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Paradise/code/datums/beam.dm
2025-07-27 20:52:39 +00:00

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/** # Beam Datum and Effect
* **IF YOU ARE LAZY AND DO NOT WANT TO READ, GO TO THE BOTTOM OF THE FILE AND USE THAT PROC!**
*
* This is the beam datum! It's a really neat effect for the game in drawing a line from one atom to another.
* It has two parts:
* The datum itself which manages redrawing the beam to constantly keep it pointing from the origin to the target.
* The effect which is what the beams are made out of. They're placed in a line from the origin to target, rotated towards the target and snipped off at the end.
* These effects are kept in a list and constantly created and destroyed (hence the proc names draw and reset, reset destroying all effects and draw creating more.)
*
* You can add more special effects to the beam itself by changing what the drawn beam effects do. For example you can make a vine that pricks people by making the beam_type
* include a crossed proc that damages the crosser. Examples in venus_human_trap.dm
*/
/datum/beam
///where the beam goes from
var/atom/origin = null
///where the beam goes to
var/atom/target = null
///list of beam objects. These have their visuals set by the visuals var which is created on starting
var/list/elements = list()
///icon used by the beam.
var/icon
///icon state of the main segments of the beam
var/icon_state = ""
///The beam will qdel if it's longer than this many tiles.
var/max_distance = 0
///the objects placed in the elements list
var/beam_type = /obj/effect/ebeam
///This is used as the visual_contents of beams, so you can apply one effect to this and the whole beam will look like that. never gets deleted on redrawing.
var/obj/effect/ebeam/visuals
///The color of the beam we're drawing.
var/beam_color
///Should we use a turf for origin/target's x and y values instead
var/use_get_turf
/datum/beam/New(
origin,
target,
icon = 'icons/effects/beam.dmi',
icon_state = "b_beam",
time = INFINITY,
max_distance = INFINITY,
beam_type = /obj/effect/ebeam,
beam_color,
use_get_turf = FALSE
)
src.origin = origin
src.target = target
src.icon = icon
src.icon_state = icon_state
src.max_distance = max_distance
src.beam_type = beam_type
src.beam_color = beam_color
src.use_get_turf = use_get_turf
if(time < INFINITY)
QDEL_IN(src, time)
/**
* Proc called by the atom Beam() proc. Sets up signals, and draws the beam for the first time.
*/
/datum/beam/proc/Start()
visuals = new beam_type()
visuals.icon = icon
visuals.icon_state = icon_state
visuals.color = beam_color
visuals.vis_flags = VIS_INHERIT_PLANE|VIS_INHERIT_LAYER
visuals.update_appearance()
Draw()
RegisterSignal(origin, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), PROC_REF(redrawing), TRUE)
RegisterSignal(target, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), PROC_REF(redrawing), TRUE)
/**
* Triggered by signals set up when the beam is set up. If it's still sane to create a beam, it removes the old beam, creates a new one. Otherwise it kills the beam.
*
* Arguments:
* mover: either the origin of the beam or the target of the beam that moved.
* oldloc: from where mover moved.
* direction: in what direction mover moved from.
*/
/datum/beam/proc/redrawing(atom/movable/mover, atom/oldloc, direction)
SIGNAL_HANDLER
if(QDELING(src))
return
if(QDELETED(origin) || QDELETED(target) || get_dist(origin,target) > max_distance)
qdel(src)
return
if(origin.z != target.z)
if(!use_get_turf || !atoms_share_level(get_turf(origin), get_turf(target)))
qdel(src)
return
QDEL_LIST_CONTENTS(elements)
INVOKE_ASYNC(src, PROC_REF(Draw))
/datum/beam/Destroy()
QDEL_LIST_CONTENTS(elements)
QDEL_NULL(visuals)
UnregisterSignal(origin, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
UnregisterSignal(target, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
origin = null
target = null
return ..()
/**
* Creates the beam effects and places them in a line from the origin to the target. Sets their rotation to make the beams face the target, too.
*/
/datum/beam/proc/Draw()
var/origin_px = origin.pixel_x + origin.pixel_w
var/origin_py = origin.pixel_y + origin.pixel_z
var/target_px = target.pixel_x + target.pixel_w
var/target_py = target.pixel_y + target.pixel_z
var/origin_x = origin.x
var/origin_y = origin.y
var/target_x = target.x
var/target_y = target.y
if(use_get_turf)
var/turf/T = get_turf(origin)
origin_x = T.x
origin_y = T.y
T = get_turf(target)
target_x = T.x
target_y = T.y
var/Angle = get_angle_raw(origin_x, origin_y, origin_px, origin_py, target_x, target_y, target_px, target_py)
///var/Angle = round(get_angle(origin,target))
var/matrix/rot_matrix = matrix()
var/turf/origin_turf = get_turf(origin)
rot_matrix.Turn(Angle)
//Translation vector for origin and target
var/DX = (32 * target_x + target_px) - (32 * origin_x + origin_px)
var/DY = (32 * target_y + target_py) - (32 * origin_y + origin_py)
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))
break
var/obj/effect/ebeam/segment = new beam_type(origin_turf, src)
elements += segment
//Assign our single visual ebeam to each ebeam's vis_contents
//ends are cropped by a transparent box icon of length-N pixel size laid over the visuals obj
if(N + 32 > length) //went past the target, we draw a box of space to cut away from the beam sprite so the icon actually ends at the center of the target sprite
var/icon/II = new(icon, icon_state)//this means we exclude the overshooting object from the visual contents which does mean those visuals don't show up for the final bit of the beam...
II.DrawBox(null, 1, (length-N), 32, 32)//in the future if you want to improve this, remove the drawbox and instead use a 513 filter to cut away at the final object's icon
segment.icon = II
segment.color = beam_color
else
segment.vis_contents += visuals
segment.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/final_x = segment.x
var/final_y = segment.y
if(abs(Pixel_x) > 32)
final_x += Pixel_x > 0 ? round(Pixel_x/32) : CEILING(Pixel_x/32, 1)
Pixel_x %= 32
if(abs(Pixel_y) > 32)
final_y += Pixel_y > 0 ? round(Pixel_y/32) : CEILING(Pixel_y/32, 1)
Pixel_y %= 32
segment.forceMove(locate(final_x, final_y, segment.z))
segment.pixel_x = origin_px + Pixel_x
segment.pixel_y = origin_py + Pixel_y
CHECK_TICK
/obj/effect/ebeam
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
var/datum/beam/owner
/obj/effect/ebeam/Initialize(mapload, beam_owner)
. = ..()
owner = beam_owner
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_atom_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/effect/ebeam/Destroy()
owner = null
return ..()
/obj/effect/ebeam/proc/on_atom_entered(datum/source, atom/movable/entered)
SIGNAL_HANDLER // ON_ATOM_ENTERED
return
/obj/effect/ebeam/ex_act(severity)
return
/obj/effect/ebeam/singularity_pull()
return
/obj/effect/ebeam/singularity_act()
return
/obj/effect/ebeam/deadly/on_atom_entered(datum/source, atom/movable/entered)
entered.ex_act(EXPLODE_DEVASTATE)
/obj/effect/ebeam/vetus/Destroy()
for(var/mob/living/M in get_turf(src))
M.electrocute_act(20, "the giant arc", flags = SHOCK_NOGLOVES) //fuck your gloves.
return ..()
/obj/effect/ebeam/disintegration_telegraph
alpha = 100
layer = ON_EDGED_TURF_LAYER
/obj/effect/ebeam/disintegration
layer = ON_EDGED_TURF_LAYER
/obj/effect/ebeam/disintegration/on_atom_entered(datum/source, atom/movable/entered)
if(!isliving(entered))
return
var/mob/living/L = entered
var/damage = 50
if(L.stat == DEAD)
visible_message("<span class='danger'>[L] is disintegrated by the beam!</span>")
L.dust()
if(isliving(owner.origin))
var/mob/living/O = owner.origin
if(faction_check(O.faction, L.faction, FALSE))
return
damage = 70 - ((O.health / O.maxHealth) * 20)
playsound(L,'sound/weapons/sear.ogg', 50, TRUE, -4)
to_chat(L, "<span class='userdanger'>You're struck by a disintegration laser!</span>")
var/limb_to_hit = L.get_organ(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
var/armor = L.run_armor_check(limb_to_hit, LASER)
L.apply_damage(damage, BURN, limb_to_hit, armor)
/atom/proc/Beam(atom/BeamTarget,
icon_state = "b_beam",
icon = 'icons/effects/beam.dmi',
time = 5 SECONDS,
maxdistance = 10,
beam_type = /obj/effect/ebeam,
beam_color,
use_get_turf = FALSE
)
var/datum/beam/newbeam = new(src, BeamTarget, icon, icon_state, time, maxdistance, beam_type, beam_color, use_get_turf)
INVOKE_ASYNC(newbeam, TYPE_PROC_REF(/datum/beam, Start))
return newbeam