Files
Bubberstation/code/datums/beam.dm
Ben10Omintrix 7c81098d33 Cain & Abel (new mining loot) (#89455)
## About The Pull Request
adds the Cain & Abel to the lootpool of the colossus!

![daggerpic](https://github.com/user-attachments/assets/d0e0c5f9-bace-4010-854a-3ea65e764499)

these are a set of angelic twinblades bound together by some chains. The
long chains allow u to attack mobs from a distance (2 tiles max) and at
very FAST speed, and come with a few new mechanics:

-Attacking a mob with the cain and abel grants you a special whisp that
follows your character. these whisps empower ur next melee attacks u can
collect a maximum of up to 6 whisps, (their bonuses stack), after which
they reset. If u get hit by a mob once, you'll lose ur whisps (and ur
melee bonus), so ull have to regain them by rebuilding up ur combo. u
can also choose to sacrifice ur whisps by firing them at mobs (by right
clicking them) for some hefty damage (this again means u'll lose them)



https://github.com/user-attachments/assets/0a1738db-9fa4-4226-ac80-334f5e97cfa5

-u can also choose to hurl one of ur daggers at enemies, there's 2 throw
modes u can toggle between by pressing Z while holding ur weapon.
1- On launch mode, u can throw one of ur daggers at a tile, afterwhich
the chains will rapidly pull u towards it, making for some cool getaways
in tense situations. this puts throw mode on a 7 second cooldown
2- On crystal mode, u can hurl a dagger at an enemy or at a tile. Spiked
crystals will errupt on nearby floors, dealing some damage to nearby
mobs and stunning them for 2 seconds (bosses dont get stunned tho). puts
throw mode on a 15 second cooldown


https://github.com/user-attachments/assets/665b9cf4-c5a1-4263-a36b-86e3f35d0ae5

-Lastly is the swing ability. This will swing ur daggers around u,
dealing AOE damage to nearby mobs, and makes u block all melee attacks,
tentacle attacks, and deflect incoming projectile attacks (could for
example be used to deflect the colossus' shotgun blast back to it). ull
only block attacks while the animation is active, which lasts a good
1.75 seconds, and is at a 20 second cooldown.



https://github.com/user-attachments/assets/073e5324-af5b-45ab-912e-5bcaa13fc728

Here's a short clip of me using them to fight a colossus and a bubblegum
https://www.youtube.com/watch?v=kp5Hu16dHPQ&ab_channel=Kobsa

## Why It's Good For The Game
adds a new fun weapon with a few deep mechanics to the game. also makes
taking down colossi alot more rewarding.

## Changelog
🆑
add: adds the cain and abel to the colossus lootpool!
/🆑
2025-03-29 04:28:51 +01:00

306 lines
12 KiB
Plaintext

/** # Beam Datum and Effect
* **IF YOU ARE LAZY AND DO NOT WANT TO READ, GO TO THE BOTTOM OF THE FILE AND USE THAT PROC!**
*
* This is the beam datum! It's a really neat effect for the game in drawing a line from one atom to another.
* It has two parts:
* The datum itself which manages redrawing the beam to constantly keep it pointing from the origin to the target.
* The effect which is what the beams are made out of. They're placed in a line from the origin to target, rotated towards the target and snipped off at the end.
* These effects are kept in a list and constantly created and destroyed (hence the proc names draw and reset, reset destroying all effects and draw creating more.)
*
* You can add more special effects to the beam itself by changing what the drawn beam effects do. For example you can make a vine that pricks people by making the beam_type
* include a crossed proc that damages the crosser. Examples in venus_human_trap.dm
*/
/datum/beam
///where the beam goes from
var/atom/origin = null
///where the beam goes to
var/atom/target = null
///list of beam objects. These have their visuals set by the visuals var which is created on starting
var/list/elements = list()
///icon used by the beam.
var/icon
///icon state of the main segments of the beam
var/icon_state = ""
///The beam will qdel if it's longer than this many tiles.
var/max_distance = 0
///the objects placed in the elements list
var/beam_type = /obj/effect/ebeam
///This is used as the visual_contents of beams, so you can apply one effect to this and the whole beam will look like that. never gets deleted on redrawing.
var/obj/effect/ebeam/visuals
///The color of the beam we're drawing.
var/beam_color
///If we use an emissive appearance
var/emissive = TRUE
/// If set will be used instead of origin's pixel_x in offset calculations
var/override_origin_pixel_x = null
/// If set will be used instead of origin's pixel_y in offset calculations
var/override_origin_pixel_y = null
/// If set will be used instead of targets's pixel_x in offset calculations
var/override_target_pixel_x = null
/// If set will be used instead of targets's pixel_y in offset calculations
var/override_target_pixel_y = null
///the layer of our beam
var/beam_layer
/datum/beam/New(
origin,
target,
icon = 'icons/effects/beam.dmi',
icon_state = "b_beam",
time = INFINITY,
max_distance = INFINITY,
beam_type = /obj/effect/ebeam,
beam_color = null,
emissive = TRUE,
override_origin_pixel_x = null,
override_origin_pixel_y = null,
override_target_pixel_x = null,
override_target_pixel_y = null,
beam_layer = ABOVE_ALL_MOB_LAYER
)
src.origin = origin
src.target = target
src.icon = icon
src.icon_state = icon_state
src.max_distance = max_distance
src.beam_type = beam_type
src.beam_color = beam_color
src.emissive = emissive
src.override_origin_pixel_x = override_origin_pixel_x
src.override_origin_pixel_y = override_origin_pixel_y
src.override_target_pixel_x = override_target_pixel_x
src.override_target_pixel_y = override_target_pixel_y
src.beam_layer = beam_layer
if(time < INFINITY)
QDEL_IN(src, time)
/**
* Proc called by the atom Beam() proc. Sets up signals, and draws the beam for the first time.
*/
/datum/beam/proc/Start()
visuals = new beam_type()
visuals.icon = icon
visuals.icon_state = icon_state
visuals.color = beam_color
visuals.vis_flags = VIS_INHERIT_PLANE|VIS_INHERIT_LAYER
visuals.emissive = emissive
visuals.layer = beam_layer
visuals.update_appearance()
Draw()
RegisterSignals(origin, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING), PROC_REF(redrawing))
RegisterSignals(target, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING), PROC_REF(redrawing))
/**
* Triggered by signals set up when the beam is set up. If it's still sane to create a beam, it removes the old beam, creates a new one. Otherwise it kills the beam.
*
* Arguments:
* mover: either the origin of the beam or the target of the beam that moved.
* oldloc: from where mover moved.
* direction: in what direction mover moved from.
*/
/datum/beam/proc/redrawing(atom/movable/mover, atom/oldloc, direction)
SIGNAL_HANDLER
if(QDELING(src))
return
if(!QDELETED(origin) && !QDELETED(target) && get_dist(origin,target)<max_distance && origin.z == target.z)
QDEL_LIST(elements)
INVOKE_ASYNC(src, PROC_REF(Draw))
else
qdel(src)
/datum/beam/Destroy()
QDEL_LIST(elements)
QDEL_NULL(visuals)
UnregisterSignal(origin, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
UnregisterSignal(target, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
target = null
origin = null
return ..()
/**
* Creates the beam effects and places them in a line from the origin to the target. Sets their rotation to make the beams face the target, too.
*/
/datum/beam/proc/Draw()
if(SEND_SIGNAL(src, COMSIG_BEAM_BEFORE_DRAW) & BEAM_CANCEL_DRAW)
return
var/origin_px = (isnull(override_origin_pixel_x) ? origin.pixel_x : override_origin_pixel_x) + origin.pixel_w
var/origin_py = (isnull(override_origin_pixel_y) ? origin.pixel_y : override_origin_pixel_y) + origin.pixel_z
var/target_px = (isnull(override_target_pixel_x) ? target.pixel_x : override_target_pixel_x) + target.pixel_w
var/target_py = (isnull(override_target_pixel_y) ? target.pixel_y : override_target_pixel_y) + target.pixel_z
var/Angle = get_angle_raw(origin.x, origin.y, origin_px, origin_py, target.x , target.y, target_px, target_py)
///var/Angle = round(get_angle(origin,target))
var/matrix/rot_matrix = matrix()
var/turf/origin_turf = get_turf(origin)
rot_matrix.Turn(Angle)
//Translation vector for origin and target
var/DX = (32*target.x+target_px)-(32*origin.x+origin_px)
var/DY = (32*target.y+target_py)-(32*origin.y+origin_py)
var/N = 0
var/length = round(sqrt((DX)**2+(DY)**2)) //hypotenuse of the triangle formed by target and origin's displacement
for(N in 0 to length-1 step 32)//-1 as we want < not <=, but we want the speed of X in Y to Z and step X
if(QDELETED(src))
break
var/obj/effect/ebeam/segment = new beam_type(origin_turf, src)
elements += segment
//Assign our single visual ebeam to each ebeam's vis_contents
//ends are cropped by a transparent box icon of length-N pixel size laid over the visuals obj
if(N+32>length) //went past the target, we draw a box of space to cut away from the beam sprite so the icon actually ends at the center of the target sprite
var/icon/II = new(icon, icon_state)//this means we exclude the overshooting object from the visual contents which does mean those visuals don't show up for the final bit of the beam...
II.DrawBox(null,1,(length-N),32,32)//in the future if you want to improve this, remove the drawbox and instead use a 513 filter to cut away at the final object's icon
segment.icon = II
segment.color = beam_color
else
segment.vis_contents += visuals
segment.transform = rot_matrix
//Calculate pixel offsets (If necessary)
var/Pixel_x
var/Pixel_y
if(DX == 0)
Pixel_x = 0
else
Pixel_x = round(sin(Angle)+32*sin(Angle)*(N+16)/32)
if(DY == 0)
Pixel_y = 0
else
Pixel_y = round(cos(Angle)+32*cos(Angle)*(N+16)/32)
//Position the effect so the beam is one continous line
var/final_x = segment.x
var/final_y = segment.y
if(abs(Pixel_x)>32)
final_x += Pixel_x > 0 ? round(Pixel_x/32) : CEILING(Pixel_x/32, 1)
Pixel_x %= 32
if(abs(Pixel_y)>32)
final_y += Pixel_y > 0 ? round(Pixel_y/32) : CEILING(Pixel_y/32, 1)
Pixel_y %= 32
segment.forceMove(locate(final_x, final_y, segment.z))
segment.pixel_x = origin_px + Pixel_x
segment.pixel_y = origin_py + Pixel_y
CHECK_TICK
/obj/effect/ebeam
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
layer = ABOVE_ALL_MOB_LAYER
anchored = TRUE
var/emissive = TRUE
var/datum/beam/owner
/obj/effect/ebeam/Initialize(mapload, beam_owner)
owner = beam_owner
return ..()
/obj/effect/ebeam/update_overlays()
. = ..()
if(!emissive)
return
var/mutable_appearance/emissive_overlay = emissive_appearance(icon, icon_state, src)
emissive_overlay.transform = transform
emissive_overlay.alpha = alpha
. += emissive_overlay
/obj/effect/ebeam/Destroy()
owner = null
return ..()
/obj/effect/ebeam/singularity_pull(atom/singularity, current_size)
return
/obj/effect/ebeam/singularity_act()
return
/obj/effect/ebeam/Process_Spacemove(movement_dir, continuous_move)
return TRUE
/// A beam subtype used for advanced beams, to react to atoms entering the beam
/obj/effect/ebeam/reacting
/// If TRUE, atoms that exist in the beam's loc when inited count as "entering" the beam
var/react_on_init = FALSE
/obj/effect/ebeam/reacting/Initialize(mapload, beam_owner)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
COMSIG_ATOM_EXITED = PROC_REF(on_exited),
COMSIG_TURF_CHANGE = PROC_REF(on_turf_change),
)
AddElement(/datum/element/connect_loc, loc_connections)
if(!isturf(loc) || isnull(owner) || mapload || !react_on_init)
return
for(var/atom/movable/existing as anything in loc)
beam_entered(existing)
/obj/effect/ebeam/reacting/proc/on_entered(datum/source, atom/movable/entered)
SIGNAL_HANDLER
if(isnull(owner))
return
beam_entered(entered)
/obj/effect/ebeam/reacting/proc/on_exited(datum/source, atom/movable/exited)
SIGNAL_HANDLER
if(isnull(owner))
return
beam_exited(exited)
/obj/effect/ebeam/reacting/proc/on_turf_change(datum/source, path, new_baseturfs, flags, list/datum/callback/post_change_callbacks)
SIGNAL_HANDLER
if(isnull(owner))
return
beam_turfs_changed(post_change_callbacks)
/// Some atom entered the beam's line
/obj/effect/ebeam/reacting/proc/beam_entered(atom/movable/entered)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(owner, COMSIG_BEAM_ENTERED, src, entered)
/// Some atom exited the beam's line
/obj/effect/ebeam/reacting/proc/beam_exited(atom/movable/exited)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(owner, COMSIG_BEAM_EXITED, src, exited)
/// Some turf the beam covers has changed to a new turf type
/obj/effect/ebeam/reacting/proc/beam_turfs_changed(list/datum/callback/post_change_callbacks)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(owner, COMSIG_BEAM_TURFS_CHANGED, post_change_callbacks)
/**
* This is what you use to start a beam. Example: origin.Beam(target, args). **Store the return of this proc if you don't set maxdist or time, you need it to delete the beam.**
*
* Unless you're making a custom beam effect (see the beam_type argument), you won't actually have to mess with any other procs. Make sure you store the return of this Proc, you'll need it
* to kill the beam.
* **Arguments:**
* BeamTarget: Where you're beaming from. Where do you get origin? You didn't read the docs, fuck you.
* icon_state: What the beam's icon_state is. The datum effect isn't the ebeam object, it doesn't hold any icon and isn't type dependent.
* icon: What the beam's icon file is. Don't change this, man. All beam icons should be in beam.dmi anyways.
* maxdistance: how far the beam will go before stopping itself. Used mainly for two things: preventing lag if the beam may go in that direction and setting a range to abilities that use beams.
* beam_type: The type of your custom beam. This is for adding other wacky stuff for your beam only. Most likely, you won't (and shouldn't) change it.
*/
/atom/proc/Beam(atom/BeamTarget,
icon_state="b_beam",
icon='icons/effects/beam.dmi',
time=INFINITY,maxdistance=INFINITY,
beam_type=/obj/effect/ebeam,
beam_color = null, emissive = TRUE,
override_origin_pixel_x = null,
override_origin_pixel_y = null,
override_target_pixel_x = null,
override_target_pixel_y = null,
layer = ABOVE_ALL_MOB_LAYER
)
var/datum/beam/newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type, beam_color, emissive, override_origin_pixel_x, override_origin_pixel_y, override_target_pixel_x, override_target_pixel_y, layer)
INVOKE_ASYNC(newbeam, TYPE_PROC_REF(/datum/beam/, Start))
return newbeam