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Bubberstation/code/modules/projectiles/projectile.dm
SkyratBot b2cc74a77e [MIRROR] Fixes layering issues brought by the FoV PR. [MDB IGNORE] (#11411)
* Fixes layering issues brought by the FoV PR.

* Update code/__DEFINES/layers.dm

* Update code/modules/mob/living/living_defines.dm

* Update code/modules/mob/living/simple_animal/hostile/venus_human_trap.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-02-10 02:51:52 +00:00

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42 KiB
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#define MOVES_HITSCAN -1 //Not actually hitscan but close as we get without actual hitscan.
#define MUZZLE_EFFECT_PIXEL_INCREMENT 17 //How many pixels to move the muzzle flash up so your character doesn't look like they're shitting out lasers.
/obj/projectile
name = "projectile"
icon = 'icons/obj/guns/projectiles.dmi'
icon_state = "bullet"
density = FALSE
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
movement_type = FLYING
wound_bonus = CANT_WOUND // can't wound by default
generic_canpass = FALSE
blocks_emissive = EMISSIVE_BLOCK_GENERIC
layer = MOB_LAYER
plane = GAME_PLANE_FOV_HIDDEN
//The sound this plays on impact.
var/hitsound = 'sound/weapons/pierce.ogg'
var/hitsound_wall = ""
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/def_zone = "" //Aiming at
var/atom/movable/firer = null//Who shot it
var/atom/fired_from = null // the atom that the projectile was fired from (gun, turret)
var/suppressed = FALSE //Attack message
var/yo = null
var/xo = null
var/atom/original = null // the original target clicked
var/turf/starting = null // the projectile's starting turf
var/p_x = 16
var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
//Fired processing vars
var/fired = FALSE //Have we been fired yet
var/paused = FALSE //for suspending the projectile midair
var/last_projectile_move = 0
var/last_process = 0
var/time_offset = 0
var/datum/point/vector/trajectory
var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location!
/// 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.
var/list/impacted = list()
/// If TRUE, we can hit our firer.
var/ignore_source_check = FALSE
/// We are flagged PHASING temporarily to not stop moving when we Bump something but want to keep going anyways.
var/temporary_unstoppable_movement = FALSE
/** PROJECTILE PIERCING
* WARNING:
* Projectile piercing MUST be done using these variables.
* 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.
* The two flag variables below both use pass flags.
* In the context of LETPASStHROW, it means the projectile will ignore things that are currently "in the air" from a throw.
*
* Also, projectiles sense hits using Bump(), and then pierce them if necessary.
* They simply do not follow conventional movement rules.
* NEVER flag a projectile as PHASING movement type.
* If you so badly need to make one go through *everything*, override check_pierce() for your projectile to always return PROJECTILE_PIERCE_PHASE/HIT.
*/
/// 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.
pass_flags = PASSTABLE
/// If FALSE, allow us to hit something directly targeted/clicked/whatnot even if we're able to phase through it
var/phasing_ignore_direct_target = FALSE
/// 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.
var/projectile_phasing = NONE
/// Bitflag for things the projectile should hit, but pierce through without deleting itself. Defers to projectile_phasing. Uses pass_flags flags.
var/projectile_piercing = NONE
/// number of times we've pierced something. Incremented BEFORE bullet_act and on_hit proc!
var/pierces = 0
/// If objects are below this layer, we pass through them
var/hit_threshhold = PROJECTILE_HIT_THRESHHOLD_LAYER
var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
var/Angle = 0
var/original_angle = 0 //Angle at firing
var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
var/spread = 0 //amount (in degrees) of projectile spread
animate_movement = NO_STEPS //Use SLIDE_STEPS in conjunction with legacy
/// how many times we've ricochet'd so far (instance variable, not a stat)
var/ricochets = 0
/// how many times we can ricochet max
var/ricochets_max = 0
/// 0-100 (or more, I guess), the base chance of ricocheting, before being modified by the atom we shoot and our chance decay
var/ricochet_chance = 0
/// 0-1 (or more, I guess) multiplier, the ricochet_chance is modified by multiplying this after each ricochet
var/ricochet_decay_chance = 0.7
/// 0-1 (or more, I guess) multiplier, the projectile's damage is modified by multiplying this after each ricochet
var/ricochet_decay_damage = 0.7
/// 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
var/ricochet_auto_aim_range = 0
/// 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
var/ricochet_auto_aim_angle = 30
/// the angle of impact must be within this many degrees of the struck surface, set to 0 to allow any angle
var/ricochet_incidence_leeway = 40
///If the object being hit can pass ths damage on to something else, it should not do it for this bullet
var/force_hit = FALSE
//Hitscan
var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored.
var/list/beam_segments //assoc list of datum/point or datum/point/vector, start = end. Used for hitscan effect generation.
/// Last turf an angle was changed in for hitscan projectiles.
var/turf/last_angle_set_hitscan_store
var/datum/point/beam_index
var/turf/hitscan_last //last turf touched during hitscanning.
var/tracer_type
var/muzzle_type
var/impact_type
//Fancy hitscan lighting effects!
var/hitscan_light_intensity = 1.5
var/hitscan_light_range = 0.75
var/hitscan_light_color_override
var/muzzle_flash_intensity = 3
var/muzzle_flash_range = 1.5
var/muzzle_flash_color_override
var/impact_light_intensity = 3
var/impact_light_range = 2
var/impact_light_color_override
//Homing
var/homing = FALSE
var/atom/homing_target
var/homing_turn_speed = 10 //Angle per tick.
var/homing_inaccuracy_min = 0 //in pixels for these. offsets are set once when setting target.
var/homing_inaccuracy_max = 0
var/homing_offset_x = 0
var/homing_offset_y = 0
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
///Defines what armor to use when it hits things. Must be set to bullet, laser, energy, or bomb
var/flag = BULLET
///How much armor this projectile pierces.
var/armour_penetration = 0
///Whether or not our bullet lacks penetrative power, and is easily stopped by armor.
var/weak_against_armour = FALSE
var/projectile_type = /obj/projectile
var/range = 50 //This will de-increment every step. When 0, it will deletze the projectile.
var/decayedRange //stores original range
var/reflect_range_decrease = 5 //amount of original range that falls off when reflecting, so it doesn't go forever
var/reflectable = NONE // Can it be reflected or not?
//Effects
var/stun = 0
var/knockdown = 0
var/paralyze = 0
var/immobilize = 0
var/unconscious = 0
var/stutter = 0
var/slur = 0
var/eyeblur = 0
var/drowsy = 0
var/stamina = 0
var/jitter = 0
var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
var/impact_effect_type //what type of impact effect to show when hitting something
var/log_override = FALSE //is this type spammed enough to not log? (KAs)
///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
var/shrapnel_type
///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
var/list/embedding
///If TRUE, hit mobs even if they're on the floor and not our target
var/hit_prone_targets = FALSE
///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.
var/sharpness = NONE
///How much we want to drop both wound_bonus and bare_wound_bonus (to a minimum of 0 for the latter) per tile, for falloff purposes
var/wound_falloff_tile
///How much we want to drop the embed_chance value, if we can embed, per tile, for falloff purposes
var/embed_falloff_tile
var/static/list/projectile_connections = list(
COMSIG_ATOM_ENTERED = .proc/on_entered,
)
/obj/projectile/Initialize(mapload)
. = ..()
decayedRange = range
if(embedding)
updateEmbedding()
AddElement(/datum/element/connect_loc, projectile_connections)
/obj/projectile/proc/Range()
range--
if(wound_bonus != CANT_WOUND)
wound_bonus += wound_falloff_tile
bare_wound_bonus = max(0, bare_wound_bonus + wound_falloff_tile)
if(embedding)
embedding["embed_chance"] += embed_falloff_tile
if(range <= 0 && loc)
on_range()
/obj/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
SEND_SIGNAL(src, COMSIG_PROJECTILE_RANGE_OUT)
qdel(src)
//to get the correct limb (if any) for the projectile hit message
/mob/living/proc/check_limb_hit(hit_zone)
if(has_limbs)
return hit_zone
/mob/living/carbon/check_limb_hit(hit_zone)
if(get_bodypart(hit_zone))
return hit_zone
else //when a limb is missing the damage is actually passed to the chest
return BODY_ZONE_CHEST
/**
* Called when the projectile hits something
*
* @params
* target - thing hit
* blocked - percentage of hit blocked
* pierce_hit - are we piercing through or regular hitting
*/
/obj/projectile/proc/on_hit(atom/target, blocked = FALSE, pierce_hit)
if(fired_from)
SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_ON_HIT, firer, target, Angle)
// 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/obj/item/bodypart/hit_limb
if(isliving(target))
var/mob/living/L = target
hit_limb = L.check_limb_hit(def_zone)
SEND_SIGNAL(src, COMSIG_PROJECTILE_SELF_ON_HIT, firer, target, Angle, hit_limb)
if(QDELETED(src)) // in case one of the above signals deleted the projectile for whatever reason
return
var/turf/target_loca = get_turf(target)
var/hitx
var/hity
if(target == original)
hitx = target.pixel_x + p_x - 16
hity = target.pixel_y + p_y - 16
else
hitx = target.pixel_x + rand(-8, 8)
hity = target.pixel_y + rand(-8, 8)
if(!nodamage && (damage_type == BRUTE || damage_type == BURN) && iswallturf(target_loca) && prob(75))
var/turf/closed/wall/W = target_loca
if(impact_effect_type && !hitscan)
new impact_effect_type(target_loca, hitx, hity)
W.add_dent(WALL_DENT_SHOT, hitx, hity)
return BULLET_ACT_HIT
if(!isliving(target))
if(impact_effect_type && !hitscan)
new impact_effect_type(target_loca, hitx, hity)
if(isturf(target) && hitsound_wall)
var/volume = clamp(vol_by_damage() + 20, 0, 100)
if(suppressed)
volume = 5
playsound(loc, hitsound_wall, volume, TRUE, -1)
return BULLET_ACT_HIT
var/mob/living/L = target
if(blocked != 100) // not completely blocked
if(damage && L.blood_volume && damage_type == BRUTE)
var/splatter_dir = dir
if(starting)
splatter_dir = get_dir(starting, target_loca)
if(isalien(L))
new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
else
new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir)
if(prob(33))
L.add_splatter_floor(target_loca)
else if(impact_effect_type && !hitscan)
new impact_effect_type(target_loca, hitx, hity)
var/organ_hit_text = ""
var/limb_hit = hit_limb
if(limb_hit)
organ_hit_text = " in \the [parse_zone(limb_hit)]"
if(suppressed==SUPPRESSED_VERY)
playsound(loc, hitsound, 5, TRUE, -1)
else if(suppressed)
playsound(loc, hitsound, 5, TRUE, -1)
to_chat(L, span_userdanger("You're shot by \a [src][organ_hit_text]!"))
else
if(hitsound)
var/volume = vol_by_damage()
playsound(src, hitsound, volume, TRUE, -1)
L.visible_message(span_danger("[L] is hit by \a [src][organ_hit_text]!"), \
span_userdanger("You're hit by \a [src][organ_hit_text]!"), null, COMBAT_MESSAGE_RANGE)
L.on_hit(src)
var/reagent_note
if(reagents?.reagent_list)
reagent_note = " REAGENTS:"
for(var/datum/reagent/R in reagents.reagent_list)
reagent_note += "[R.name] ([num2text(R.volume)])"
if(ismob(firer))
log_combat(firer, L, "shot", src, reagent_note)
else
L.log_message("has been shot by [firer] with [src]", LOG_ATTACK, color="orange")
return BULLET_ACT_HIT
/obj/projectile/proc/vol_by_damage()
if(src.damage)
return clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then CLAMP the value between 30 and 100
else
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
/obj/projectile/proc/on_ricochet(atom/A)
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/L in range(ricochet_auto_aim_range, src.loc))
if(L.stat == DEAD || !is_in_sight(src, L))
continue
var/our_angle = abs(closer_angle_difference(Angle, get_angle(src.loc, L.loc)))
if(our_angle < best_angle)
best_angle = our_angle
unlucky_sob = L
if(unlucky_sob)
set_angle(get_angle(src, unlucky_sob.loc))
/obj/projectile/proc/store_hitscan_collision(datum/point/point_cache)
beam_segments[beam_index] = point_cache
beam_index = point_cache
beam_segments[beam_index] = null
/obj/projectile/Bump(atom/A)
SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A)
if(!can_hit_target(A, A == original, TRUE, TRUE))
return
Impact(A)
/**
* 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/A)
if(!trajectory)
qdel(src)
return FALSE
if(impacted[A]) // NEVER doublehit
return FALSE
var/datum/point/point_cache = trajectory.copy_to()
var/turf/T = get_turf(A)
if(ricochets < ricochets_max && check_ricochet_flag(A) && check_ricochet(A))
ricochets++
if(A.handle_ricochet(src))
on_ricochet(A)
impacted = list() // Shoot a x-ray laser at a pair of mirrors I dare you
ignore_source_check = TRUE // Firer is no longer immune
decayedRange = max(0, decayedRange - reflect_range_decrease)
ricochet_chance *= ricochet_decay_chance
damage *= ricochet_decay_damage
stamina *= ricochet_decay_damage
range = decayedRange
if(hitscan)
store_hitscan_collision(point_cache)
return TRUE
var/distance = get_dist(T, starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
return process_hit(T, select_target(T, A, A), A) // SELECT TARGET FIRST!
/**
* The primary workhorse proc of projectile impacts.
* This is a RECURSIVE call - process_hit is called on the first selected target, and then repeatedly called if the projectile still hasn't been deleted.
*
* Order of operations:
* 1. Checks if we are deleted, or if we're somehow trying to hit a null, in which case, bail out
* 2. Adds the thing we're hitting to impacted so we can make sure we don't doublehit
* 3. Checks piercing - stores this.
* Afterwards:
* Hit and delete, hit without deleting and pass through, pass through without hitting, or delete without hitting depending on result
* If we're going through without hitting, find something else to hit if possible and recurse, set unstoppable movement to true
* If we're deleting without hitting, delete and return
* Otherwise, send signal of COMSIG_PROJECTILE_PREHIT to target
* Then, hit, deleting ourselves if necessary.
* @params
* T - Turf we're on/supposedly hitting
* target - target we're hitting
* bumped - target we originally bumped. it's here to ensure that if something blocks our projectile by means of Cross() failure, we hit it
* even if it is not dense.
* hit_something - only should be set by recursive calling by this proc - tracks if we hit something already
*
* Returns if we hit something.
*/
/obj/projectile/proc/process_hit(turf/T, atom/target, atom/bumped, hit_something = FALSE)
// 1.
if(QDELETED(src) || !T || !target)
return
// 2.
impacted[target] = TRUE //hash lookup > in for performance in hit-checking
// 3.
var/mode = prehit_pierce(target)
if(mode == PROJECTILE_DELETE_WITHOUT_HITTING)
qdel(src)
return hit_something
else if(mode == PROJECTILE_PIERCE_PHASE)
if(!(movement_type & PHASING))
temporary_unstoppable_movement = TRUE
movement_type |= PHASING
return process_hit(T, select_target(T, target, bumped), bumped, hit_something) // try to hit something else
// at this point we are going to hit the thing
// in which case send signal to it
SEND_SIGNAL(target, COMSIG_PROJECTILE_PREHIT, args)
if(mode == PROJECTILE_PIERCE_HIT)
++pierces
hit_something = TRUE
var/result = target.bullet_act(src, def_zone, mode == PROJECTILE_PIERCE_HIT)
if((result == BULLET_ACT_FORCE_PIERCE) || (mode == PROJECTILE_PIERCE_HIT))
if(!(movement_type & PHASING))
temporary_unstoppable_movement = TRUE
movement_type |= PHASING
return process_hit(T, select_target(T, target, bumped), bumped, TRUE)
qdel(src)
return hit_something
/**
* Selects a target to hit from a turf
*
* @params
* T - The turf
* target - The "preferred" atom to hit, usually what we Bumped() first.
* bumped - used to track if something is the reason we impacted 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. The thing originally aimed at/clicked on
* 2. Mobs - picks lowest buckled mob to prevent scarp piggybacking memes
* 3. Objs
* 4. Turf
* 5. Nothing
*/
/obj/projectile/proc/select_target(turf/T, atom/target, atom/bumped)
// 1. original
if(can_hit_target(original, TRUE, FALSE, original == bumped))
return original
var/list/atom/possible = list() // let's define these ONCE
var/list/atom/considering = list()
// 2. mobs
possible = typecache_filter_list(T, GLOB.typecache_living) // living only
for(var/i in possible)
if(!can_hit_target(i, i == original, TRUE, i == bumped))
continue
considering += i
if(considering.len)
var/mob/living/M = pick(considering)
return M.lowest_buckled_mob()
considering.len = 0
// 3. objs and other dense things
for(var/i in T.contents)
if(!can_hit_target(i, i == original, TRUE, i == bumped))
continue
considering += i
if(considering.len)
return pick(considering)
// 4. turf
if(can_hit_target(T, T == original, TRUE, T == bumped))
return T
// 5. 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])
return FALSE
if(!ignore_loc && (loc != target.loc))
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(!ignore_source_check && firer)
var/mob/M = firer
if((target == firer) || ((target == firer.loc) && ismecha(firer.loc)) || (target in firer.buckled_mobs) || (istype(M) && (M.buckled == target)))
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 FALSE
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/L = target
if(direct_target)
return TRUE
if(L.stat == DEAD)
return FALSE
if(HAS_TRAIT(L, TRAIT_IMMOBILIZED) && HAS_TRAIT(L, TRAIT_FLOORED) && HAS_TRAIT(L, TRAIT_HANDS_BLOCKED))
return FALSE
if(!hit_prone_targets)
if(!L.density)
return FALSE
if(L.body_position != LYING_DOWN)
return TRUE
return TRUE
/**
* Scan if we should hit something and hit it if we need to
* The difference between this and handling in Impact is
* In this we strictly check if we need to Impact() something in specific
* If we do, we do
* We don't even check if it got hit already - Impact() does that
* In impact there's more code for selecting WHAT to hit
* So this proc is more of checking if we should hit something at all BY having an atom cross us.
*/
/obj/projectile/proc/scan_crossed_hit(atom/movable/A)
if(can_hit_target(A, direct_target = (A == original)))
Impact(A)
/**
* 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
// else, try to hit mobs
else // 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/M 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(M, M == original, TRUE))
Impact(M)
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/AM)
SIGNAL_HANDLER
scan_crossed_hit(AM)
/**
* 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] ? TRUE : ..()
/**
* 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/OldLoc, Dir)
. = ..()
if(!fired)
return
if(temporary_unstoppable_movement)
temporary_unstoppable_movement = FALSE
movement_type &= ~PHASING
scan_moved_turf() //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
/**
* 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/A)
if((projectile_phasing & A.pass_flags_self) && (phasing_ignore_direct_target || original != A))
return PROJECTILE_PIERCE_PHASE
if(projectile_piercing & A.pass_flags_self)
return PROJECTILE_PIERCE_HIT
if(ismovable(A))
var/atom/movable/AM = A
if(AM.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/A)
var/chance = ricochet_chance * A.receive_ricochet_chance_mod
if(firer && HAS_TRAIT(firer, TRAIT_NICE_SHOT))
chance += NICE_SHOT_RICOCHET_BONUS
if(prob(chance))
return TRUE
return FALSE
/obj/projectile/proc/check_ricochet_flag(atom/A)
if((flag in list(ENERGY, LASER)) && (A.flags_ricochet & RICOCHET_SHINY))
return TRUE
if((flag in list(BOMB, BULLET)) && (A.flags_ricochet & RICOCHET_HARD))
return TRUE
return FALSE
/obj/projectile/proc/return_predicted_turf_after_moves(moves, forced_angle) //I say predicted because there's no telling that the projectile won't change direction/location in flight.
if(!trajectory && isnull(forced_angle) && isnull(Angle))
return FALSE
var/datum/point/vector/current = trajectory
if(!current)
var/turf/T = get_turf(src)
current = new(T.x, T.y, T.z, pixel_x, pixel_y, isnull(forced_angle)? Angle : forced_angle, SSprojectiles.global_pixel_speed)
var/datum/point/vector/v = current.return_vector_after_increments(moves * SSprojectiles.global_iterations_per_move)
return v.return_turf()
/obj/projectile/proc/return_pathing_turfs_in_moves(moves, forced_angle)
var/turf/current = get_turf(src)
var/turf/ending = return_predicted_turf_after_moves(moves, forced_angle)
return get_line(current, ending)
/obj/projectile/Process_Spacemove(movement_dir = 0)
return TRUE //Bullets don't drift in space
/obj/projectile/process()
last_process = world.time
if(!loc || !fired || !trajectory)
fired = FALSE
return PROCESS_KILL
if(paused || !isturf(loc))
last_projectile_move += world.time - last_process //Compensates for pausing, so it doesn't become a hitscan projectile when unpaused from charged up ticks.
return
var/elapsed_time_deciseconds = (world.time - last_projectile_move) + time_offset
time_offset = 0
var/required_moves = speed > 0? FLOOR(elapsed_time_deciseconds / speed, 1) : MOVES_HITSCAN //Would be better if a 0 speed made hitscan but everyone hates those so I can't make it a universal system :<
if(required_moves == MOVES_HITSCAN)
required_moves = SSprojectiles.global_max_tick_moves
else
if(required_moves > SSprojectiles.global_max_tick_moves)
var/overrun = required_moves - SSprojectiles.global_max_tick_moves
required_moves = SSprojectiles.global_max_tick_moves
time_offset += overrun * speed
time_offset += MODULUS(elapsed_time_deciseconds, speed)
for(var/i in 1 to required_moves)
pixel_move(1, FALSE)
/obj/projectile/proc/fire(angle, atom/direct_target)
LAZYINITLIST(impacted)
if(fired_from)
SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_BEFORE_FIRE, src, original)
//If no angle needs to resolve it from xo/yo!
if(shrapnel_type && LAZYLEN(embedding))
AddElement(/datum/element/embed, projectile_payload = shrapnel_type)
if(!log_override && firer && original)
log_combat(firer, original, "fired at", src, "from [get_area_name(src, TRUE)]")
if(direct_target && (get_dist(direct_target, get_turf(src)) <= 1)) // point blank shots
process_hit(get_turf(direct_target), direct_target)
if(QDELETED(src))
return
if(isnum(angle))
set_angle(angle)
if(spread)
set_angle(Angle + ((rand() - 0.5) * spread))
var/turf/starting = get_turf(src)
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 + xo, 1, world.maxx), clamp(starting + yo, 1, world.maxy), starting.z)
set_angle(get_angle(src, target))
original_angle = Angle
if(!nondirectional_sprite)
var/matrix/matrix = new
matrix.Turn(Angle)
transform = matrix
trajectory_ignore_forcemove = TRUE
forceMove(starting)
trajectory_ignore_forcemove = FALSE
trajectory = new(starting.x, starting.y, starting.z, pixel_x, pixel_y, Angle, SSprojectiles.global_pixel_speed)
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)
process_hitscan()
if(!(datum_flags & DF_ISPROCESSING))
START_PROCESSING(SSprojectiles, src)
pixel_move(1, FALSE) //move it now!
/obj/projectile/proc/set_angle(new_angle) //wrapper for overrides.
Angle = new_angle
if(!nondirectional_sprite)
var/matrix/matrix = new
matrix.Turn(Angle)
transform = matrix
if(trajectory)
trajectory.set_angle(new_angle)
if(fired && hitscan && isloc(loc) && (loc != last_angle_set_hitscan_store))
last_angle_set_hitscan_store = loc
var/datum/point/point_cache = new (src)
point_cache = trajectory.copy_to()
store_hitscan_collision(point_cache)
return TRUE
/// 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(new_angle)
Angle = new_angle
if(!nondirectional_sprite)
var/matrix/matrix = new
matrix.Turn(Angle)
transform = matrix
if(trajectory)
trajectory.set_angle(new_angle)
var/list/coordinates = trajectory.return_coordinates()
trajectory.set_location(coordinates[1], coordinates[2], coordinates[3]) // Sets the trajectory to the center of the tile it bounced at
if(fired && hitscan && isloc(loc) && (loc != last_angle_set_hitscan_store)) // Handles hitscan projectiles
last_angle_set_hitscan_store = loc
var/datum/point/point_cache = new (src)
point_cache.initialize_location(coordinates[1], coordinates[2], coordinates[3]) // Take the center of the hitscan collision tile
store_hitscan_collision(point_cache)
return TRUE
/obj/projectile/forceMove(atom/target)
if(!isloc(target) || !isloc(loc) || !z)
return ..()
var/zc = target.z != z
var/old = loc
if(zc)
before_z_change(old, target)
. = ..()
if(QDELETED(src)) // we coulda bumped something
return
if(trajectory && !trajectory_ignore_forcemove && isturf(target))
if(hitscan)
finalize_hitscan_and_generate_tracers(FALSE)
trajectory.initialize_location(target.x, target.y, target.z, 0, 0)
if(hitscan)
record_hitscan_start(RETURN_PRECISE_POINT(src))
if(zc)
after_z_change(old, target)
/obj/projectile/proc/after_z_change(atom/olcloc, atom/newloc)
/obj/projectile/proc/before_z_change(atom/oldloc, atom/newloc)
/obj/projectile/vv_edit_var(var_name, var_value)
switch(var_name)
if(NAMEOF(src, Angle))
set_angle(var_value)
return TRUE
else
return ..()
/obj/projectile/proc/set_pixel_speed(new_speed)
if(trajectory)
trajectory.set_speed(new_speed)
return TRUE
return FALSE
/obj/projectile/proc/record_hitscan_start(datum/point/point_cache)
if(point_cache)
beam_segments = list()
beam_index = point_cache
beam_segments[beam_index] = null //record start.
/obj/projectile/proc/process_hitscan()
var/safety = range * 10
record_hitscan_start(RETURN_POINT_VECTOR_INCREMENT(src, Angle, MUZZLE_EFFECT_PIXEL_INCREMENT, 1))
while(loc && !QDELETED(src))
if(paused)
stoplag(1)
continue
if(safety-- <= 0)
if(loc)
Bump(loc)
if(!QDELETED(src))
qdel(src)
return //Kill!
pixel_move(1, TRUE)
/obj/projectile/proc/pixel_move(trajectory_multiplier, hitscanning = FALSE)
if(!loc || !trajectory)
return
last_projectile_move = world.time
if(!nondirectional_sprite && !hitscanning)
var/matrix/matrix = new
matrix.Turn(Angle)
transform = matrix
if(homing)
process_homing()
var/forcemoved = FALSE
for(var/i in 1 to SSprojectiles.global_iterations_per_move)
if(QDELETED(src))
return
trajectory.increment(trajectory_multiplier)
var/turf/T = trajectory.return_turf()
if(!istype(T))
qdel(src)
return
if(T.z != loc.z)
var/old = loc
before_z_change(loc, T)
trajectory_ignore_forcemove = TRUE
forceMove(T)
trajectory_ignore_forcemove = FALSE
after_z_change(old, loc)
if(!hitscanning)
pixel_x = trajectory.return_px()
pixel_y = trajectory.return_py()
forcemoved = TRUE
hitscan_last = loc
else if(T != loc)
step_towards(src, T)
hitscan_last = loc
if(QDELETED(src)) //deleted on last move
return
if(!hitscanning && !forcemoved)
pixel_x = trajectory.return_px() - trajectory.mpx * trajectory_multiplier * SSprojectiles.global_iterations_per_move
pixel_y = trajectory.return_py() - trajectory.mpy * trajectory_multiplier * SSprojectiles.global_iterations_per_move
animate(src, pixel_x = trajectory.return_px(), pixel_y = trajectory.return_py(), time = 1, flags = ANIMATION_END_NOW)
Range()
/obj/projectile/proc/process_homing() //may need speeding up in the future performance wise.
if(!homing_target)
return FALSE
var/datum/point/PT = RETURN_PRECISE_POINT(homing_target)
PT.x += clamp(homing_offset_x, 1, world.maxx)
PT.y += clamp(homing_offset_y, 1, world.maxy)
var/angle = closer_angle_difference(Angle, angle_between_points(RETURN_PRECISE_POINT(src), PT))
set_angle(Angle + clamp(angle, -homing_turn_speed, homing_turn_speed))
/obj/projectile/proc/set_homing_target(atom/A)
if(!A || (!isturf(A) && !isturf(A.loc)))
return FALSE
homing = TRUE
homing_target = A
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
/**
* 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/preparePixelProjectile(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 = 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
trajectory_ignore_forcemove = TRUE
forceMove(source_loc)
trajectory_ignore_forcemove = FALSE
starting = source_loc
pixel_x = source.pixel_x
pixel_y = source.pixel_y
original = target
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)) : world.icon_size / 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)) : world.icon_size / 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) * world.icon_size) + (target.pixel_x - source.pixel_x) + (p_x - (world.icon_size / 2))
var/dy = ((target_loc.y - source_loc.y) * world.icon_size) + (target.pixel_y - source.pixel_y) + (p_y - (world.icon_size / 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) * world.icon_size + text2num(screen_loc_X[2])
var/ty = (text2num(screen_loc_Y[1]) - 1) * world.icon_size + 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 = getviewsize(user.client.view)
var/screenviewX = screenview[1] * world.icon_size
var/screenviewY = screenview[2] * world.icon_size
var/ox = round(screenviewX/2) - user.client.pixel_x //"origin" x
var/oy = round(screenviewY/2) - user.client.pixel_y //"origin" y
angle = ATAN2(tx - oy, ty - ox)
return list(angle, p_x, p_y)
/obj/projectile/Destroy()
if(hitscan)
finalize_hitscan_and_generate_tracers()
STOP_PROCESSING(SSprojectiles, src)
cleanup_beam_segments()
if(trajectory)
QDEL_NULL(trajectory)
return ..()
/obj/projectile/proc/cleanup_beam_segments()
QDEL_LIST_ASSOC(beam_segments)
beam_segments = list()
QDEL_NULL(beam_index)
/obj/projectile/proc/finalize_hitscan_and_generate_tracers(impacting = TRUE)
if(trajectory && beam_index)
var/datum/point/point_cache = trajectory.copy_to()
beam_segments[beam_index] = point_cache
generate_hitscan_tracers(null, null, impacting)
/obj/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE)
if(!length(beam_segments))
return
if(tracer_type)
var/tempref = REF(src)
for(var/datum/point/p in beam_segments)
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity, tempref)
if(muzzle_type && duration > 0)
var/datum/point/p = beam_segments[1]
var/atom/movable/thing = new muzzle_type
p.move_atom_to_src(thing)
var/matrix/matrix = new
matrix.Turn(original_angle)
thing.transform = matrix
thing.color = color
thing.set_light(muzzle_flash_range, muzzle_flash_intensity, muzzle_flash_color_override? muzzle_flash_color_override : color)
QDEL_IN(thing, duration)
if(impacting && impact_type && duration > 0)
var/datum/point/p = beam_segments[beam_segments[beam_segments.len]]
var/atom/movable/thing = new impact_type
p.move_atom_to_src(thing)
var/matrix/matrix = new
matrix.Turn(Angle)
thing.transform = matrix
thing.color = color
thing.set_light(impact_light_range, impact_light_intensity, impact_light_color_override? impact_light_color_override : color)
QDEL_IN(thing, duration)
if(cleanup)
cleanup_beam_segments()
/obj/projectile/experience_pressure_difference()
return
///Like [/obj/item/proc/updateEmbedding] but for projectiles instead, call this when you want to add embedding or update the stats on the embedding element
/obj/projectile/proc/updateEmbedding()
if(!shrapnel_type || !LAZYLEN(embedding))
return
AddElement(/datum/element/embed,\
embed_chance = (!isnull(embedding["embed_chance"]) ? embedding["embed_chance"] : EMBED_CHANCE),\
fall_chance = (!isnull(embedding["fall_chance"]) ? embedding["fall_chance"] : EMBEDDED_ITEM_FALLOUT),\
pain_chance = (!isnull(embedding["pain_chance"]) ? embedding["pain_chance"] : EMBEDDED_PAIN_CHANCE),\
pain_mult = (!isnull(embedding["pain_mult"]) ? embedding["pain_mult"] : EMBEDDED_PAIN_MULTIPLIER),\
remove_pain_mult = (!isnull(embedding["remove_pain_mult"]) ? embedding["remove_pain_mult"] : EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER),\
rip_time = (!isnull(embedding["rip_time"]) ? embedding["rip_time"] : EMBEDDED_UNSAFE_REMOVAL_TIME),\
ignore_throwspeed_threshold = (!isnull(embedding["ignore_throwspeed_threshold"]) ? embedding["ignore_throwspeed_threshold"] : FALSE),\
impact_pain_mult = (!isnull(embedding["impact_pain_mult"]) ? embedding["impact_pain_mult"] : EMBEDDED_IMPACT_PAIN_MULTIPLIER),\
jostle_chance = (!isnull(embedding["jostle_chance"]) ? embedding["jostle_chance"] : EMBEDDED_JOSTLE_CHANCE),\
jostle_pain_mult = (!isnull(embedding["jostle_pain_mult"]) ? embedding["jostle_pain_mult"] : EMBEDDED_JOSTLE_PAIN_MULTIPLIER),\
pain_stam_pct = (!isnull(embedding["pain_stam_pct"]) ? embedding["pain_stam_pct"] : EMBEDDED_PAIN_STAM_PCT),\
projectile_payload = shrapnel_type)
return TRUE