#define MOVES_HITSCAN -1 //Not actually hitscan but close as we get without actual hitscan. #define MUZZLE_EFFECT_PIXEL_INCREMENT 17 //How many pixels to move the muzzle flash up so your character doesn't look like they're shitting out lasers. /// Minimum projectile pixels to move before it animate()S, below this it's a direct set. #define MINIMUM_PIXELS_TO_ANIMATE 4 /// Pixels to instantly travel on firing. #define PROJECTILE_FIRING_INSTANT_TRAVEL_AMOUNT 16 /obj/item/projectile name = "projectile" icon = 'icons/obj/projectiles.dmi' icon_state = "bullet" density = FALSE anchored = TRUE item_flags = ABSTRACT pass_flags = PASSTABLE mouse_opacity = MOUSE_OPACITY_TRANSPARENT movement_type = FLYING animate_movement = NO_STEPS hitsound = 'sound/weapons/pierce.ogg' appearance_flags = PIXEL_SCALE var/hitsound_wall = "" resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF var/def_zone = "" //Aiming at var/atom/movable/firer = null//Who shot it var/atom/fired_from = null // the atom that the projectile was fired from (gun, turret) var/suppressed = FALSE //Attack message var/suppressed = FALSE //Attack message var/candink = FALSE //Can this projectile play the dink sound when hitting the head? var/yo = null var/xo = null var/atom/original = null // the original target clicked var/turf/starting = null // the projectile's starting turf var/list/permutated = list() // we've passed through these atoms, don't try to hit them again var/p_x = 16 var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center //Fired processing vars var/fired = FALSE //Have we been fired yet var/paused = FALSE //for suspending the projectile midair var/time_offset = 0 var/datum/point/vector/trajectory var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location! /// "leftover" pixels for Range() calculation as pixel_move() was moved to simulated semi-pixel movement and Range() is in tiles. var/pixels_range_leftover = 0 /// "leftover" tick pixels and stuff yeah, so we don't round off things and introducing tracing inaccuracy. var/pixels_tick_leftover = 0 /// Used to detect jumps in the middle of a pixel_move. Yes, this is ugly as sin code-wise but it works. var/pixel_move_interrupted = FALSE /// Pixels moved per second. var/pixels_per_second = TILES_TO_PIXELS(17.5) /// The number of pixels we increment by. THIS IS NOT SPEED, DO NOT TOUCH THIS UNLESS YOU KNOW WHAT YOU ARE DOING. In general, lower values means more linetrace accuracy up to a point at cost of performance. var/pixel_increment_amount var/Angle = 0 var/original_angle = 0 //Angle at firing var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle var/spread = 0 //amount (in degrees) of projectile spread animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy /// how many times we've ricochet'd so far (instance variable, not a stat) var/ricochets = 0 /// how many times we can ricochet max var/ricochets_max = 0 /// 0-100, the base chance of ricocheting, before being modified by the atom we shoot and our chance decay var/ricochet_chance = 0 /// 0-1 (or more, I guess) multiplier, the ricochet_chance is modified by multiplying this after each ricochet var/ricochet_decay_chance = 0.7 /// 0-1 (or more, I guess) multiplier, the projectile's damage is modified by multiplying this after each ricochet var/ricochet_decay_damage = 0.7 /// On ricochet, if nonzero, we consider all mobs within this range of our projectile at the time of ricochet to home in on like Revolver Ocelot, as governed by ricochet_auto_aim_angle var/ricochet_auto_aim_range = 0 /// On ricochet, if ricochet_auto_aim_range is nonzero, we'll consider any mobs within this range of the normal angle of incidence to home in on, higher = more auto aim var/ricochet_auto_aim_angle = 30 /// the angle of impact must be within this many degrees of the struck surface, set to 0 to allow any angle var/ricochet_incidence_leeway = 40 ///If the object being hit can pass ths damage on to something else, it should not do it for this bullet var/force_hit = FALSE //Hitscan var/hitscan = FALSE //Whether this is hitscan. If it is, speed is basically ignored. var/list/beam_segments //assoc list of datum/point or datum/point/vector, start = end. Used for hitscan effect generation. var/datum/point/beam_index /// Used in generate_hitscan_tracers to determine which "cycle" we're on. var/hitscan_effect_generation = 0 var/tracer_type var/muzzle_type var/impact_type var/turf/last_angle_set_hitscan_store //last turf we stored a hitscan segment while changing angles. without this you'll have potentially hundreds of segments from a homing projectile or something. //Fancy hitscan lighting effects! var/hitscan_light_intensity = 1.5 var/hitscan_light_range = 0.75 var/hitscan_light_color_override var/muzzle_flash_intensity = 3 var/muzzle_flash_range = 1.5 var/muzzle_flash_color_override var/impact_light_intensity = 3 var/impact_light_range = 2 var/impact_light_color_override //Homing var/homing = FALSE var/atom/homing_target /// How fast the projectile turns towards its homing targets, in angle per second. var/homing_turn_speed = 100 var/homing_inaccuracy_min = 0 //in pixels for these. offsets are set once when setting target. var/homing_inaccuracy_max = 0 var/homing_offset_x = 0 var/homing_offset_y = 0 /// How many deciseconds are each hitscan movement considered. Used for homing and other things that use seconds for timing rather than ticks. var/hitscan_movement_decisecond_equivalency = 0.1 var/ignore_source_check = FALSE var/damage = 10 var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here var/nodamage = 0 //Determines if the projectile will skip any damage inflictions var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb var/projectile_type = /obj/item/projectile /// Range of the projectile, de-incrementing every step. The projectile deletes itself at 0. This is in tiles. var/range = 50 var/decayedRange //stores original range var/reflect_range_decrease = 5 //amount of original range that falls off when reflecting, so it doesn't go forever var/is_reflectable = FALSE // Can it be reflected or not? /// factor to multiply by for zone accuracy percent. var/zone_accuracy_factor = 1 //Effects var/stun = 0 var/knockdown = 0 var/knockdown_stamoverride var/knockdown_stam_max var/unconscious = 0 var/irradiate = 0 var/stutter = 0 var/slur = 0 var/eyeblur = 0 var/drowsy = 0 var/stamina = 0 var/jitter = 0 var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all. var/impact_effect_type //what type of impact effect to show when hitting something var/log_override = FALSE //is this type spammed enough to not log? (KAs) var/temporary_unstoppable_movement = FALSE ///If defined, on hit we create an item of this type then call hitby() on the hit target with this, mainly used for embedding items (bullets) in targets var/shrapnel_type ///If TRUE, hit mobs even if they're on the floor and not our target var/hit_stunned_targets = FALSE wound_bonus = CANT_WOUND ///How much we want to drop both wound_bonus and bare_wound_bonus (to a minimum of 0 for the latter) per tile, for falloff purposes var/wound_falloff_tile ///How much we want to drop the embed_chance value, if we can embed, per tile, for falloff purposes var/embed_falloff_tile /// For telling whether we want to roll for bone breaking or lacerations if we're bothering with wounds sharpness = SHARP_NONE /obj/item/projectile/Initialize() . = ..() permutated = list() decayedRange = range if(embedding) updateEmbedding() /** * Artificially modified to be called at around every world.icon_size pixels of movement. * WARNING: Range() can only be called once per pixel_increment_amount pixels. */ /obj/item/projectile/proc/Range() range-- if(wound_bonus != CANT_WOUND) wound_bonus += wound_falloff_tile bare_wound_bonus = max(0, bare_wound_bonus + wound_falloff_tile) if(embedding) embedding["embed_chance"] += embed_falloff_tile if(range <= 0 && loc) on_range() /obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range SEND_SIGNAL(src, COMSIG_PROJECTILE_RANGE_OUT) qdel(src) //to get the correct limb (if any) for the projectile hit message /mob/living/proc/check_limb_hit(hit_zone) if(has_limbs) return hit_zone /mob/living/carbon/check_limb_hit(hit_zone) if(get_bodypart(hit_zone)) return hit_zone else //when a limb is missing the damage is actually passed to the chest return BODY_ZONE_CHEST /obj/item/projectile/proc/prehit(atom/target) return TRUE /obj/item/projectile/proc/on_hit(atom/target, blocked = FALSE) if(fired_from) SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_ON_HIT, firer, target, Angle) // i know that this is probably more with wands and gun mods in mind, but it's a bit silly that the projectile on_hit signal doesn't ping the projectile itself. // maybe we care what the projectile thinks! See about combining these via args some time when it's not 5AM var/obj/item/bodypart/hit_limb if(isliving(target)) var/mob/living/L = target hit_limb = L.check_limb_hit(def_zone) SEND_SIGNAL(src, COMSIG_PROJECTILE_SELF_ON_HIT, firer, target, Angle, hit_limb) var/turf/target_loca = get_turf(target) var/hitx var/hity if(target == original) hitx = target.pixel_x + p_x - 16 hity = target.pixel_y + p_y - 16 else hitx = target.pixel_x + rand(-8, 8) hity = target.pixel_y + rand(-8, 8) if(!nodamage && (damage_type == BRUTE || damage_type == BURN) && iswallturf(target_loca) && prob(75)) var/turf/closed/wall/W = target_loca if(impact_effect_type && !hitscan) new impact_effect_type(target_loca, hitx, hity) W.add_dent(WALL_DENT_SHOT, hitx, hity) return BULLET_ACT_HIT if(!isliving(target)) if(impact_effect_type && !hitscan) new impact_effect_type(target_loca, hitx, hity) return BULLET_ACT_HIT var/mob/living/L = target if(blocked != 100) // not completely blocked if(damage && L.blood_volume && damage_type == BRUTE) var/splatter_dir = dir if(starting) splatter_dir = get_dir(starting, target_loca) var/obj/item/bodypart/B = L.get_bodypart(def_zone) if(B && B.status == BODYPART_ROBOTIC) // So if you hit a robotic, it sparks instead of bloodspatters do_sparks(2, FALSE, target.loc) if(prob(25)) new /obj/effect/decal/cleanable/oil(target_loca) else if(isalien(L)) new /obj/effect/temp_visual/dir_setting/bloodsplatter/xenosplatter(target_loca, splatter_dir) else if(ishuman(target)) var/mob/living/carbon/human/H = target new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, H.dna.species.exotic_blood_color) else new /obj/effect/temp_visual/dir_setting/bloodsplatter(target_loca, splatter_dir, bloodtype_to_color()) L.add_splatter_floor(target_loca) else if(impact_effect_type && !hitscan) new impact_effect_type(target_loca, hitx, hity) var/organ_hit_text = "" var/limb_hit = hit_limb if(limb_hit) organ_hit_text = " in \the [parse_zone(limb_hit)]" if(suppressed==SUPPRESSED_VERY) playsound(loc, hitsound, 5, TRUE, -1) else if(suppressed) playsound(loc, hitsound, 5, 1, -1) to_chat(L, "You're shot by \a [src][organ_hit_text]!") else if(hitsound) var/volume = vol_by_damage() playsound(loc, hitsound, volume, 1, -1) L.visible_message("[L] is hit by \a [src][organ_hit_text]!", \ "[L] is hit by \a [src][organ_hit_text]!", null, COMBAT_MESSAGE_RANGE) if(candink && def_zone == BODY_ZONE_HEAD) playsound(src, 'sound/weapons/dink.ogg', 30, 1) L.on_hit(src) var/reagent_note if(reagents) reagent_note = reagents.log_list() if(ismob(firer)) log_combat(firer, L, "shot", src, reagent_note) else L.log_message("has been shot by [firer] with [src]", LOG_ATTACK, color="orange") return L.apply_effects(stun, knockdown, unconscious, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter, knockdown_stamoverride, knockdown_stam_max) /obj/item/projectile/proc/vol_by_damage() if(src.damage) return clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then CLAMP the value between 30 and 100 else return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume /obj/item/projectile/proc/on_ricochet(atom/A) if(!ricochet_auto_aim_angle || !ricochet_auto_aim_range) return var/mob/living/unlucky_sob var/best_angle = ricochet_auto_aim_angle if(firer && HAS_TRAIT(firer, TRAIT_NICE_SHOT)) best_angle += NICE_SHOT_RICOCHET_BONUS for(var/mob/living/L in range(ricochet_auto_aim_range, src.loc)) if(L.stat == DEAD || !isInSight(src, L)) continue var/our_angle = abs(closer_angle_difference(Angle, get_projectile_angle(src.loc, L.loc))) if(our_angle < best_angle) best_angle = our_angle unlucky_sob = L if(unlucky_sob) setAngle(get_projectile_angle(src, unlucky_sob.loc)) /obj/item/projectile/proc/store_hitscan_collision(datum/point/pcache) beam_segments[beam_index] = pcache beam_index = pcache beam_segments[beam_index] = null /obj/item/projectile/Bump(atom/A) if(!trajectory) return var/turf/T = get_turf(A) if(check_ricochet_flag(A) && check_ricochet(A)) //if you can ricochet, attempt to ricochet off the object ricochets++ if(A.handle_ricochet(src)) on_ricochet(A) //if allowed, use autoaim to ricochet into someone, otherwise default to ricocheting off the object from above var/datum/point/pcache = trajectory.copy_to() if(hitscan) store_hitscan_collision(pcache) decayedRange = max(0, decayedRange - reflect_range_decrease) ricochet_chance *= ricochet_decay_chance damage *= ricochet_decay_damage range = decayedRange return TRUE var/distance = get_dist(T, starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations. if(def_zone && check_zone(def_zone) != BODY_ZONE_CHEST) def_zone = ran_zone(def_zone, max(100-(7*distance), 5) * zone_accuracy_factor) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use. if(isturf(A) && hitsound_wall) var/volume = clamp(vol_by_damage() + 20, 0, 100) if(suppressed) volume = 5 playsound(loc, hitsound_wall, volume, 1, -1) return process_hit(T, select_target(T, A)) #define QDEL_SELF 1 //Delete if we're not UNSTOPPABLE flagged non-temporarily #define DO_NOT_QDEL 2 //Pass through. #define FORCE_QDEL 3 //Force deletion. /obj/item/projectile/proc/process_hit(turf/T, atom/target, qdel_self, hit_something = FALSE) //probably needs to be reworked entirely when pixel movement is done. if(QDELETED(src) || !T || !target) //We're done, nothing's left. if((qdel_self == FORCE_QDEL) || ((qdel_self == QDEL_SELF) && !temporary_unstoppable_movement && !CHECK_BITFIELD(movement_type, UNSTOPPABLE))) qdel(src) return hit_something permutated |= target //Make sure we're never hitting it again. If we ever run into weirdness with piercing projectiles needing to hit something multiple times.. well.. that's a to-do. if(!prehit(target)) return process_hit(T, select_target(T), qdel_self, hit_something) //Hit whatever else we can since that didn't work. var/result = target.bullet_act(src, def_zone) if(result == BULLET_ACT_FORCE_PIERCE) if(!CHECK_BITFIELD(movement_type, UNSTOPPABLE)) temporary_unstoppable_movement = TRUE ENABLE_BITFIELD(movement_type, UNSTOPPABLE) return process_hit(T, select_target(T), qdel_self, TRUE) //Hit whatever else we can since we're piercing through but we're still on the same tile. else if(result == BULLET_ACT_TURF) //We hit the turf but instead we're going to also hit something else on it. return process_hit(T, select_target(T), QDEL_SELF, TRUE) else //Whether it hit or blocked, we're done! qdel_self = QDEL_SELF hit_something = TRUE if((qdel_self == FORCE_QDEL) || ((qdel_self == QDEL_SELF) && !temporary_unstoppable_movement && !CHECK_BITFIELD(movement_type, UNSTOPPABLE))) qdel(src) return hit_something #undef QDEL_SELF #undef DO_NOT_QDEL #undef FORCE_QDEL /obj/item/projectile/proc/select_target(turf/T, atom/target) //Select a target from a turf. if((original in T) && can_hit_target(original, permutated, TRUE, TRUE)) return original if(target && can_hit_target(target, permutated, target == original, TRUE)) return target var/list/mob/living/possible_mobs = typecache_filter_list(T, GLOB.typecache_mob) var/list/mob/mobs = list() for(var/mob/living/M in possible_mobs) if(!can_hit_target(M, permutated, M == original, TRUE)) continue mobs += M var/mob/M = safepick(mobs) if(M) return M.lowest_buckled_mob() var/list/obj/possible_objs = typecache_filter_list(T, GLOB.typecache_machine_or_structure) var/list/obj/objs = list() for(var/obj/O in possible_objs) if(!can_hit_target(O, permutated, O == original, TRUE)) continue objs += O var/obj/O = safepick(objs) if(O) if(length(O.buckled_mobs)) return pick(O.buckled_mobs) return O //Nothing else is here that we can hit, hit the turf if we haven't. if(!(T in permutated) && can_hit_target(T, permutated, T == original, TRUE)) return T //Returns null if nothing at all was found. /obj/item/projectile/proc/check_ricochet(atom/A) if(ricochets > ricochets_max) //safety thing, we don't care about what the other thing says about this. return FALSE var/them = A.check_projectile_ricochet(src) switch(them) if(PROJECTILE_RICOCHET_PREVENT) return FALSE if(PROJECTILE_RICOCHET_FORCE) return TRUE if(PROJECTILE_RICOCHET_NO) return FALSE if(PROJECTILE_RICOCHET_YES) var/chance = ricochet_chance * A.ricochet_chance_mod if(firer && HAS_TRAIT(firer, TRAIT_NICE_SHOT)) chance += NICE_SHOT_RICOCHET_BONUS if(prob(chance)) return TRUE else CRASH("Invalid return value for projectile ricochet check from [A].") /obj/item/projectile/proc/check_ricochet_flag(atom/A) if((flag in list("energy", "laser")) && (A.flags_ricochet & RICOCHET_SHINY)) return TRUE if((flag in list("bomb", "bullet")) && (A.flags_ricochet & RICOCHET_HARD)) return TRUE return FALSE /// one move is a tile. /obj/item/projectile/proc/return_predicted_turf_after_moves(moves, forced_angle) //I say predicted because there's no telling that the projectile won't change direction/location in flight. if(!trajectory && isnull(forced_angle) && isnull(Angle)) return FALSE var/datum/point/vector/current = trajectory if(!current) var/turf/T = get_turf(src) current = new(T.x, T.y, T.z, pixel_x, pixel_y, isnull(forced_angle)? Angle : forced_angle, pixel_increment_amount || SSprojectiles.global_pixel_increment_amount) var/datum/point/vector/v = current.return_vector_after_increments(TILES_TO_PIXELS(moves) / (pixel_increment_amount || SSprojectiles.global_pixel_increment_amount)) return v.return_turf() /obj/item/projectile/proc/return_pathing_turfs_in_moves(moves, forced_angle) var/turf/current = get_turf(src) var/turf/ending = return_predicted_turf_after_moves(moves, forced_angle) return getline(current, ending) /obj/item/projectile/Process_Spacemove(movement_dir = 0) return TRUE //Bullets don't drift in space /obj/item/projectile/process(wait) if(!loc || !fired || !trajectory) fired = FALSE return PROCESS_KILL if(paused || !isturf(loc)) return var/ds = (SSprojectiles.flags & SS_TICKER)? (wait * world.tick_lag) : wait var/required_pixels = (pixels_per_second * ds * 0.1) + pixels_tick_leftover if(required_pixels >= pixel_increment_amount) pixels_tick_leftover = MODULUS(required_pixels, pixel_increment_amount) pixel_move(FLOOR(required_pixels / pixel_increment_amount, 1), FALSE, ds, SSprojectiles.global_projectile_speed_multiplier) else pixels_tick_leftover = required_pixels /obj/item/projectile/proc/fire(angle, atom/direct_target) if(fired_from) SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_BEFORE_FIRE, src, original) //If no angle needs to resolve it from xo/yo! if(shrapnel_type) AddElement(/datum/element/embed, projectile_payload = shrapnel_type) if(!log_override && firer && original) log_combat(firer, original, "fired at", src, "from [get_area_name(src, TRUE)]") if(direct_target) if(prehit(direct_target)) direct_target.bullet_act(src, def_zone) qdel(src) return if(isnum(angle)) setAngle(angle) if(spread) setAngle(Angle + ((rand() - 0.5) * spread)) var/turf/starting = get_turf(src) if(isnull(Angle)) //Try to resolve through offsets if there's no angle set. if(isnull(xo) || isnull(yo)) stack_trace("WARNING: Projectile [type] deleted due to being unable to resolve a target after angle was null!") qdel(src) return var/turf/target = locate(clamp(starting + xo, 1, world.maxx), clamp(starting + yo, 1, world.maxy), starting.z) setAngle(get_projectile_angle(src, target)) original_angle = Angle if(!nondirectional_sprite) var/matrix/M = new M.Turn(Angle) transform = M trajectory_ignore_forcemove = TRUE forceMove(starting) trajectory_ignore_forcemove = FALSE if(isnull(pixel_increment_amount)) pixel_increment_amount = SSprojectiles.global_pixel_increment_amount trajectory = new(starting.x, starting.y, starting.z, pixel_x, pixel_y, Angle, pixel_increment_amount) fired = TRUE if(hitscan) process_hitscan() return if(!(datum_flags & DF_ISPROCESSING)) START_PROCESSING(SSprojectiles, src) pixel_move(round(PROJECTILE_FIRING_INSTANT_TRAVEL_AMOUNT / pixel_increment_amount), FALSE, allow_animation = FALSE) //move it now! /obj/item/projectile/proc/setAngle(new_angle, hitscan_store_segment = TRUE) //wrapper for overrides. Angle = new_angle pixel_move_interrupted = TRUE if(!nondirectional_sprite) var/matrix/M = new M.Turn(Angle) transform = M if(fired && hitscan && trajectory && isloc(loc) && (loc != last_angle_set_hitscan_store)) last_angle_set_hitscan_store = loc var/datum/point/pcache = trajectory.copy_to() store_hitscan_collision(pcache) if(trajectory) trajectory.set_angle(new_angle) return TRUE /obj/item/projectile/forceMove(atom/target) if(!isloc(target) || !isloc(loc) || !z) return ..() var/zc = target.z != z var/old = loc if(zc) before_z_change(old, target) . = ..() if(trajectory && !trajectory_ignore_forcemove && isturf(target)) if(hitscan) finalize_hitscan_and_generate_tracers(FALSE) trajectory.initialize_location(target.x, target.y, target.z, 0, 0) if(hitscan) record_hitscan_start(RETURN_PRECISE_POINT(src)) pixel_move_interrupted = TRUE if(zc) after_z_change(old, target) /obj/item/projectile/proc/after_z_change(atom/olcloc, atom/newloc) /obj/item/projectile/proc/before_z_change(atom/oldloc, atom/newloc) /obj/item/projectile/vv_edit_var(var_name, var_value) switch(var_name) if(NAMEOF(src, Angle)) setAngle(var_value) return TRUE else return ..() /obj/item/projectile/proc/set_pixel_increment_amount(new_speed) pixel_increment_amount = new_speed if(trajectory) trajectory.set_speed(new_speed) return TRUE return FALSE /obj/item/projectile/proc/record_hitscan_start(datum/point/pcache) if(pcache) beam_segments = list() beam_index = pcache beam_segments[beam_index] = null //record start. /obj/item/projectile/proc/process_hitscan() var/ttm = round(world.icon_size / pixel_increment_amount, 1) var/safety = range * 10 record_hitscan_start(RETURN_POINT_VECTOR_INCREMENT(src, Angle, MUZZLE_EFFECT_PIXEL_INCREMENT, 1)) while(loc && !QDELETED(src)) if(paused) stoplag(1) continue if(safety-- <= 0) if(loc) Bump(loc) if(!QDELETED(src)) qdel(src) return //Kill! pixel_move(ttm, TRUE, hitscan_movement_decisecond_equivalency) /** * The proc to make the projectile go, using a simulated pixel movement line trace. * Note: deciseconds_equivalent is currently only used for homing, times is the number of times to move pixel_increment_amount. * Trajectory multiplier directly modifies the factor of pixel_increment_amount to go per time. * It's complicated, so probably just don't mess with this unless you know what you're doing. */ /obj/item/projectile/proc/pixel_move(times, hitscanning = FALSE, deciseconds_equivalent = world.tick_lag, trajectory_multiplier = 1, allow_animation = TRUE) if(!loc || !trajectory) return if(!nondirectional_sprite && !hitscanning) var/matrix/M = new M.Turn(Angle) transform = M var/forcemoved = FALSE pixel_move_interrupted = FALSE // reset that var/turf/oldloc = loc var/old_px = pixel_x var/old_py = pixel_y for(var/i in 1 to times) // HOMING START - Too expensive to proccall at this point. if(homing_target) // No datum/points, too expensive. var/angle = closer_angle_difference(Angle, get_projectile_angle(src, homing_target)) var/max_turn = homing_turn_speed * deciseconds_equivalent * 0.1 setAngle(Angle + clamp(angle, -max_turn, max_turn)) // HOMING END trajectory.increment(trajectory_multiplier) var/turf/T = trajectory.return_turf() if(!istype(T)) qdel(src) return if(T.z != loc.z) var/old = loc before_z_change(loc, T) trajectory_ignore_forcemove = TRUE forceMove(T) trajectory_ignore_forcemove = FALSE after_z_change(old, loc) forcemoved = TRUE if(QDELETED(src)) return if(!hitscanning) pixel_x = trajectory.return_px() pixel_y = trajectory.return_py() else if(T != loc) var/safety = CEILING(pixel_increment_amount / world.icon_size, 1) * 5 + 1 while(T != loc) if(!--safety) CRASH("[type] took too long (allowed: [CEILING(pixel_increment_amount/world.icon_size,1)*2] moves) to get to its location.") step_towards(src, T) if(QDELETED(src) || pixel_move_interrupted) // this doesn't take into account with pixel_move_interrupted the portion of the move cut off by any forcemoves, but we're opting to ignore that for now // the reason is the entire point of moving to pixel speed rather than tile speed is smoothness, which will be crucial when pixel movement is done in the future // reverting back to tile is more or less the only way of fixing this issue. return pixels_range_leftover += pixel_increment_amount if(pixels_range_leftover > world.icon_size) Range() if(QDELETED(src)) return pixels_range_leftover -= world.icon_size if(!hitscanning && !forcemoved) var/traj_px = round(trajectory.return_px(), 1) var/traj_py = round(trajectory.return_py(), 1) if(allow_animation && (pixel_increment_amount * times > MINIMUM_PIXELS_TO_ANIMATE)) pixel_x = ((oldloc.x - x) * world.icon_size) + old_px pixel_y = ((oldloc.y - y) * world.icon_size) + old_py animate(src, pixel_x = traj_px, pixel_y = traj_py, time = 1, flags = ANIMATION_END_NOW) else pixel_x = traj_px pixel_y = traj_py /obj/item/projectile/proc/set_homing_target(atom/A) if(!A || (!isturf(A) && !isturf(A.loc))) return FALSE homing = TRUE homing_target = A homing_offset_x = rand(homing_inaccuracy_min, homing_inaccuracy_max) homing_offset_y = rand(homing_inaccuracy_min, homing_inaccuracy_max) if(prob(50)) homing_offset_x = -homing_offset_x if(prob(50)) homing_offset_y = -homing_offset_y //Returns true if the target atom is on our current turf and above the right layer //If direct target is true it's the originally clicked target. /obj/item/projectile/proc/can_hit_target(atom/target, list/passthrough, direct_target = FALSE, ignore_loc = FALSE) if(QDELETED(target)) return FALSE if(!ignore_source_check && firer) var/mob/M = firer if((target == firer) || ((target == firer.loc) && ismecha(firer.loc)) || (target in firer.buckled_mobs) || (istype(M) && (M.buckled == target))) if(!ricochets) //if it has ricocheted, it can hit the firer. return FALSE if(!ignore_loc && (loc != target.loc)) return FALSE if(target in passthrough) return FALSE if(target.density) //This thing blocks projectiles, hit it regardless of layer/mob stuns/etc. return TRUE if(!isliving(target)) if(target.layer < PROJECTILE_HIT_THRESHHOLD_LAYER) return FALSE else var/mob/living/L = target if(!direct_target && !L.density) return FALSE return TRUE //Spread is FORCED! /obj/item/projectile/proc/preparePixelProjectile(atom/target, atom/source, params, spread = 0) var/turf/curloc = get_turf(source) var/turf/targloc = get_turf(target) trajectory_ignore_forcemove = TRUE forceMove(get_turf(source)) trajectory_ignore_forcemove = FALSE starting = get_turf(source) original = target if(targloc || !params) yo = targloc.y - curloc.y xo = targloc.x - curloc.x setAngle(get_projectile_angle(src, targloc) + spread) if(isliving(source) && params) var/list/calculated = calculate_projectile_angle_and_pixel_offsets(source, params) p_x = calculated[2] p_y = calculated[3] setAngle(calculated[1] + spread) else if(targloc) yo = targloc.y - curloc.y xo = targloc.x - curloc.x setAngle(get_projectile_angle(src, targloc) + spread) else stack_trace("WARNING: Projectile [type] fired without either mouse parameters, or a target atom to aim at!") qdel(src) /proc/calculate_projectile_angle_and_pixel_offsets(mob/user, params) var/list/mouse_control = params2list(params) var/p_x = 0 var/p_y = 0 var/angle = 0 if(mouse_control["icon-x"]) p_x = text2num(mouse_control["icon-x"]) if(mouse_control["icon-y"]) p_y = text2num(mouse_control["icon-y"]) if(mouse_control["screen-loc"]) //Split screen-loc up into X+Pixel_X and Y+Pixel_Y var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",") //Split X+Pixel_X up into list(X, Pixel_X) var/list/screen_loc_X = splittext(screen_loc_params[1],":") //Split Y+Pixel_Y up into list(Y, Pixel_Y) var/list/screen_loc_Y = splittext(screen_loc_params[2],":") var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32 var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32 //Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average. var/list/screenview = getviewsize(user.client.view) var/screenviewX = screenview[1] * world.icon_size var/screenviewY = screenview[2] * world.icon_size var/ox = round(screenviewX/2) - user.client.pixel_x //"origin" x var/oy = round(screenviewY/2) - user.client.pixel_y //"origin" y angle = arctan(y - oy, x - ox) return list(angle, p_x, p_y) /obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it. . = ..() if(isliving(AM) && !(pass_flags & PASSMOB)) var/mob/living/L = AM if(can_hit_target(L, permutated, (AM == original))) Bump(AM) /obj/item/projectile/Move(atom/newloc, dir = NONE) . = ..() if(.) if(temporary_unstoppable_movement) temporary_unstoppable_movement = FALSE DISABLE_BITFIELD(movement_type, UNSTOPPABLE) if(fired && can_hit_target(original, permutated, TRUE)) Bump(original) /obj/item/projectile/Destroy() STOP_PROCESSING(SSprojectiles, src) if(hitscan) finalize_hitscan_and_generate_tracers() cleanup_beam_segments() QDEL_NULL(trajectory) return ..() /obj/item/projectile/proc/cleanup_beam_segments() QDEL_LIST_ASSOC(beam_segments) beam_segments = list() QDEL_NULL(beam_index) /obj/item/projectile/proc/finalize_hitscan_and_generate_tracers(impacting = TRUE) if(trajectory && beam_index) var/datum/point/pcache = trajectory.copy_to() beam_segments[beam_index] = pcache generate_hitscan_tracers(null, null, impacting, hitscan_effect_generation++) /obj/item/projectile/proc/generate_hitscan_tracers(cleanup = TRUE, duration = 3, impacting = TRUE, generation) if(!length(beam_segments)) return . = list() if(tracer_type) var/list/turfs = list() for(var/datum/point/p in beam_segments) . += generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity, turfs) if(muzzle_type && duration > 0) var/datum/point/p = beam_segments[1] var/atom/movable/thing = new muzzle_type . += thing p.move_atom_to_src(thing) var/matrix/M = new M.Turn(original_angle) thing.transform = M thing.color = color thing.set_light(muzzle_flash_range, muzzle_flash_intensity, muzzle_flash_color_override? muzzle_flash_color_override : color) QDEL_IN(thing, duration) if(impacting && impact_type && duration > 0) var/datum/point/p = beam_segments[beam_segments[beam_segments.len]] var/atom/movable/thing = new impact_type . += thing p.move_atom_to_src(thing) var/matrix/M = new M.Turn(Angle) thing.transform = M thing.color = color thing.set_light(impact_light_range, impact_light_intensity, impact_light_color_override? impact_light_color_override : color) QDEL_IN(thing, duration) if(cleanup) cleanup_beam_segments() /obj/item/projectile/experience_pressure_difference() return /////// MISC HELPERS //////// /// Is this atom reflectable with ""standardized"" reflection methods like you know eshields and deswords and similar /proc/is_energy_reflectable_projectile(atom/A) var/obj/item/projectile/P = A return istype(P) && P.is_reflectable #undef MOVES_HITSCAN #undef MINIMUM_PIXELS_TO_ANIMATE #undef MUZZLE_EFFECT_PIXEL_INCREMENT