mirror of
https://github.com/ParadiseSS13/Paradise.git
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165 lines
4.7 KiB
Plaintext
165 lines
4.7 KiB
Plaintext
//Beam Datum and effect
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/datum/beam
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var/atom/origin = null
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var/atom/target = null
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var/list/elements = list()
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var/icon/base_icon = null
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var/icon
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var/icon_state = "" //icon state of the main segments of the beam
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var/max_distance = 0
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var/endtime = 0
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var/sleep_time = 3
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var/finished = FALSE
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var/target_oldloc = null
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var/origin_oldloc = null
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var/static_beam = FALSE
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var/beam_type = /obj/effect/ebeam //must be subtype
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/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)
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endtime = world.time+time
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origin = beam_origin
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origin_oldloc = get_turf(origin)
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target = beam_target
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target_oldloc = get_turf(target)
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sleep_time = beam_sleep_time
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if(origin_oldloc == origin && target_oldloc == target)
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static_beam = TRUE
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max_distance = maxdistance
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base_icon = new(beam_icon,beam_icon_state)
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icon = beam_icon
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icon_state = beam_icon_state
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beam_type = btype
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/datum/beam/proc/Start()
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Draw()
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while(!finished && origin && target && world.time < endtime && get_dist(origin,target)<max_distance && origin.z == target.z)
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var/origin_turf = get_turf(origin)
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var/target_turf = get_turf(target)
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if(!static_beam && (origin_turf != origin_oldloc || target_turf != target_oldloc))
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origin_oldloc = origin_turf //so we don't keep checking against their initial positions, leading to endless Reset()+Draw() calls
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target_oldloc = target_turf
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Reset()
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Draw()
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sleep(sleep_time)
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qdel(src)
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/datum/beam/proc/End()
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finished = TRUE
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/datum/beam/proc/Reset()
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QDEL_LIST_CONTENTS(elements)
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/datum/beam/Destroy()
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Reset()
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target = null
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origin = null
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return ..()
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/datum/beam/proc/Draw()
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var/Angle = round(get_angle(origin, target))
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var/matrix/rot_matrix = matrix()
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rot_matrix.Turn(Angle)
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//Translation vector for origin and target
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var/DX = (32*target.x+target.pixel_x)-(32*origin.x+origin.pixel_x)
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var/DY = (32*target.y+target.pixel_y)-(32*origin.y+origin.pixel_y)
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var/N = 0
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var/length = round(sqrt((DX)**2+(DY)**2)) //hypotenuse of the triangle formed by target and origin's displacement
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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
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var/obj/effect/ebeam/X = new beam_type(origin_oldloc)
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X.owner = src
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elements |= X
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//Assign icon, for main segments it's base_icon, for the end, it's icon+icon_state
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//cropped by a transparent box of length-N pixel size
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if(N+32>length)
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var/icon/II = new(icon, icon_state)
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II.DrawBox(null,1,(length-N),32,32)
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X.icon = II
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else
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X.icon = base_icon
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X.transform = rot_matrix
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//Calculate pixel offsets (If necessary)
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var/Pixel_x
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var/Pixel_y
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if(DX == 0)
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Pixel_x = 0
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else
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Pixel_x = round(sin(Angle)+32*sin(Angle)*(N+16)/32)
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if(DY == 0)
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Pixel_y = 0
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else
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Pixel_y = round(cos(Angle)+32*cos(Angle)*(N+16)/32)
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//Position the effect so the beam is one continous line
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var/a
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if(abs(Pixel_x)>32)
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a = Pixel_x > 0 ? round(Pixel_x/32) : CEILING(Pixel_x/32, 1)
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X.x += a
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Pixel_x %= 32
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if(abs(Pixel_y)>32)
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a = Pixel_y > 0 ? round(Pixel_y/32) : CEILING(Pixel_y/32, 1)
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X.y += a
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Pixel_y %= 32
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X.pixel_x = Pixel_x
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X.pixel_y = Pixel_y
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/obj/effect/ebeam
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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anchored = TRUE
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var/datum/beam/owner
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/obj/effect/ebeam/ex_act(severity)
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return
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/obj/effect/ebeam/Destroy()
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owner = null
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return ..()
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/obj/effect/ebeam/singularity_pull()
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return
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/obj/effect/ebeam/singularity_act()
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return
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/obj/effect/ebeam/deadly/Crossed(atom/A, oldloc)
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..()
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A.ex_act(1)
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/obj/effect/ebeam/disintegration_telegraph
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alpha = 100
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layer = ON_EDGED_TURF_LAYER
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/obj/effect/ebeam/disintegration
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layer = ON_EDGED_TURF_LAYER
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/obj/effect/ebeam/disintegration/Crossed(atom/A, oldloc)
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..()
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if(!isliving(A))
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return
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var/mob/living/L = A
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var/damage = 50
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if(L.stat == DEAD)
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visible_message("<span class='danger'>[L] is disintegrated by the beam!</span>")
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L.dust()
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if(isliving(owner.origin))
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var/mob/living/O = owner.origin
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if(faction_check(O.faction, L.faction, FALSE))
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return
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damage = 70 - ((O.health / O.maxHealth) * 20)
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playsound(L,'sound/weapons/sear.ogg', 50, TRUE, -4)
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to_chat(L, "<span class='userdanger'>You're struck by a disintegration laser!</span>")
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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))
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var/armor = L.run_armor_check(limb_to_hit, LASER)
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L.apply_damage(damage, BURN, limb_to_hit, armor)
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/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)
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var/datum/beam/newbeam = new(src,BeamTarget,icon,icon_state,time,maxdistance,beam_type,beam_sleep_time)
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INVOKE_ASYNC(newbeam, TYPE_PROC_REF(/datum/beam, Start))
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return newbeam
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