing_turn_speed, the projectile can turn up to 20 pixels per turf passed
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var/homing_turn_speed = 10
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// Allowed leeway in pixels
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var/homing_inaccuracy_min = 0
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var/homing_inaccuracy_max = 0
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var/homing_offset_x = 0
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var/homing_offset_y = 0
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var/damage = 10
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var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY are the only things that should be in here
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/// Defines what armor to use when it hits things. Must be set to bullet, laser, energy, or bomb
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var/armor_flag = BULLET
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/// How much armor this projectile pierces.
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var/armour_penetration = 0
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/// Whether or not our projectile doubles the value of affecting armour
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var/weak_against_armour = FALSE
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/// This will de-increment every step. When 0, it will delete the projectile.
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var/range = 50
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/// Original range upon being fired/reflected
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var/maximum_range
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/// Amount of original range that falls off when reflecting, so it doesn't go forever
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var/reflect_range_decrease = 5
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/// If this projectile can be reflected
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var/reflectable = FALSE
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// Status effects applied on hit
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var/stun = 0 SECONDS
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var/knockdown = 0 SECONDS
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var/paralyze = 0 SECONDS
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var/immobilize = 0 SECONDS
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var/unconscious = 0 SECONDS
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/// Seconds of blurry eyes applied on projectile hit
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var/eyeblur = 0 SECONDS
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/// Drowsiness applied on projectile hit
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var/drowsy = 0 SECONDS
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/// Jittering applied on projectile hit
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var/jitter = 0 SECONDS
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/// Extra stamina damage applied on projectile hit (in addition to the main damage)
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var/stamina = 0
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/// Stuttering applied on projectile hit
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var/stutter = 0 SECONDS
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/// Slurring applied on projectile hit
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var/slur = 0 SECONDS
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/// Damage the limb must have for it to be dismembered upon getting hit. 0 will prevent dismembering altogether
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var/dismemberment = 0
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/// If TRUE, this projectile deals its damage to the chest if it dismembers a limb.
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var/catastropic_dismemberment = FALSE
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/// Impact VFX created upon hitting something
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var/impact_effect_type
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/// If the act of firing this projectile does not create logs
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var/log_override = FALSE
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/// If true, the projectile won't cause any logging whatsoever. Used for hallucinations and shit.
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var/do_not_log = FALSE
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/// We ignore mobs with these factions.
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var/list/ignored_factions
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/// Turf that we have registered connect_loc signal - this is done for performance, as we're moving ~a dozen turfs per tick
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/// and registering and unregistering signal for every single one of them is stupid. Unregistering the signal from the correct turf in case we get moved by smth else is important
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var/turf/last_tick_turf
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/// Remaining pixel movement last tick - used for precise range calculations
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var/pixels_moved_last_tile = 0
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/// In order to preserve animations, projectiles are only deleted the tick *after* they impact something.
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/// Same is applied to reaching the range limit
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var/deletion_queued = NONE
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/// How many ticks should we wait in queued deletion mode before qdeleting? Sometimes increased in animations
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var/ticks_to_deletion = 1
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/// If defined, on hit we create an item of this type then call hitby() on the hit target with this, mainly used for embedding items (bullets) in targets
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var/shrapnel_type
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/// If we have a shrapnel_type defined, these embedding stats will be passed to the spawned shrapnel type, which will roll for embedding on the target
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var/embed_type
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/// Saves embedding data
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VAR_PROTECTED/datum/embedding/embed_data
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/// If TRUE, hit mobs, even if they are lying on the floor and are not our target within MAX_RANGE_HIT_PRONE_TARGETS tiles
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var/hit_prone_targets = FALSE
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/// If TRUE, ignores the range of MAX_RANGE_HIT_PRONE_TARGETS tiles of hit_prone_targets
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var/ignore_range_hit_prone_targets = FALSE
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/// For what kind of brute wounds we're rolling for, if we're doing such a thing. Lasers obviously don't care since they do burn instead.
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var/sharpness = NONE
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/// How much we want to drop damage per tile as it travels through the air
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var/damage_falloff_tile
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/// How much we want to drop stamina damage (defined by the stamina variable) per tile as it travels through the air
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var/stamina_falloff_tile
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/// How much we want to drop both wound_bonus and exposed_wound_bonus (to a minimum of 0 for the latter) per tile, for falloff purposes
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var/wound_falloff_tile
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/// How much we want to drop the embed_chance value, if we can embed, per tile, for falloff purposes
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var/embed_falloff_tile
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/// How much accuracy is lost for each tile travelled
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var/accuracy_falloff = 7
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/// How much accuracy before falloff starts to matter. Formula is range - falloff * tiles travelled
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var/accurate_range = 100
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/// If true directly targeted turfs can be hit
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var/can_hit_turfs = FALSE
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/obj/projectile/Initialize(mapload)
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. = ..()
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maximum_range = range
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if (embed_type)
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set_embed(embed_type)
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add_traits(list(TRAIT_FREE_HYPERSPACE_MOVEMENT, TRAIT_FREE_HYPERSPACE_SOFTCORDON_MOVEMENT), INNATE_TRAIT)
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/obj/projectile/Destroy()
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if (hitscan)
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generate_hitscan_tracers()
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STOP_PROCESSING(SSprojectiles, src)
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firer = null
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original = null
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QDEL_NULL(embed_data)
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if (movement_vector)
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QDEL_NULL(movement_vector)
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if (beam_points)
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QDEL_LIST(beam_points)
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if (last_point)
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QDEL_NULL(last_point)
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return ..()
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/// Called every time a projectile passes one tile worth of movement
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/obj/projectile/proc/reduce_range()
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range--
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pixels_moved_last_tile -= ICON_SIZE_ALL
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if(wound_falloff_tile && wound_bonus != CANT_WOUND)
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wound_bonus += wound_falloff_tile
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exposed_wound_bonus = max(0, exposed_wound_bonus + wound_falloff_tile)
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if(embed_falloff_tile && get_embed())
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embed_data.embed_chance += embed_falloff_tile
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if(damage_falloff_tile && damage >= 0)
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damage += damage_falloff_tile
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if(stamina_falloff_tile && stamina >= 0)
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stamina += stamina_falloff_tile
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SEND_SIGNAL(src, COMSIG_PROJECTILE_RANGE)
|
|
if(range <= 0 && loc)
|
|
if (hitscan)
|
|
qdel(src)
|
|
return
|
|
deletion_queued = PROJECTILE_RANGE_DELETE
|
|
|
|
if(damage_falloff_tile && damage <= 0 || stamina_falloff_tile && stamina <= 0)
|
|
if (hitscan)
|
|
qdel(src)
|
|
return
|
|
deletion_queued = PROJECTILE_RANGE_DELETE
|
|
|
|
/// Called next tick after the projectile reaches its maximum range so the animation has time to fully play out
|
|
/obj/projectile/proc/on_range()
|
|
SEND_SIGNAL(src, COMSIG_PROJECTILE_RANGE_OUT)
|
|
qdel(src)
|
|
|
|
/**
|
|
* Called when the projectile hits something
|
|
*
|
|
* By default parent call will always return [BULLET_ACT_HIT] (unless qdeleted)
|
|
* so it is save to assume a successful hit in children (though not necessarily successfully damaged - it could've been blocked)
|
|
*
|
|
* Arguments
|
|
* * target - thing hit
|
|
* * blocked - percentage of hit blocked (0 to 100)
|
|
* * pierce_hit - boolean, are we piercing through or regular hitting
|
|
*
|
|
* Returns
|
|
* * Returns [BULLET_ACT_HIT] if we hit something. Default return value.
|
|
* * Returns [BULLET_ACT_BLOCK] if we were hit but sustained no effects (blocked it). Note, Being "blocked" =/= "blocked is 100".
|
|
* * Returns [BULLET_ACT_FORCE_PIERCE] to have the projectile keep going instead of "hitting", as if we were not hit at all.
|
|
*/
|
|
/obj/projectile/proc/on_hit(atom/target, blocked = 0, pierce_hit)
|
|
SHOULD_CALL_PARENT(TRUE)
|
|
|
|
// i know that this is probably more with wands and gun mods in mind, but it's a bit silly that the projectile on_hit signal doesn't ping the projectile itself.
|
|
// maybe we care what the projectile thinks! See about combining these via args some time when it's not 5AM
|
|
var/hit_limb_zone
|
|
if(isliving(target))
|
|
var/mob/living/victim = target
|
|
hit_limb_zone = victim.check_hit_limb_zone_name(def_zone)
|
|
|
|
if(fired_from)
|
|
SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_ON_HIT, firer, target, angle, hit_limb_zone, blocked, pierce_hit)
|
|
SEND_SIGNAL(src, COMSIG_PROJECTILE_SELF_ON_HIT, firer, target, angle, hit_limb_zone, blocked, pierce_hit)
|
|
|
|
if(QDELETED(src) || deletion_queued) // in case one of the above signals deleted the projectile for whatever reason
|
|
return BULLET_ACT_BLOCK
|
|
|
|
var/turf/target_turf = get_turf(target)
|
|
if(target == original)
|
|
impact_x = target.pixel_x + p_x - ICON_SIZE_X / 2
|
|
impact_y = target.pixel_y + p_y - ICON_SIZE_Y / 2
|
|
else
|
|
impact_x = entry_x + movement_vector?.pixel_x * rand(0, ICON_SIZE_X / 2)
|
|
impact_y = entry_y + movement_vector?.pixel_y * rand(0, ICON_SIZE_Y / 2)
|
|
|
|
if(isturf(target) && hitsound_wall)
|
|
playsound(src, hitsound_wall, clamp(vol_by_damage() + (suppressed ? 0 : 20), 0, 100), TRUE, -1)
|
|
|
|
if(damage > 0 && (damage_type == BRUTE || damage_type == BURN) && iswallturf(target_turf) && prob(75))
|
|
var/turf/closed/wall/target_wall = target_turf
|
|
if(impact_effect_type && !hitscan)
|
|
new impact_effect_type(target_wall, impact_x, impact_y)
|
|
|
|
target_wall.add_dent(WALL_DENT_SHOT, impact_x, impact_y)
|
|
return BULLET_ACT_HIT
|
|
|
|
if (hitsound)
|
|
playsound(src, hitsound, vol_by_damage(), TRUE, -1)
|
|
|
|
if (!isliving(target))
|
|
if(impact_effect_type && !hitscan)
|
|
new impact_effect_type(target_turf, impact_x, impact_y)
|
|
return BULLET_ACT_HIT
|
|
|
|
if((blocked >= 100 || (damage && damage_type != BRUTE)) && impact_effect_type && !hitscan)
|
|
new impact_effect_type(target_turf, impact_x, impact_y)
|
|
|
|
var/mob/living/living_target = target
|
|
get_embed()?.try_embed_projectile(src, target, hit_limb_zone, blocked, pierce_hit)
|
|
var/reagent_note
|
|
if(reagents?.reagent_list)
|
|
reagent_note = "REAGENTS: [pretty_string_from_reagent_list(reagents.reagent_list)]"
|
|
|
|
if(ismob(firer) && !do_not_log)
|
|
log_combat(firer, living_target, "shot", src, reagent_note)
|
|
return BULLET_ACT_HIT
|
|
|
|
if(isvehicle(firer))
|
|
var/obj/vehicle/firing_vehicle = firer
|
|
var/list/logging_mobs = firing_vehicle.return_controllers_with_flag(VEHICLE_CONTROL_EQUIPMENT)
|
|
if(!LAZYLEN(logging_mobs))
|
|
logging_mobs = firing_vehicle.return_drivers()
|
|
if(!do_not_log)
|
|
for(var/mob/logged_mob as anything in logging_mobs)
|
|
log_combat(logged_mob, living_target, "shot", src, "from inside [firing_vehicle][logging_mobs.len > 1 ? " with multiple occupants" : null][reagent_note ? " and contained [reagent_note]" : null]")
|
|
return BULLET_ACT_HIT
|
|
|
|
if(!do_not_log)
|
|
living_target.log_message("has been shot by [firer] with [src][reagent_note ? " containing [reagent_note]" : null]", LOG_ATTACK, color="orange")
|
|
return BULLET_ACT_HIT
|
|
|
|
/obj/projectile/proc/vol_by_damage()
|
|
if (suppressed)
|
|
return 5
|
|
if (!damage)
|
|
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
|
|
return clamp(damage * 0.67, 30, 100) // Multiply projectile damage by 0.67, then CLAMP the value between 30 and 1
|
|
|
|
/obj/projectile/proc/firer_deleted(datum/source)
|
|
SIGNAL_HANDLER
|
|
// Shooting yourself point-blank
|
|
if (firer == original)
|
|
original = null
|
|
if (firer == fired_from)
|
|
fired_from = null
|
|
firer = null
|
|
|
|
/obj/projectile/proc/original_deleted(datum/source)
|
|
SIGNAL_HANDLER
|
|
original = null
|
|
|
|
/obj/projectile/proc/fired_from_deleted(datum/source)
|
|
SIGNAL_HANDLER
|
|
fired_from = null
|
|
|
|
/obj/projectile/proc/on_ricochet(atom/target)
|
|
ricochets++
|
|
if(!ricochet_auto_aim_angle || !ricochet_auto_aim_range)
|
|
return
|
|
|
|
var/mob/living/unlucky_sob
|
|
var/best_angle = ricochet_auto_aim_angle
|
|
if(firer && HAS_TRAIT(firer, TRAIT_NICE_SHOT))
|
|
best_angle += NICE_SHOT_RICOCHET_BONUS
|
|
for(var/mob/living/potential_target in range(ricochet_auto_aim_range, loc))
|
|
if(potential_target.stat == DEAD || !is_in_sight(src, potential_target) || (!ricochet_shoots_firer && potential_target == firer))
|
|
continue
|
|
var/our_angle = abs(closer_angle_difference(angle, get_angle(loc, potential_target.loc)))
|
|
if(our_angle < best_angle)
|
|
best_angle = our_angle
|
|
unlucky_sob = potential_target
|
|
|
|
if(unlucky_sob)
|
|
set_angle(get_angle(src, unlucky_sob.loc))
|
|
original = unlucky_sob
|
|
|
|
/obj/projectile/Bump(atom/bumped_atom)
|
|
SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, bumped_atom)
|
|
if (can_hit_target(bumped_atom, bumped_atom == original, TRUE, TRUE))
|
|
impact(bumped_atom)
|
|
|
|
/**
|
|
* Called when the projectile hits something
|
|
* This can either be from it bumping something,
|
|
* or it passing over a turf/being crossed and scanning that there is infact
|
|
* a valid target it needs to hit.
|
|
* This target isn't however necessarily WHAT it hits
|
|
* that is determined by process_hit and select_target.
|
|
*
|
|
* Furthermore, this proc shouldn't check can_hit_target - this should only be called if can hit target is already checked.
|
|
* Also, we select_target to find what to process_hit first.
|
|
*/
|
|
/obj/projectile/proc/impact(atom/target)
|
|
// Don't impact anything if we've been queued for deletion
|
|
if (deletion_queued)
|
|
return
|
|
|
|
// never doublehit, otherwise someone may end up running into a projectile from the back
|
|
if(impacted[target.weak_reference])
|
|
return
|
|
|
|
if(ricochets < ricochets_max && check_ricochet_flag(target) && check_ricochet(target) && target.handle_ricochet(src))
|
|
on_ricochet(target)
|
|
impacted = list() // Shoot a x-ray laser at a pair of mirrors I dare you
|
|
ignore_source_check = TRUE // Firer is no longer immune
|
|
maximum_range = max(0, maximum_range - reflect_range_decrease)
|
|
ricochet_chance *= ricochet_decay_chance
|
|
damage *= ricochet_decay_damage
|
|
stamina *= ricochet_decay_damage
|
|
range = maximum_range
|
|
return
|
|
|
|
last_impact_turf = get_turf(target)
|
|
// Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
|
|
def_zone = ran_zone(def_zone, clamp(accurate_range - (accuracy_falloff * get_dist(last_impact_turf, starting)), 5, 100))
|
|
var/impact_result = process_hit_loop(select_target(last_impact_turf, target))
|
|
if (impact_result == PROJECTILE_IMPACT_PASSED)
|
|
return
|
|
if (hitscan)
|
|
qdel(src)
|
|
return
|
|
deletion_queued = PROJECTILE_IMPACT_DELETE
|
|
|
|
/*
|
|
* Main projectile hit loop code
|
|
* As long as there are valid targets on the hit target's tile, we will loop through all the ones that we have not hit
|
|
* (and thus invalidated) and try to hit them until either no targets remain or we've been deleted.
|
|
* Should *never* be called directly, as impact() is the proc queueing projectiles for deletion
|
|
* If you need to call this directly, you should reconsider the choices that led you to this point
|
|
*/
|
|
/obj/projectile/proc/process_hit_loop(atom/target)
|
|
SHOULD_NOT_SLEEP(TRUE)
|
|
PRIVATE_PROC(TRUE)
|
|
|
|
// Don't impact anything if we've been queued for deletion
|
|
if (deletion_queued)
|
|
return PROJECTILE_IMPACT_PASSED
|
|
|
|
var/turf/target_turf = get_turf(target)
|
|
while (target && !QDELETED(src) && !deletion_queued)
|
|
// Doublehitting can be an issue with slow projectiles or when the server is chugging
|
|
impacted[WEAKREF(target)] = TRUE
|
|
var/mode = prehit_pierce(target)
|
|
if(mode == PROJECTILE_DELETE_WITHOUT_HITTING)
|
|
return PROJECTILE_IMPACT_INTERRUPTED
|
|
|
|
// If we've phasing through a target, first set ourselves as phasing and then try to locate a new one
|
|
if(mode == PROJECTILE_PIERCE_PHASE)
|
|
if(!(movement_type & PHASING))
|
|
temporary_unstoppable_movement = TRUE
|
|
movement_type |= PHASING
|
|
target = select_target(target_turf, target)
|
|
continue
|
|
|
|
var/target_signal = SEND_SIGNAL(target, COMSIG_PROJECTILE_PREHIT, src)
|
|
if (target_signal & PROJECTILE_INTERRUPT_HIT_PHASE)
|
|
return PROJECTILE_IMPACT_PASSED
|
|
if (target_signal & PROJECTILE_INTERRUPT_HIT)
|
|
return PROJECTILE_IMPACT_INTERRUPTED
|
|
|
|
var/self_signal = SEND_SIGNAL(src, COMSIG_PROJECTILE_SELF_PREHIT, target)
|
|
if (self_signal & PROJECTILE_INTERRUPT_HIT_PHASE)
|
|
return PROJECTILE_IMPACT_PASSED
|
|
if (self_signal & PROJECTILE_INTERRUPT_HIT)
|
|
return PROJECTILE_IMPACT_INTERRUPTED
|
|
|
|
if(mode == PROJECTILE_PIERCE_HIT)
|
|
pierces += 1
|
|
|
|
// Targets should handle their impact logic on our own and if they decide that we hit them, they call our on_hit
|
|
var/result = target.projectile_hit(src, def_zone, mode == PROJECTILE_PIERCE_HIT)
|
|
if (result != BULLET_ACT_FORCE_PIERCE && max_pierces && pierces >= max_pierces)
|
|
return PROJECTILE_IMPACT_SUCCESSFUL
|
|
|
|
// If we're not piercing or phasing, delete ourselves
|
|
if (result != BULLET_ACT_FORCE_PIERCE && mode != PROJECTILE_PIERCE_HIT && mode != PROJECTILE_PIERCE_PHASE)
|
|
return PROJECTILE_IMPACT_SUCCESSFUL
|
|
|
|
// We've piercing though this one, go look for a new target
|
|
if(!(movement_type & PHASING))
|
|
temporary_unstoppable_movement = TRUE
|
|
movement_type |= PHASING
|
|
|
|
target = select_target(target_turf, target)
|
|
|
|
return PROJECTILE_IMPACT_PASSED
|
|
|
|
/**
|
|
* Selects a target to hit from a turf
|
|
*
|
|
* @params
|
|
* our_turf - Turf on which we hit the target
|
|
* bumped - What we've impacted and why this selection was called in the first place.
|
|
* If set, this atom is always treated as dense by can_hit_target.
|
|
*
|
|
* Priority:
|
|
* 0. Anything that is already in impacted is ignored no matter what. Furthermore, in any bracket, if the target atom parameter is in it, that's hit first.
|
|
* Furthermore, can_hit_target is always checked. This (entire proc) is PERFORMANCE OVERHEAD!! But, it shouldn't be ""too"" bad and I frankly don't have a better *generic non snowflakey* way that I can think of right now at 3 AM.
|
|
* FURTHERMORE, mobs/objs have a density check from can_hit_target - to hit non dense objects over a turf, you must click on them, same for mobs that usually wouldn't get hit.
|
|
* 1. Special check on what we bumped to see if it's a border object that intercepts hitting anything behind it
|
|
* 2. The thing originally aimed at/clicked on
|
|
* 3. Mobs - picks lowest buckled mob to prevent scarp piggybacking memes
|
|
* 4. Objs
|
|
* 5. Turf
|
|
* 6. Nothing
|
|
*/
|
|
/obj/projectile/proc/select_target(turf/our_turf, atom/bumped)
|
|
// 1. special bumped border object check
|
|
if((bumped?.flags_1 & ON_BORDER_1) && can_hit_target(bumped, original == bumped, TRUE, TRUE))
|
|
return bumped
|
|
// 2. original
|
|
if(can_hit_target(original, TRUE, FALSE, original == bumped))
|
|
return original
|
|
var/list/atom/considering = list() // let's define this ONCE
|
|
// 3. mobs
|
|
for(var/mob/living/iter_possible_target in our_turf)
|
|
if(can_hit_target(iter_possible_target, iter_possible_target == original, TRUE, iter_possible_target == bumped))
|
|
considering |= iter_possible_target
|
|
if(length(considering))
|
|
return pick(considering)
|
|
// 4. objs and other dense things
|
|
for(var/atom/potential_target as anything in our_turf)
|
|
if(can_hit_target(potential_target, potential_target == original, TRUE, potential_target == bumped))
|
|
considering += potential_target
|
|
if(length(considering))
|
|
return pick(considering)
|
|
// 5. turf
|
|
if(can_hit_target(our_turf, our_turf == original, TRUE, our_turf == bumped))
|
|
return our_turf
|
|
// 6. nothing
|
|
// (returns null)
|
|
|
|
/// Returns true if the target atom is on our current turf and above the right layer
|
|
/// If direct target is true it's the originally clicked target.
|
|
/obj/projectile/proc/can_hit_target(atom/target, direct_target = FALSE, ignore_loc = FALSE, cross_failed = FALSE)
|
|
if(QDELETED(target) || impacted[target.weak_reference])
|
|
return FALSE
|
|
if(!ignore_loc && (loc != target.loc) && !(can_hit_turfs && direct_target && loc == target))
|
|
return FALSE
|
|
// if pass_flags match, pass through entirely - unless direct target is set.
|
|
if((target.pass_flags_self & pass_flags) && !direct_target)
|
|
return FALSE
|
|
if(HAS_TRAIT(target, TRAIT_UNHITTABLE_BY_PROJECTILES))
|
|
if(!HAS_TRAIT(target, TRAIT_BLOCKING_PROJECTILES) && isliving(target))
|
|
var/mob/living/living_target = target
|
|
living_target.block_projectile_effects()
|
|
return FALSE
|
|
if(!ignore_source_check && firer && !direct_target)
|
|
if(target == firer || (target == firer.loc && ismecha(firer.loc)) || (target in firer.buckled_mobs))
|
|
return FALSE
|
|
if(ismob(firer))
|
|
var/mob/firer_mob = firer
|
|
if (firer_mob.buckled == target)
|
|
return FALSE
|
|
if(ignored_factions?.len && ismob(target) && !direct_target)
|
|
var/mob/target_mob = target
|
|
if(faction_check(target_mob.faction, ignored_factions))
|
|
return FALSE
|
|
if(target.density || cross_failed) //This thing blocks projectiles, hit it regardless of layer/mob stuns/etc.
|
|
return TRUE
|
|
if(!isliving(target))
|
|
if(isturf(target)) // non dense turfs
|
|
return can_hit_turfs && direct_target
|
|
if(target.layer < hit_threshhold)
|
|
return FALSE
|
|
else if(!direct_target) // non dense objects do not get hit unless specifically clicked
|
|
return FALSE
|
|
else
|
|
var/mob/living/living_target = target
|
|
if(direct_target)
|
|
return TRUE
|
|
if(living_target.stat == DEAD)
|
|
return FALSE
|
|
if(HAS_TRAIT(living_target, TRAIT_IMMOBILIZED) && HAS_TRAIT(living_target, TRAIT_FLOORED) && HAS_TRAIT(living_target, TRAIT_HANDS_BLOCKED))
|
|
return FALSE
|
|
if(hit_prone_targets)
|
|
var/mob/living/buckled_to = living_target.lowest_buckled_mob()
|
|
if((maximum_range - range) <= MAX_RANGE_HIT_PRONE_TARGETS) // after MAX_RANGE_HIT_PRONE_TARGETS tiles, auto-aim hit for mobs on the floor turns off
|
|
return TRUE
|
|
if(ignore_range_hit_prone_targets) // doesn't apply to projectiles that must hit the target in combat mode or something else, no matter what
|
|
return TRUE
|
|
if(buckled_to.density) // Will just be us if we're not buckled to another mob
|
|
return TRUE
|
|
return FALSE
|
|
else if(living_target.body_position == LYING_DOWN)
|
|
return FALSE
|
|
return TRUE
|
|
|
|
/**
|
|
* Scans if we should hit something on the turf we just moved to if we haven't already
|
|
*
|
|
* This proc is a little high in overhead but allows us to not snowflake CanPass in living and other things.
|
|
*/
|
|
/obj/projectile/proc/scan_moved_turf()
|
|
// Optimally, we scan: mobs --> objs --> turf for impact
|
|
// but, overhead is a thing and 2 for loops every time it moves is a no-go.
|
|
// realistically, since we already do select_target in impact, we can not do that
|
|
// and hope projectiles get refactored again in the future to have a less stupid impact detection system
|
|
// that hopefully won't also involve a ton of overhead
|
|
if(can_hit_target(original, TRUE, FALSE))
|
|
impact(original) // try to hit thing clicked on
|
|
return
|
|
// else, try to hit mobs
|
|
// because if we impacted original and pierced we'll already have select target'd and hit everything else we should be hitting
|
|
for(var/mob/potential_target in loc) // so I guess we're STILL doing a for loop of mobs because living movement would otherwise have snowflake code for projectile CanPass
|
|
// so the snowflake vs performance is pretty arguable here
|
|
if(can_hit_target(potential_target, potential_target == original, TRUE))
|
|
impact(potential_target)
|
|
break
|
|
|
|
/**
|
|
* Projectile crossed: When something enters a projectile's tile, make sure the projectile hits it if it should be hitting it.
|
|
*/
|
|
/obj/projectile/proc/on_entered(datum/source, atom/movable/entered_atom)
|
|
SIGNAL_HANDLER
|
|
if(can_hit_target(entered_atom, direct_target = (entered_atom == original)))
|
|
impact(entered_atom)
|
|
|
|
/**
|
|
* Projectile can pass through
|
|
* Used to not even attempt to Bump() or fail to Cross() anything we already hit.
|
|
*/
|
|
/obj/projectile/CanPassThrough(atom/blocker, movement_dir, blocker_opinion)
|
|
return impacted[blocker.weak_reference] || ..()
|
|
|
|
/**
|
|
* Projectile moved:
|
|
*
|
|
* If not fired yet, do not do anything. Else,
|
|
*
|
|
* If temporary unstoppable movement used for piercing through things we already hit (impacted list) is set, unset it.
|
|
* Scan turf we're now in for anything we can/should hit. This is useful for hitting non dense objects the user
|
|
* directly clicks on, as well as for PHASING projectiles to be able to hit things at all as they don't ever Bump().
|
|
*/
|
|
/obj/projectile/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
|
|
. = ..()
|
|
if(!fired)
|
|
return
|
|
if(temporary_unstoppable_movement)
|
|
temporary_unstoppable_movement = FALSE
|
|
movement_type &= ~PHASING
|
|
// Mostly used for making sure we can hit a non-dense object the user directly clicked on, and for penetrating projectiles that don't bump
|
|
scan_moved_turf()
|
|
|
|
/**
|
|
* Checks if we should pierce something.
|
|
*
|
|
* NOT meant to be a pure proc, since this replaces prehit() which was used to do things.
|
|
* Return PROJECTILE_DELETE_WITHOUT_HITTING to delete projectile without hitting at all!
|
|
*/
|
|
/obj/projectile/proc/prehit_pierce(atom/target)
|
|
if((projectile_phasing & target.pass_flags_self) && (phasing_ignore_direct_target || original != target))
|
|
return PROJECTILE_PIERCE_PHASE
|
|
if(projectile_piercing & target.pass_flags_self)
|
|
return PROJECTILE_PIERCE_HIT
|
|
if(ismovable(target))
|
|
var/atom/movable/movable_target = target
|
|
if(movable_target.throwing)
|
|
return (projectile_phasing & LETPASSTHROW) ? PROJECTILE_PIERCE_PHASE : ((projectile_piercing & LETPASSTHROW)? PROJECTILE_PIERCE_HIT : PROJECTILE_PIERCE_NONE)
|
|
return PROJECTILE_PIERCE_NONE
|
|
|
|
/obj/projectile/proc/check_ricochet(atom/target)
|
|
var/chance = ricochet_chance * target.receive_ricochet_chance_mod
|
|
if(firer && HAS_TRAIT(firer, TRAIT_NICE_SHOT))
|
|
chance += NICE_SHOT_RICOCHET_BONUS
|
|
if(ricochets < min_ricochets || prob(chance))
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/projectile/proc/check_ricochet_flag(atom/target)
|
|
if((armor_flag in list(ENERGY, LASER)) && (target.flags_ricochet & RICOCHET_SHINY))
|
|
return TRUE
|
|
if((armor_flag in list(BOMB, BULLET)) && (target.flags_ricochet & RICOCHET_HARD))
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/projectile/Process_Spacemove(movement_dir = 0, continuous_move = FALSE)
|
|
return TRUE //Bullets don't drift in space
|
|
|
|
/obj/projectile/proc/fire(fire_angle, atom/direct_target)
|
|
LAZYINITLIST(impacted)
|
|
if (firer)
|
|
RegisterSignal(firer, COMSIG_QDELETING, PROC_REF(firer_deleted))
|
|
SEND_SIGNAL(firer, COMSIG_PROJECTILE_FIRER_BEFORE_FIRE, src, fired_from, original)
|
|
if (fired_from)
|
|
if (firer != fired_from)
|
|
RegisterSignal(fired_from, COMSIG_QDELETING, PROC_REF(fired_from_deleted))
|
|
SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_BEFORE_FIRE, src, original)
|
|
if (original)
|
|
if (firer != original)
|
|
RegisterSignal(original, COMSIG_QDELETING, PROC_REF(original_deleted))
|
|
if (!log_override && firer && original && !do_not_log)
|
|
log_combat(firer, original, "fired at", src, "from [get_area_name(src, TRUE)]")
|
|
//note: mecha projectile logging is handled in /obj/item/mecha_parts/mecha_equipment/weapon/action(). try to keep these messages roughly the sameish just for consistency's sake.
|
|
if (direct_target && (get_dist(direct_target, get_turf(src)) <= 1)) // point blank shots
|
|
impact(direct_target)
|
|
if (QDELETED(src))
|
|
return
|
|
var/turf/starting = get_turf(src)
|
|
if (isnum(fire_angle))
|
|
set_angle(fire_angle)
|
|
else if (isnull(angle)) //Try to resolve through offsets if there's no angle set.
|
|
if (isnull(xo) || isnull(yo))
|
|
stack_trace("WARNING: Projectile [type] deleted due to being unable to resolve a target after angle was null!")
|
|
qdel(src)
|
|
return
|
|
var/turf/target = locate(clamp(starting.x + xo, 1, world.maxx), clamp(starting.y + yo, 1, world.maxy), starting.z)
|
|
set_angle(get_angle(src, target))
|
|
if (spread)
|
|
set_angle(angle + (rand() - 0.5) * spread)
|
|
original_angle = angle
|
|
movement_vector = new(speed, angle)
|
|
if (hitscan)
|
|
beam_points = list()
|
|
free_hitscan_forceMove = TRUE
|
|
forceMove(starting)
|
|
last_projectile_move = world.time
|
|
fired = TRUE
|
|
play_fov_effect(starting, 6, "gunfire", dir = NORTH, angle = angle)
|
|
SEND_SIGNAL(src, COMSIG_PROJECTILE_FIRE)
|
|
if (hitscan && !deletion_queued)
|
|
record_hitscan_start()
|
|
process_hitscan()
|
|
if (QDELETED(src))
|
|
return
|
|
if (!(datum_flags & DF_ISPROCESSING))
|
|
START_PROCESSING(SSprojectiles, src)
|
|
// move it now to avoid potentially hitting yourself with firer-hitting projectiles
|
|
if (!deletion_queued && !hitscan)
|
|
process_movement(max(FLOOR(speed, 1), 1), tile_limit = TRUE)
|
|
|
|
/// Makes projectile home onto the passed target with minor inaccuracy
|
|
/obj/projectile/proc/set_homing_target(atom/target)
|
|
if(!target || (!isturf(target) && !isturf(target.loc)))
|
|
return FALSE
|
|
homing = TRUE
|
|
homing_target = target
|
|
homing_offset_x = rand(homing_inaccuracy_min, homing_inaccuracy_max)
|
|
homing_offset_y = rand(homing_inaccuracy_min, homing_inaccuracy_max)
|
|
if(prob(50))
|
|
homing_offset_x = -homing_offset_x
|
|
if(prob(50))
|
|
homing_offset_y = -homing_offset_y
|
|
|
|
/obj/projectile/proc/set_angle(new_angle)
|
|
if (angle == new_angle)
|
|
return
|
|
if(!nondirectional_sprite)
|
|
transform = transform.TurnTo(angle, new_angle + projectile_angle)
|
|
angle = new_angle
|
|
if(movement_vector)
|
|
movement_vector.set_angle(new_angle)
|
|
if(fired && hitscan && isturf(loc))
|
|
create_hitscan_point()
|
|
|
|
/// Same as set_angle, but the reflection continues from the center of the object that reflects it instead of the side
|
|
/obj/projectile/proc/set_angle_centered(center_turf, new_angle)
|
|
if (angle == new_angle)
|
|
return
|
|
if(!nondirectional_sprite)
|
|
transform = transform.TurnTo(angle, new_angle + projectile_angle)
|
|
free_hitscan_forceMove = TRUE
|
|
forceMove(center_turf)
|
|
entry_x = 0
|
|
entry_y = 0
|
|
angle = new_angle
|
|
if(movement_vector)
|
|
movement_vector.set_angle(new_angle)
|
|
if(fired && hitscan && isturf(loc))
|
|
create_hitscan_point(tile_center = TRUE)
|
|
|
|
/obj/projectile/vv_edit_var(var_name, var_value)
|
|
if(var_name == NAMEOF(src, angle))
|
|
set_angle(var_value)
|
|
return TRUE
|
|
return ..()
|
|
|
|
/*
|
|
* Projectile's process calculates the amount of pixels that it needs to move per tick and calls moveloop processing
|
|
* There is a strict cap on how many pixels it can move in a tick to prevent them from turning into hitscans during lag
|
|
* Path that the projectile could not finish would be stored in the overrun variable to be processed next tick
|
|
*/
|
|
|
|
/obj/projectile/process()
|
|
last_process = world.time
|
|
if(!loc || !fired || !movement_vector)
|
|
fired = FALSE
|
|
return PROCESS_KILL
|
|
|
|
// If last tick the projectile impacted something or reached its range, don't process it
|
|
if (deletion_queued == PROJECTILE_IMPACT_DELETE)
|
|
ticks_to_deletion -= 1
|
|
if (!ticks_to_deletion)
|
|
qdel(src)
|
|
return
|
|
|
|
if (deletion_queued == PROJECTILE_RANGE_DELETE)
|
|
on_range()
|
|
return
|
|
|
|
if(paused || !isturf(loc))
|
|
// Compensates for pausing, so it doesn't become a hitscan projectile when unpaused from charged up ticks.
|
|
last_projectile_move = last_process
|
|
return
|
|
|
|
if (hitscan)
|
|
process_hitscan()
|
|
return
|
|
|
|
// Calculates how many pixels should be moved this tick, including overrun debt from the previous tick
|
|
var/elapsed_time = world.time - last_projectile_move
|
|
var/pixels_to_move = elapsed_time * SSprojectiles.pixels_per_decisecond * speed + overrun
|
|
overrun = 0
|
|
|
|
if (pixels_to_move > SSprojectiles.max_pixels_per_tick)
|
|
overrun = pixels_to_move - SSprojectiles.max_pixels_per_tick
|
|
pixels_to_move = SSprojectiles.max_pixels_per_tick
|
|
|
|
overrun += MODULUS(pixels_to_move, 1)
|
|
pixels_to_move = FLOOR(pixels_to_move, 1)
|
|
SEND_SIGNAL(src, COMSIG_PROJECTILE_BEFORE_MOVE)
|
|
|
|
// Registering turf entries is done here instead of a connect_loc because else it could be called multiple times per tick and waste performance
|
|
if (last_tick_turf)
|
|
UnregisterSignal(last_tick_turf, COMSIG_ATOM_ENTERED)
|
|
|
|
process_movement(pixels_to_move)
|
|
|
|
if (!QDELETED(src) && !deletion_queued && isturf(loc))
|
|
RegisterSignal(loc, COMSIG_ATOM_ENTERED, PROC_REF(on_entered))
|
|
last_tick_turf = loc
|
|
|
|
/*
|
|
* Main projectile movement cycle.
|
|
* Normal behavior moves projectiles in a straight line through tiles, but it gets trickier with homing.
|
|
* Every pixels_per_decisecond we will stop and call process_homing(), which while a bit rough, does not have a significant performance impact
|
|
* This proc needs to be very performant, so do not add overridable logic that can be handled in homing or animations here.
|
|
* Return is how many tiles we've actually passed (or attempted to pass, if we ended up on a half-move)
|
|
*
|
|
* pixels_to_move determines how many pixels the projectile should move
|
|
* hitscan prevents animation logic from running
|
|
* tile_limit prevents any movements past the first tile change
|
|
*/
|
|
/obj/projectile/proc/process_movement(pixels_to_move, hitscan = FALSE, tile_limit = FALSE)
|
|
if (!isturf(loc) || !movement_vector)
|
|
return 0
|
|
var/total_move_distance = pixels_to_move
|
|
var/movements_done = 0
|
|
last_projectile_move = world.time
|
|
while (pixels_to_move > 0 && isturf(loc) && !QDELETED(src) && !deletion_queued)
|
|
// Because pixel_x/y represents offset and not actual visual position of the projectile, we add 16 pixels to each and cut the excess because projectiles are not meant to be highly offset by default
|
|
var/pixel_x_actual = pixel_x + ICON_SIZE_X / 2
|
|
if(pixel_x_actual > ICON_SIZE_X)
|
|
pixel_x_actual = pixel_x_actual % ICON_SIZE_X
|
|
|
|
var/pixel_y_actual = pixel_y + ICON_SIZE_Y / 2
|
|
if(pixel_y_actual > ICON_SIZE_Y)
|
|
pixel_y_actual = pixel_y_actual % ICON_SIZE_Y
|
|
|
|
var/distance_to_border = INFINITY
|
|
// What distances do we need to move to hit the horizontal/vertical turf border
|
|
var/x_to_border = INFINITY
|
|
var/y_to_border = INFINITY
|
|
// If we're moving strictly up/down/left/right then one of these can be 0 and produce div by zero
|
|
if (movement_vector.pixel_x)
|
|
var/x_border_dist = -pixel_x_actual
|
|
if (movement_vector.pixel_x > 0)
|
|
x_border_dist = ICON_SIZE_X - pixel_x_actual
|
|
x_to_border = x_border_dist / movement_vector.pixel_x
|
|
distance_to_border = x_to_border
|
|
|
|
if (movement_vector.pixel_y)
|
|
var/y_border_dist = -pixel_y_actual
|
|
if (movement_vector.pixel_y > 0)
|
|
y_border_dist = ICON_SIZE_Y - pixel_y_actual
|
|
y_to_border = y_border_dist / movement_vector.pixel_y
|
|
distance_to_border = min(distance_to_border, y_to_border)
|
|
|
|
// Something went extremely wrong
|
|
if (distance_to_border == INFINITY)
|
|
stack_trace("WARNING: Projectile had an empty movement vector and tried to process")
|
|
qdel(src)
|
|
return movements_done
|
|
|
|
var/distance_to_move = min(distance_to_border, pixels_to_move)
|
|
// For homing we cap the maximum distance to move every loop
|
|
if (homing && distance_to_move > SSprojectiles.pixels_per_decisecond)
|
|
distance_to_move = SSprojectiles.pixels_per_decisecond
|
|
|
|
// Figure out if we move to the next turf and if so, what its positioning relatively to us is
|
|
var/x_shift = distance_to_move >= x_to_border ? SIGN(movement_vector.pixel_x) : 0
|
|
var/y_shift = distance_to_move >= y_to_border ? SIGN(movement_vector.pixel_y) : 0
|
|
var/moving_turfs = x_shift || y_shift
|
|
// Calculate where in the turf we will be when we cross the edge.
|
|
// This is a projectile variable because its also used in hit VFX
|
|
entry_x = pixel_x + movement_vector.pixel_x * distance_to_move - x_shift * ICON_SIZE_X
|
|
entry_y = pixel_y + movement_vector.pixel_y * distance_to_move - y_shift * ICON_SIZE_Y
|
|
var/delete_distance = 0
|
|
|
|
if (moving_turfs)
|
|
var/turf/new_turf = locate(x + x_shift, y + y_shift, z)
|
|
// We've hit an invalid turf, end of a z level or smth went wrong
|
|
if (!istype(new_turf))
|
|
qdel(src)
|
|
return movements_done
|
|
|
|
// Move to the next tile
|
|
step_towards(src, new_turf)
|
|
SEND_SIGNAL(src, COMSIG_PROJECTILE_MOVE_PROCESS_STEP)
|
|
// We hit something and got deleted, stop the loop
|
|
if (QDELETED(src))
|
|
return movements_done
|
|
if (loc != new_turf)
|
|
moving_turfs = FALSE
|
|
// If we've impacted something, we need to animate our movement until the actual hit
|
|
// Otherwise the projectile visually disappears slightly before the actual impact
|
|
// Not if we're hitscan, however, microop time!
|
|
if (deletion_queued && !hitscan)
|
|
// distance_to_move is how much we have to step to get to the next turf, hypotenuse is how much we need
|
|
// to move in the next turf to get from entry to impact position
|
|
delete_distance = distance_to_move + sqrt((impact_x - entry_x) ** 2 + (impact_y - entry_y) ** 2)
|
|
|
|
movements_done += 1
|
|
// We cannot move more than one turf worth of distance per loop, so this is a safe solution
|
|
pixels_moved_last_tile += distance_to_move
|
|
if (!deletion_queued && pixels_moved_last_tile >= ICON_SIZE_ALL)
|
|
reduce_range()
|
|
if (QDELETED(src))
|
|
return movements_done
|
|
// Similarly with range out deletion, need to calculate how many pixels we can actually move before deleting
|
|
if (deletion_queued)
|
|
delete_distance = distance_to_move - (ICON_SIZE_ALL - pixels_moved_last_tile)
|
|
|
|
if (deletion_queued)
|
|
// Hitscans don't need to wait before deleting
|
|
if (hitscan)
|
|
return movements_done
|
|
|
|
// We moved to the next turf first, then impacted something
|
|
// This means that we need to offset our visual position back to the previous turf, then figure out
|
|
// how much we moved on the next turf (or we didn't move at all in which case we both shifts are 0 anyways)
|
|
if (moving_turfs)
|
|
pixel_x -= x_shift * ICON_SIZE_X
|
|
pixel_y -= y_shift * ICON_SIZE_Y
|
|
|
|
// Similarly to normal animate code, but use lowered deletion distance instead.
|
|
var/delete_x = pixel_x + movement_vector.pixel_x * delete_distance
|
|
var/delete_y = pixel_y + movement_vector.pixel_y * delete_distance
|
|
// In order to keep a consistent speed, calculate at what point between ticks we get deleted
|
|
var/animate_time = world.tick_lag * delete_distance / total_move_distance
|
|
// Sometimes we need to move *just a bit* more than we can afford this tick - in this case, delete a tick after
|
|
// so we don't disappear before impact. This shouldn't be more than 1, ever.
|
|
if (delete_distance > pixels_to_move)
|
|
ticks_to_deletion += 1
|
|
// We can use animation chains to visually disappear between ticks.
|
|
if (!move_animate(delete_x, delete_y, animate_time, deleting = TRUE))
|
|
animate(src, pixel_x = delete_x, pixel_y = delete_y, time = animate_time, flags = ANIMATION_PARALLEL | ANIMATION_CONTINUE)
|
|
animate(alpha = 0, time = 0, flags = ANIMATION_CONTINUE)
|
|
return movements_done
|
|
|
|
pixels_to_move -= distance_to_move
|
|
// animate() instantly changes pixel_x/y values and just interpolates them client-side so next loop processes properly
|
|
if (hitscan)
|
|
pixel_x = entry_x
|
|
pixel_y = entry_y
|
|
else
|
|
// We need to shift back to the tile we were on before moving
|
|
pixel_x -= x_shift * ICON_SIZE_X
|
|
pixel_y -= y_shift * ICON_SIZE_Y
|
|
if (!move_animate(entry_x, entry_y))
|
|
animate(src, pixel_x = entry_x, pixel_y = entry_y, time = world.tick_lag * distance_to_move / total_move_distance, flags = ANIMATION_PARALLEL | ANIMATION_CONTINUE)
|
|
|
|
// Homing caps our movement speed per loop while leaving per tick speed intact, so we can just call process_homing every loop here
|
|
if (homing)
|
|
process_homing()
|
|
|
|
// We've hit a timestop field, abort any remaining movement
|
|
if (paused)
|
|
return movements_done
|
|
|
|
// Prevents long-range high-speed projectiles from ruining the server performance by moving 100 tiles per tick when subsystem is set to a high cap
|
|
if (TICK_CHECK)
|
|
// If we ran out of time, add whatever distance we're yet to pass to overrun debt to be processed next tick and break the loop
|
|
overrun += pixels_to_move
|
|
return movements_done
|
|
|
|
if (tile_limit && moving_turfs)
|
|
return movements_done
|
|
|
|
return movements_done
|
|
|
|
/// Called every time projectile animates its movement, in case child wants to have custom animations.
|
|
/// Returning TRUE cancels normal animation
|
|
/obj/projectile/proc/move_animate(animate_x, animate_y, animate_time = world.tick_lag, deleting = FALSE)
|
|
return FALSE
|
|
|
|
/// Called every projectile loop for homing or alternatively, custom trajectory changes.
|
|
/obj/projectile/proc/process_homing()
|
|
if(!homing_target)
|
|
return
|
|
var/datum/point/new_point = RETURN_PRECISE_POINT(homing_target)
|
|
new_point.pixel_x += homing_offset_x
|
|
new_point.pixel_y += homing_offset_y
|
|
var/new_angle = closer_angle_difference(angle, angle_between_points(RETURN_PRECISE_POINT(src), new_point))
|
|
set_angle(angle + clamp(new_angle, -homing_turn_speed, homing_turn_speed))
|
|
|
|
/// Attempts to force the projectile to move until the subsystem runs out of processing time, the projectile impacts something or gets frozen by timestop
|
|
/obj/projectile/proc/process_hitscan()
|
|
if (isnull(movement_vector))
|
|
qdel(src)
|
|
return
|
|
|
|
while (isturf(loc) && !QDELETED(src))
|
|
process_movement(ICON_SIZE_ALL, hitscan = TRUE)
|
|
|
|
if (QDELETED(src))
|
|
return
|
|
|
|
if (!TICK_CHECK && !paused)
|
|
continue
|
|
|
|
create_hitscan_point()
|
|
// Create tracers if we get timestopped or lagchunk so there aren't weird delays
|
|
generate_hitscan_tracers(impact_point = FALSE, impact_visual = FALSE)
|
|
record_hitscan_start(offset = FALSE)
|
|
return
|
|
|
|
/// Creates (or wipes clean) list of tracer keypoints and creates a first point.
|
|
/obj/projectile/proc/record_hitscan_start(offset = TRUE)
|
|
if (isnull(beam_points))
|
|
beam_points = list()
|
|
else
|
|
QDEL_LIST_ASSOC(beam_points)
|
|
QDEL_NULL(last_point)
|
|
last_point = RETURN_PRECISE_POINT(src)
|
|
// If moving, increment its position a bit to prevent it from looking like its coming from firer's ass
|
|
if (offset && !isnull(movement_vector))
|
|
last_point.increment(movement_vector.pixel_x * MUZZLE_EFFECT_PIXEL_INCREMENT, movement_vector.pixel_y * MUZZLE_EFFECT_PIXEL_INCREMENT)
|
|
beam_points[last_point] = null
|
|
|
|
/// Creates a new keypoint in which the tracer will split
|
|
/obj/projectile/proc/create_hitscan_point(impact = FALSE, tile_center = FALSE, broken_segment = FALSE)
|
|
var/atom/handle_atom = last_impact_turf || src
|
|
var/atom/used_point = tile_center ? loc : src
|
|
var/datum/point/new_point = impact ? new /datum/point(handle_atom.x, handle_atom.y, handle_atom.z, impact_x, impact_y) : RETURN_PRECISE_POINT(used_point)
|
|
if (!broken_segment)
|
|
beam_points[last_point] = new_point
|
|
beam_points[new_point] = null
|
|
last_point = new_point
|
|
|
|
/obj/projectile/forceMove(atom/target)
|
|
if (!hitscan || isnull(beam_points))
|
|
return ..()
|
|
create_hitscan_point()
|
|
. = ..()
|
|
if(!isturf(loc) || !isturf(target) || !z || QDELETED(src) || deletion_queued)
|
|
return
|
|
if (isnull(movement_vector) || free_hitscan_forceMove)
|
|
return
|
|
// Create firing VFX and start a new chain because we most likely got teleported
|
|
generate_hitscan_tracers(impact_point = FALSE)
|
|
original_angle = angle
|
|
spawned_muzzle = FALSE
|
|
record_hitscan_start(offset = FALSE)
|
|
|
|
/obj/projectile/proc/generate_hitscan_tracers(impact_point = TRUE, impact_visual = TRUE)
|
|
if (!length(beam_points))
|
|
return
|
|
|
|
if (impact_point)
|
|
create_hitscan_point(impact = TRUE)
|
|
|
|
if (tracer_type)
|
|
// Stores all turfs we've created light effects on, in order to not dupe them if we enter a reflector loop
|
|
// Uses an assoc list for performance reasons
|
|
var/list/passed_turfs = list()
|
|
for (var/beam_point in beam_points)
|
|
generate_tracer(beam_point, passed_turfs)
|
|
|
|
if (muzzle_type && !spawned_muzzle)
|
|
spawned_muzzle = TRUE
|
|
var/datum/point/start_point = beam_points[1]
|
|
var/atom/movable/muzzle_effect = new muzzle_type(loc)
|
|
start_point.move_atom_to_src(muzzle_effect)
|
|
var/matrix/matrix = new
|
|
matrix.Turn(original_angle)
|
|
muzzle_effect.transform = matrix
|
|
muzzle_effect.color = color
|
|
muzzle_effect.set_light(muzzle_flash_range, muzzle_flash_intensity, muzzle_flash_color_override || color)
|
|
QDEL_IN(muzzle_effect, PROJECTILE_TRACER_DURATION)
|
|
|
|
if (impact_type && impact_visual)
|
|
var/atom/movable/impact_effect = new impact_type(loc)
|
|
last_point.move_atom_to_src(impact_effect)
|
|
var/matrix/matrix = new
|
|
matrix.Turn(angle)
|
|
impact_effect.transform = matrix
|
|
impact_effect.color = color
|
|
impact_effect.set_light(impact_light_range, impact_light_intensity, impact_light_color_override || color)
|
|
QDEL_IN(impact_effect, PROJECTILE_TRACER_DURATION)
|
|
|
|
/obj/projectile/proc/generate_tracer(datum/point/start_point, list/passed_turfs)
|
|
if (isnull(beam_points[start_point]))
|
|
return
|
|
|
|
var/datum/point/end_point = beam_points[start_point]
|
|
var/datum/point/midpoint = point_midpoint_points(start_point, end_point)
|
|
var/obj/effect/projectile/tracer/tracer_effect = new tracer_type(midpoint.return_turf())
|
|
tracer_effect.apply_vars(
|
|
angle_override = angle_between_points(start_point, end_point),
|
|
p_x = midpoint.pixel_x,
|
|
p_y = midpoint.pixel_y,
|
|
color_override = color,
|
|
scaling = pixel_length_between_points(start_point, end_point) / ICON_SIZE_ALL
|
|
)
|
|
SET_PLANE_EXPLICIT(tracer_effect, GAME_PLANE, src)
|
|
|
|
QDEL_IN(tracer_effect, PROJECTILE_TRACER_DURATION)
|
|
|
|
if (!hitscan_light_range || !hitscan_light_intensity)
|
|
return
|
|
|
|
var/list/turf/light_line = get_line(start_point.return_turf(), end_point.return_turf())
|
|
for (var/turf/light_turf as anything in light_line)
|
|
if (passed_turfs[light_turf])
|
|
continue
|
|
passed_turfs[light_turf] = TRUE
|
|
QDEL_IN(new /obj/effect/abstract/projectile_lighting(light_turf, hitscan_light_color_override || color, hitscan_light_range, hitscan_light_intensity), PROJECTILE_TRACER_DURATION)
|
|
|
|
/**
|
|
* Aims the projectile at a target.
|
|
*
|
|
* Must be passed at least one of a target or a list of click parameters.
|
|
* If only passed the click modifiers the source atom must be a mob with a client.
|
|
*
|
|
* Arguments:
|
|
* - [target][/atom]: (Optional) The thing that the projectile will be aimed at.
|
|
* - [source][/atom]: The initial location of the projectile or the thing firing it.
|
|
* - [modifiers][/list]: (Optional) A list of click parameters to apply to this operation.
|
|
* - deviation: (Optional) How the trajectory should deviate from the target in degrees.
|
|
* - //Spread is FORCED!
|
|
*/
|
|
/obj/projectile/proc/aim_projectile(atom/target, atom/source, list/modifiers = null, deviation = 0)
|
|
if(!(isnull(modifiers) || islist(modifiers)))
|
|
stack_trace("WARNING: Projectile [type] fired with non-list modifiers, likely was passed click params. Modifiers were the following: [modifiers]")
|
|
modifiers = null
|
|
|
|
var/turf/source_loc = get_turf(source)
|
|
var/turf/target_loc = get_turf(target)
|
|
|
|
if(isnull(source_loc))
|
|
stack_trace("WARNING: Projectile [type] fired from nullspace.")
|
|
qdel(src)
|
|
return FALSE
|
|
|
|
if(fired)
|
|
stack_trace("WARNING: Projectile [type] was aimed after already being fired.")
|
|
qdel(src)
|
|
return FALSE
|
|
|
|
free_hitscan_forceMove = TRUE
|
|
forceMove(source_loc)
|
|
starting = source_loc
|
|
pixel_x = source.pixel_x
|
|
pixel_y = source.pixel_y
|
|
original = target
|
|
|
|
// Trim off excess pixel_x/y by converting them into turf offset
|
|
if (abs(pixel_x) > ICON_SIZE_X / 2)
|
|
for (var/i in 1 to floor(abs(pixel_x) + ICON_SIZE_X / 2) / ICON_SIZE_X)
|
|
var/turf/new_loc = get_step(source_loc, pixel_x > 0 ? EAST : WEST)
|
|
if (!istype(new_loc))
|
|
break
|
|
source_loc = new_loc
|
|
pixel_x = pixel_x % (ICON_SIZE_X / 2)
|
|
|
|
if (abs(pixel_y) > ICON_SIZE_Y / 2)
|
|
for (var/i in 1 to floor(abs(pixel_y) + ICON_SIZE_Y / 2) / ICON_SIZE_Y)
|
|
var/turf/new_loc = get_step(source_loc, pixel_y > 0 ? NORTH : SOUTH)
|
|
if (!istype(new_loc))
|
|
break
|
|
source_loc = new_loc
|
|
pixel_y = pixel_y % (ICON_SIZE_X / 2)
|
|
|
|
if(length(modifiers))
|
|
var/list/calculated = calculate_projectile_angle_and_pixel_offsets(source, target_loc && target, modifiers)
|
|
p_x = calculated[2]
|
|
p_y = calculated[3]
|
|
set_angle(calculated[1] + deviation)
|
|
return TRUE
|
|
|
|
if(target_loc)
|
|
yo = target_loc.y - source_loc.y
|
|
xo = target_loc.x - source_loc.x
|
|
set_angle(get_angle(src, target_loc) + deviation)
|
|
return TRUE
|
|
|
|
stack_trace("WARNING: Projectile [type] fired without a target or mouse parameters to aim with.")
|
|
qdel(src)
|
|
return FALSE
|
|
|
|
/**
|
|
* Calculates the pixel offsets and angle that a projectile should be launched at.
|
|
*
|
|
* Arguments:
|
|
* - [source][/atom]: The thing that the projectile is being shot from.
|
|
* - [target][/atom]: (Optional) The thing that the projectile is being shot at.
|
|
* - If this is not provided the source atom must be a mob with a client.
|
|
* - [modifiers][/list]: A list of click parameters used to modify the shot angle.
|
|
*/
|
|
/proc/calculate_projectile_angle_and_pixel_offsets(atom/source, atom/target, modifiers)
|
|
var/angle = 0
|
|
var/p_x = LAZYACCESS(modifiers, ICON_X) ? text2num(LAZYACCESS(modifiers, ICON_X)) : ICON_SIZE_X / 2 // ICON_(X|Y) are measured from the bottom left corner of the icon.
|
|
var/p_y = LAZYACCESS(modifiers, ICON_Y) ? text2num(LAZYACCESS(modifiers, ICON_Y)) : ICON_SIZE_Y / 2 // This centers the target if modifiers aren't passed.
|
|
|
|
if(target)
|
|
var/turf/source_loc = get_turf(source)
|
|
var/turf/target_loc = get_turf(target)
|
|
var/dx = ((target_loc.x - source_loc.x) * ICON_SIZE_X) + (target.pixel_x - source.pixel_x) + (p_x - (ICON_SIZE_X / 2))
|
|
var/dy = ((target_loc.y - source_loc.y) * ICON_SIZE_Y) + (target.pixel_y - source.pixel_y) + (p_y - (ICON_SIZE_Y / 2))
|
|
|
|
angle = ATAN2(dy, dx)
|
|
return list(angle, p_x, p_y)
|
|
|
|
if(!ismob(source) || !LAZYACCESS(modifiers, SCREEN_LOC))
|
|
CRASH("Can't make trajectory calculations without a target or click modifiers and a client.")
|
|
|
|
var/mob/user = source
|
|
if(!user.client)
|
|
CRASH("Can't make trajectory calculations without a target or click modifiers and a client.")
|
|
|
|
//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
|
|
var/list/screen_loc_params = splittext(LAZYACCESS(modifiers, SCREEN_LOC), ",")
|
|
//Split X+Pixel_X up into list(X, Pixel_X)
|
|
var/list/screen_loc_X = splittext(screen_loc_params[1],":")
|
|
//Split Y+Pixel_Y up into list(Y, Pixel_Y)
|
|
var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
|
|
|
|
var/tx = (text2num(screen_loc_X[1]) - 1) * ICON_SIZE_X + text2num(screen_loc_X[2])
|
|
var/ty = (text2num(screen_loc_Y[1]) - 1) * ICON_SIZE_Y + text2num(screen_loc_Y[2])
|
|
|
|
//Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average.
|
|
var/list/screenview = view_to_pixels(user.client.view)
|
|
|
|
var/ox = round(screenview[1] * 0.5) - user.client.pixel_x //"origin" x
|
|
var/oy = round(screenview[2] * 0.5) - user.client.pixel_y //"origin" y
|
|
angle = ATAN2(tx - oy, ty - ox)
|
|
return list(angle, p_x, p_y)
|
|
|
|
/obj/projectile/experience_pressure_difference()
|
|
return
|
|
|
|
/**
|
|
* Is this projectile considered "hostile"?
|
|
*
|
|
* By default all projectiles which deal damage or impart crowd control effects (including stamina) are hostile
|
|
*
|
|
* This is NOT used for pacifist checks, that's handled by [/obj/item/ammo_casing/var/harmful]
|
|
* This is used in places such as AI responses to determine if they're being threatened or not (among other places)
|
|
*/
|
|
/obj/projectile/proc/is_hostile_projectile()
|
|
if(damage > 0 || stamina > 0)
|
|
return TRUE
|
|
|
|
if(paralyze + stun + immobilize + knockdown > 0 SECONDS)
|
|
return TRUE
|
|
|
|
return FALSE
|
|
|
|
///Checks if the projectile can embed into someone
|
|
/obj/projectile/proc/can_embed_into(atom/hit)
|
|
return shrapnel_type && get_embed()?.can_embed(src, hit)
|
|
|
|
/// Reflects the projectile off of something
|
|
/obj/projectile/proc/reflect(atom/hit_atom)
|
|
if(!starting)
|
|
return
|
|
var/new_x = starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
|
|
var/new_y = starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
|
|
var/turf/current_tile = get_turf(hit_atom)
|
|
|
|
// redirect the projectile
|
|
original = locate(new_x, new_y, z)
|
|
starting = current_tile
|
|
firer = hit_atom
|
|
yo = new_y - current_tile.y
|
|
xo = new_x - current_tile.x
|
|
var/new_angle_s = angle + rand(120, 240)
|
|
while(new_angle_s > 180) // Translate to regular projectile degrees
|
|
new_angle_s -= 360
|
|
set_angle(new_angle_s)
|
|
|
|
/// Fire a projectile from this atom at another atom
|
|
/atom/proc/fire_projectile(projectile_type, atom/target, sound, firer, list/ignore_targets = list())
|
|
if (!isnull(sound))
|
|
playsound(src, sound, vol = 100, vary = TRUE)
|
|
|
|
var/turf/startloc = get_turf(src)
|
|
var/obj/projectile/bullet = new projectile_type(startloc)
|
|
bullet.starting = startloc
|
|
for (var/atom/thing as anything in ignore_targets)
|
|
bullet.impacted[WEAKREF(thing)] = TRUE
|
|
bullet.firer = firer || src
|
|
bullet.fired_from = src
|
|
bullet.yo = target.y - startloc.y
|
|
bullet.xo = target.x - startloc.x
|
|
bullet.original = target
|
|
bullet.aim_projectile(target, src)
|
|
bullet.fire()
|
|
return bullet
|
|
|
|
#undef MOVES_HITSCAN
|
|
#undef MUZZLE_EFFECT_PIXEL_INCREMENT
|
|
|
|
/// Fetches, or lazyloads, our embedding datum
|
|
/obj/projectile/proc/get_embed()
|
|
RETURN_TYPE(/datum/embedding)
|
|
if (embed_data)
|
|
return embed_data
|
|
if (embed_type)
|
|
embed_data = new embed_type()
|
|
return embed_data
|
|
|
|
/// Sets our embedding datum to a different one. Can also take types
|
|
/obj/projectile/proc/set_embed(datum/embedding/new_embed, dont_delete = FALSE)
|
|
if (new_embed == embed_data)
|
|
return
|
|
|
|
if (!isnull(embed_data) && !dont_delete)
|
|
qdel(embed_data)
|
|
|
|
if (ispath(new_embed))
|
|
new_embed = new new_embed()
|
|
|
|
embed_data = new_embed
|