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