Commit Graph

7 Commits

Author SHA1 Message Date
Geeves
9956dce898 Z Level Pull Fix Fix (#10793) 2020-12-15 18:18:50 -03:00
Geeves
5cae540369 Pull Fall Fix (#10755) 2020-12-09 13:42:24 -03:00
Lohikar
0d50eed14e Better openspace (#3744)
changes:

Openturfs now properly handle recursive icon copy.
Openturfs can now have icons, for translucent or bordered turfs. This works with the smoothing engine (or anything really)
Added openturf debug verb that lists ordering of the openturf.
Openturfs can now mark themselves as solid, for things like windows or ice.
BSTs can now toggle falling for themselves.
Fixes #3488.
2017-10-29 13:31:04 +02:00
Lohikar
748846821c Fix Stairs (#3403)
changes:

Stairs now actually work.
Stairs now only move your mob up when you exit the last step.
Walking off the side of a staircase will now cause your mob to faceplant on the ground briefly.
Openturf now handles objects that cover more than one turf properly, such as multi-tile doors.
2017-09-10 22:52:50 +03:00
Lohikar
9c010f92d1 isopenturf() macro, update_above improvements (#2931)
changes:

Added a isopenturf() macro, equivalent to istype(thing, /turf/simulated/open).
Converted most/all instances of istype(/turf/simulated/open) to isopenturf().
Made update_above()' aware of queue status & inlined a proc-call.
2017-07-03 12:04:18 +03:00
Lohikar
05cceb7a1a Queued icon update tweaks (#2787)
changes:

Queued icon updates now update the atom's associated openspace overlay or openturf.
update_oo() renamed to update_above(), and moved up to /atom. Only meaningful on /turf (updates above openturf if present) and /atom/movable (updates associated OO if present).
Demoted SSfalling to a regular subsystem (1ds tickrate).
Increased SSlighting's tickrate from 2 ds to 1 ds.
2017-06-22 13:23:30 +03:00
skull132
755ce490db Rewriting multiz movement to be gooder (#2464)
Intent: implement all of the features from #2442 while also unfucking the multiz movement files to be more readable and not recurse.

To that end, this PR does the following:

All multiz travel is now arbitrated by SSfalling. This will eliminate the need for recursion without relying on timers. Timers would be a bit scary.
The call chain for multiz movement now looks like this (in terms of overwritable procs):
can_fall() (Can lead into fall_impact() & fall_collateral() if returns FALSE)
fall_through() IF current block is open space ELSE fall_impact() & fall_collateral()
Removed almost every istype(src, A) check in the movement.dm file by exercising proper parenting and call chains.
Documented and standardized the contents of multiz/movement.dm. Because this is an API we're going to be relying on very heavily, I'd like to get this right before we move on.
A lot of minor tweaks, like swapping usr over to the applicable mob, and so on.
2017-05-27 02:14:35 +03:00