Updated Projectile code some more.

This commit is contained in:
Solaris-Shade
2022-03-11 22:23:01 -05:00
parent c5be81c589
commit 171bd18c8a
12 changed files with 83 additions and 63 deletions
+35 -27
View File
@@ -50,7 +50,7 @@
/** PROJECTILE PIERCING
* WARNING:
* Projectile piercing MUST be done using these variables.
* Ordinary passflags will be **IGNORED**.
* Ordinary passflags will result in can_hit_target being false unless directly clicked on - similar to projectile_phasing but without even going to process_hit.
* The two flag variables below both use pass flags.
* In the context of LETPASStHROW, it means the projectile will ignore things that are currently "in the air" from a throw.
*
@@ -354,7 +354,7 @@
/obj/item/projectile/Bump(atom/A)
SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A)
if(!can_hit_target(A, A == original, TRUE))
if(!can_hit_target(A, A == original, TRUE, TRUE))
return
Impact(A)
@@ -395,7 +395,7 @@
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.
return process_hit(T, select_target(T, A)) // SELECT TARGET FIRST!
return process_hit(T, select_target(T, A, A), A) // SELECT TARGET FIRST!
/**
* The primary workhorse proc of projectile impacts.
@@ -414,12 +414,14 @@
* @params
* T - Turf we're on/supposedly hitting
* target - target we're hitting
* bumped - target we originally bumped. it's here to ensure that if something blocks our projectile by means of Cross() failure, we hit it
* even if it is not dense.
* hit_something - only should be set by recursive calling by this proc - tracks if we hit something already
*
* Returns if we hit something.
* - Silly-Cons
*/
/obj/item/projectile/proc/process_hit(turf/T, atom/target, hit_something = FALSE)
/obj/item/projectile/proc/process_hit(turf/T, atom/target, atom/bumped, hit_something = FALSE)
// 1.
if(QDELETED(src) || !T || !target)
return
@@ -434,7 +436,7 @@
if(!(movement_type & PHASING))
temporary_unstoppable_movement = TRUE
movement_type |= PHASING
return process_hit(T, select_target(T, target), hit_something) // try to hit something else
return process_hit(T, select_target(T, target, bumped), bumped, hit_something) // try to hit something else
// at this point we are going to hit the thing
// in which case send signal to it
SEND_SIGNAL(target, COMSIG_PROJECTILE_PREHIT, args)
@@ -446,8 +448,8 @@
if(!(movement_type & PHASING))
temporary_unstoppable_movement = TRUE
movement_type |= PHASING
return process_hit(T, select_target(T, target), TRUE)
qdel(src)
return process_hit(T, select_target(T, target, bumped), bumped, TRUE)
qdel(src)
return hit_something
/**
@@ -456,7 +458,9 @@
* @params
* T - The turf
* target - The "preferred" atom to hit, usually what we Bumped() first.
*
* bumped - used to track if something is the reason we impacted in the first place.
* If set, this atom is always treated as dense by can_hit_target.
* Priority:
* 0. Anything that is already in impacted is ignored no matter what. Furthermore, in any bracket, if the target atom parameter is in it, that's hit first.
* Furthermore, can_hit_target is always checked. This (entire proc) is PERFORMANCE OVERHEAD!! But, it shouldn't be ""too"" bad and I frankly don't have a better *generic non snowflakey* way that I can think of right now at 3 AM.
@@ -467,51 +471,50 @@
* 4. Turf
* 5. Nothing
*/
/obj/item/projectile/proc/select_target(turf/T, atom/target)
/obj/item/projectile/proc/select_target(turf/T, atom/target, atom/bumped)
// 1. original
if(can_hit_target(original, TRUE, FALSE))
if(can_hit_target(original, TRUE, FALSE, original == bumped))
return original
var/list/atom/possible = list() // let's define these ONCE
var/list/atom/considering = list()
// 2. mobs
possible = typecache_filter_list(T, GLOB.typecache_living) // living only
for(var/i in possible)
if(!can_hit_target(i, i == original, TRUE))
if(!can_hit_target(i, i == original, TRUE, i == bumped))
continue
considering += i
if(considering.len)
var/mob/living/M = pick(considering)
return M.lowest_buckled_mob()
considering.len = 0
// 3. objs
possible = typecache_filter_list(T, GLOB.typecache_machine_or_structure) // because why are items ever dense?
for(var/i in possible)
if(!can_hit_target(i, i == original, TRUE))
// 3. objs and other dense things
for(var/i in T.contents)
if(!can_hit_target(i, i == original, TRUE, i == bumped))
continue
considering += i
if(considering.len)
return pick(considering)
// 4. turf
if(can_hit_target(T, T == original, TRUE))
if(can_hit_target(T, T == original, TRUE, T == bumped))
return T
// 5. nothing
// (returns null)
//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, direct_target = FALSE, ignore_loc = FALSE)
/obj/item/projectile/proc/can_hit_target(atom/target, direct_target = FALSE, ignore_loc = FALSE,cross_failed = FALSE)
if(QDELETED(target) || impacted[target])
return FALSE
if(!ignore_loc && (loc != target.loc))
return FALSE
// if pass_flags match, pass through entirely
if(target.pass_flags_self & pass_flags) // phasing
// if pass_flags match, pass through entirely - unless direct target is set.
if((target.pass_flags_self & pass_flags) && !direct_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)))
return FALSE
if(target.density) //This thing blocks projectiles, hit it regardless of layer/mob stuns/etc.
if(target.density || cross_failed) //This thing blocks projectiles, hit it regardless of layer/mob stuns/etc.
return TRUE
if(!isliving(target))
if(isturf(target)) // non dense turfs
@@ -525,8 +528,14 @@
if(direct_target)
return TRUE
// If target not able to use items, move and stand - or if they're just dead, pass over.
if(L.stat == DEAD || (!hit_stunned_targets && HAS_TRAIT(L, TRAIT_IMMOBILIZED) && HAS_TRAIT(L, TRAIT_FLOORED) && HAS_TRAIT(L, TRAIT_HANDS_BLOCKED)))
if(L.stat == DEAD)
return FALSE
if(!L.density)
return FALSE
if(L.resting)
return TRUE
var/stunned = HAS_TRAIT(L, TRAIT_MOBILITY_NOMOVE) && HAS_TRAIT(L, TRAIT_MOBILITY_NOREST) && HAS_TRAIT(L, TRAIT_MOBILITY_NOPICKUP)
return !stunned || hit_stunned_targets
return TRUE
/**
@@ -601,8 +610,9 @@
* NOT meant to be a pure proc, since this replaces prehit() which was used to do things.
* Return PROJECTILE_DELETE_WITHOUT_HITTING to delete projectile without hitting at all!
*/
/obj/item/projectile/proc/prehit_pierce(atom/A)
if(projectile_phasing & A.pass_flags_self)
if((projectile_phasing & A.pass_flags_self) && (phasing_ignore_direct_target || original != A))
return PROJECTILE_PIERCE_PHASE
if(projectile_piercing & A.pass_flags_self)
return PROJECTILE_PIERCE_HIT
@@ -612,8 +622,6 @@
return (projectile_phasing & LETPASSTHROW)? PROJECTILE_PIERCE_PHASE : ((projectile_piercing & LETPASSTHROW)? PROJECTILE_PIERCE_HIT : PROJECTILE_PIERCE_NONE)
return PROJECTILE_PIERCE_NONE
/**INeedAnAdult I am unsure what the fuck is going on in here and I'll have to get clairification on this shit.
*/
/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
@@ -676,16 +684,17 @@
pixels_tick_leftover = required_pixels
/obj/item/projectile/proc/fire(angle, atom/direct_target)
LAZYINITLIST(impacted)
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 && (get_dist(direct_target, get_turf(src)) <= 1)) // point blank shots
if(direct_target && (get_dist(direct_target, get_turf(src)) <= 1)) // point blank shots
process_hit(get_turf(direct_target), direct_target)
if(QDELETED(src))
return
return
if(isnum(angle))
setAngle(angle)
if(spread)
@@ -703,7 +712,6 @@
var/matrix/M = new
M.Turn(Angle)
transform = M
LAZYINITLIST(impacted)
trajectory_ignore_forcemove = TRUE
forceMove(starting)
set_light(fired_light_range, fired_light_intensity, fired_light_color)