Files
Aurora.3/code/controllers/subsystems/falling.dm
Matt Atlas 659752e2ea Removes goonchat, adds TGChat and TG Stat Panels (#16514)
* tgui the beginning

* binaries and the like

* Bring in the last of it

* Example radio UI

* delete example

* NTOS Main Menu, start on manifest, tgui states

* tasks.json

* gunnery ui pt 1

* okay

* fix everything

* scss update

* oops

* manifest gigablast

* downloader part 1

* download prt 2

* NTOSDownloader final

* mfw committing to_worlds

* gunnery console pt2

* i cooked

* targeting (finished)

* one vueui down

* voting ui almost done

* MY MIND FEELS LIKE AN ARCH ENEMYYYY

* voting ui down

* photocopier

* ntos config + download fixes

* photocopier 2

* refactor define

* NTOS client manager + fixes

* fax machine final (it also uses toner now)

* marching forwards... left behind...

* ntnrc part 1

* canister

* add quotes

* portable pumps pt1 + more backgrounds

* oops

* finish the portable pump

* freezers

so I'll keep on pushing forward... you haven't seen the last of me... oooooooh...

* doors ui pt1

* finish doors UI (forgive me wildkins it's a bit of shitcode)

* vitals monitor, make things use labeled lists, new backgrounds

* mais j'envoyé aucun mayday...

* maglock pt1

* pour ça je me suis perdu...

* infrared

* fix that

* prox sensor pt1

* prox sensor

* signaler (this was actually pretty hard)

* atmos control pt1

* atmos control pt1.1

* atmos pt 2

* fuel injector

* multitool UI

* jammer

* list viewer

* APC

* portgen

* targeting console updates + SMES ui

* new themes, shield generator

* supermatter

* Add ore detector and (shitty) NTNet Relay

* orderterminal pt1

* orderterminal pt2

* smartfridge

* Add (air-)tank GUI update ore detector size

* Adds Transfer Valves

* Add AtmoScrubber

* analyzer pt1

* weapons analyzer pt2

* bodyscanner pt1

* bodyscanner pt2

* fix this shitcode

* seed storage

* appearance changer

* appearance changer final

* sleeper pt1

* sleeper

* gps

* vehicles

* chem dispenser

* lily request

* holopad

* tgui modules pt1

* ppanel

* damage menu

* fixes

* im here too now

* follow menu, search bars

* quikpay

* quikpay fixes

* circuit printer

* ppanel

* ppanel updates

* pai

* turret controls (i want to kill myself)

* tweak

* remove the boardgame

* guntracker

* implant tracker

* penal mechs

come close to me, come close to me

* chem codex

* pai radio

* doorjack

* pai directives

* signaler removal, sensors

* ghost spawner

* spawnpoint

* fixes

* teleporter

* one more to the chopping block

* account database

* remove divider

* scanner, atmos

* latejoin ui pt1

* latejoin

* records pt1

* RECORDS UI DONE

* delete interpreter & records

* CHAT FUCKING CLIENT

* data updates

* fix some things

* final UI, log

* basic nanoui fix

* antag panel

* remove vueui

* atm update

* vending update

* warrants, cameras

* ntmonitor

* time comes for all

* preserve this legacy

* bring that back (oops)

* rcon, ui auto update for computer UIs, remove rcon computers

* alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles)

* A LIKE SUPREME

* a

* power monitor

* lights on

* fuck this code, fuck nanoui modules, and fuck nanoui

* LEAVE IT OH SO FAR BEHIND

* fix alarm monitoring for synths

* I SAW IN YOU WHAT LIFE WAS MISSING

* comms console

* idcard and record updates

* turn the light on

* arcade

* pt2

* news browser

* static

* crusher

* f

* COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO

* codeowners & suit sensors

* html ui style removal

* make lint happy

* tgchat

* tgpanels pt1

* THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!!

* figure out why stat isnt working

* goodbye ping

* shhh

* stat updates

* An oath sworn in scors! Omni vortex lies!

* final almost edits

* fix that

* last skin adjustments

* resist and disorder

* i slowly get up and turn off the noise, already fed up...

* pleaseeeeeeeeeeeeeee

* THE CREDIT LARP IS NECESSARY

* i hold the keys

* RISE UP

* fix that?

* harry's suggestions xoxo

* runtime fix pt2

* You are the only thing that I still care about

* fix runtimes and cl

* whoops

* misc fixes

* fix that too

* adds build workflow

* f

* Update update_tgui.yml

* adds some needed steps

* ATM

* misc fixes and tweaks

* fixes 2

* make newscasters usable and fix use power on freezers

* turret control is clearer

* remove duplicate

* makes some verb tabs work properly

* makes verbs work properly for real

* sans moi

* fixes pt2

* fix the chat unnecessarily reloading

* fixes

* epic

* fixes

* fix missing consoles

---------

Co-authored-by: John Wildkins <john.wildkins@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
Co-authored-by: harryob <me@harryob.live>
2023-06-26 02:00:14 +02:00

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#define REMOVE_AND_CONTINUE \
falling -= victim; \
victim.multiz_falling = 0; \
if (MC_TICK_CHECK) return; \
continue;
/var/datum/controller/subsystem/falling/SSfalling
/datum/controller/subsystem/falling
name = "Falling"
flags = SS_NO_INIT
wait = 1
var/list/falling = list()
var/list/currentrun
/datum/controller/subsystem/falling/New()
NEW_SS_GLOBAL(SSfalling)
/datum/controller/subsystem/falling/stat_entry(msg)
msg = "F:[falling.len]"
return ..()
/datum/controller/subsystem/falling/fire(resumed = 0)
if (!resumed)
currentrun = falling.Copy()
var/list/curr = currentrun
while (curr.len)
var/atom/movable/victim = curr[curr.len]
curr.len--
if (QDELETED(victim))
falling -= victim
if (MC_TICK_CHECK)
return
continue
// The call_fall checks that are executed for every atom forever. These
// should not be overwritten/there shouldn't be a need to overwrite them.
// For specialty conditions, edit CanZPass and can_fall procs.
if (!isturf(victim.loc))
REMOVE_AND_CONTINUE
// Get the below turf.
var/turf/below = GetBelow(victim)
if (!below)
REMOVE_AND_CONTINUE
// Check if we can fall through the current tile and onto the next one.
if (!victim.loc:CanZPass(victim, DOWN) || !below.CanZPass(victim, DOWN))
REMOVE_AND_CONTINUE
// Check if the victim's current position is affected by gravity.
if (!victim.loc.loc:has_gravity())
REMOVE_AND_CONTINUE
// Thrown objects don't fall, generally speaking.
if (victim.throwing)
REMOVE_AND_CONTINUE
// can_fall check to see if we can fall. Current position is accessible
// via src.loc, destination by the param. So should be customizable enough.
if (!victim.can_fall(below))
// In case the stop is called in a situation when we're already falling.
// The still want to call fall_impact, due to the fact they've fallen.
if (falling[victim])
victim.fall_impact(falling[victim], TRUE)
victim.fall_collateral(falling[victim], TRUE)
REMOVE_AND_CONTINUE
// Iterate the falling counter. This is how many levels the mob has fallen
// thus far.
falling[victim]++
// Open turfs. Handle falling through them.
// Invokes fall_through() after the atom is moved to
// its new destination this cycle. Immediately invokes fall_impact and
// fall_collateral if the next turf is not open space.
if (isopenturf(victim.loc) && victim.loc:is_hole)
victim.begin_falling(victim.loc, below)
victim.forceMove(below)
if(victim.pulledby && victim.pulledby.z != victim.z)
var/mob/M = victim.pulledby
M.stop_pulling()
if (locate(/obj/structure/stairs) in victim.loc) // If there's stairs, we're probably going down them.
if (falling[victim] <= 1) // Just moving down a flight, skip damage.
victim.multiz_falling = 0
falling -= victim
else
// Falling more than a level, fuck 'em up.
victim.fall_impact(falling[victim], FALSE)
victim.fall_collateral(falling[victim], FALSE)
victim.multiz_falling = 0
falling -= victim
else if (isopenturf(victim.loc))
victim.fall_through()
else
// This is a lookahead. It removes any lag from being moved onto
// the destination turf, and calling fall_impact.
victim.fall_impact(falling[victim], FALSE)
victim.fall_collateral(falling[victim], FALSE)
victim.multiz_falling = 0
falling -= victim
if (MC_TICK_CHECK)
return
continue
// This shouldn't actually happen. But for safety, here it is.
victim.fall_impact(falling[victim], FALSE)
victim.fall_collateral(falling[victim], FALSE)
victim.multiz_falling = 0
falling -= victim
if (MC_TICK_CHECK)
return
#undef REMOVE_AND_CONTINUE