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Bubberstation/code/datums/elements/embed.dm
SmArtKar bbb7a41743 Guncode Agony 4: The Great Projectile Purge (#87740)
## 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!
/🆑
2024-11-23 04:02:35 -08:00

184 lines
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/*
The presence of this element allows an item (or a projectile carrying an item) to embed itself in a carbon when it is thrown into a target (whether by hand, gun, or explosive wave) with either
at least 4 throwspeed (EMBED_THROWSPEED_THRESHOLD) or ignore_throwspeed_threshold set to TRUE. Items meant to be used as shrapnel for projectiles should have ignore_throwspeed_threshold set to true.
Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them.
Items simply make their COMSIG_MOVABLE_IMPACT_ZONE check, while projectiles check on COMSIG_PROJECTILE_SELF_ON_HIT.
Upon a projectile hitting a valid target, it spawns whatever type of payload it has defined, then has that try to embed itself in the target on its own.
Otherwise non-embeddable or stickable items can be made embeddable/stickable through wizard events/sticky tape/admin memes.
*/
/datum/element/embed
/datum/element/embed/Attach(datum/target)
. = ..()
if(!isitem(target) && !isprojectile(target))
return ELEMENT_INCOMPATIBLE
RegisterSignal(target, COMSIG_ELEMENT_ATTACH, PROC_REF(sever_element))
if(isprojectile(target))
RegisterSignal(target, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(check_embed_projectile))
return
RegisterSignal(target, COMSIG_MOVABLE_IMPACT_ZONE, PROC_REF(check_embed))
RegisterSignal(target, COMSIG_ATOM_EXAMINE_TAGS, PROC_REF(examined_tags))
RegisterSignal(target, COMSIG_EMBED_TRY_FORCE, PROC_REF(try_force_embed))
RegisterSignal(target, COMSIG_ITEM_DISABLE_EMBED, PROC_REF(detach_from_weapon))
/datum/element/embed/Detach(obj/target)
. = ..()
if(isprojectile(target))
UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT, COMSIG_ELEMENT_ATTACH))
return
UnregisterSignal(target, list(COMSIG_MOVABLE_IMPACT_ZONE, COMSIG_ELEMENT_ATTACH, COMSIG_MOVABLE_IMPACT, COMSIG_ATOM_EXAMINE, COMSIG_EMBED_TRY_FORCE, COMSIG_ITEM_DISABLE_EMBED))
/// Checking to see if we're gonna embed into a human
/datum/element/embed/proc/check_embed(obj/item/weapon, mob/living/carbon/victim, hit_zone, blocked, datum/thrownthing/throwingdatum, forced=FALSE)
SIGNAL_HANDLER
if(forced)
embed_object(weapon, victim, hit_zone, throwingdatum)
return TRUE
if(blocked || !istype(victim) || HAS_TRAIT(victim, TRAIT_PIERCEIMMUNE))
return FALSE
if(HAS_TRAIT(victim, TRAIT_GODMODE))
return FALSE
var/flying_speed = throwingdatum?.speed || weapon.throw_speed
if(flying_speed < EMBED_THROWSPEED_THRESHOLD && !weapon.get_embed().ignore_throwspeed_threshold)
return FALSE
if(!roll_embed_chance(weapon, victim, hit_zone, throwingdatum))
return FALSE
embed_object(weapon, victim, hit_zone, throwingdatum)
return TRUE
/// Actually sticks the object to a victim
/datum/element/embed/proc/embed_object(obj/item/weapon, mob/living/carbon/victim, hit_zone, datum/thrownthing/throwingdatum)
var/obj/item/bodypart/limb = victim.get_bodypart(hit_zone) || pick(victim.bodyparts)
victim.AddComponent(/datum/component/embedded,\
weapon,\
throwingdatum,\
part = limb)
///A different embed element has been attached, so we'll detach and let them handle things
/datum/element/embed/proc/sever_element(obj/weapon, datum/element/E)
SIGNAL_HANDLER
if(istype(E, /datum/element/embed))
Detach(weapon)
///If we don't want to be embeddable anymore (deactivating an e-dagger for instance)
/datum/element/embed/proc/detach_from_weapon(obj/weapon)
SIGNAL_HANDLER
Detach(weapon)
///Someone inspected our embeddable item
/datum/element/embed/proc/examined_tags(obj/item/I, mob/user, list/examine_list)
SIGNAL_HANDLER
if(I.is_embed_harmless())
examine_list["sticky"] = "[I] feels sticky, and could probably get stuck to someone if thrown properly!"
else
examine_list["embeddable"] = "[I] has a fine point, and could probably embed in someone if thrown properly!"
/**
* check_embed_projectile() is what we get when a projectile with a defined shrapnel_type impacts a target.
*
* If we hit a valid target, we create the shrapnel_type object and then forcefully try to embed it on its
* behalf. DO NOT EVER add an embed element to the payload and let it do the rest.
* That's awful, and it'll limit us to drop-deletable shrapnels in the worry of stuff like
* arrows and harpoons being embeddable even when not let loose by their weapons.
*/
/datum/element/embed/proc/check_embed_projectile(obj/projectile/source, atom/movable/firer, atom/hit, angle, hit_zone, blocked, pierce_hit)
SIGNAL_HANDLER
if (pierce_hit)
return
if(!source.can_embed_into(hit) || blocked)
Detach(source)
return // we don't care
var/payload_type = source.shrapnel_type
var/obj/item/payload = new payload_type(get_turf(hit))
payload.set_embed(source.get_embed())
if(istype(payload, /obj/item/shrapnel/bullet))
payload.name = source.name
SEND_SIGNAL(source, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED, payload)
var/mob/living/carbon/C = hit
var/obj/item/bodypart/limb = C.get_bodypart(hit_zone)
if(!limb)
limb = C.get_bodypart()
if(!try_force_embed(payload, limb))
payload.failedEmbed()
else
SEND_SIGNAL(source, COMSIG_PROJECTILE_ON_EMBEDDED, payload, hit)
Detach(source)
/**
* try_force_embed() is called here when we fire COMSIG_EMBED_TRY_FORCE from [/obj/item/proc/tryEmbed]. Mostly, this means we're a piece of shrapnel from a projectile that just impacted something, and we're trying to embed in it.
*
* The reason for this extra mucking about is avoiding having to do an extra hitby(), and annoying the target by impacting them once with the projectile, then again with the shrapnel, and possibly
* AGAIN if we actually embed. This way, we save on at least one message.
*
* Arguments:
* * embedding_item- the item we're trying to insert into the target
* * target- what we're trying to shish-kabob, either a bodypart or a carbon
* * hit_zone- if our target is a carbon, try to hit them in this zone, if we don't have one, pick a random one. If our target is a bodypart, we already know where we're hitting.
* * forced- if we want this to succeed 100%
*/
/datum/element/embed/proc/try_force_embed(obj/item/embedding_item, atom/target, hit_zone, forced=FALSE)
SIGNAL_HANDLER
var/obj/item/bodypart/limb
var/mob/living/carbon/victim
if(iscarbon(target))
victim = target
if(!hit_zone)
limb = pick(victim.bodyparts)
hit_zone = limb.body_zone
else if(isbodypart(target))
limb = target
hit_zone = limb.body_zone
victim = limb.owner
if(!forced && !roll_embed_chance(embedding_item, victim, hit_zone))
return
return check_embed(embedding_item, victim, hit_zone, forced=TRUE) // Don't repeat the embed roll, we already did it
/// Calculates the actual chance to embed based on armour penetration and throwing speed, then returns true if we pass that probability check
/datum/element/embed/proc/roll_embed_chance(obj/item/embedding_item, mob/living/victim, hit_zone, datum/thrownthing/throwingdatum)
var/actual_chance = embedding_item.get_embed().embed_chance
if(throwingdatum?.speed > embedding_item.throw_speed)
actual_chance += (throwingdatum.speed - embedding_item.throw_speed) * EMBED_CHANCE_SPEED_BONUS
if(embedding_item.is_embed_harmless()) // all the armor in the world won't save you from a kick me sign
return prob(actual_chance)
var/armor = max(victim.run_armor_check(hit_zone, BULLET, silent=TRUE), victim.run_armor_check(hit_zone, BOMB, silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
if(!armor) // we only care about armor penetration if there's actually armor to penetrate
return prob(actual_chance)
//Keep this above 1, as it is a multiplier for the pen_mod for determining actual embed chance.
var/penetrative_behaviour = embedding_item.weak_against_armour ? ARMOR_WEAKENED_MULTIPLIER : 1
var/pen_mod = -(armor * penetrative_behaviour) // if our shrapnel is weak into armor, then we restore our armor to the full value.
actual_chance += pen_mod // doing the armor pen as a separate calc just in case this ever gets expanded on
if(actual_chance <= 0)
victim.visible_message(span_danger("[embedding_item] bounces off [victim]'s armor, unable to embed!"), span_notice("[embedding_item] bounces off your armor, unable to embed!"), vision_distance = COMBAT_MESSAGE_RANGE)
return FALSE
return prob(actual_chance)