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Bubberstation/code/datums/mutations/sight.dm
SmArtKar bbb7a41743 Guncode Agony 4: The Great Projectile Purge (#87740)
## About The Pull Request
~~Kept you waitin huh!~~
The projectile refactor is finally here, 4 years later. This PR (almost)
completely rewrites projectile logic to be more maintainable and
performant.

### Key changes:
* Instead of moving by a fixed amount of pixels, potentially skipping
tile corners and being performance-heavy, projectiles now use
raymarching in order to teleport through tiles and only visually animate
themselves. This allows us to do custom per-projectile animations and
makes the code much more reliable, sane and maintainable. You (did not)
serve us well, pixel_move.
* Speed variable now measures how many tiles (if SSprojectiles has
default values) a projectile passes in a tick instead of being a magical
Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired
because it never had a right to exist in the first place. __This means
that downstreams will need to set all of their custom projectiles' speed
values to ``pixel_speed_multiplier / speed``__ in order to prevent
projectiles from inverting their speed.
* Hitscans no longer operate with spartial vectors and instead only
store key points in which the projectile impacted something or changed
its angle. This should similarly make the code much easier to work with,
as well as fixing some visual jank due to incorrect calculations.
* Projectiles only delete themselves the ***next*** tick after impacting
something or reaching their maximum range. Doing so allows them to
finish their impact animation and hide themselves between ticks via
animation chains. This means that projectiles no longer disappear ~a
tile before hitting their target, and that we can finally make impact
markers be consistent with where the projectile actually landed instead
of being entirely random.

<details>

<summary>Here is an example of how this affects our slowest-moving
projectile: Magic Missiles.</summary>


Before:


https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e

After:


https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915

</details>


<details>

<summary>And here is a much faster, and currently jankier, disabler
SMG.</summary>


Before:


https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348

After:


https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238

</details>

### But how will this affect the ~~trout population~~ gameplay?

Beyond improved visuals, smoother movement and a few minor bugfixes,
this should not have a major gameplay impact. If something changed its
behavior in an unexpected way or started looking odd, please make an
issue report.
Projectile impacts should now be consistent with their visual position,
so hitting and dodging shots should be slightly easier and more
intuitive.

This PR should be testmerged extensively due to the amount of changes it
brings and considerable difficulty in reviewing them. Please contact me
to ensure its good to merge.

Closes #71822
Closes #78547
Closes #78871
Closes #83901
Closes #87802
Closes #88073

## Why It's Good For The Game

Our core projectile code is an ungodly abomination that nobody except
me, Kapu and Potato dared to poke in the past months (potentially
longer). It is laggy, overcomplicated and absolutely unmaintaineable -
while a lot of decisions made sense 4 years ago when we were attempting
to introduce pixel movement, nowadays they are only acting as major
roadblocks for any contributor who is attempting to make projectile
behavior that differs from normal in any way.

Huge thanks to Kapu and Potato (Lemon) on the discord for providing
insights, ideas and advice throughout the past months regarding
potential improvements to projectile code, almost all of which made it
in.

## Changelog
🆑
qol: Projectiles now visually impact their targets instead of
disappearing about a tile short of it.
fix: Fixed multiple minor issues with projectile behavior
refactor: Completely rewrote almost all of our projectile code - if
anything broke or started looking/behaving oddly, make an issue report!
/🆑
2024-11-23 04:02:35 -08:00

202 lines
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//Nearsightedness restricts your vision by several tiles.
/datum/mutation/human/nearsight
name = "Near Sightness"
desc = "The holder of this mutation has poor eyesight."
instability = NEGATIVE_STABILITY_MODERATE
quality = MINOR_NEGATIVE
text_gain_indication = span_danger("You can't see very well.")
/datum/mutation/human/nearsight/on_acquiring(mob/living/carbon/human/owner)
if(..())
return
owner.become_nearsighted(GENETIC_MUTATION)
/datum/mutation/human/nearsight/on_losing(mob/living/carbon/human/owner)
if(..())
return
owner.cure_nearsighted(GENETIC_MUTATION)
///Blind makes you blind. Who knew?
/datum/mutation/human/blind
name = "Blindness"
desc = "Renders the subject completely blind."
instability = NEGATIVE_STABILITY_MAJOR
quality = NEGATIVE
text_gain_indication = span_danger("You can't seem to see anything.")
/datum/mutation/human/blind/on_acquiring(mob/living/carbon/human/owner)
if(..())
return
owner.become_blind(GENETIC_MUTATION)
/datum/mutation/human/blind/on_losing(mob/living/carbon/human/owner)
if(..())
return
owner.cure_blind(GENETIC_MUTATION)
///Thermal Vision lets you see mobs through walls
/datum/mutation/human/thermal
name = "Thermal Vision"
desc = "The user of this genome can visually perceive the unique human thermal signature."
quality = POSITIVE
difficulty = 18
text_gain_indication = span_notice("You can see the heat rising off of your skin...")
text_lose_indication = span_notice("You can no longer see the heat rising off of your skin...")
instability = POSITIVE_INSTABILITY_MAJOR // thermals aren't station equipment
synchronizer_coeff = 1
power_coeff = 1
energy_coeff = 1
power_path = /datum/action/cooldown/spell/thermal_vision
/datum/mutation/human/thermal/on_losing(mob/living/carbon/human/owner)
if(..())
return
// Something went wront and we still have the thermal vision from our power, no cheating.
if(HAS_TRAIT_FROM(owner, TRAIT_THERMAL_VISION, GENETIC_MUTATION))
REMOVE_TRAIT(owner, TRAIT_THERMAL_VISION, GENETIC_MUTATION)
owner.update_sight()
/datum/mutation/human/thermal/modify()
. = ..()
var/datum/action/cooldown/spell/thermal_vision/to_modify = .
if(!istype(to_modify)) // null or invalid
return
to_modify.eye_damage = 10 * GET_MUTATION_SYNCHRONIZER(src)
to_modify.thermal_duration = 10 SECONDS * GET_MUTATION_POWER(src)
/datum/action/cooldown/spell/thermal_vision
name = "Activate Thermal Vision"
desc = "You can see thermal signatures, at the cost of your eyesight."
button_icon = 'icons/mob/actions/actions_changeling.dmi'
button_icon_state = "augmented_eyesight"
cooldown_time = 25 SECONDS
spell_requirements = NONE
/// How much eye damage is given on cast
var/eye_damage = 10
/// The duration of the thermal vision
var/thermal_duration = 10 SECONDS
/datum/action/cooldown/spell/thermal_vision/Remove(mob/living/remove_from)
REMOVE_TRAIT(remove_from, TRAIT_THERMAL_VISION, GENETIC_MUTATION)
remove_from.update_sight()
return ..()
/datum/action/cooldown/spell/thermal_vision/is_valid_target(atom/cast_on)
return isliving(cast_on) && !HAS_TRAIT(cast_on, TRAIT_THERMAL_VISION)
/datum/action/cooldown/spell/thermal_vision/cast(mob/living/cast_on)
. = ..()
ADD_TRAIT(cast_on, TRAIT_THERMAL_VISION, GENETIC_MUTATION)
cast_on.update_sight()
to_chat(cast_on, span_info("You focus your eyes intensely, as your vision becomes filled with heat signatures."))
addtimer(CALLBACK(src, PROC_REF(deactivate), cast_on), thermal_duration)
/datum/action/cooldown/spell/thermal_vision/proc/deactivate(mob/living/cast_on)
if(QDELETED(cast_on) || !HAS_TRAIT_FROM(cast_on, TRAIT_THERMAL_VISION, GENETIC_MUTATION))
return
REMOVE_TRAIT(cast_on, TRAIT_THERMAL_VISION, GENETIC_MUTATION)
cast_on.update_sight()
to_chat(cast_on, span_info("You blink a few times, your vision returning to normal as a dull pain settles in your eyes."))
if(iscarbon(cast_on))
var/mob/living/carbon/carbon_cast_on = cast_on
carbon_cast_on.adjustOrganLoss(ORGAN_SLOT_EYES, eye_damage)
///X-ray Vision lets you see through walls.
/datum/mutation/human/xray
name = "X Ray Vision"
desc = "A strange genome that allows the user to see between the spaces of walls." //actual x-ray would mean you'd constantly be blasting rads, which might be fun for later //hmb
text_gain_indication = span_notice("The walls suddenly disappear!")
instability = POSITIVE_INSTABILITY_MAJOR
locked = TRUE
/datum/mutation/human/xray/on_acquiring(mob/living/carbon/human/owner)
if(..())
return
ADD_TRAIT(owner, TRAIT_XRAY_VISION, GENETIC_MUTATION)
owner.update_sight()
/datum/mutation/human/xray/on_losing(mob/living/carbon/human/owner)
if(..())
return
REMOVE_TRAIT(owner, TRAIT_XRAY_VISION, GENETIC_MUTATION)
owner.update_sight()
///Laser Eyes lets you shoot lasers from your eyes!
/datum/mutation/human/laser_eyes
name = "Laser Eyes"
desc = "Reflects concentrated light back from the eyes."
quality = POSITIVE
locked = TRUE
difficulty = 16
text_gain_indication = span_notice("You feel pressure building up behind your eyes.")
layer_used = FRONT_MUTATIONS_LAYER
limb_req = BODY_ZONE_HEAD
/datum/mutation/human/laser_eyes/New(class_ = MUT_OTHER, timer, datum/mutation/human/copymut)
..()
if(!(type in visual_indicators))
visual_indicators[type] = list(mutable_appearance('icons/mob/effects/genetics.dmi', "lasereyes", -FRONT_MUTATIONS_LAYER))
/datum/mutation/human/laser_eyes/on_acquiring(mob/living/carbon/human/H)
. = ..()
if(.)
return
RegisterSignal(H, COMSIG_MOB_ATTACK_RANGED, PROC_REF(on_ranged_attack))
/datum/mutation/human/laser_eyes/on_losing(mob/living/carbon/human/H)
. = ..()
if(.)
return
UnregisterSignal(H, COMSIG_MOB_ATTACK_RANGED)
/datum/mutation/human/laser_eyes/get_visual_indicator()
return visual_indicators[type][1]
///Triggers on COMSIG_MOB_ATTACK_RANGED. Does the projectile shooting.
/datum/mutation/human/laser_eyes/proc/on_ranged_attack(mob/living/carbon/human/source, atom/target, modifiers)
SIGNAL_HANDLER
if(!source.combat_mode)
return
to_chat(source, span_warning("You shoot with your laser eyes!"))
source.changeNext_move(CLICK_CD_RANGE)
source.newtonian_move(get_angle(source, target))
var/obj/projectile/beam/laser/laser_eyes/LE = new(source.loc)
LE.firer = source
LE.def_zone = ran_zone(source.zone_selected)
LE.aim_projectile(target, source, modifiers)
INVOKE_ASYNC(LE, TYPE_PROC_REF(/obj/projectile, fire))
playsound(source, 'sound/items/weapons/taser2.ogg', 75, TRUE)
///Projectile type used by laser eyes
/obj/projectile/beam/laser/laser_eyes
name = "beam"
icon = 'icons/mob/effects/genetics.dmi'
icon_state = "eyelasers"
/datum/mutation/human/illiterate
name = "Illiterate"
desc = "Causes a severe case of Aphasia that prevents reading or writing."
instability = NEGATIVE_STABILITY_MAJOR
quality = NEGATIVE
text_gain_indication = span_danger("You feel unable to read or write.")
text_lose_indication = span_danger("You feel able to read and write again.")
/datum/mutation/human/illiterate/on_acquiring(mob/living/carbon/human/owner)
if(..())
return
ADD_TRAIT(owner, TRAIT_ILLITERATE, GENETIC_MUTATION)
/datum/mutation/human/illiterate/on_losing(mob/living/carbon/human/owner)
if(..())
return
REMOVE_TRAIT(owner, TRAIT_ILLITERATE, GENETIC_MUTATION)