/datum/component/pellet_cloud
Vars | |
bodies | For grenades, any /mob/living's the grenade is moved onto, see /datum/component/pellet_cloud/proc/handle_martyrs |
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hits | how many pellets impacted something |
num_pellets | How many shrapnel projectiles are we responsible for tracking? May be reduced for grenades if someone dives on top of it. Defined by ammo casing for casings, derived from magnitude otherwise |
pellet_delta | For grenades, tracking how many pellets are removed due to martyrs and how many pellets are added due to the last person to touch it being on top of it |
pellets | The list of pellets we're responsible for tracking, once these are all accounted for, we finalize. |
projectile_type | What's the projectile path of the shrapnel we're shooting? |
purple_hearts | For grenades, tracking people who die covering a grenade for achievement purposes, see /datum/component/pellet_cloud/proc/handle_martyrs |
queued_delete | If the parent tried deleting and we're not done yet, we send it to nullspace then delete it after |
radius | For grenades/landmines, how big is the radius of turfs we're targeting? Note this does not effect the projectiles range, only how many we generate |
shooter | for if we're an ammo casing being fired |
targets_hit | An associated list with the atom hit as the key and how many pellets they've eaten for the value, for printing aggregate messages |
terminated | how many pellets ranged out without hitting anything |
wound_info_by_part | Another associated list for hit bodyparts on carbons so we can track how much wounding potential we have for each bodypart |
Procs | |
create_blast_pellets | create_blast_pellets() is for when we have a central point we want to shred the surroundings of with a ring of shrapnel, namely frag grenades and landmines. |
create_casing_pellets | create_casing_pellets() is for directed pellet clouds for ammo casings that have multiple pellets (buckshot and scatter lasers for instance) |
finalize | All of our pellets are accounted for, time to go target by target and tell them how many things they got hit by. |
grenade_armed | Look alive, we're armed! Now we start watching to see if anyone's covering us |
grenade_dropped | Someone dropped the grenade, so set them to the shooter in case they're on top of it when it goes off |
grenade_moved | Our grenade has moved, reset var/list/bodies so we're "on top" of any mobs currently on the tile |
grenade_uncrossed | Someone who was originally "under" the grenade has moved off the tile and is now eligible for being a martyr and "covering" it |
handle_martyrs | handle_martyrs() is used for grenades that shoot shrapnel to check if anyone threw themselves/were thrown on top of the grenade, thus absorbing a good chunk of the shrapnel |
nullspace_parent | Our grenade or landmine or caseless shell or whatever tried deleting itself, so we intervene and nullspace it until we're done here |
on_target_qdel | Someone who was originally "under" the grenade has moved off the tile and is now eligible for being a martyr and "covering" it |
pellet_hit | One of our pellets hit something, record what it was and check if we're done (terminated == num_pellets) |
pellet_range | One of our pellets disappeared due to hitting their max range (or just somehow got qdel'd), remove it from our list and check if we're done (terminated == num_pellets) |
pew | Minor convenience function for creating each shrapnel piece with circle explosions, mostly stolen from the MIRV component |
Var Details
bodies
For grenades, any /mob/living's the grenade is moved onto, see /datum/component/pellet_cloud/proc/handle_martyrs
hits
how many pellets impacted something
num_pellets
How many shrapnel projectiles are we responsible for tracking? May be reduced for grenades if someone dives on top of it. Defined by ammo casing for casings, derived from magnitude otherwise
pellet_delta
For grenades, tracking how many pellets are removed due to martyrs and how many pellets are added due to the last person to touch it being on top of it
pellets
The list of pellets we're responsible for tracking, once these are all accounted for, we finalize.
projectile_type
What's the projectile path of the shrapnel we're shooting?
purple_hearts
For grenades, tracking people who die covering a grenade for achievement purposes, see /datum/component/pellet_cloud/proc/handle_martyrs
queued_delete
If the parent tried deleting and we're not done yet, we send it to nullspace then delete it after
radius
For grenades/landmines, how big is the radius of turfs we're targeting? Note this does not effect the projectiles range, only how many we generate
shooter
for if we're an ammo casing being fired
targets_hit
An associated list with the atom hit as the key and how many pellets they've eaten for the value, for printing aggregate messages
terminated
how many pellets ranged out without hitting anything
wound_info_by_part
Another associated list for hit bodyparts on carbons so we can track how much wounding potential we have for each bodypart
Proc Details
create_blast_pellets
create_blast_pellets() is for when we have a central point we want to shred the surroundings of with a ring of shrapnel, namely frag grenades and landmines.
Note that grenades have extra handling for someone throwing themselves/being thrown on top of it, see /datum/component/pellet_cloud/proc/handle_martyrs Landmines just have a small check for /obj/effect/mine/shrapnel/var/shred_triggerer, and spawn extra shrapnel for them if so
Arguments:
- O- Our parent, the thing making the shrapnel obviously (grenade or landmine)
- punishable_triggerer- For grenade lances or people who step on the landmines (if we shred the triggerer), we spawn extra shrapnel for them in addition to the normal spread
create_casing_pellets
create_casing_pellets() is for directed pellet clouds for ammo casings that have multiple pellets (buckshot and scatter lasers for instance)
Honestly this is mostly just a rehash of [/obj/item/ammo_casing/proc/fire_casing] for pellet counts > 1, except this lets us tamper with the pellets and hook onto them for tracking purposes. The arguments really don't matter, this proc is triggered by COMSIG_PELLET_CLOUD_INIT which is only for this really, it's just a big mess of the state vars we need for doing the stuff over here.
finalize
All of our pellets are accounted for, time to go target by target and tell them how many things they got hit by.
grenade_armed
Look alive, we're armed! Now we start watching to see if anyone's covering us
grenade_dropped
Someone dropped the grenade, so set them to the shooter in case they're on top of it when it goes off
grenade_moved
Our grenade has moved, reset var/list/bodies so we're "on top" of any mobs currently on the tile
grenade_uncrossed
Someone who was originally "under" the grenade has moved off the tile and is now eligible for being a martyr and "covering" it
handle_martyrs
handle_martyrs() is used for grenades that shoot shrapnel to check if anyone threw themselves/were thrown on top of the grenade, thus absorbing a good chunk of the shrapnel
Between the time the grenade is armed and the actual detonation, we set var/list/bodies to the list of mobs currently on the new tile, as if the grenade landed on top of them, tracking if any of them move off the tile and removing them from the "under" list Once the grenade detonates, handle_martyrs() is called and gets all the new mobs on the tile, and add the ones not in var/list/bodies to var/list/martyrs We then iterate through the martyrs and reduce the shrapnel magnitude for each mob on top of it, shredding each of them with some of the shrapnel they helped absorb. This can snuff out all of the shrapnel if there's enough bodies
Note we track anyone who's alive and client'd when they get shredded in var/list/purple_hearts, for achievement checking later
nullspace_parent
Our grenade or landmine or caseless shell or whatever tried deleting itself, so we intervene and nullspace it until we're done here
on_target_qdel
Someone who was originally "under" the grenade has moved off the tile and is now eligible for being a martyr and "covering" it
pellet_hit
One of our pellets hit something, record what it was and check if we're done (terminated == num_pellets)
pellet_range
One of our pellets disappeared due to hitting their max range (or just somehow got qdel'd), remove it from our list and check if we're done (terminated == num_pellets)
pew
Minor convenience function for creating each shrapnel piece with circle explosions, mostly stolen from the MIRV component