Files
Bubberstation/code/modules/assembly/infrared.dm
MrMelbert 6331603da3 Infrared Emitters use beam datums (As God intended) (#82094)
## 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`


![image](https://github.com/tgstation/tgstation/assets/51863163/1d516703-1f95-4c8e-a83b-89acaf20e5af)


![image](https://github.com/tgstation/tgstation/assets/51863163/ddb8eb51-f787-4def-82bd-8c2b878327f6)


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
/🆑
2024-03-19 19:43:29 -06:00

327 lines
9.5 KiB
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/obj/item/assembly/infra
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
base_icon_state = "infrared"
custom_materials = list(
/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 5,
)
is_position_sensitive = TRUE
drop_sound = 'sound/items/handling/component_drop.ogg'
pickup_sound = 'sound/items/handling/component_pickup.ogg'
set_dir_on_move = FALSE
/// Whether the beam is beaming
var/on = FALSE
/// Whether the beam is visible
var/visible = FALSE
/// The length the beam can go
var/max_beam_length = 8
/// The radius of which people can hear triggers
var/hearing_range = 3
/// Pass flags the beam uses to determine what it can pass through
var/beam_pass_flags = PASSTABLE|PASSGLASS|PASSGRILLE
/// The current active beam datum
VAR_FINAL/datum/beam/active_beam
/// A reference to the turf at the END of our active beam
VAR_FINAL/turf/buffer_turf
/obj/item/assembly/infra/Initialize(mapload)
. = ..()
AddComponent(/datum/component/simple_rotation)
/obj/item/assembly/infra/Destroy()
QDEL_NULL(active_beam)
buffer_turf = null
return ..()
/obj/item/assembly/infra/AltClick(mob/user)
return ..() // This hotkey is BLACKLISTED since it's used by /datum/component/simple_rotation
/obj/item/assembly/infra/examine(mob/user)
. = ..()
. += span_notice("The infrared trigger is [on ? "on" : "off"].")
/// Checks if the passed movable can block the beam.
/obj/item/assembly/infra/proc/atom_blocks_beam(atom/movable/beam_atom)
if(isnull(beam_atom))
return FALSE
if(beam_atom == src || beam_atom == holder)
return FALSE
// Blocks beams from triggering themselves, important to avoid infinite loops
if(istype(beam_atom, /obj/effect/ebeam))
return FALSE
// Anti-revenant / anti-ghost guard
if(beam_atom.invisibility)
return FALSE
// In general non-dense items should not block beams, but make special cases for things being thrown
if(!beam_atom.density && !beam_atom.throwing)
return FALSE
// The actually important check. Ensures stuff like mobs trip it but stuff like laser projectiles don't
if(beam_atom.pass_flags_self & beam_pass_flags)
return FALSE
if(isitem(beam_atom))
var/obj/item/beam_item = beam_atom
if(beam_item.item_flags & ABSTRACT)
return FALSE
return TRUE
/// Checks if the passed turf (or something on it) can block the beam.
/obj/item/assembly/infra/proc/turf_blocks_beam(turf/beam_turf)
if(beam_turf.density)
return TRUE
for(var/atom/movable/blocker as anything in beam_turf)
if(atom_blocks_beam(blocker))
return TRUE
return FALSE
/// Used to refresh the beam in whatever context.
/obj/item/assembly/infra/proc/make_beam()
SHOULD_NOT_SLEEP(TRUE)
if(!isnull(buffer_turf))
UnregisterSignal(buffer_turf, list(COMSIG_ATOM_EXITED, COMSIG_TURF_CHANGE))
buffer_turf = null
QDEL_NULL(active_beam)
if(!on || !secured)
return
var/atom/start_loc = holder || src
var/turf/start_turf = start_loc.loc
if(!istype(start_turf))
return
// One extra turf is added to max length to get an extra buffer
var/list/turf/potential_turfs = get_line(start_turf, get_ranged_target_turf(start_turf, dir, max_beam_length + 1))
if(!length(potential_turfs))
return
var/list/turf/final_turfs = list()
for(var/turf/target_turf as anything in potential_turfs)
if(target_turf != start_turf && turf_blocks_beam(target_turf))
break
final_turfs += target_turf
if(!length(final_turfs))
return
var/turf/last_turf = final_turfs[length(final_turfs)]
buffer_turf = get_step(last_turf, dir)
var/beam_target_x = pixel_x
var/beam_target_y = pixel_y
// The beam by default will go to middle of turf (because items are in the middle of turfs)
// So we need to offset it
if(dir & NORTH)
beam_target_y += 16
else if(dir & SOUTH)
beam_target_y -= 16
if(dir & WEST)
beam_target_x -= 16
else if(dir & EAST)
beam_target_x += 16
active_beam = start_loc.Beam(
BeamTarget = last_turf,
beam_type = /obj/effect/ebeam/reacting/infrared,
icon = 'icons/effects/beam.dmi',
icon_state = "1-full",
beam_color = COLOR_RED,
emissive = TRUE,
override_target_pixel_x = beam_target_x,
override_target_pixel_y = beam_target_y,
)
RegisterSignal(active_beam, COMSIG_BEAM_ENTERED, PROC_REF(beam_entered))
RegisterSignal(active_beam, COMSIG_BEAM_TURFS_CHANGED, PROC_REF(beam_turfs_changed))
update_visible()
// Buffer can be null (if we're at map edge for an example) but this fine
if(!isnull(buffer_turf))
// 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)
RegisterSignal(buffer_turf, COMSIG_ATOM_EXITED, PROC_REF(buffer_exited))
RegisterSignal(buffer_turf, COMSIG_TURF_CHANGE, PROC_REF(buffer_changed))
/obj/item/assembly/infra/proc/beam_entered(datum/beam/source, obj/effect/ebeam/hit, atom/movable/entered)
SIGNAL_HANDLER
// First doesn't count
if(hit == active_beam.elements[1])
return
if(!atom_blocks_beam(entered))
return
beam_trigger(hit, entered)
/obj/item/assembly/infra/proc/beam_turfs_changed(datum/beam/source, list/datum/callback/post_change_callbacks)
SIGNAL_HANDLER
// If the turfs changed it's possible something is now blocking it, remake when done
post_change_callbacks += CALLBACK(src, PROC_REF(make_beam))
/obj/item/assembly/infra/proc/buffer_exited(turf/source, atom/movable/exited, ...)
SIGNAL_HANDLER
if(!atom_blocks_beam(exited))
return
make_beam()
/obj/item/assembly/infra/proc/buffer_changed(turf/source, path, list/new_baseturfs, flags, list/datum/callback/post_change_callbacks)
SIGNAL_HANDLER
post_change_callbacks += CALLBACK(src, PROC_REF(make_beam))
/obj/item/assembly/infra/proc/beam_trigger(obj/effect/ebeam/hit, atom/movable/entered)
make_beam()
if(!COOLDOWN_FINISHED(src, next_activate))
return
pulse()
audible_message(
message = span_infoplain("[icon2html(src, hearers(holder || src))] *beep* *beep* *beep*"),
hearing_distance = hearing_range,
)
playsound(src, 'sound/machines/triple_beep.ogg', ASSEMBLY_BEEP_VOLUME, TRUE, extrarange = hearing_range - SOUND_RANGE + 1, falloff_distance = hearing_range)
COOLDOWN_START(src, next_activate, 3 SECONDS)
/obj/item/assembly/infra/activate()
. = ..()
if(!.)
return
toggle_on()
/obj/item/assembly/infra/toggle_secure()
. = ..()
make_beam()
/// Toggles the beam on or off.
/obj/item/assembly/infra/proc/toggle_on()
on = !on
make_beam()
update_appearance()
/// Toggles the visibility of the beam.
/obj/item/assembly/infra/proc/toggle_visible()
visible = !visible
update_visible()
update_appearance()
/// Updates the visibility of the beam (if active).
/obj/item/assembly/infra/proc/update_visible()
if(visible)
for(var/obj/effect/ebeam/beam as anything in active_beam?.elements)
beam.RemoveInvisibility(REF(src))
else
for(var/obj/effect/ebeam/beam as anything in active_beam?.elements)
beam.SetInvisibility(INVISIBILITY_ABSTRACT, REF(src))
/obj/item/assembly/infra/vv_edit_var(var_name, var_value)
. = ..()
if(!.)
return
switch(var_name)
if(NAMEOF(src, visible))
update_visible()
update_appearance()
if(NAMEOF(src, on), NAMEOF(src, max_beam_length), NAMEOF(src, beam_pass_flags))
make_beam()
update_appearance()
/obj/item/assembly/infra/update_appearance(updates)
. = ..()
holder?.update_appearance(updates)
/obj/item/assembly/infra/update_overlays()
. = ..()
attached_overlays = list()
if(on)
attached_overlays += "[base_icon_state]_on"
. += attached_overlays
/obj/item/assembly/infra/dropped()
. = ..()
if(holder)
holder_movement() //sync the dir of the device as well if it's contained in a TTV or an assembly holder
else
make_beam()
/obj/item/assembly/infra/on_attach()
. = ..()
make_beam()
holder.set_dir_on_move = set_dir_on_move
/obj/item/assembly/infra/on_detach()
holder.set_dir_on_move = initial(holder.set_dir_on_move)
. = ..()
if(!.)
return
make_beam()
/obj/item/assembly/infra/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
. = ..()
if(loc == old_loc)
return
make_beam()
if(!visible || forced || !movement_dir || !Adjacent(old_loc))
return
// Because the new beam is made in the new loc, it "jumps" from one turf to another
// We can do an animate to pretend we're gliding between turfs rather than making a whole new beam
var/x_move = 0
var/y_move = 0
if(movement_dir & NORTH)
y_move = -32
else if(movement_dir & SOUTH)
y_move = 32
if(movement_dir & WEST)
x_move = 32
else if(movement_dir & EAST)
x_move = -32
var/fake_glide_time = round(world.icon_size / glide_size * world.tick_lag, world.tick_lag)
for(var/obj/effect/ebeam/beam as anything in active_beam?.elements)
var/matrix/base_transform = matrix(beam.transform)
beam.transform = beam.transform.Translate(x_move, y_move)
animate(beam, transform = base_transform, time = fake_glide_time)
/obj/item/assembly/infra/setDir(newdir)
var/prev_dir = dir
. = ..()
if(dir == prev_dir)
return
make_beam()
/obj/item/assembly/infra/ui_status(mob/user, datum/ui_state/state)
return is_secured(user) ? ..() : UI_CLOSE
/obj/item/assembly/infra/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "InfraredEmitter", name)
ui.open()
/obj/item/assembly/infra/ui_data(mob/user)
var/list/data = list()
data["on"] = on
data["visible"] = visible
return data
/obj/item/assembly/infra/ui_act(action, params)
. = ..()
if(.)
return .
switch(action)
if("power")
toggle_on()
return TRUE
if("visibility")
toggle_visible()
return TRUE
// Beam subtype for the infrared emitter
/obj/effect/ebeam/reacting/infrared
name = "infrared beam"
alpha = 175