Files
Bubberstation/code/datums/status_effects/agent_pinpointer.dm
SkyratBot 52bd1b6233 [MIRROR] Kills seconds_per_tick from status effect tick, replaces it with seconds_between_ticks to clarify some things [MDB IGNORE] (#22931)
* Kills `seconds_per_tick` from status effect `tick`, replaces it with `seconds_between_ticks` to clarify some things (#77219)

## About The Pull Request

https://github.com/tgstation/tgstation/pull/66573#discussion_r861157216

`status_effect/proc/tick(seconds_per_tick)` is wildly misleading and I
feel like I should address it

For a majority of status effects, they process on fast processing but do
not tick every fastprocessing tick

This means that using `seconds_per_tick` here is not giving you the
seconds between status effect ticks, it's giving you seconds between
processing ticks (`0.2`)

This is how it's misleading - If you have a tick interval of `1
SECONDS`, you'd think `seconds_per_tick` is, well, one. But it's
actually one-fifth. So all of your effects are now 80% weaker.

I have replaced the use of `seconds_per_tick` in tick with
`seconds_between_ticks`.

This number is, quite simply, the initial tick interval of the status
effect divided by ten.

An effect with the tick interval of `1 SECONDS` has a
`seconds_between_ticks` of 1.

As a consequence, some things which were inadvertently made weaker, such
as fire and some heretic things (at a glance), are now a little
stronger.

## Why It's Good For The Game

See above. Makes it more clear what you're doing when working with
effects.

## Changelog

🆑 Melbert
code: Updated some status effect tick code to be more clear of how long
is elapsing between ticks. Some effects that were inadvertently weakened
are now stronger as a result (fire and some heretic effects).
/🆑

* Kills `seconds_per_tick` from status effect `tick`, replaces it with `seconds_between_ticks` to clarify some things

* Modular updates

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-08 09:31:41 -04:00

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#define PINPOINTER_MINIMUM_RANGE 15
#define PINPOINTER_EXTRA_RANDOM_RANGE 10
#define PINPOINTER_PING_TIME (4 SECONDS)
/atom/movable/screen/alert/status_effect/agent_pinpointer
name = "Target Integrated Pinpointer"
desc = "Even stealthier than a normal implant, it points to any assassination target you have."
icon = 'icons/obj/device.dmi'
icon_state = "pinon"
/datum/status_effect/agent_pinpointer
id = "agent_pinpointer"
duration = -1
tick_interval = PINPOINTER_PING_TIME
alert_type = /atom/movable/screen/alert/status_effect/agent_pinpointer
///The minimum range to start pointing towards your target.
var/minimum_range = PINPOINTER_MINIMUM_RANGE
///How fuzzy will the pinpointer be, messing with it pointing to your target.
var/range_fuzz_factor = PINPOINTER_EXTRA_RANDOM_RANGE
///The range until you're considered 'close'
var/range_mid = 8
///The range until you're considered 'too far away'
var/range_far = 16
///The target we are pointing towards, refreshes every tick.
var/mob/scan_target
/datum/status_effect/agent_pinpointer/tick(seconds_between_ticks)
if(!owner)
qdel(src)
return
scan_for_target()
point_to_target()
///Show the distance and direction of a scanned target
/datum/status_effect/agent_pinpointer/proc/point_to_target()
if(!scan_target)
linked_alert.icon_state = "pinonnull"
return
var/turf/here = get_turf(owner)
var/turf/there = get_turf(scan_target)
if(here.z != there.z)
linked_alert.icon_state = "pinonnull"
return
if(get_dist_euclidian(here,there) <= minimum_range + rand(0, range_fuzz_factor))
linked_alert.icon_state = "pinondirect"
return
linked_alert.setDir(get_dir(here, there))
var/dist = (get_dist(here, there))
if(dist >= 1 && dist <= range_mid)
linked_alert.icon_state = "pinonclose"
else if(dist > range_mid && dist <= range_far)
linked_alert.icon_state = "pinonmedium"
else if(dist > range_far)
linked_alert.icon_state = "pinonfar"
///Attempting to locate a nearby target to scan and point towards.
/datum/status_effect/agent_pinpointer/proc/scan_for_target()
scan_target = null
if(!owner && !owner.mind)
return
for(var/datum/objective/assassinate/objective_datums as anything in owner.mind.get_all_objectives())
if(!objective_datums.target || !objective_datums.target.current || objective_datums.target.current.stat == DEAD)
continue
var/mob/tracked_target = objective_datums.target.current
//JUUUST in case.
if(!tracked_target)
continue
//Catch the first one we find, then stop. We want to point to the most recent one we've got.
scan_target = tracked_target
break
#undef PINPOINTER_EXTRA_RANDOM_RANGE
#undef PINPOINTER_MINIMUM_RANGE
#undef PINPOINTER_PING_TIME