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## About The Pull Request ~~Kept you waitin huh!~~ The projectile refactor is finally here, 4 years later. This PR (almost) completely rewrites projectile logic to be more maintainable and performant. ### Key changes: * Instead of moving by a fixed amount of pixels, potentially skipping tile corners and being performance-heavy, projectiles now use raymarching in order to teleport through tiles and only visually animate themselves. This allows us to do custom per-projectile animations and makes the code much more reliable, sane and maintainable. You (did not) serve us well, pixel_move. * Speed variable now measures how many tiles (if SSprojectiles has default values) a projectile passes in a tick instead of being a magical Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired because it never had a right to exist in the first place. __This means that downstreams will need to set all of their custom projectiles' speed values to ``pixel_speed_multiplier / speed``__ in order to prevent projectiles from inverting their speed. * Hitscans no longer operate with spartial vectors and instead only store key points in which the projectile impacted something or changed its angle. This should similarly make the code much easier to work with, as well as fixing some visual jank due to incorrect calculations. * Projectiles only delete themselves the ***next*** tick after impacting something or reaching their maximum range. Doing so allows them to finish their impact animation and hide themselves between ticks via animation chains. This means that projectiles no longer disappear ~a tile before hitting their target, and that we can finally make impact markers be consistent with where the projectile actually landed instead of being entirely random. <details> <summary>Here is an example of how this affects our slowest-moving projectile: Magic Missiles.</summary> Before: https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e After: https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915 </details> <details> <summary>And here is a much faster, and currently jankier, disabler SMG.</summary> Before: https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348 After: https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238 </details> ### But how will this affect the ~~trout population~~ gameplay? Beyond improved visuals, smoother movement and a few minor bugfixes, this should not have a major gameplay impact. If something changed its behavior in an unexpected way or started looking odd, please make an issue report. Projectile impacts should now be consistent with their visual position, so hitting and dodging shots should be slightly easier and more intuitive. This PR should be testmerged extensively due to the amount of changes it brings and considerable difficulty in reviewing them. Please contact me to ensure its good to merge. Closes #71822 Closes #78547 Closes #78871 Closes #83901 Closes #87802 Closes #88073 ## Why It's Good For The Game Our core projectile code is an ungodly abomination that nobody except me, Kapu and Potato dared to poke in the past months (potentially longer). It is laggy, overcomplicated and absolutely unmaintaineable - while a lot of decisions made sense 4 years ago when we were attempting to introduce pixel movement, nowadays they are only acting as major roadblocks for any contributor who is attempting to make projectile behavior that differs from normal in any way. Huge thanks to Kapu and Potato (Lemon) on the discord for providing insights, ideas and advice throughout the past months regarding potential improvements to projectile code, almost all of which made it in. ## Changelog 🆑 qol: Projectiles now visually impact their targets instead of disappearing about a tile short of it. fix: Fixed multiple minor issues with projectile behavior refactor: Completely rewrote almost all of our projectile code - if anything broke or started looking/behaving oddly, make an issue report! /🆑
205 lines
8.8 KiB
Plaintext
205 lines
8.8 KiB
Plaintext
ADMIN_VERB(admin_explosion, R_ADMIN|R_FUN, "Explosion", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, atom/orignator as obj|mob|turf)
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var/devastation = input(user, "Range of total devastation. -1 to none", "Input") as num|null
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if(devastation == null)
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return
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var/heavy = input(user, "Range of heavy impact. -1 to none", "Input") as num|null
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if(heavy == null)
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return
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var/light = input(user, "Range of light impact. -1 to none", "Input") as num|null
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if(light == null)
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return
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var/flash = input(user, "Range of flash. -1 to none", "Input") as num|null
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if(flash == null)
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return
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var/flames = input(user, "Range of flames. -1 to none", "Input") as num|null
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if(flames == null)
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return
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if ((devastation != -1) || (heavy != -1) || (light != -1) || (flash != -1) || (flames != -1))
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if ((devastation > 20) || (heavy > 20) || (light > 20) || (flames > 20))
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if (tgui_alert(user, "Are you sure you want to do this? It will laaag.", "Confirmation", list("Yes", "No")) == "No")
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return
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explosion(orignator, devastation, heavy, light, flames, flash, explosion_cause = user.mob)
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log_admin("[key_name(user)] created an explosion ([devastation],[heavy],[light],[flames]) at [AREACOORD(orignator)]")
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message_admins("[key_name_admin(user)] created an explosion ([devastation],[heavy],[light],[flames]) at [AREACOORD(orignator)]")
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BLACKBOX_LOG_ADMIN_VERB("Explosion")
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ADMIN_VERB(admin_emp, R_ADMIN|R_FUN, "EM Pulse", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, atom/orignator as obj|mob|turf)
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var/heavy = input(user, "Range of heavy pulse.", "Input") as num|null
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if(heavy == null)
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return
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var/light = input(user, "Range of light pulse.", "Input") as num|null
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if(light == null)
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return
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if (heavy || light)
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empulse(orignator, heavy, light)
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log_admin("[key_name(user)] created an EM Pulse ([heavy],[light]) at [AREACOORD(orignator)]")
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message_admins("[key_name_admin(user)] created an EM Pulse ([heavy],[light]) at [AREACOORD(orignator)]")
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BLACKBOX_LOG_ADMIN_VERB("EM Pulse")
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ADMIN_VERB(gib_them, R_ADMIN, "Gib", ADMIN_VERB_NO_DESCRIPTION, ADMIN_CATEGORY_HIDDEN, mob/victim in GLOB.mob_list)
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var/confirm = tgui_alert(user, "Drop a brain?", "Confirm", list("Yes", "No","Cancel")) || "Cancel"
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if(confirm == "Cancel")
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return
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//Due to the delay here its easy for something to have happened to the mob
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if(isnull(victim))
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return
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log_admin("[key_name(user)] has gibbed [key_name(victim)]")
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message_admins("[key_name_admin(user)] has gibbed [key_name_admin(victim)]")
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if(isobserver(victim))
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new /obj/effect/gibspawner/generic(get_turf(victim))
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return
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var/mob/living/living_victim = victim
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if (istype(living_victim))
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living_victim.investigate_log("has been gibbed by an admin.", INVESTIGATE_DEATHS)
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if(confirm == "Yes")
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living_victim.gib(DROP_ALL_REMAINS)
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else
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living_victim.gib(DROP_ORGANS|DROP_BODYPARTS)
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BLACKBOX_LOG_ADMIN_VERB("Gib")
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ADMIN_VERB(gib_self, R_ADMIN, "Gibself", "Give yourself the same treatment you give others.", ADMIN_CATEGORY_FUN)
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var/confirm = tgui_alert(user, "You sure?", "Confirm", list("Yes", "No"))
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if(confirm != "Yes")
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return
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log_admin("[key_name(user)] used gibself.")
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message_admins(span_adminnotice("[key_name_admin(user)] used gibself."))
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BLACKBOX_LOG_ADMIN_VERB("Gib Self")
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var/mob/living/ourself = user.mob
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if (istype(ourself))
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ourself.gib()
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ADMIN_VERB(everyone_random, R_SERVER, "Make Everyone Random", "Make everyone have a random appearance.", ADMIN_CATEGORY_FUN)
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if(SSticker.HasRoundStarted())
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to_chat(user, "Nope you can't do this, the game's already started. This only works before rounds!", confidential = TRUE)
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return
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var/frn = CONFIG_GET(flag/force_random_names)
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if(frn)
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CONFIG_SET(flag/force_random_names, FALSE)
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message_admins("Admin [key_name_admin(user)] has disabled \"Everyone is Special\" mode.")
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to_chat(user, "Disabled.", confidential = TRUE)
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return
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var/notifyplayers = tgui_alert(user, "Do you want to notify the players?", "Options", list("Yes", "No", "Cancel")) || "Cancel"
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if(notifyplayers == "Cancel")
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return
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log_admin("Admin [key_name(user)] has forced the players to have random appearances.")
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message_admins("Admin [key_name_admin(user)] has forced the players to have random appearances.")
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if(notifyplayers == "Yes")
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to_chat(world, span_adminnotice("Admin [user.key] has forced the players to have completely random identities!"), confidential = TRUE)
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to_chat(user, "<i>Remember: you can always disable the randomness by using the verb again, assuming the round hasn't started yet</i>.", confidential = TRUE)
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CONFIG_SET(flag/force_random_names, TRUE)
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BLACKBOX_LOG_ADMIN_VERB("Make Everyone Random")
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ADMIN_VERB(mass_zombie_infection, R_ADMIN, "Mass Zombie Infection", "Infects all humans with a latent organ that will zombify them on death.", ADMIN_CATEGORY_FUN)
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var/confirm = tgui_alert(user, "Please confirm you want to add latent zombie organs in all humans?", "Confirm Zombies", list("Yes", "No"))
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if(confirm != "Yes")
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return
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for(var/i in GLOB.human_list)
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var/mob/living/carbon/human/H = i
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new /obj/item/organ/zombie_infection/nodamage(H)
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message_admins("[key_name_admin(user)] added a latent zombie infection to all humans.")
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log_admin("[key_name(user)] added a latent zombie infection to all humans.")
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BLACKBOX_LOG_ADMIN_VERB("Mass Zombie Infection")
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ADMIN_VERB(mass_zombie_cure, R_ADMIN, "Mass Zombie Cure", "Removes the zombie infection from all humans, returning them to normal.", ADMIN_CATEGORY_FUN)
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var/confirm = tgui_alert(user, "Please confirm you want to cure all zombies?", "Confirm Zombie Cure", list("Yes", "No"))
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if(confirm != "Yes")
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return
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for(var/obj/item/organ/zombie_infection/nodamage/I in GLOB.zombie_infection_list)
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qdel(I)
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message_admins("[key_name_admin(user)] cured all zombies.")
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log_admin("[key_name(user)] cured all zombies.")
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BLACKBOX_LOG_ADMIN_VERB("Mass Zombie Cure")
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ADMIN_VERB(polymorph_all, R_ADMIN, "Polymorph All", "Applies the effects of the bolt of change to every single mob.", ADMIN_CATEGORY_FUN)
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var/confirm = tgui_alert(user, "Please confirm you want polymorph all mobs?", "Confirm Polymorph", list("Yes", "No"))
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if(confirm != "Yes")
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return
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var/list/mobs = shuffle(GLOB.alive_mob_list.Copy()) // might change while iterating
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var/who_did_it = key_name_admin(user)
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message_admins("[key_name_admin(user)] started polymorphed all living mobs.")
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log_admin("[key_name(user)] polymorphed all living mobs.")
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BLACKBOX_LOG_ADMIN_VERB("Polymorph All")
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for(var/mob/living/M in mobs)
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CHECK_TICK
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if(!M)
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continue
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M.audible_message(span_hear("...wabbajack...wabbajack..."))
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playsound(M.loc, 'sound/effects/magic/staff_change.ogg', 50, TRUE, -1)
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M.wabbajack()
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message_admins("Mass polymorph started by [who_did_it] is complete.")
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ADMIN_VERB_AND_CONTEXT_MENU(admin_smite, R_ADMIN|R_FUN, "Smite", "Smite a player with divine power.", ADMIN_CATEGORY_FUN, mob/living/target in world)
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var/punishment = tgui_input_list(user, "Choose a punishment", "DIVINE SMITING", GLOB.smites)
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if(QDELETED(target) || !punishment)
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return
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var/smite_path = GLOB.smites[punishment]
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var/datum/smite/smite = new smite_path
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var/configuration_success = smite.configure(user)
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if (configuration_success == FALSE)
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return
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smite.effect(user, target)
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/// "Turns" people into objects. Really, we just add them to the contents of the item.
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/proc/objectify(atom/movable/target, path)
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var/atom/tomb = new path(get_turf(target))
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target.forceMove(tomb)
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target.AddComponent(/datum/component/itembound, tomb)
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/**
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* firing_squad is a proc for the :B:erforate smite to shoot each individual bullet at them, so that we can add actual delays without sleep() nonsense
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*
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* Hilariously, if you drag someone away mid smite, the bullets will still chase after them from the original spot, possibly hitting other people. Too funny to fix imo
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*
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* Arguments:
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* * target- guy we're shooting obviously
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* * source_turf- where the bullet begins, preferably on a turf next to the target
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* * body_zone- which bodypart we're aiming for, if there is one there
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* * wound_bonus- the wounding power we're assigning to the bullet, since we don't care about the base one
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* * damage- the damage we're assigning to the bullet, since we don't care about the base one
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*/
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/proc/firing_squad(mob/living/carbon/target, turf/source_turf, body_zone, wound_bonus, damage)
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if(!target.get_bodypart(body_zone))
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return
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playsound(target, 'sound/items/weapons/gun/revolver/shot.ogg', 100)
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var/obj/projectile/bullet/smite/divine_wrath = new(source_turf)
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divine_wrath.damage = damage
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divine_wrath.wound_bonus = wound_bonus
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divine_wrath.original = target
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divine_wrath.def_zone = body_zone
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divine_wrath.spread = 0
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divine_wrath.aim_projectile(target, source_turf)
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divine_wrath.fire()
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/client/proc/punish_log(whom, punishment)
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var/msg = "[key_name_admin(src)] punished [key_name_admin(whom)] with [punishment]."
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message_admins(msg)
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admin_ticket_log(whom, msg)
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log_admin("[key_name(src)] punished [key_name(whom)] with [punishment].")
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