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CHOMPStation2/code/datums/beam.dm
2021-05-27 16:31:50 +00:00

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//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/beam_color = null // Color of the beam segments
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,new_beam_color = null)
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
if(new_beam_color)
beam_color = new_beam_color
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()
if(QDELETED(target) || QDELETED(origin))
qdel(src)
return
var/Angle = round(Get_Angle(origin,target))
var/matrix/rot_matrix = matrix()
rot_matrix.Turn(Angle)
var/turf/T_target = get_turf(target) //Turfs are referenced instead of the objects directly so that beams will link between 2 objects inside other objects.
var/turf/T_origin = get_turf(origin)
//Translation vector for origin and target
var/DX = (32*T_target.x+target.pixel_x)-(32*T_origin.x+origin.pixel_x)
var/DY = (32*T_target.y+target.pixel_y)-(32*T_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)
if(beam_color)
X.color = beam_color
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, 1)
X.x += a
Pixel_x %= 32
if(abs(Pixel_y)>32)
a = Pixel_y > 0 ? round(Pixel_y/32) : CEILING(Pixel_y/32, 1)
X.y += a
Pixel_y %= 32
X.pixel_x = Pixel_x
X.pixel_y = Pixel_y
X.on_drawn()
/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
// Called when the beam datum finishes drawing and the ebeam object is placed correctly.
/obj/effect/ebeam/proc/on_drawn()
return
/obj/effect/ebeam/deadly/Crossed(atom/A)
if(A.is_incorporeal())
return
..()
A.ex_act(1)
// 'Reactive' beam parts do something when touched or stood in.
/obj/effect/ebeam/reactive
/obj/effect/ebeam/reactive/Initialize()
START_PROCESSING(SSobj, src)
return ..()
/obj/effect/ebeam/reactive/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/effect/ebeam/reactive/on_drawn()
for(var/A in loc)
on_contact(A)
/obj/effect/ebeam/reactive/Crossed(atom/A)
if(A.is_incorporeal())
return
..()
on_contact(A)
/obj/effect/ebeam/reactive/process()
for(var/A in loc)
on_contact(A)
// Override for things to do when someone touches the beam.
/obj/effect/ebeam/reactive/proc/on_contact(atom/movable/AM)
return
// Shocks things that touch it.
/obj/effect/ebeam/reactive/electric
var/shock_amount = 25 // Be aware that high numbers may stun and result in dying due to not being able to get out of the beam.
/obj/effect/ebeam/reactive/electric/on_contact(atom/movable/AM)
if(isliving(AM))
var/mob/living/L = AM
L.inflict_shock_damage(shock_amount)
/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, beam_color = null)
var/datum/beam/newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type,beam_sleep_time,beam_color)
spawn(0)
newbeam.Start()
return newbeam