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## About The Pull Request Fixes #64459 Fixes #82052 , probably Fixes #79747 , probably Fixes #81443 Infrared emitters now use beam datums instead of making their own effects and trying to `Move` it out until it hits something This means 1. Infrared emitters are (probably) more responsive 2. Infrared emitters (probably) react to less things they shouldn't react to (such as projectiles) This also means - Infrared emitters (when visible) are emissive (and glow in the dark slightly). Kinda neat? If you don't want it you can obviously just make it invisible - You can limbo under beams? Maybe you can do that already? IDK Other notes - Beams no longer set their beam component's `x`, `y` directly, now using `forceMove`   https://github.com/tgstation/tgstation/assets/51863163/29b76b58-ef36-4c4a-a3b2-017b625389dd ## Changelog 🆑 Melbert refactor: Infrared emitters now function better (or at least more how you would expect them) (hopefully). Report any oddities /🆑
327 lines
9.5 KiB
Plaintext
327 lines
9.5 KiB
Plaintext
/obj/item/assembly/infra
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name = "infrared emitter"
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desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
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icon_state = "infrared"
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base_icon_state = "infrared"
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custom_materials = list(
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/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
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/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
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)
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is_position_sensitive = TRUE
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drop_sound = 'sound/items/handling/component_drop.ogg'
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pickup_sound = 'sound/items/handling/component_pickup.ogg'
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set_dir_on_move = FALSE
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/// Whether the beam is beaming
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var/on = FALSE
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/// Whether the beam is visible
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var/visible = FALSE
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/// The length the beam can go
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var/max_beam_length = 8
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/// The radius of which people can hear triggers
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var/hearing_range = 3
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/// Pass flags the beam uses to determine what it can pass through
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var/beam_pass_flags = PASSTABLE|PASSGLASS|PASSGRILLE
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/// The current active beam datum
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VAR_FINAL/datum/beam/active_beam
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/// A reference to the turf at the END of our active beam
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VAR_FINAL/turf/buffer_turf
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/obj/item/assembly/infra/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/simple_rotation)
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/obj/item/assembly/infra/Destroy()
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QDEL_NULL(active_beam)
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buffer_turf = null
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return ..()
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/obj/item/assembly/infra/AltClick(mob/user)
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return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
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/obj/item/assembly/infra/examine(mob/user)
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. = ..()
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. += span_notice("The infrared trigger is [on ? "on" : "off"].")
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/// Checks if the passed movable can block the beam.
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/obj/item/assembly/infra/proc/atom_blocks_beam(atom/movable/beam_atom)
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if(isnull(beam_atom))
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return FALSE
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if(beam_atom == src || beam_atom == holder)
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return FALSE
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// Blocks beams from triggering themselves, important to avoid infinite loops
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if(istype(beam_atom, /obj/effect/ebeam))
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return FALSE
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// Anti-revenant / anti-ghost guard
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if(beam_atom.invisibility)
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return FALSE
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// In general non-dense items should not block beams, but make special cases for things being thrown
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if(!beam_atom.density && !beam_atom.throwing)
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return FALSE
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// The actually important check. Ensures stuff like mobs trip it but stuff like laser projectiles don't
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if(beam_atom.pass_flags_self & beam_pass_flags)
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return FALSE
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if(isitem(beam_atom))
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var/obj/item/beam_item = beam_atom
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if(beam_item.item_flags & ABSTRACT)
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return FALSE
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return TRUE
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/// Checks if the passed turf (or something on it) can block the beam.
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/obj/item/assembly/infra/proc/turf_blocks_beam(turf/beam_turf)
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if(beam_turf.density)
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return TRUE
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for(var/atom/movable/blocker as anything in beam_turf)
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if(atom_blocks_beam(blocker))
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return TRUE
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return FALSE
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/// Used to refresh the beam in whatever context.
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/obj/item/assembly/infra/proc/make_beam()
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SHOULD_NOT_SLEEP(TRUE)
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if(!isnull(buffer_turf))
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UnregisterSignal(buffer_turf, list(COMSIG_ATOM_EXITED, COMSIG_TURF_CHANGE))
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buffer_turf = null
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QDEL_NULL(active_beam)
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if(!on || !secured)
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return
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var/atom/start_loc = holder || src
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var/turf/start_turf = start_loc.loc
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if(!istype(start_turf))
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return
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// One extra turf is added to max length to get an extra buffer
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var/list/turf/potential_turfs = get_line(start_turf, get_ranged_target_turf(start_turf, dir, max_beam_length + 1))
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if(!length(potential_turfs))
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return
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var/list/turf/final_turfs = list()
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for(var/turf/target_turf as anything in potential_turfs)
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if(target_turf != start_turf && turf_blocks_beam(target_turf))
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break
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final_turfs += target_turf
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if(!length(final_turfs))
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return
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var/turf/last_turf = final_turfs[length(final_turfs)]
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buffer_turf = get_step(last_turf, dir)
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var/beam_target_x = pixel_x
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var/beam_target_y = pixel_y
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// The beam by default will go to middle of turf (because items are in the middle of turfs)
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// So we need to offset it
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if(dir & NORTH)
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beam_target_y += 16
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else if(dir & SOUTH)
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beam_target_y -= 16
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if(dir & WEST)
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beam_target_x -= 16
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else if(dir & EAST)
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beam_target_x += 16
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active_beam = start_loc.Beam(
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BeamTarget = last_turf,
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beam_type = /obj/effect/ebeam/reacting/infrared,
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icon = 'icons/effects/beam.dmi',
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icon_state = "1-full",
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beam_color = COLOR_RED,
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emissive = TRUE,
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override_target_pixel_x = beam_target_x,
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override_target_pixel_y = beam_target_y,
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)
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RegisterSignal(active_beam, COMSIG_BEAM_ENTERED, PROC_REF(beam_entered))
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RegisterSignal(active_beam, COMSIG_BEAM_TURFS_CHANGED, PROC_REF(beam_turfs_changed))
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update_visible()
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// Buffer can be null (if we're at map edge for an example) but this fine
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if(!isnull(buffer_turf))
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// We need to check the state of the turf at the end of the beam, to determine when we need to re-grow (if blocked)
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RegisterSignal(buffer_turf, COMSIG_ATOM_EXITED, PROC_REF(buffer_exited))
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RegisterSignal(buffer_turf, COMSIG_TURF_CHANGE, PROC_REF(buffer_changed))
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/obj/item/assembly/infra/proc/beam_entered(datum/beam/source, obj/effect/ebeam/hit, atom/movable/entered)
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SIGNAL_HANDLER
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// First doesn't count
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if(hit == active_beam.elements[1])
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return
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if(!atom_blocks_beam(entered))
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return
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beam_trigger(hit, entered)
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/obj/item/assembly/infra/proc/beam_turfs_changed(datum/beam/source, list/datum/callback/post_change_callbacks)
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SIGNAL_HANDLER
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// If the turfs changed it's possible something is now blocking it, remake when done
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post_change_callbacks += CALLBACK(src, PROC_REF(make_beam))
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/obj/item/assembly/infra/proc/buffer_exited(turf/source, atom/movable/exited, ...)
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SIGNAL_HANDLER
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if(!atom_blocks_beam(exited))
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return
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make_beam()
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/obj/item/assembly/infra/proc/buffer_changed(turf/source, path, list/new_baseturfs, flags, list/datum/callback/post_change_callbacks)
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SIGNAL_HANDLER
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post_change_callbacks += CALLBACK(src, PROC_REF(make_beam))
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/obj/item/assembly/infra/proc/beam_trigger(obj/effect/ebeam/hit, atom/movable/entered)
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make_beam()
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if(!COOLDOWN_FINISHED(src, next_activate))
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return
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pulse()
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audible_message(
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message = span_infoplain("[icon2html(src, hearers(holder || src))] *beep* *beep* *beep*"),
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hearing_distance = hearing_range,
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)
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playsound(src, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE, extrarange = hearing_range - SOUND_RANGE + 1, falloff_distance = hearing_range)
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COOLDOWN_START(src, next_activate, 3 SECONDS)
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/obj/item/assembly/infra/activate()
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. = ..()
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if(!.)
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return
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toggle_on()
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/obj/item/assembly/infra/toggle_secure()
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. = ..()
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make_beam()
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/// Toggles the beam on or off.
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/obj/item/assembly/infra/proc/toggle_on()
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on = !on
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make_beam()
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update_appearance()
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/// Toggles the visibility of the beam.
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/obj/item/assembly/infra/proc/toggle_visible()
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visible = !visible
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update_visible()
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update_appearance()
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/// Updates the visibility of the beam (if active).
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/obj/item/assembly/infra/proc/update_visible()
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if(visible)
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for(var/obj/effect/ebeam/beam as anything in active_beam?.elements)
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beam.RemoveInvisibility(REF(src))
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else
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for(var/obj/effect/ebeam/beam as anything in active_beam?.elements)
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beam.SetInvisibility(INVISIBILITY_ABSTRACT, REF(src))
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/obj/item/assembly/infra/vv_edit_var(var_name, var_value)
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. = ..()
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if(!.)
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return
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switch(var_name)
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if(NAMEOF(src, visible))
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update_visible()
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update_appearance()
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if(NAMEOF(src, on), NAMEOF(src, max_beam_length), NAMEOF(src, beam_pass_flags))
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make_beam()
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update_appearance()
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/obj/item/assembly/infra/update_appearance(updates)
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. = ..()
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holder?.update_appearance(updates)
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/obj/item/assembly/infra/update_overlays()
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. = ..()
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attached_overlays = list()
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if(on)
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attached_overlays += "[base_icon_state]_on"
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. += attached_overlays
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/obj/item/assembly/infra/dropped()
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. = ..()
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if(holder)
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holder_movement() //sync the dir of the device as well if it's contained in a TTV or an assembly holder
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else
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make_beam()
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/obj/item/assembly/infra/on_attach()
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. = ..()
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make_beam()
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holder.set_dir_on_move = set_dir_on_move
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/obj/item/assembly/infra/on_detach()
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holder.set_dir_on_move = initial(holder.set_dir_on_move)
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. = ..()
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if(!.)
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return
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make_beam()
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/obj/item/assembly/infra/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
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. = ..()
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if(loc == old_loc)
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return
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make_beam()
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if(!visible || forced || !movement_dir || !Adjacent(old_loc))
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return
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// Because the new beam is made in the new loc, it "jumps" from one turf to another
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// We can do an animate to pretend we're gliding between turfs rather than making a whole new beam
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var/x_move = 0
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var/y_move = 0
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if(movement_dir & NORTH)
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y_move = -32
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else if(movement_dir & SOUTH)
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y_move = 32
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if(movement_dir & WEST)
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x_move = 32
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else if(movement_dir & EAST)
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x_move = -32
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var/fake_glide_time = round(world.icon_size / glide_size * world.tick_lag, world.tick_lag)
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for(var/obj/effect/ebeam/beam as anything in active_beam?.elements)
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var/matrix/base_transform = matrix(beam.transform)
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beam.transform = beam.transform.Translate(x_move, y_move)
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animate(beam, transform = base_transform, time = fake_glide_time)
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/obj/item/assembly/infra/setDir(newdir)
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var/prev_dir = dir
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. = ..()
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if(dir == prev_dir)
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return
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make_beam()
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/obj/item/assembly/infra/ui_status(mob/user, datum/ui_state/state)
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return is_secured(user) ? ..() : UI_CLOSE
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/obj/item/assembly/infra/ui_interact(mob/user, datum/tgui/ui)
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ui = SStgui.try_update_ui(user, src, ui)
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if(!ui)
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ui = new(user, src, "InfraredEmitter", name)
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ui.open()
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/obj/item/assembly/infra/ui_data(mob/user)
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var/list/data = list()
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data["on"] = on
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data["visible"] = visible
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return data
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/obj/item/assembly/infra/ui_act(action, params)
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. = ..()
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if(.)
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return .
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switch(action)
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if("power")
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toggle_on()
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return TRUE
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if("visibility")
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toggle_visible()
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return TRUE
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// Beam subtype for the infrared emitter
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/obj/effect/ebeam/reacting/infrared
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name = "infrared beam"
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alpha = 175
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