Refactors projectile pathing (gameplay change, this will make projectiles more accurate in their linetracing), hitscan light effect improvements (#38933)

cl
experimental: Hitscanning tracers now have lighting effects
experimental: Projectile pathing has been changed - instead of moving to a turf 32 pixels forward using byond's built in step_towards() proc, it now increments 2 pixel 16 times (subject to change). While this will increase the processing overhead, this will more or less eliminate cases of "projectiles clipping past corners in some angles but not others".
This commit is contained in:
kevinz000
2018-07-19 16:32:13 -07:00
committed by yogstation13-bot
parent 1e2e6a7952
commit 6fee11b7e5
5 changed files with 105 additions and 42 deletions

View File

@@ -4,3 +4,20 @@ PROCESSING_SUBSYSTEM_DEF(projectiles)
stat_tag = "PP"
flags = SS_NO_INIT|SS_TICKER
var/global_max_tick_moves = 10
var/global_pixel_speed = 2
var/global_iterations_per_move = 16
/datum/controller/subsystem/processing/projectiles/proc/set_pixel_speed(new_speed)
global_pixel_speed = new_speed
for(var/i in processing)
var/obj/item/projectile/P = i
if(istype(P)) //there's non projectiles on this too.
P.set_pixel_speed(new_speed)
/datum/controller/subsystem/processing/projectiles/vv_edit_var(var_name, var_value)
switch(var_name)
if(NAMEOF(src, global_pixel_speed))
set_pixel_speed(var_value)
return TRUE
else
return ..()

View File

@@ -4,9 +4,6 @@
icon_state = "nothing"
layer = ABOVE_MOB_LAYER
anchored = TRUE
light_power = 1
light_range = 2
light_color = "#00ffff"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
appearance_flags = 0
@@ -53,3 +50,7 @@
for(var/i in 1 to increment)
pixel_x += round((sin(angle_override)+16*sin(angle_override)*2), 1)
pixel_y += round((cos(angle_override)+16*cos(angle_override)*2), 1)
/obj/effect/projectile_lighting/Initialize(mapload, color, range, intensity)
. = ..()
set_light(range, intensity, color)

View File

@@ -1,10 +1,18 @@
/proc/generate_tracer_between_points(datum/point/starting, datum/point/ending, beam_type, color, qdel_in = 5) //Do not pass z-crossing points as that will not be properly (and likely will never be properly until it's absolutely needed) supported!
/proc/generate_tracer_between_points(datum/point/starting, datum/point/ending, beam_type, color, qdel_in = 5, light_range = 2, light_color_override, light_intensity = 1) //Do not pass z-crossing points as that will not be properly (and likely will never be properly until it's absolutely needed) supported!
if(!istype(starting) || !istype(ending) || !ispath(beam_type))
return
var/datum/point/midpoint = point_midpoint_points(starting, ending)
var/obj/effect/projectile/tracer/PB = new beam_type
if(isnull(light_color_override))
light_color_override = color
PB.apply_vars(angle_between_points(starting, ending), midpoint.return_px(), midpoint.return_py(), color, pixel_length_between_points(starting, ending) / world.icon_size, midpoint.return_turf(), 0)
. = PB
if(light_range > 0 && light_intensity > 0)
var/list/turf/line = getline(starting.return_turf(), ending.return_turf())
for(var/i in line)
var/turf/T = i
QDEL_IN(new /obj/effect/projectile_lighting(T, light_color_override, light_range, light_intensity), qdel_in > 0? qdel_in : 5)
line = null
if(qdel_in)
QDEL_IN(PB, qdel_in)

View File

@@ -565,10 +565,10 @@
if(highlander && istype(gun))
QDEL_LIST(gun.current_tracers)
for(var/datum/point/p in beam_segments)
gun.current_tracers += generate_tracer_between_points(p, beam_segments[p], tracer_type, color, 0)
gun.current_tracers += generate_tracer_between_points(p, beam_segments[p], tracer_type, color, 0, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity)
else
for(var/datum/point/p in beam_segments)
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration)
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity)
if(cleanup)
QDEL_LIST(beam_segments)
beam_segments = null
@@ -582,6 +582,9 @@
nodamage = TRUE
damage = 0
constant_tracer = TRUE
hitscan_light_range = 0
hitscan_light_intensity = 0
hitscan_light_color_override = "#99ff99"
/obj/item/projectile/beam/beam_rifle/hitscan/aiming_beam/prehit(atom/target)
qdel(src)

View File

@@ -36,7 +36,6 @@
var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location!
var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
var/pixel_speed = 32 //pixels per move - DO NOT FUCK WITH THIS UNLESS YOU ABSOLUTELY KNOW WHAT YOU ARE DOING OR UNEXPECTED THINGS /WILL/ HAPPEN!
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
@@ -55,6 +54,17 @@
var/muzzle_type
var/impact_type
//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
@@ -287,8 +297,8 @@
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_speed)
var/datum/point/vector/v = current.return_vector_after_increments(moves)
current = new(T.x, T.y, T.z, pixel_x, pixel_y, isnull(forced_angle)? Angle : forced_angle, SSprojectiles.global_pixel_speed)
var/datum/point/vector/v = current.return_vector_after_increments(moves * SSprojectiles.global_iterations_per_move)
return v.return_turf()
/obj/item/projectile/proc/return_pathing_turfs_in_moves(moves, forced_angle)
@@ -320,7 +330,7 @@
time_offset += MODULUS(elapsed_time_deciseconds, speed)
for(var/i in 1 to required_moves)
pixel_move(required_moves)
pixel_move(1, FALSE)
/obj/item/projectile/proc/fire(angle, atom/direct_target)
//If no angle needs to resolve it from xo/yo!
@@ -351,14 +361,14 @@
trajectory_ignore_forcemove = TRUE
forceMove(starting)
trajectory_ignore_forcemove = FALSE
trajectory = new(starting.x, starting.y, starting.z, pixel_x, pixel_y, Angle, pixel_speed)
trajectory = new(starting.x, starting.y, starting.z, pixel_x, pixel_y, Angle, SSprojectiles.global_pixel_speed)
last_projectile_move = world.time
fired = TRUE
if(hitscan)
process_hitscan()
if(!(datum_flags & DF_ISPROCESSING))
START_PROCESSING(SSprojectiles, src)
pixel_move(1) //move it now!
pixel_move(1, FALSE) //move it now!
/obj/item/projectile/proc/setAngle(new_angle) //wrapper for overrides.
Angle = new_angle
@@ -391,6 +401,20 @@
/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_speed(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()
@@ -405,12 +429,14 @@
stoplag(1)
continue
if(safety-- <= 0)
qdel(src)
stack_trace("WARNING: [type] projectile encountered infinite recursion during hitscanning in [__FILE__]/[__LINE__]!")
if(loc)
Bump(loc)
if(!QDELETED(src))
qdel(src)
return //Kill!
pixel_move(1, 1, TRUE)
pixel_move(1, TRUE)
/obj/item/projectile/proc/pixel_move(moves, trajectory_multiplier = 1, hitscanning = FALSE)
/obj/item/projectile/proc/pixel_move(trajectory_multiplier, hitscanning = FALSE)
if(!loc || !trajectory)
return
last_projectile_move = world.time
@@ -420,32 +446,36 @@
transform = M
if(homing)
process_homing()
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)
if(!hitscanning)
pixel_x = trajectory.return_px()
pixel_y = trajectory.return_py()
else
step_towards(src, T)
if(!hitscanning)
pixel_x = trajectory.return_px() - trajectory.mpx * trajectory_multiplier
pixel_y = trajectory.return_py() - trajectory.mpy * trajectory_multiplier
if(!hitscanning)
var/forcemoved = FALSE
for(var/i in 1 to SSprojectiles.global_iterations_per_move)
if(QDELETED(src))
return
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)
if(!hitscanning)
pixel_x = trajectory.return_px()
pixel_y = trajectory.return_py()
forcemoved = TRUE
hitscan_last = loc
else if(T != loc)
step_towards(src, T)
hitscan_last = loc
if(can_hit_target(original, permutated))
Bump(original)
if(!hitscanning && !forcemoved)
pixel_x = trajectory.return_px() - trajectory.mpx * trajectory_multiplier * SSprojectiles.global_iterations_per_move
pixel_y = trajectory.return_py() - trajectory.mpy * trajectory_multiplier * SSprojectiles.global_iterations_per_move
animate(src, pixel_x = trajectory.return_px(), pixel_y = trajectory.return_py(), time = 1, flags = ANIMATION_END_NOW)
if(isturf(loc))
hitscan_last = loc
if(can_hit_target(original, permutated))
Bump(original)
Range()
/obj/item/projectile/proc/process_homing() //may need speeding up in the future performance wise.
@@ -561,7 +591,7 @@
return
if(tracer_type)
for(var/datum/point/p in beam_segments)
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration)
generate_tracer_between_points(p, beam_segments[p], tracer_type, color, duration, hitscan_light_range, hitscan_light_color_override, hitscan_light_intensity)
if(muzzle_type && duration > 0)
var/datum/point/p = beam_segments[1]
var/atom/movable/thing = new muzzle_type
@@ -569,6 +599,8 @@
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]]
@@ -577,6 +609,8 @@
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()