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* 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>
1037 lines
42 KiB
Plaintext
1037 lines
42 KiB
Plaintext
#define MOVES_HITSCAN -1 //Not actually hitscan but close as we get without actual hitscan.
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#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.
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/obj/projectile
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name = "projectile"
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icon = 'icons/obj/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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plane = GAME_PLANE_FOV_HIDDEN
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//The sound this plays on impact.
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var/hitsound = 'sound/weapons/pierce.ogg'
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var/hitsound_wall = ""
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resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/def_zone = "" //Aiming at
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var/atom/movable/firer = null//Who shot it
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var/atom/fired_from = null // the atom that the projectile was fired from (gun, turret)
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var/suppressed = FALSE //Attack message
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var/yo = null
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var/xo = null
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var/atom/original = null // the original target clicked
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var/turf/starting = null // the projectile's starting turf
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var/p_x = 16
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var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
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//Fired processing vars
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var/fired = FALSE //Have we been fired yet
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var/paused = FALSE //for suspending the projectile midair
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var/last_projectile_move = 0
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var/last_process = 0
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var/time_offset = 0
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var/datum/point/vector/trajectory
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var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location!
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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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/// 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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var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
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var/Angle = 0
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var/original_angle = 0 //Angle at firing
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var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
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var/spread = 0 //amount (in degrees) of projectile spread
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animate_movement = NO_STEPS //Use SLIDE_STEPS in conjunction with legacy
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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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/// 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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///If the object being hit can pass ths damage on to something else, it should not do it for this bullet
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var/force_hit = FALSE
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//Hitscan
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var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored.
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var/list/beam_segments //assoc list of datum/point or datum/point/vector, start = end. Used for hitscan effect generation.
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/// Last turf an angle was changed in for hitscan projectiles.
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var/turf/last_angle_set_hitscan_store
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var/datum/point/beam_index
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var/turf/hitscan_last //last turf touched during hitscanning.
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var/tracer_type
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var/muzzle_type
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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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var/homing = FALSE
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var/atom/homing_target
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var/homing_turn_speed = 10 //Angle per tick.
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var/homing_inaccuracy_min = 0 //in pixels for these. offsets are set once when setting target.
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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, CLONE are the only things that should be in here
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var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
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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/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 bullet lacks penetrative power, and is easily stopped by armor.
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var/weak_against_armour = FALSE
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var/projectile_type = /obj/projectile
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var/range = 50 //This will de-increment every step. When 0, it will deletze the projectile.
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var/decayedRange //stores original range
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var/reflect_range_decrease = 5 //amount of original range that falls off when reflecting, so it doesn't go forever
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var/reflectable = NONE // Can it be reflected or not?
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//Effects
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var/stun = 0
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var/knockdown = 0
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var/paralyze = 0
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var/immobilize = 0
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var/unconscious = 0
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var/stutter = 0
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var/slur = 0
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var/eyeblur = 0
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var/drowsy = 0
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var/stamina = 0
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var/jitter = 0
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var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
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var/impact_effect_type //what type of impact effect to show when hitting something
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var/log_override = FALSE //is this type spammed enough to not log? (KAs)
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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/list/embedding
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///If TRUE, hit mobs even if they're on the floor and not our target
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var/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 both wound_bonus and bare_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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var/static/list/projectile_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_entered,
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)
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/obj/projectile/Initialize(mapload)
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. = ..()
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decayedRange = range
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if(embedding)
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updateEmbedding()
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AddElement(/datum/element/connect_loc, projectile_connections)
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/obj/projectile/proc/Range()
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range--
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if(wound_bonus != CANT_WOUND)
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wound_bonus += wound_falloff_tile
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bare_wound_bonus = max(0, bare_wound_bonus + wound_falloff_tile)
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if(embedding)
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embedding["embed_chance"] += embed_falloff_tile
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if(range <= 0 && loc)
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on_range()
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/obj/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
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SEND_SIGNAL(src, COMSIG_PROJECTILE_RANGE_OUT)
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qdel(src)
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//to get the correct limb (if any) for the projectile hit message
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/mob/living/proc/check_limb_hit(hit_zone)
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if(has_limbs)
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return hit_zone
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/mob/living/carbon/check_limb_hit(hit_zone)
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if(get_bodypart(hit_zone))
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return hit_zone
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else //when a limb is missing the damage is actually passed to the chest
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return BODY_ZONE_CHEST
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/**
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* Called when the projectile hits something
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*
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* @params
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* target - thing hit
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* blocked - percentage of hit blocked
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* pierce_hit - are we piercing through or regular hitting
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*/
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/obj/projectile/proc/on_hit(atom/target, blocked = FALSE, pierce_hit)
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if(fired_from)
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SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_ON_HIT, firer, target, Angle)
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// 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.
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// maybe we care what the projectile thinks! See about combining these via args some time when it's not 5AM
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var/obj/item/bodypart/hit_limb
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if(isliving(target))
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var/mob/living/L = target
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hit_limb = L.check_limb_hit(def_zone)
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SEND_SIGNAL(src, COMSIG_PROJECTILE_SELF_ON_HIT, firer, target, Angle, hit_limb)
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if(QDELETED(src)) // in case one of the above signals deleted the projectile for whatever reason
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return
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var/turf/target_loca = get_turf(target)
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var/hitx
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var/hity
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if(target == original)
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hitx = target.pixel_x + p_x - 16
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hity = target.pixel_y + p_y - 16
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else
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hitx = target.pixel_x + rand(-8, 8)
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hity = target.pixel_y + rand(-8, 8)
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if(!nodamage && (damage_type == BRUTE || damage_type == BURN) && iswallturf(target_loca) && prob(75))
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var/turf/closed/wall/W = target_loca
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if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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W.add_dent(WALL_DENT_SHOT, hitx, hity)
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return BULLET_ACT_HIT
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if(!isliving(target))
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if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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if(isturf(target) && hitsound_wall)
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var/volume = clamp(vol_by_damage() + 20, 0, 100)
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if(suppressed)
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volume = 5
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playsound(loc, hitsound_wall, volume, TRUE, -1)
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return BULLET_ACT_HIT
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var/mob/living/L = target
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if(blocked != 100) // not completely blocked
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if(damage && L.blood_volume && damage_type == BRUTE)
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var/splatter_dir = dir
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if(starting)
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splatter_dir = get_dir(starting, target_loca)
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if(isalien(L))
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new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir)
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir)
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if(prob(33))
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L.add_splatter_floor(target_loca)
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else if(impact_effect_type && !hitscan)
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new impact_effect_type(target_loca, hitx, hity)
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var/organ_hit_text = ""
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var/limb_hit = hit_limb
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if(limb_hit)
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organ_hit_text = " in \the [parse_zone(limb_hit)]"
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if(suppressed==SUPPRESSED_VERY)
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playsound(loc, hitsound, 5, TRUE, -1)
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else if(suppressed)
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playsound(loc, hitsound, 5, TRUE, -1)
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to_chat(L, span_userdanger("You're shot by \a [src][organ_hit_text]!"))
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else
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if(hitsound)
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var/volume = vol_by_damage()
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playsound(src, hitsound, volume, TRUE, -1)
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L.visible_message(span_danger("[L] is hit by \a [src][organ_hit_text]!"), \
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span_userdanger("You're hit by \a [src][organ_hit_text]!"), null, COMBAT_MESSAGE_RANGE)
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L.on_hit(src)
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var/reagent_note
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if(reagents?.reagent_list)
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reagent_note = " REAGENTS:"
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for(var/datum/reagent/R in reagents.reagent_list)
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reagent_note += "[R.name] ([num2text(R.volume)])"
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if(ismob(firer))
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log_combat(firer, L, "shot", src, reagent_note)
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else
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L.log_message("has been shot by [firer] with [src]", LOG_ATTACK, color="orange")
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return BULLET_ACT_HIT
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/obj/projectile/proc/vol_by_damage()
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if(src.damage)
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return clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then CLAMP the value between 30 and 100
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else
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return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
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/obj/projectile/proc/on_ricochet(atom/A)
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if(!ricochet_auto_aim_angle || !ricochet_auto_aim_range)
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return
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var/mob/living/unlucky_sob
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var/best_angle = ricochet_auto_aim_angle
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if(firer && HAS_TRAIT(firer, TRAIT_NICE_SHOT))
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best_angle += NICE_SHOT_RICOCHET_BONUS
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for(var/mob/living/L in range(ricochet_auto_aim_range, src.loc))
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if(L.stat == DEAD || !is_in_sight(src, L))
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continue
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var/our_angle = abs(closer_angle_difference(Angle, get_angle(src.loc, L.loc)))
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if(our_angle < best_angle)
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best_angle = our_angle
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unlucky_sob = L
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if(unlucky_sob)
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set_angle(get_angle(src, unlucky_sob.loc))
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/obj/projectile/proc/store_hitscan_collision(datum/point/point_cache)
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beam_segments[beam_index] = point_cache
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beam_index = point_cache
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beam_segments[beam_index] = null
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/obj/projectile/Bump(atom/A)
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SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A)
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if(!can_hit_target(A, A == original, TRUE, TRUE))
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return
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Impact(A)
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/**
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* Called when the projectile hits something
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* This can either be from it bumping something,
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* or it passing over a turf/being crossed and scanning that there is infact
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* a valid target it needs to hit.
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* This target isn't however necessarily WHAT it hits
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* that is determined by process_hit and select_target.
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*
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* Furthermore, this proc shouldn't check can_hit_target - this should only be called if can hit target is already checked.
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* Also, we select_target to find what to process_hit first.
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*/
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/obj/projectile/proc/Impact(atom/A)
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if(!trajectory)
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qdel(src)
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return FALSE
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if(impacted[A]) // NEVER doublehit
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return FALSE
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var/datum/point/point_cache = trajectory.copy_to()
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var/turf/T = get_turf(A)
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if(ricochets < ricochets_max && check_ricochet_flag(A) && check_ricochet(A))
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ricochets++
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if(A.handle_ricochet(src))
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on_ricochet(A)
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impacted = list() // Shoot a x-ray laser at a pair of mirrors I dare you
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ignore_source_check = TRUE // Firer is no longer immune
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decayedRange = max(0, decayedRange - reflect_range_decrease)
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ricochet_chance *= ricochet_decay_chance
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damage *= ricochet_decay_damage
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stamina *= ricochet_decay_damage
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range = decayedRange
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if(hitscan)
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store_hitscan_collision(point_cache)
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return TRUE
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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.
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def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
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return process_hit(T, select_target(T, A, A), A) // SELECT TARGET FIRST!
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/**
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* The primary workhorse proc of projectile impacts.
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* 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.
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*
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* Order of operations:
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* 1. Checks if we are deleted, or if we're somehow trying to hit a null, in which case, bail out
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* 2. Adds the thing we're hitting to impacted so we can make sure we don't doublehit
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* 3. Checks piercing - stores this.
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* Afterwards:
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* Hit and delete, hit without deleting and pass through, pass through without hitting, or delete without hitting depending on result
|
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* 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
|