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## About The Pull Request  Resprites: Tesla Cannon Tesla Cannon crafting kit ### New SFX / VFX The tesla cannon now uses a new type of beam effect that randomly picks sprite variants for each segment instead of a tracer. This makes the arc look more dynamic and less distorted. Autofire guns can now choose to use a looping sound datum when firing.  #### Balance changes The tesla cannon must now have its stock unfolded before firing, this takes 1.5 seconds and makes the gun bulky. It is still normal sized when folded, and folding it is instant. ### Bug fixes Fixed a bug where looping_sound.stop() would fail to stop sounds. The tesla cannon is an incredibly powerfu ## Why It's Good For The Game ### My reasons for respriting The old sprite was not bad, by all means but I had a few gripes with it. * The old sprite does not incorporate the flux anomaly yellow colour. * The old sprite looks a bit much like a real, professionally produced sci-fi weapon, * The old sprite looks pretty small for such a ultra high dps full auto weapon. * The old inhand is quite indistinct for something that can game end you in like one second. ### My design I think that anomaly items should be very mad science coded and, since anomaly science is by definition a poorly studied field, they should look more like prototypes created by a scientist rather than something professionally made in a factory. ## Changelog 🆑 image: The tesla cannon has new sprites. image: The tesla parts kit has new sprites. image: The tesla cannon has a new shocking beam effect when firing. sound: The tesla cannon has new sounds. balance: The tesla cannon must now be unfolded to fire. fix: looping sounds now stop playing sounds when commaned to do so. /🆑
349 lines
13 KiB
Plaintext
349 lines
13 KiB
Plaintext
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/** # Beam Datum and Effect
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* **IF YOU ARE LAZY AND DO NOT WANT TO READ, GO TO THE BOTTOM OF THE FILE AND USE THAT PROC!**
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*
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* This is the beam datum! It's a really neat effect for the game in drawing a line from one atom to another.
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* It has two parts:
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* The datum itself which manages redrawing the beam to constantly keep it pointing from the origin to the target.
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* The effect which is what the beams are made out of. They're placed in a line from the origin to target, rotated towards the target and snipped off at the end.
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* These effects are kept in a list and constantly created and destroyed (hence the proc names draw and reset, reset destroying all effects and draw creating more.)
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*
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* You can add more special effects to the beam itself by changing what the drawn beam effects do. For example you can make a vine that pricks people by making the beam_type
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* include a crossed proc that damages the crosser. Examples in venus_human_trap.dm
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*/
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/datum/beam
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///where the beam goes from
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var/atom/origin = null
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///where the beam goes to
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var/atom/target = null
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///list of beam objects. These have their visuals set by the visuals var which is created on starting
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var/list/elements = list()
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///icon used by the beam.
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var/icon
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///icon state of the main segments of the beam
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var/icon_state = ""
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///The beam will qdel if it's longer than this many tiles.
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var/max_distance = 0
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///the objects placed in the elements list
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var/beam_type = /obj/effect/ebeam
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///This is used as the visual_contents of beams, so you can apply one effect to this and the whole beam will look like that. never gets deleted on redrawing.
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var/obj/effect/ebeam/visuals
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///The color of the beam we're drawing.
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var/beam_color
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///If we use an emissive appearance
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var/emissive = TRUE
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/// If set will be used instead of origin's pixel_x in offset calculations
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var/override_origin_pixel_x = null
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/// If set will be used instead of origin's pixel_y in offset calculations
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var/override_origin_pixel_y = null
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/// If set will be used instead of targets's pixel_x in offset calculations
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var/override_target_pixel_x = null
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/// If set will be used instead of targets's pixel_y in offset calculations
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var/override_target_pixel_y = null
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///the layer of our beam
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var/beam_layer
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/datum/beam/New(
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origin,
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target,
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icon = 'icons/effects/beam.dmi',
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icon_state = "b_beam",
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time = INFINITY,
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max_distance = INFINITY,
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beam_type = /obj/effect/ebeam,
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beam_color = null,
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emissive = TRUE,
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override_origin_pixel_x = null,
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override_origin_pixel_y = null,
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override_target_pixel_x = null,
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override_target_pixel_y = null,
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beam_layer = ABOVE_ALL_MOB_LAYER
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)
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src.origin = origin
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src.target = target
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src.icon = icon
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src.icon_state = icon_state
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src.max_distance = max_distance
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src.beam_type = beam_type
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src.beam_color = beam_color
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src.emissive = emissive
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src.override_origin_pixel_x = override_origin_pixel_x
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src.override_origin_pixel_y = override_origin_pixel_y
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src.override_target_pixel_x = override_target_pixel_x
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src.override_target_pixel_y = override_target_pixel_y
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src.beam_layer = beam_layer
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if(time < INFINITY)
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QDEL_IN(src, time)
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/**
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* Proc called by the atom Beam() proc. Sets up signals, and draws the beam for the first time.
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*/
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/datum/beam/proc/Start()
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visuals = new beam_type()
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set_up_effect(visuals, icon_state)
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Draw()
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RegisterSignals(origin, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING), PROC_REF(redrawing))
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RegisterSignals(target, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING), PROC_REF(redrawing))
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/**
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* Triggered by signals set up when the beam is set up. If it's still sane to create a beam, it removes the old beam, creates a new one. Otherwise it kills the beam.
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*
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* Arguments:
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* mover: either the origin of the beam or the target of the beam that moved.
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* oldloc: from where mover moved.
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* direction: in what direction mover moved from.
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*/
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/datum/beam/proc/redrawing(atom/movable/mover, atom/oldloc, direction)
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SIGNAL_HANDLER
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if(QDELING(src))
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return
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if(!QDELETED(origin) && !QDELETED(target) && get_dist(origin,target)<max_distance && origin.z == target.z)
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QDEL_LIST(elements)
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INVOKE_ASYNC(src, PROC_REF(Draw))
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else
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qdel(src)
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/datum/beam/Destroy()
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QDEL_LIST(elements)
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QDEL_NULL(visuals)
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UnregisterSignal(origin, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
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UnregisterSignal(target, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
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target = null
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origin = null
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return ..()
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/**
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* Creates the beam effects and places them in a line from the origin to the target. Sets their rotation to make the beams face the target, too.
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*/
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/datum/beam/proc/Draw()
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if(SEND_SIGNAL(src, COMSIG_BEAM_BEFORE_DRAW) & BEAM_CANCEL_DRAW)
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return
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var/origin_px = (isnull(override_origin_pixel_x) ? origin.pixel_x : override_origin_pixel_x) + origin.pixel_w
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var/origin_py = (isnull(override_origin_pixel_y) ? origin.pixel_y : override_origin_pixel_y) + origin.pixel_z
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var/target_px = (isnull(override_target_pixel_x) ? target.pixel_x : override_target_pixel_x) + target.pixel_w
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var/target_py = (isnull(override_target_pixel_y) ? target.pixel_y : override_target_pixel_y) + target.pixel_z
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var/Angle = get_angle_raw(origin.x, origin.y, origin_px, origin_py, target.x , target.y, target_px, target_py)
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///var/Angle = round(get_angle(origin,target))
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var/matrix/rot_matrix = matrix()
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var/turf/origin_turf = get_turf(origin)
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rot_matrix.Turn(Angle)
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//Translation vector for origin and target
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var/DX = (32*target.x+target_px)-(32*origin.x+origin_px)
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var/DY = (32*target.y+target_py)-(32*origin.y+origin_py)
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var/N = 0
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var/length = round(sqrt((DX)**2+(DY)**2)) //hypotenuse of the triangle formed by target and origin's displacement
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for(N in 0 to length-1 step 32)//-1 as we want < not <=, but we want the speed of X in Y to Z and step X
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if(QDELETED(src))
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break
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var/obj/effect/ebeam/segment = new beam_type(origin_turf, src)
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elements += segment
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//ends are cropped by a transparent box icon of length-N pixel size laid over the visuals obj
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if(N+32>length) //went past the target, we draw a box of space to cut away from the beam sprite so the icon actually ends at the center of the target sprite
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var/icon/terminal_icon = new(icon, icon_state)//this means we exclude the overshooting object from the visual contents which does mean those visuals don't show up for the final bit of the beam...
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terminal_icon.DrawBox(null,1,(length-N),32,32)//in the future if you want to improve this, remove the drawbox and instead use a 513 filter to cut away at the final object's icon
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segment.icon = terminal_icon
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segment.color = beam_color
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else
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set_subsegment_appearance(segment)
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segment.transform = rot_matrix
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//Calculate pixel offsets (If necessary)
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var/Pixel_x
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var/Pixel_y
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if(DX == 0)
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Pixel_x = 0
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else
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Pixel_x = round(sin(Angle)+32*sin(Angle)*(N+16)/32)
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if(DY == 0)
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Pixel_y = 0
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else
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Pixel_y = round(cos(Angle)+32*cos(Angle)*(N+16)/32)
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//Position the effect so the beam is one continous line
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var/final_x = segment.x
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var/final_y = segment.y
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if(abs(Pixel_x)>32)
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final_x += Pixel_x > 0 ? round(Pixel_x/32) : CEILING(Pixel_x/32, 1)
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Pixel_x %= 32
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if(abs(Pixel_y)>32)
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final_y += Pixel_y > 0 ? round(Pixel_y/32) : CEILING(Pixel_y/32, 1)
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Pixel_y %= 32
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segment.forceMove(locate(final_x, final_y, segment.z))
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segment.pixel_x = origin_px + Pixel_x
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segment.pixel_y = origin_py + Pixel_y
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CHECK_TICK
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/datum/beam/proc/set_up_effect(obj/effect/ebeam/beam_effect, effect_icon_state)
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beam_effect.icon = icon
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beam_effect.icon_state = effect_icon_state
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beam_effect.color = beam_color
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beam_effect.vis_flags = VIS_INHERIT_PLANE|VIS_INHERIT_LAYER
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beam_effect.emissive = emissive
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beam_effect.layer = beam_layer
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beam_effect.update_appearance()
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///sets the sprite of the segment, using the more performant viscontents by default
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/datum/beam/proc/set_subsegment_appearance(obj/effect/ebeam/segment)
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//Assign our single visual ebeam to each ebeam's vis_contents
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segment.vis_contents += visuals
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//for when you don't want each segment to look identital
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/datum/beam/varied
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//how many variants do we have in addition to the unnumbered state we use as a base icon state and terminal segment
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var/icon_state_variants = 1
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/datum/beam/varied/New(
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origin,
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target,
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icon = 'icons/effects/beam.dmi',
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icon_state = "b_beam",
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time = INFINITY,
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max_distance = INFINITY,
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beam_type = /obj/effect/ebeam,
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beam_color = null,
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emissive = TRUE,
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override_origin_pixel_x = null,
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override_origin_pixel_y = null,
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override_target_pixel_x = null,
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override_target_pixel_y = null,
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beam_layer = ABOVE_ALL_MOB_LAYER,
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icon_state_variants = 1
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)
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. = ..()
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src.icon_state_variants = icon_state_variants
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/datum/beam/varied/set_subsegment_appearance(obj/effect/ebeam/segment)
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//we use reall ass icon states here.
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set_up_effect(segment, "[icon_state][rand(1, icon_state_variants)]")
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/obj/effect/ebeam
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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layer = ABOVE_ALL_MOB_LAYER
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anchored = TRUE
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var/emissive = TRUE
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var/datum/beam/owner
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/obj/effect/ebeam/Initialize(mapload, beam_owner)
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owner = beam_owner
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return ..()
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/obj/effect/ebeam/update_overlays()
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. = ..()
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if(!emissive)
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return
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var/mutable_appearance/emissive_overlay = emissive_appearance(icon, icon_state, src)
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emissive_overlay.transform = transform
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emissive_overlay.alpha = alpha
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. += emissive_overlay
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/obj/effect/ebeam/Destroy()
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owner = null
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return ..()
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/obj/effect/ebeam/singularity_pull(atom/singularity, current_size)
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return
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/obj/effect/ebeam/singularity_act()
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return
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/obj/effect/ebeam/Process_Spacemove(movement_dir, continuous_move)
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return TRUE
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/// A beam subtype used for advanced beams, to react to atoms entering the beam
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/obj/effect/ebeam/reacting
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/// If TRUE, atoms that exist in the beam's loc when inited count as "entering" the beam
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var/react_on_init = FALSE
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/obj/effect/ebeam/reacting/Initialize(mapload, beam_owner)
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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COMSIG_ATOM_EXITED = PROC_REF(on_exited),
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COMSIG_TURF_CHANGE = PROC_REF(on_turf_change),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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if(!isturf(loc) || isnull(owner) || mapload || !react_on_init)
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return
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for(var/atom/movable/existing as anything in loc)
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beam_entered(existing)
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/obj/effect/ebeam/reacting/proc/on_entered(datum/source, atom/movable/entered)
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SIGNAL_HANDLER
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if(isnull(owner))
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return
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beam_entered(entered)
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/obj/effect/ebeam/reacting/proc/on_exited(datum/source, atom/movable/exited)
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SIGNAL_HANDLER
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if(isnull(owner))
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return
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beam_exited(exited)
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/obj/effect/ebeam/reacting/proc/on_turf_change(datum/source, path, new_baseturfs, flags, list/datum/callback/post_change_callbacks)
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SIGNAL_HANDLER
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if(isnull(owner))
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return
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beam_turfs_changed(post_change_callbacks)
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/// Some atom entered the beam's line
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/obj/effect/ebeam/reacting/proc/beam_entered(atom/movable/entered)
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(owner, COMSIG_BEAM_ENTERED, src, entered)
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/// Some atom exited the beam's line
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/obj/effect/ebeam/reacting/proc/beam_exited(atom/movable/exited)
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(owner, COMSIG_BEAM_EXITED, src, exited)
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/// Some turf the beam covers has changed to a new turf type
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/obj/effect/ebeam/reacting/proc/beam_turfs_changed(list/datum/callback/post_change_callbacks)
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(owner, COMSIG_BEAM_TURFS_CHANGED, post_change_callbacks)
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/**
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* This is what you use to start a beam. Example: origin.Beam(target, args). **Store the return of this proc if you don't set maxdist or time, you need it to delete the beam.**
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*
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* Unless you're making a custom beam effect (see the beam_type argument), you won't actually have to mess with any other procs. Make sure you store the return of this Proc, you'll need it
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* to kill the beam.
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* **Arguments:**
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* BeamTarget: Where you're beaming from. Where do you get origin? You didn't read the docs, fuck you.
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* icon_state: What the beam's icon_state is. The datum effect isn't the ebeam object, it doesn't hold any icon and isn't type dependent.
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* icon: What the beam's icon file is. Don't change this, man. All beam icons should be in beam.dmi anyways.
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* maxdistance: how far the beam will go before stopping itself. Used mainly for two things: preventing lag if the beam may go in that direction and setting a range to abilities that use beams.
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* beam_type: The type of your custom beam. This is for adding other wacky stuff for your beam only. Most likely, you won't (and shouldn't) change it.
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*/
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/atom/proc/Beam(atom/BeamTarget,
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icon_state="b_beam",
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icon='icons/effects/beam.dmi',
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time=INFINITY,maxdistance=INFINITY,
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beam_type=/obj/effect/ebeam,
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beam_color = null, emissive = TRUE,
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override_origin_pixel_x = null,
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override_origin_pixel_y = null,
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override_target_pixel_x = null,
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override_target_pixel_y = null,
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layer = ABOVE_ALL_MOB_LAYER,
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icon_state_variants = 0,
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)
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var/datum/beam/newbeam
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if(icon_state_variants <= 0)
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newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type, beam_color, emissive, override_origin_pixel_x, override_origin_pixel_y, override_target_pixel_x, override_target_pixel_y, layer)
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else
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newbeam = new /datum/beam/varied(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type, beam_color, emissive, override_origin_pixel_x, override_origin_pixel_y, override_target_pixel_x, override_target_pixel_y, layer, icon_state_variants)
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INVOKE_ASYNC(newbeam, TYPE_PROC_REF(/datum/beam/, Start))
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return newbeam
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