mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Merge pull request #4531 from VOREStation/vplk-beam-upgrade
Ports the Paradise rewrite of TG rewrite of the Beam() proc
This commit is contained in:
138
code/datums/beam.dm
Normal file
138
code/datums/beam.dm
Normal file
@@ -0,0 +1,138 @@
|
||||
//Beam Datum and effect
|
||||
/datum/beam
|
||||
var/atom/origin = null
|
||||
var/atom/target = null
|
||||
var/list/elements = list()
|
||||
var/icon/base_icon = null
|
||||
var/icon
|
||||
var/icon_state = "" //icon state of the main segments of the beam
|
||||
var/max_distance = 0
|
||||
var/endtime = 0
|
||||
var/sleep_time = 3
|
||||
var/finished = 0
|
||||
var/target_oldloc = null
|
||||
var/origin_oldloc = null
|
||||
var/static_beam = 0
|
||||
var/beam_type = /obj/effect/ebeam //must be subtype
|
||||
|
||||
/datum/beam/New(beam_origin,beam_target,beam_icon='icons/effects/beam.dmi',beam_icon_state="b_beam",time=50,maxdistance=10,btype = /obj/effect/ebeam,beam_sleep_time=3)
|
||||
endtime = world.time+time
|
||||
origin = beam_origin
|
||||
origin_oldloc = get_turf(origin)
|
||||
target = beam_target
|
||||
target_oldloc = get_turf(target)
|
||||
sleep_time = beam_sleep_time
|
||||
if(origin_oldloc == origin && target_oldloc == target)
|
||||
static_beam = 1
|
||||
max_distance = maxdistance
|
||||
base_icon = new(beam_icon,beam_icon_state)
|
||||
icon = beam_icon
|
||||
icon_state = beam_icon_state
|
||||
beam_type = btype
|
||||
|
||||
/datum/beam/proc/Start()
|
||||
Draw()
|
||||
while(!finished && origin && target && world.time < endtime && get_dist(origin,target)<max_distance && origin.z == target.z)
|
||||
var/origin_turf = get_turf(origin)
|
||||
var/target_turf = get_turf(target)
|
||||
if(!static_beam && (origin_turf != origin_oldloc || target_turf != target_oldloc))
|
||||
origin_oldloc = origin_turf //so we don't keep checking against their initial positions, leading to endless Reset()+Draw() calls
|
||||
target_oldloc = target_turf
|
||||
Reset()
|
||||
Draw()
|
||||
sleep(sleep_time)
|
||||
|
||||
qdel(src)
|
||||
|
||||
/datum/beam/proc/End()
|
||||
finished = TRUE
|
||||
|
||||
/datum/beam/proc/Reset()
|
||||
for(var/obj/effect/ebeam/B in elements)
|
||||
qdel(B)
|
||||
elements.Cut()
|
||||
|
||||
/datum/beam/Destroy()
|
||||
Reset()
|
||||
target = null
|
||||
origin = null
|
||||
return ..()
|
||||
|
||||
/datum/beam/proc/Draw()
|
||||
var/Angle = round(Get_Angle(origin,target))
|
||||
|
||||
var/matrix/rot_matrix = matrix()
|
||||
rot_matrix.Turn(Angle)
|
||||
|
||||
//Translation vector for origin and target
|
||||
var/DX = (32*target.x+target.pixel_x)-(32*origin.x+origin.pixel_x)
|
||||
var/DY = (32*target.y+target.pixel_y)-(32*origin.y+origin.pixel_y)
|
||||
var/N = 0
|
||||
var/length = round(sqrt((DX)**2+(DY)**2)) //hypotenuse of the triangle formed by target and origin's displacement
|
||||
|
||||
for(N in 0 to length-1 step 32)//-1 as we want < not <=, but we want the speed of X in Y to Z and step X
|
||||
if(QDELETED(src) || finished)
|
||||
break
|
||||
var/obj/effect/ebeam/X = new beam_type(origin_oldloc)
|
||||
X.owner = src
|
||||
elements |= X
|
||||
|
||||
//Assign icon, for main segments it's base_icon, for the end, it's icon+icon_state
|
||||
//cropped by a transparent box of length-N pixel size
|
||||
if(N+32>length)
|
||||
var/icon/II = new(icon, icon_state)
|
||||
II.DrawBox(null,1,(length-N),32,32)
|
||||
X.icon = II
|
||||
else
|
||||
X.icon = base_icon
|
||||
X.transform = rot_matrix
|
||||
|
||||
//Calculate pixel offsets (If necessary)
|
||||
var/Pixel_x
|
||||
var/Pixel_y
|
||||
if(DX == 0)
|
||||
Pixel_x = 0
|
||||
else
|
||||
Pixel_x = round(sin(Angle)+32*sin(Angle)*(N+16)/32)
|
||||
if(DY == 0)
|
||||
Pixel_y = 0
|
||||
else
|
||||
Pixel_y = round(cos(Angle)+32*cos(Angle)*(N+16)/32)
|
||||
|
||||
//Position the effect so the beam is one continous line
|
||||
var/a
|
||||
if(abs(Pixel_x)>32)
|
||||
a = Pixel_x > 0 ? round(Pixel_x/32) : Ceiling(Pixel_x/32)
|
||||
X.x += a
|
||||
Pixel_x %= 32
|
||||
if(abs(Pixel_y)>32)
|
||||
a = Pixel_y > 0 ? round(Pixel_y/32) : Ceiling(Pixel_y/32)
|
||||
X.y += a
|
||||
Pixel_y %= 32
|
||||
|
||||
X.pixel_x = Pixel_x
|
||||
X.pixel_y = Pixel_y
|
||||
|
||||
/obj/effect/ebeam
|
||||
mouse_opacity = 0
|
||||
anchored = TRUE
|
||||
var/datum/beam/owner
|
||||
|
||||
/obj/effect/ebeam/Destroy()
|
||||
owner = null
|
||||
return ..()
|
||||
|
||||
/obj/effect/ebeam/singularity_pull()
|
||||
return
|
||||
/obj/effect/ebeam/singularity_act()
|
||||
return
|
||||
|
||||
/obj/effect/ebeam/deadly/Crossed(atom/A)
|
||||
..()
|
||||
A.ex_act(1)
|
||||
|
||||
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10,beam_type=/obj/effect/ebeam,beam_sleep_time=3)
|
||||
var/datum/beam/newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type,beam_sleep_time)
|
||||
spawn(0)
|
||||
newbeam.Start()
|
||||
return newbeam
|
||||
@@ -127,78 +127,6 @@
|
||||
found += A.search_contents_for(path,filter_path)
|
||||
return found
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
Beam code by Gunbuddy
|
||||
|
||||
Beam() proc will only allow one beam to come from a source at a time. Attempting to call it more than
|
||||
once at a time per source will cause graphical errors.
|
||||
Also, the icon used for the beam will have to be vertical and 32x32.
|
||||
The math involved assumes that the icon is vertical to begin with so unless you want to adjust the math,
|
||||
its easier to just keep the beam vertical.
|
||||
*/
|
||||
/atom/proc/Beam(atom/BeamTarget,icon_state="b_beam",icon='icons/effects/beam.dmi',time=50, maxdistance=10)
|
||||
//BeamTarget represents the target for the beam, basically just means the other end.
|
||||
//Time is the duration to draw the beam
|
||||
//Icon is obviously which icon to use for the beam, default is beam.dmi
|
||||
//Icon_state is what icon state is used. Default is b_beam which is a blue beam.
|
||||
//Maxdistance is the longest range the beam will persist before it gives up.
|
||||
var/EndTime=world.time+time
|
||||
while(BeamTarget&&world.time<EndTime&&get_dist(src,BeamTarget)<maxdistance&&z==BeamTarget.z)
|
||||
//If the BeamTarget gets deleted, the time expires, or the BeamTarget gets out
|
||||
//of range or to another z-level, then the beam will stop. Otherwise it will
|
||||
//continue to draw.
|
||||
|
||||
set_dir(get_dir(src,BeamTarget)) //Causes the source of the beam to rotate to continuosly face the BeamTarget.
|
||||
|
||||
for(var/obj/effect/overlay/beam/O in orange(10,src)) //This section erases the previously drawn beam because I found it was easier to
|
||||
if(O.BeamSource==src) //just draw another instance of the beam instead of trying to manipulate all the
|
||||
qdel(O) //pieces to a new orientation.
|
||||
var/Angle=round(Get_Angle(src,BeamTarget))
|
||||
var/icon/I=new(icon,icon_state)
|
||||
I.Turn(Angle)
|
||||
var/DX=(32*BeamTarget.x+BeamTarget.pixel_x)-(32*x+pixel_x)
|
||||
var/DY=(32*BeamTarget.y+BeamTarget.pixel_y)-(32*y+pixel_y)
|
||||
var/N=0
|
||||
var/length=round(sqrt((DX)**2+(DY)**2))
|
||||
for(N,N<length,N+=32)
|
||||
var/obj/effect/overlay/beam/X=new(loc)
|
||||
X.BeamSource=src
|
||||
if(N+32>length)
|
||||
var/icon/II=new(icon,icon_state)
|
||||
II.DrawBox(null,1,(length-N),32,32)
|
||||
II.Turn(Angle)
|
||||
X.icon=II
|
||||
else X.icon=I
|
||||
var/Pixel_x=round(sin(Angle)+32*sin(Angle)*(N+16)/32)
|
||||
var/Pixel_y=round(cos(Angle)+32*cos(Angle)*(N+16)/32)
|
||||
if(DX==0) Pixel_x=0
|
||||
if(DY==0) Pixel_y=0
|
||||
if(Pixel_x>32)
|
||||
for(var/a=0, a<=Pixel_x,a+=32)
|
||||
X.x++
|
||||
Pixel_x-=32
|
||||
if(Pixel_x<-32)
|
||||
for(var/a=0, a>=Pixel_x,a-=32)
|
||||
X.x--
|
||||
Pixel_x+=32
|
||||
if(Pixel_y>32)
|
||||
for(var/a=0, a<=Pixel_y,a+=32)
|
||||
X.y++
|
||||
Pixel_y-=32
|
||||
if(Pixel_y<-32)
|
||||
for(var/a=0, a>=Pixel_y,a-=32)
|
||||
X.y--
|
||||
Pixel_y+=32
|
||||
X.pixel_x=Pixel_x
|
||||
X.pixel_y=Pixel_y
|
||||
sleep(3) //Changing this to a lower value will cause the beam to follow more smoothly with movement, but it will also be more laggy.
|
||||
//I've found that 3 ticks provided a nice balance for my use.
|
||||
for(var/obj/effect/overlay/beam/O in orange(10,src)) if(O.BeamSource==src) qdel(O)
|
||||
|
||||
|
||||
//All atoms
|
||||
/atom/proc/examine(mob/user, var/distance = -1, var/infix = "", var/suffix = "")
|
||||
//This reformat names to get a/an properly working on item descriptions when they are bloody
|
||||
|
||||
@@ -161,6 +161,7 @@
|
||||
|
||||
if(holder && holder.wearer)
|
||||
if(..(target) && target)
|
||||
set_dir(get_dir(src,target)) // Face the target
|
||||
holder.wearer.Beam(target,"n_beam",,10)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
@@ -178,6 +178,7 @@
|
||||
#include "code\controllers\subsystems\machines.dm"
|
||||
#include "code\datums\ai_law_sets.dm"
|
||||
#include "code\datums\ai_laws.dm"
|
||||
#include "code\datums\beam.dm"
|
||||
#include "code\datums\browser.dm"
|
||||
#include "code\datums\category.dm"
|
||||
#include "code\datums\computerfiles.dm"
|
||||
|
||||
Reference in New Issue
Block a user