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* Removes Clone Damage * Update blackbox.dm * Modular * Update schema * Update database_changelog.md * More modular deprecated clone things --------- Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
1225 lines
51 KiB
Plaintext
1225 lines
51 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/weapons/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 // SKYRAT EDIT CHANGE
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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/datum/fired_from = null // the thing that the projectile was fired from (gun, turret, spell)
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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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/// During each fire of SSprojectiles, the number of deciseconds since the last fire of SSprojectiles
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/// is divided by this var, and the result truncated to the next lowest integer is
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/// the number of times the projectile's `pixel_move` proc will be called.
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var/speed = 0.8
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/// This var is multiplied by SSprojectiles.global_pixel_speed to get how many pixels
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/// the projectile moves during each iteration of the movement loop
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///
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/// If you want to make a fast-moving projectile, you should keep this equal to 1 and
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/// reduce the value of `speed`. If you want to make a slow-moving projectile, make
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/// `speed` a modest value like 1 and set this to a low value like 0.2.
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var/pixel_speed_multiplier = 1
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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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/// how many times we have to ricochet min (unless we hit an atom we can ricochet off)
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var/min_ricochets = 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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/// Can our ricochet autoaim hit our firer?
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var/ricochet_shoots_firer = TRUE
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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 are the only things that should be in here
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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/armor_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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// Status effects applied on hit
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var/stun = 0 SECONDS
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var/knockdown = 0 SECONDS
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var/paralyze = 0 SECONDS
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var/immobilize = 0 SECONDS
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var/unconscious = 0 SECONDS
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/// Seconds of blurry eyes applied on projectile hit
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var/eyeblur = 0 SECONDS
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/// Drowsiness applied on projectile hit
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var/drowsy = 0 SECONDS
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/// Jittering applied on projectile hit
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var/jitter = 0 SECONDS
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/// Extra stamina damage applied on projectile hit (in addition to the main damage)
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var/stamina = 0
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/// Stuttering applied on projectile hit
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var/stutter = 0 SECONDS
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/// Slurring applied on projectile hit
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var/slur = 0 SECONDS
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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/catastropic_dismemberment = FALSE //If TRUE, this projectile deals its damage to the chest if it dismembers a limb.
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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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/// We ignore mobs with these factions.
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var/list/ignored_factions
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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 damage per tile as it travels through the air
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var/damage_falloff_tile
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///How much we want to drop stamina damage (defined by the stamina variable) per tile as it travels through the air
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var/stamina_falloff_tile
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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_REF(on_entered),
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COMSIG_ATOM_ATTACK_HAND = PROC_REF(attempt_parry),
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)
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//SKYRAT ADDITION START
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/// If this should be able to hit the target even on direct firing when `ignored_factions` applies
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var/ignore_direct_target = FALSE
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//SKYRAT ADDITION END
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/// If true directly targeted turfs can be hit
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var/can_hit_turfs = FALSE
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/// If this projectile has been parried before
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var/parried = FALSE
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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(damage_falloff_tile && damage >= 0)
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damage += damage_falloff_tile
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if(stamina_falloff_tile && stamina >= 0)
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stamina += stamina_falloff_tile
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SEND_SIGNAL(src, COMSIG_PROJECTILE_RANGE)
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if(range <= 0 && loc)
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on_range()
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if(damage_falloff_tile && damage <= 0 || stamina_falloff_tile && stamina <= 0)
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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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/// Returns the string form of the def_zone we have hit.
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/mob/living/proc/check_hit_limb_zone_name(hit_zone)
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if(has_limbs)
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return hit_zone
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/mob/living/carbon/check_hit_limb_zone_name(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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* By default parent call will always return [BULLET_ACT_HIT] (unless qdeleted)
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* so it is save to assume a successful hit in children (though not necessarily successfully damaged - it could've been blocked)
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*
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* Arguments
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* * target - thing hit
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* * blocked - percentage of hit blocked (0 to 100)
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* * pierce_hit - boolean, are we piercing through or regular hitting
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*
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* Returns
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* * Returns [BULLET_ACT_HIT] if we hit something. Default return value.
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* * Returns [BULLET_ACT_BLOCK] if we were hit but sustained no effects (blocked it). Note, Being "blocked" =/= "blocked is 100".
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* * Returns [BULLET_ACT_FORCE_PIERCE] to have the projectile keep going instead of "hitting", as if we were not hit at all.
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*/
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/obj/projectile/proc/on_hit(atom/target, blocked = 0, pierce_hit)
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SHOULD_CALL_PARENT(TRUE)
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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/hit_limb_zone
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if(isliving(target))
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var/mob/living/L = target
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hit_limb_zone = L.check_hit_limb_zone_name(def_zone)
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if(fired_from)
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SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_ON_HIT, firer, target, Angle, hit_limb_zone, blocked)
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SEND_SIGNAL(src, COMSIG_PROJECTILE_SELF_ON_HIT, firer, target, Angle, hit_limb_zone, blocked)
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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 BULLET_ACT_BLOCK
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var/turf/target_turf = 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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// SKYRAT EDIT ADDITION BEGIN - IMPACT SOUNDS
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var/impact_sound
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if(hitsound)
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impact_sound = hitsound
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else
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impact_sound = target.impact_sound
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get_sfx()
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playsound(src, get_sfx_skyrat(impact_sound), vol_by_damage(), TRUE, -1)
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// SKYRAT EDIT ADDITION END
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if(damage > 0 && (damage_type == BRUTE || damage_type == BURN) && iswallturf(target_turf) && prob(75))
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var/turf/closed/wall/target_wall = target_turf
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if(impact_effect_type && !hitscan)
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new impact_effect_type(target_wall, hitx, hity)
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target_wall.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_turf, hitx, hity)
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/* SKYRAT EDIT REMOVAL - IMPACT SOUNDS
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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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SKYRAT EDIT REMOVAL END */
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return BULLET_ACT_HIT
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var/mob/living/living_target = target
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if(blocked != 100) // not completely blocked
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var/obj/item/bodypart/hit_bodypart = living_target.get_bodypart(hit_limb_zone)
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if (damage && damage_type == BRUTE)
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if (living_target.blood_volume && (isnull(hit_bodypart) || hit_bodypart.can_bleed()))
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var/splatter_dir = dir
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if(starting)
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splatter_dir = get_dir(starting, target_turf)
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if(isalien(living_target))
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new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_turf, splatter_dir)
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else
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_turf, splatter_dir)
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if(prob(33))
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living_target.add_splatter_floor(target_turf)
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else if (hit_bodypart?.biological_state & (BIO_METAL|BIO_WIRED))
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var/random_damage_mult = RANDOM_DECIMAL(0.85, 1.15) // SOMETIMES you can get more or less sparks
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var/damage_dealt = ((damage / (1 - (blocked / 100))) * random_damage_mult)
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var/spark_amount = round((damage_dealt / PROJECTILE_DAMAGE_PER_ROBOTIC_SPARK))
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if (spark_amount > 0)
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do_sparks(spark_amount, FALSE, living_target)
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else if(impact_effect_type && !hitscan)
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new impact_effect_type(target_turf, hitx, hity)
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var/organ_hit_text = ""
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if(hit_limb_zone)
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organ_hit_text = " in \the [parse_zone(hit_limb_zone)]"
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if(suppressed == SUPPRESSED_VERY)
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//playsound(loc, hitsound, 5, TRUE, -1) SKYRAT EDIT REMOVAL - IMPACT SOUNDS
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else if(suppressed)
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//playsound(loc, hitsound, 5, TRUE, -1) SKYRAT EDIT REMOVAL - IMPACT SOUNDS
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to_chat(living_target, span_userdanger("You're shot by \a [src][organ_hit_text]!"))
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else
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/* SKYRAT EDIT REMOVAL - IMPACT SOUNDS
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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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SKYRAT EDIT REMOVAL END */
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living_target.visible_message(span_danger("[living_target] 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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if(living_target.is_blind())
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to_chat(living_target, span_userdanger("You feel something hit you[organ_hit_text]!"))
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var/reagent_note
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if(reagents?.reagent_list)
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reagent_note = "REAGENTS: [pretty_string_from_reagent_list(reagents.reagent_list)]"
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if(ismob(firer))
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log_combat(firer, living_target, "shot", src, reagent_note)
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return BULLET_ACT_HIT
|
|
|
|
if(isvehicle(firer))
|
|
var/obj/vehicle/firing_vehicle = firer
|
|
|
|
var/list/logging_mobs = firing_vehicle.return_controllers_with_flag(VEHICLE_CONTROL_EQUIPMENT)
|
|
if(!LAZYLEN(logging_mobs))
|
|
logging_mobs = firing_vehicle.return_drivers()
|
|
for(var/mob/logged_mob as anything in logging_mobs)
|
|
log_combat(logged_mob, living_target, "shot", src, "from inside [firing_vehicle][logging_mobs.len > 1 ? " with multiple occupants" : null][reagent_note ? " and contained [reagent_note]" : null]")
|
|
return BULLET_ACT_HIT
|
|
|
|
living_target.log_message("has been shot by [firer] with [src][reagent_note ? " containing [reagent_note]" : null]", LOG_ATTACK, color="orange")
|
|
return BULLET_ACT_HIT
|
|
|
|
/obj/projectile/proc/vol_by_damage()
|
|
if(src.damage)
|
|
return clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then CLAMP the value between 30 and 100
|
|
else
|
|
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
|
|
|
|
/obj/projectile/proc/on_ricochet(atom/A)
|
|
if(!ricochet_auto_aim_angle || !ricochet_auto_aim_range)
|
|
return
|
|
|
|
var/mob/living/unlucky_sob
|
|
var/best_angle = ricochet_auto_aim_angle
|
|
if(firer && HAS_TRAIT(firer, TRAIT_NICE_SHOT))
|
|
best_angle += NICE_SHOT_RICOCHET_BONUS
|
|
for(var/mob/living/L in range(ricochet_auto_aim_range, src.loc))
|
|
if(L.stat == DEAD || !is_in_sight(src, L) || (!ricochet_shoots_firer && L == firer))
|
|
continue
|
|
var/our_angle = abs(closer_angle_difference(Angle, get_angle(src.loc, L.loc)))
|
|
if(our_angle < best_angle)
|
|
best_angle = our_angle
|
|
unlucky_sob = L
|
|
|
|
if(unlucky_sob)
|
|
set_angle(get_angle(src, unlucky_sob.loc))
|
|
|
|
/obj/projectile/proc/store_hitscan_collision(datum/point/point_cache)
|
|
beam_segments[beam_index] = point_cache
|
|
beam_index = point_cache
|
|
beam_segments[beam_index] = null
|
|
|
|
/obj/projectile/Bump(atom/A)
|
|
SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A)
|
|
if(!can_hit_target(A, A == original, TRUE, TRUE))
|
|
return
|
|
Impact(A)
|
|
|
|
/// Signal proc for when a mob attempts to attack this projectile or the turf it's on with an empty hand.
|
|
/obj/projectile/proc/attempt_parry(datum/source, mob/user, list/modifiers)
|
|
SIGNAL_HANDLER
|
|
|
|
if(parried)
|
|
return FALSE
|
|
|
|
if(SEND_SIGNAL(user, COMSIG_LIVING_PROJECTILE_PARRYING, src) & ALLOW_PARRY)
|
|
on_parry(user, modifiers)
|
|
return TRUE
|
|
|
|
return FALSE
|
|
|
|
|
|
/// Called when a mob with PARRY_TRAIT clicks on this projectile or the tile its on, reflecting the projectile within 7 degrees and increasing the bullet's stats.
|
|
/obj/projectile/proc/on_parry(mob/user, list/modifiers)
|
|
if(SEND_SIGNAL(user, COMSIG_LIVING_PROJECTILE_PARRIED, src) & INTERCEPT_PARRY_EFFECTS)
|
|
return
|
|
|
|
parried = TRUE
|
|
set_angle(dir2angle(user.dir) + rand(-3, 3))
|
|
firer = user
|
|
speed *= 0.8 // Go 20% faster when parried
|
|
damage *= 1.15 // And do 15% more damage
|
|
add_atom_colour(COLOR_RED_LIGHT, TEMPORARY_COLOUR_PRIORITY)
|
|
|
|
|
|
/**
|
|
* Called when the projectile hits something
|
|
* This can either be from it bumping something,
|
|
* or it passing over a turf/being crossed and scanning that there is infact
|
|
* a valid target it needs to hit.
|
|
* This target isn't however necessarily WHAT it hits
|
|
* that is determined by process_hit and select_target.
|
|
*
|
|
* Furthermore, this proc shouldn't check can_hit_target - this should only be called if can hit target is already checked.
|
|
* Also, we select_target to find what to process_hit first.
|
|
*/
|
|
/obj/projectile/proc/Impact(atom/A)
|
|
if(!trajectory)
|
|
qdel(src)
|
|
return FALSE
|
|
if(impacted[A]) // NEVER doublehit
|
|
return FALSE
|
|
var/datum/point/point_cache = trajectory.copy_to()
|
|
var/turf/T = get_turf(A)
|
|
if(ricochets < ricochets_max && check_ricochet_flag(A) && check_ricochet(A))
|
|
ricochets++
|
|
if(A.handle_ricochet(src))
|
|
on_ricochet(A)
|
|
impacted = list() // Shoot a x-ray laser at a pair of mirrors I dare you
|
|
ignore_source_check = TRUE // Firer is no longer immune
|
|
decayedRange = max(0, decayedRange - reflect_range_decrease)
|
|
ricochet_chance *= ricochet_decay_chance
|
|
damage *= ricochet_decay_damage
|
|
stamina *= ricochet_decay_damage
|
|
range = decayedRange
|
|
if(hitscan)
|
|
store_hitscan_collision(point_cache)
|
|
return TRUE
|
|
|
|
if(!HAS_TRAIT(src, TRAIT_ALWAYS_HIT_ZONE))
|
|
var/distance = get_dist(T, starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
|
|
def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
|
|
|
|
return process_hit(T, select_target(T, A, A), A) // SELECT TARGET FIRST!
|
|
|
|
/**
|
|
* The primary workhorse proc of projectile impacts.
|
|
* This is a RECURSIVE call - process_hit is called on the first selected target, and then repeatedly called if the projectile still hasn't been deleted.
|
|
*
|
|
* Order of operations:
|
|
* 1. Checks if we are deleted, or if we're somehow trying to hit a null, in which case, bail out
|
|
* 2. Adds the thing we're hitting to impacted so we can make sure we don't doublehit
|
|
* 3. Checks piercing - stores this.
|
|
* Afterwards:
|
|
* Hit and delete, hit without deleting and pass through, pass through without hitting, or delete without hitting depending on result
|
|
* If we're going through without hitting, find something else to hit if possible and recurse, set unstoppable movement to true
|
|
* If we're deleting without hitting, delete and return
|
|
* Otherwise, send signal of COMSIG_PROJECTILE_PREHIT to target
|
|
* Then, hit, deleting ourselves if necessary.
|
|
* @params
|
|
* T - Turf we're on/supposedly hitting
|
|
* target - target we're hitting
|
|
* bumped - target we originally bumped. it's here to ensure that if something blocks our projectile by means of Cross() failure, we hit it
|
|
* even if it is not dense.
|
|
* hit_something - only should be set by recursive calling by this proc - tracks if we hit something already
|
|
*
|
|
* Returns if we hit something.
|
|
*/
|
|
/obj/projectile/proc/process_hit(turf/T, atom/target, atom/bumped, hit_something = FALSE)
|
|
// 1.
|
|
if(QDELETED(src) || !T || !target)
|
|
return
|
|
// 2.
|
|
impacted[target] = TRUE //hash lookup > in for performance in hit-checking
|
|
// 3.
|
|
var/mode = prehit_pierce(target)
|
|
if(mode == PROJECTILE_DELETE_WITHOUT_HITTING)
|
|
qdel(src)
|
|
return hit_something
|
|
else if(mode == PROJECTILE_PIERCE_PHASE)
|
|
if(!(movement_type & PHASING))
|
|
temporary_unstoppable_movement = TRUE
|
|
movement_type |= PHASING
|
|
return process_hit(T, select_target(T, target, bumped), bumped, hit_something) // try to hit something else
|
|
// at this point we are going to hit the thing
|
|
// in which case send signal to it
|
|
if (SEND_SIGNAL(target, COMSIG_PROJECTILE_PREHIT, args, src) & PROJECTILE_INTERRUPT_HIT)
|
|
qdel(src)
|
|
return BULLET_ACT_BLOCK
|
|
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. Special check on what we bumped to see if it's a border object that intercepts hitting anything behind it
|
|
* 2. The thing originally aimed at/clicked on
|
|
* 3. Mobs - picks lowest buckled mob to prevent scarp piggybacking memes
|
|
* 4. Objs
|
|
* 5. Turf
|
|
* 6. Nothing
|
|
*/
|
|
/obj/projectile/proc/select_target(turf/our_turf, atom/target, atom/bumped)
|
|
// 1. special bumped border object check
|
|
if((bumped?.flags_1 & ON_BORDER_1) && can_hit_target(bumped, original == bumped, FALSE, TRUE))
|
|
return bumped
|
|
// 2. original
|
|
if(can_hit_target(original, TRUE, FALSE, original == bumped))
|
|
return original
|
|
var/list/atom/considering = list() // let's define this ONCE
|
|
// 3. mobs
|
|
for(var/mob/living/iter_possible_target in our_turf)
|
|
if(can_hit_target(iter_possible_target, iter_possible_target == original, TRUE, iter_possible_target == bumped))
|
|
considering |= iter_possible_target
|
|
if(length(considering))
|
|
return pick(considering)
|
|
// 4. objs and other dense things
|
|
for(var/i in our_turf)
|
|
if(can_hit_target(i, i == original, TRUE, i == bumped))
|
|
considering += i
|
|
if(length(considering))
|
|
return pick(considering)
|
|
// 5. turf
|
|
if(can_hit_target(our_turf, our_turf == original, TRUE, our_turf == bumped))
|
|
return our_turf
|
|
// 6. 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) && !(can_hit_turfs && direct_target && loc == target))
|
|
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(ignored_factions?.len && ismob(target) && (!direct_target || ignore_direct_target)) //SKYRAT EDIT: ignore_direct_target
|
|
var/mob/target_mob = target
|
|
if(faction_check(target_mob.faction, ignored_factions))
|
|
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 can_hit_turfs && direct_target
|
|
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/living_target = target
|
|
if(direct_target)
|
|
return TRUE
|
|
if(living_target.stat == DEAD)
|
|
return FALSE
|
|
if(HAS_TRAIT(living_target, TRAIT_IMMOBILIZED) && HAS_TRAIT(living_target, TRAIT_FLOORED) && HAS_TRAIT(living_target, TRAIT_HANDS_BLOCKED))
|
|
return FALSE
|
|
if(!hit_prone_targets)
|
|
var/mob/living/buckled_to = living_target.lowest_buckled_mob()
|
|
if(!buckled_to.density) // Will just be us if we're not buckled to another mob
|
|
return FALSE
|
|
if(living_target.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/old_loc, movement_dir, forced, list/old_locs, momentum_change = TRUE)
|
|
. = ..()
|
|
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(ricochets < min_ricochets || prob(chance))
|
|
return TRUE
|
|
return FALSE
|
|
|
|
/obj/projectile/proc/check_ricochet_flag(atom/A)
|
|
if((armor_flag in list(ENERGY, LASER)) && (A.flags_ricochet & RICOCHET_SHINY))
|
|
return TRUE
|
|
|
|
if((armor_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, continuous_move = FALSE)
|
|
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(pixel_speed_multiplier, 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(firer)
|
|
SEND_SIGNAL(firer, COMSIG_PROJECTILE_FIRER_BEFORE_FIRE, src, fired_from, original)
|
|
if(!log_override && firer && original)
|
|
log_combat(firer, original, "fired at", src, "from [get_area_name(src, TRUE)]")
|
|
//note: mecha projectile logging is handled in /obj/item/mecha_parts/mecha_equipment/weapon/action(). try to keep these messages roughly the sameish just for consistency's sake.
|
|
if(direct_target && (get_dist(direct_target, get_turf(fired_from)) <= 1)) // point blank shots // SKYRAT EDIT - ORIGINAL: if(direct_target && (get_dist(direct_target, get_turf(src)) <= 1))
|
|
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)
|
|
RegisterSignal(src, COMSIG_ATOM_ATTACK_HAND, PROC_REF(attempt_parry))
|
|
if(hitscan)
|
|
process_hitscan()
|
|
if(!(datum_flags & DF_ISPROCESSING))
|
|
START_PROCESSING(SSprojectiles, src)
|
|
pixel_move(pixel_speed_multiplier, 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 = view_to_pixels(user.client.view)
|
|
|
|
var/ox = round(screenview[1] / 2) - user.client.pixel_x //"origin" x
|
|
var/oy = round(screenview[2] / 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
|
|
|
|
/**
|
|
* Is this projectile considered "hostile"?
|
|
*
|
|
* By default all projectiles which deal damage or impart crowd control effects (including stamina) are hostile
|
|
*
|
|
* This is NOT used for pacifist checks, that's handled by [/obj/item/ammo_casing/var/harmful]
|
|
* This is used in places such as AI responses to determine if they're being threatened or not (among other places)
|
|
*/
|
|
/obj/projectile/proc/is_hostile_projectile()
|
|
if(damage > 0 || stamina > 0)
|
|
return TRUE
|
|
|
|
if(paralyze + stun + immobilize + knockdown > 0 SECONDS)
|
|
return TRUE
|
|
|
|
return FALSE
|
|
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///Checks if the projectile can embed into someone
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/obj/projectile/proc/can_embed_into(atom/hit)
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return embedding && shrapnel_type && iscarbon(hit) && !HAS_TRAIT(hit, TRAIT_PIERCEIMMUNE)
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|
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/// Reflects the projectile off of something
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/obj/projectile/proc/reflect(atom/hit_atom)
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if(!starting)
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return
|
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var/new_x = starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/new_y = starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
|
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var/turf/current_tile = get_turf(hit_atom)
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|
|
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// redirect the projectile
|
|
original = locate(new_x, new_y, z)
|
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starting = current_tile
|
|
firer = hit_atom
|
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yo = new_y - current_tile.y
|
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xo = new_x - current_tile.x
|
|
var/new_angle_s = Angle + rand(120,240)
|
|
while(new_angle_s > 180) // Translate to regular projectile degrees
|
|
new_angle_s -= 360
|
|
set_angle(new_angle_s)
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|
|
|
#undef MOVES_HITSCAN
|
|
#undef MUZZLE_EFFECT_PIXEL_INCREMENT
|
|
|
|
/// Fire a projectile from this atom at another atom
|
|
/atom/proc/fire_projectile(projectile_type, atom/target, sound, firer, list/ignore_targets = list())
|
|
if (!isnull(sound))
|
|
playsound(src, sound, vol = 100, vary = TRUE)
|
|
|
|
var/turf/startloc = get_turf(src)
|
|
var/obj/projectile/bullet = new projectile_type(startloc)
|
|
bullet.starting = startloc
|
|
var/list/ignore = list()
|
|
for (var/atom/thing as anything in ignore_targets)
|
|
ignore[thing] = TRUE
|
|
bullet.impacted += ignore
|
|
bullet.firer = firer || src
|
|
bullet.fired_from = src
|
|
bullet.yo = target.y - startloc.y
|
|
bullet.xo = target.x - startloc.x
|
|
bullet.original = target
|
|
bullet.preparePixelProjectile(target, src)
|
|
bullet.fire()
|
|
return bullet
|