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

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

<details>

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


Before:


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

After:


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

</details>


<details>

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


Before:


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

After:


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

</details>

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

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

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

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

## Why It's Good For The Game

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

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

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

156 lines
7.5 KiB
Plaintext

/**
* Component for allowing items to be inserted into foam darts.
* The parent can register signal handlers for `COMSIG_DART_INSERT_ADDED`,
* `COMSIG_DART_INSERT_REMOVED` to define custom behavior for when the item
* is added to/removed from a dart, and `COMSIG_DART_INSERT_GET_VAR_MODIFIERS`
* to define the modifications the item makes to the vars of the fired projectile.
*/
/datum/component/dart_insert
/// List for tracking the modifications this component has made to the vars of the containing projectile
var/list/var_modifiers
/// A reference to the ammo casing this component's parent was inserted into
var/obj/item/ammo_casing/holder_casing
/// A reference to the projectile this component's parent was inserted into
var/obj/projectile/holder_projectile
/// The icon file used for the overlay applied over the containing ammo casing
var/casing_overlay_icon
/// The icon state used for the overlay applied over the containing ammo casing
var/casing_overlay_icon_state
/// The icon file used for the overlay applied over the containing projectile
var/projectile_overlay_icon
/// The icon state used for the overlay applied over the containing projectile
var/projectile_overlay_icon_state
/// Optional callback to invoke when acquiring projectile var modifiers
var/datum/callback/modifier_getter
/datum/component/dart_insert/Initialize(_casing_overlay_icon, _casing_overlay_icon_state, _projectile_overlay_icon, _projectile_overlay_icon_state, datum/callback/_modifier_getter)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
casing_overlay_icon = _casing_overlay_icon
casing_overlay_icon_state = _casing_overlay_icon_state
projectile_overlay_icon = _projectile_overlay_icon
projectile_overlay_icon_state = _projectile_overlay_icon_state
modifier_getter = _modifier_getter
/datum/component/dart_insert/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_ITEM_PRE_ATTACK, PROC_REF(on_preattack))
RegisterSignal(parent, COMSIG_OBJ_RESKIN, PROC_REF(on_reskin))
/datum/component/dart_insert/UnregisterFromParent()
. = ..()
var/obj/item/parent_item = parent
var/parent_loc = parent_item.loc
if(parent_loc && (parent_loc == holder_casing || parent_loc == holder_projectile))
parent_item.forceMove(get_turf(parent_item))
remove_from_dart(holder_casing, holder_projectile)
UnregisterSignal(parent, COMSIG_ITEM_PRE_ATTACK)
/datum/component/dart_insert/proc/on_preattack(datum/source, atom/target, mob/user, params)
SIGNAL_HANDLER
var/obj/item/ammo_casing/foam_dart/dart = target
if(!istype(dart))
return
if(!dart.modified)
to_chat(user, span_warning("The safety cap prevents you from inserting [parent] into [dart]."))
return COMPONENT_CANCEL_ATTACK_CHAIN
if(HAS_TRAIT(dart, TRAIT_DART_HAS_INSERT))
to_chat(user, span_warning("There's already something in [dart]."))
return COMPONENT_CANCEL_ATTACK_CHAIN
add_to_dart(dart, user)
return COMPONENT_CANCEL_ATTACK_CHAIN
/datum/component/dart_insert/proc/on_reskin(datum/source, mob/user, skin)
SIGNAL_HANDLER
SEND_SIGNAL(parent, COMSIG_DART_INSERT_PARENT_RESKINNED)
/datum/component/dart_insert/proc/add_to_dart(obj/item/ammo_casing/dart, mob/user)
var/obj/projectile/dart_projectile = dart.loaded_projectile
var/obj/item/parent_item = parent
if(user)
if(!user.transferItemToLoc(parent_item, dart_projectile))
return
to_chat(user, span_notice("You insert [parent_item] into [dart]."))
else
parent_item.forceMove(dart_projectile)
ADD_TRAIT(dart, TRAIT_DART_HAS_INSERT, REF(src))
RegisterSignal(dart, COMSIG_ITEM_ATTACK_SELF, PROC_REF(on_dart_attack_self))
RegisterSignal(dart, COMSIG_ATOM_EXAMINE_MORE, PROC_REF(on_dart_examine_more))
RegisterSignals(parent, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED), PROC_REF(on_leave_dart))
RegisterSignal(dart, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_casing_update_overlays))
RegisterSignal(dart_projectile, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_projectile_update_overlays))
RegisterSignals(dart_projectile, list(COMSIG_PROJECTILE_ON_SPAWN_DROP, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED), PROC_REF(on_spawn_drop))
apply_var_modifiers(dart_projectile)
dart.harmful = dart_projectile.damage > 0 || dart_projectile.wound_bonus > 0 || dart_projectile.bare_wound_bonus > 0
SEND_SIGNAL(parent, COMSIG_DART_INSERT_ADDED, dart)
dart.update_appearance()
dart_projectile.update_appearance()
holder_casing = dart
holder_projectile = dart_projectile
/datum/component/dart_insert/proc/remove_from_dart(obj/item/ammo_casing/dart, obj/projectile/projectile, mob/user)
holder_casing = null
holder_projectile = null
if(istype(dart))
UnregisterSignal(dart, list(COMSIG_ITEM_ATTACK_SELF, COMSIG_ATOM_EXAMINE_MORE, COMSIG_ATOM_UPDATE_OVERLAYS))
REMOVE_TRAIT(dart, TRAIT_DART_HAS_INSERT, REF(src))
dart.update_appearance()
if(istype(projectile))
remove_var_modifiers(projectile)
UnregisterSignal(projectile, list(COMSIG_PROJECTILE_ON_SPAWN_DROP, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED, COMSIG_ATOM_UPDATE_OVERLAYS))
if(dart?.loaded_projectile == projectile)
dart.harmful = projectile.damage > 0 || projectile.wound_bonus > 0 || projectile.bare_wound_bonus > 0
projectile.update_appearance()
SEND_SIGNAL(parent, COMSIG_DART_INSERT_REMOVED, dart, projectile, user)
UnregisterSignal(parent, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED))
if(user)
INVOKE_ASYNC(user, TYPE_PROC_REF(/mob, put_in_hands), parent)
to_chat(user, span_notice("You remove [parent] from [dart]."))
/datum/component/dart_insert/proc/on_dart_attack_self(datum/source, mob/user)
SIGNAL_HANDLER
remove_from_dart(holder_casing, holder_projectile, user)
/datum/component/dart_insert/proc/on_dart_examine_more(datum/source, mob/user, list/examine_list)
var/obj/item/parent_item = parent
examine_list += span_notice("You can see a [parent_item.name] inserted into it.")
/datum/component/dart_insert/proc/on_leave_dart()
SIGNAL_HANDLER
remove_from_dart(holder_casing, holder_projectile)
/datum/component/dart_insert/proc/on_spawn_drop(datum/source, obj/item/ammo_casing/new_casing)
SIGNAL_HANDLER
UnregisterSignal(parent, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED))
add_to_dart(new_casing)
/datum/component/dart_insert/proc/on_casing_update_overlays(datum/source, list/new_overlays)
SIGNAL_HANDLER
new_overlays += mutable_appearance(casing_overlay_icon, casing_overlay_icon_state)
/datum/component/dart_insert/proc/on_projectile_update_overlays(datum/source, list/new_overlays)
SIGNAL_HANDLER
new_overlays += mutable_appearance(projectile_overlay_icon, projectile_overlay_icon_state)
/datum/component/dart_insert/proc/apply_var_modifiers(obj/projectile/projectile)
var_modifiers = istype(modifier_getter) ? modifier_getter.Invoke() : list()
projectile.damage += var_modifiers["damage"]
projectile.speed += var_modifiers["speed"]
projectile.armour_penetration += var_modifiers["armour_penetration"]
projectile.wound_bonus += var_modifiers["wound_bonus"]
projectile.bare_wound_bonus += var_modifiers["bare_wound_bonus"]
projectile.demolition_mod += var_modifiers["demolition_mod"]
if(var_modifiers["embedding"])
projectile.set_embed(var_modifiers["embedding"])
/datum/component/dart_insert/proc/remove_var_modifiers(obj/projectile/projectile)
projectile.damage -= var_modifiers["damage"]
projectile.speed -= var_modifiers["speed"]
projectile.armour_penetration -= var_modifiers["armour_penetration"]
projectile.wound_bonus -= var_modifiers["wound_bonus"]
projectile.bare_wound_bonus -= var_modifiers["bare_wound_bonus"]
projectile.demolition_mod -= var_modifiers["demolition_mod"]
if(var_modifiers["embedding"])
projectile.set_embed(initial(projectile.embed_type))
var_modifiers.Cut()