mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-29 03:21:30 +00:00
* cbt * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * fsadffsda sad * sadfasd * jhn * dsfa * saf * safsad * sda
619 lines
20 KiB
Plaintext
619 lines
20 KiB
Plaintext
/atom/movable
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layer = 3
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glide_size = 6
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animate_movement = SLIDE_STEPS
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var/last_move = null
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var/anchored = 0
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var/movable_flags
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///Used to scale icons up or down horizonally in update_transform().
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var/icon_scale_x = 1
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///Used to scale icons up or down vertically in update_transform().
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var/icon_scale_y = 1
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///Used to rotate icons in update_transform()
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var/icon_rotation = 0
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var/move_speed = 10
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var/l_move_time = 1
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var/throwing = 0
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var/thrower
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var/turf/throw_source = null
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var/throw_speed = 2
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var/throw_range = 7
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var/moved_recently = 0
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var/atom/movable/pulledby = null
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///Base name of the image used for when the item is in someone's hand. Suffixes are added to this. Doubles as legacy overlay_state.
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var/item_state = null
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///Base name of the image used for when the item is worn. Suffixes are added to this. Important for icon flipping as _flip is added at the end of the value.
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var/overlay_state = null
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///Also used on holdable mobs for the same info related to their held version
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var/does_spin = TRUE // Does the atom spin when thrown (of course it does :P)
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var/can_hold_mob = FALSE
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var/list/contained_mobs
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appearance_flags = DEFAULT_APPEARANCE_FLAGS | TILE_BOUND
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/**
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* an associative lazylist of relevant nested contents by "channel", the list is of the form: list(channel = list(important nested contents of that type))
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* each channel has a specific purpose and is meant to replace potentially expensive nested contents iteration
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* do NOT add channels to this for little reason as it can add considerable memory usage.
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*/
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var/list/important_recursive_contents
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// We don't really need this, and apparently defining it slows down GC.
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/*/atom/movable/Del()
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if(!QDELING(src) && loc)
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testing("GC: -- [type] was deleted via del() rather than qdel() --")
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crash_with("GC: -- [type] was deleted via del() rather than qdel() --") // stick a stack trace in the runtime logs
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..()*/
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/atom/movable/Destroy()
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if (HAS_SPATIAL_GRID_CONTENTS(src))
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SSspatial_grid.force_remove_from_cell(src)
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LAZYCLEARLIST(contained_mobs)
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LAZYCLEARLIST(important_recursive_contents)
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moved_event.unregister_all_movement(loc, src)
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. = ..()
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for(var/atom/movable/AM in contents)
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qdel(AM)
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loc = null
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screen_loc = null
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if(ismob(pulledby))
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var/mob/M = pulledby
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if(M.pulling == src)
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M.pulling = null
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pulledby = null
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if (bound_overlay)
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QDEL_NULL(bound_overlay)
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// This is called when this atom is prevented from moving by atom/A.
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/atom/movable/proc/Collide(atom/A)
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if(airflow_speed > 0 && airflow_dest)
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airflow_hit(A)
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else
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airflow_speed = 0
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airflow_time = 0
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if (throwing)
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throwing = FALSE
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. = TRUE
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if (!QDELETED(A))
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throw_impact(A)
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A.CollidedWith(src)
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else if (!QDELETED(A))
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A.CollidedWith(src)
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//called when src is thrown into hit_atom
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/atom/movable/proc/throw_impact(atom/hit_atom, var/speed)
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if(isliving(hit_atom))
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var/mob/living/M = hit_atom
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M.hitby(src,speed)
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else if(isobj(hit_atom))
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var/obj/O = hit_atom
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if(!O.anchored)
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step(O, src.last_move)
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O.hitby(src,speed)
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else if(isturf(hit_atom))
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throwing = 0
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var/turf/T = hit_atom
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if(T.density)
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spawn(2)
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step(src, turn(src.last_move, 180))
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if(isliving(src))
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var/mob/living/M = src
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M.turf_collision(T, speed)
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//decided whether a movable atom being thrown can pass through the turf it is in.
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/atom/movable/proc/hit_check(var/speed, var/target)
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if(throwing)
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for(var/atom/A in get_turf(src))
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if(A == src)
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continue
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if(isliving(A))
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var/mob/living/M = A
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if(M.lying && M != target)
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continue
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throw_impact(A, speed)
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if(isobj(A))
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if(A.density && !A.throwpass && !A.CanPass(src, target))
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src.throw_impact(A,speed)
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// Prevents robots dropping their modules
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/atom/movable/proc/dropsafety()
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if(!istype(src.loc))
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return TRUE
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if (issilicon(src.loc))
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return FALSE
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if (istype(src.loc, /obj/item/rig_module))
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return FALSE
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return TRUE
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/atom/movable/proc/throw_at(atom/target, range, speed, thrower, var/do_throw_animation = TRUE)
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if(!target || !src) return 0
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//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
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src.throwing = 1
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src.thrower = thrower
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src.throw_source = get_turf(src) //store the origin turf
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if(usr && HAS_FLAG(usr.mutations, HULK))
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src.throwing = 2 // really strong throw!
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var/dist_travelled = 0
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var/dist_since_sleep = 0
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var/area/a = get_area(src.loc)
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var/dist_x = abs(target.x - src.x)
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var/dist_y = abs(target.y - src.y)
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var/dx
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if (target.x > src.x)
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dx = EAST
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else
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dx = WEST
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var/dy
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if (target.y > src.y)
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dy = NORTH
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else
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dy = SOUTH
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var/error
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var/major_dir
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var/major_dist
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var/minor_dir
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var/minor_dist
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if(dist_x > dist_y)
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error = dist_x/2 - dist_y
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major_dir = dx
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major_dist = dist_x
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minor_dir = dy
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minor_dist = dist_y
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else
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error = dist_y/2 - dist_x
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major_dir = dy
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major_dist = dist_y
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minor_dir = dx
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minor_dist = dist_x
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while(src && target && src.throwing && istype(src.loc, /turf) \
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&& ((abs(target.x - src.x)+abs(target.y - src.y) > 0 && dist_travelled < range) \
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|| (a && a.has_gravity == 0) \
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|| istype(src.loc, /turf/space)))
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// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
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var/atom/step
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if(error >= 0)
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step = get_step(src, major_dir)
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error -= minor_dist
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else
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step = get_step(src, minor_dir)
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error += major_dist
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check(speed, target)
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dist_travelled++
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dist_since_sleep++
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if(dist_since_sleep >= speed)
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dist_since_sleep = 0
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sleep(1)
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a = get_area(src.loc)
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// and yet it moves
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if(do_throw_animation)
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if(src.does_spin)
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src.SpinAnimation(speed = 4, loops = 1)
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//done throwing, either because it hit something or it finished moving
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if(isturf(loc) && isobj(src))
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throw_impact(loc, speed)
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src.throwing = 0
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src.thrower = null
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src.throw_source = null
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if (isturf(loc))
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var/turf/Tloc = loc
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Tloc.Entered(src)
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/atom/movable/proc/throw_at_random(var/include_own_turf, var/maxrange, var/speed)
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var/list/turfs = RANGE_TURFS(maxrange, src)
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if(!maxrange)
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maxrange = 1
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if(!include_own_turf)
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turfs -= get_turf(src)
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src.throw_at(pick(turfs), maxrange, speed)
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//Overlays
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/atom/movable/overlay
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var/atom/master = null
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anchored = 1
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/atom/movable/overlay/New()
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verbs.Cut()
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..()
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/atom/movable/overlay/attackby(a, b)
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if (src.master)
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return src.master.attackby(a, b)
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return
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/atom/movable/overlay/attack_hand(a, b, c)
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if (src.master)
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return src.master.attack_hand(a, b, c)
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return
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/atom/movable/proc/touch_map_edge()
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if(z in current_map.sealed_levels)
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return
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if(anchored)
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return
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if(!universe.OnTouchMapEdge(src))
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return
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if(current_map.use_overmap)
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overmap_spacetravel(get_turf(src), src)
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return
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var/move_to_z = src.get_transit_zlevel()
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if(move_to_z)
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z = move_to_z
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if(x <= TRANSITIONEDGE)
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x = world.maxx - TRANSITIONEDGE - 2
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y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
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else if (x >= (world.maxx - TRANSITIONEDGE + 1))
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x = TRANSITIONEDGE + 1
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y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
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else if (y <= TRANSITIONEDGE)
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y = world.maxy - TRANSITIONEDGE -2
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x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
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else if (y >= (world.maxy - TRANSITIONEDGE + 1))
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y = TRANSITIONEDGE + 1
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x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
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if(istype(SSticker.mode, /datum/game_mode/nuclear)) //only really care if the game mode is nuclear
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var/datum/game_mode/nuclear/G = SSticker.mode
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G.check_nuke_disks()
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spawn(0)
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if(loc)
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var/turf/T = loc
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loc.Entered(src)
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if(!T.is_hole)
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fall_impact(text2num(pickweight(list("1" = 60, "2" = 30, "3" = 10))))
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//by default, transition randomly to another zlevel
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/atom/movable/proc/get_transit_zlevel()
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return current_map.get_transit_zlevel()
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// Returns the current scaling of the sprite.
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// Note this DOES NOT measure the height or width of the icon, but returns what number is being multiplied with to scale the icons, if any.
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/atom/movable/proc/get_icon_scale_x()
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return icon_scale_x
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/atom/movable/proc/get_icon_scale_y()
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return icon_scale_y
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/atom/movable/proc/update_transform()
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var/matrix/M = matrix()
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M.Scale(icon_scale_x, icon_scale_y)
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M.Turn(icon_rotation)
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src.transform = M
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// Use this to set the object's scale.
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/atom/movable/proc/adjust_scale(new_scale_x, new_scale_y)
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if(isnull(new_scale_y))
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new_scale_y = new_scale_x
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if(new_scale_x != 0)
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icon_scale_x = new_scale_x
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if(new_scale_y != 0)
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icon_scale_y = new_scale_y
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update_transform()
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/atom/movable/proc/adjust_rotation(new_rotation)
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icon_rotation = new_rotation
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update_transform()
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// Core movement hooks & procs.
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/atom/movable/proc/forceMove(atom/destination)
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if(!destination)
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return FALSE
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if(loc)
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loc.Exited(src, destination)
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var/old_loc = loc
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loc = destination
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loc.Entered(src, old_loc)
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Moved(old_loc, TRUE)
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return TRUE
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/atom/movable/Move()
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var/old_loc = loc
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. = ..()
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if (.)
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// Events.
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if (moved_event.global_listeners[src])
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moved_event.raise_event(src, old_loc, loc)
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// Lighting.
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if (light_sources)
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var/datum/light_source/L
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var/thing
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for (thing in light_sources)
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L = thing
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L.source_atom.update_light()
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// Openturf.
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if (bound_overlay)
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// The overlay will handle cleaning itself up on non-openspace turfs.
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bound_overlay.forceMove(get_step(src, UP))
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if (bound_overlay.dir != dir)
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bound_overlay.set_dir(dir)
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Moved(old_loc, FALSE)
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/atom/movable/proc/Moved(atom/old_loc, forced)
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(src, COMSIG_MOVABLE_MOVED, old_loc, forced)
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update_grid_location(old_loc, src)
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/atom/movable/proc/update_grid_location(atom/old_loc)
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if(!HAS_SPATIAL_GRID_CONTENTS(src) || SSspatial_grid.init_state < SS_INITSTATE_DONE)
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return
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var/turf/old_turf = get_turf(old_loc)
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var/turf/new_turf = get_turf(src)
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if(old_turf && new_turf && (old_turf.z != new_turf.z \
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|| ROUND_UP(old_turf.x / SPATIAL_GRID_CELLSIZE) != ROUND_UP(new_turf.x / SPATIAL_GRID_CELLSIZE) \
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|| ROUND_UP(old_turf.y / SPATIAL_GRID_CELLSIZE) != ROUND_UP(new_turf.y / SPATIAL_GRID_CELLSIZE)))
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SSspatial_grid.exit_cell(src, old_turf)
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SSspatial_grid.enter_cell(src, new_turf)
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else if(old_turf && !new_turf)
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SSspatial_grid.exit_cell(src, old_turf)
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else if(new_turf && !old_turf)
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SSspatial_grid.enter_cell(src, new_turf)
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/atom/movable/Exited(atom/movable/gone, direction)
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. = ..()
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if (LAZYLEN(gone.important_recursive_contents))
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var/list/nested_locs = get_nested_locs(src) + src
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for (var/channel in gone.important_recursive_contents)
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for (var/atom/movable/location as anything in nested_locs)
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LAZYREMOVEASSOC(location.important_recursive_contents, channel, gone.important_recursive_contents[channel])
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if(LAZYLEN(gone.stored_chat_text))
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return_floating_text(gone)
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/atom/movable/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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. = ..()
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if (LAZYLEN(arrived.important_recursive_contents))
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var/list/nested_locs = get_nested_locs(src) + src
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for (var/channel in arrived.important_recursive_contents)
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for (var/atom/movable/location as anything in nested_locs)
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LAZYORASSOCLIST(location.important_recursive_contents, channel, arrived.important_recursive_contents[channel])
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if (LAZYLEN(arrived.stored_chat_text))
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give_floating_text(arrived)
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//allows this movable to hear and adds itself to the important_recursive_contents list of itself and every movable loc its in
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/atom/movable/proc/become_hearing_sensitive(trait_source = TRAIT_GENERIC)
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if(!HAS_TRAIT(src, TRAIT_HEARING_SENSITIVE))
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for (var/atom/movable/location as anything in get_nested_locs(src) + src)
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LAZYADDASSOCLIST(location.important_recursive_contents, RECURSIVE_CONTENTS_HEARING_SENSITIVE, src)
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var/turf/our_turf = get_turf(src)
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if(our_turf && SSspatial_grid.init_state == SS_INITSTATE_DONE)
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SSspatial_grid.enter_cell(src, our_turf)
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else if(our_turf && SSspatial_grid.init_state != SS_INITSTATE_DONE)//SSspatial_grid isnt init'd yet, add ourselves to the queue
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SSspatial_grid.enter_pre_init_queue(src, RECURSIVE_CONTENTS_HEARING_SENSITIVE)
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ADD_TRAIT(src, TRAIT_HEARING_SENSITIVE, trait_source)
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/**
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* removes the hearing sensitivity channel from the important_recursive_contents list of this and all nested locs containing us if there are no more sources of the trait left
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* since RECURSIVE_CONTENTS_HEARING_SENSITIVE is also a spatial grid content type, removes us from the spatial grid if the trait is removed
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*
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* * trait_source - trait source define or ALL, if ALL, force removes hearing sensitivity. if a trait source define, removes hearing sensitivity only if the trait is removed
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*/
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/atom/movable/proc/lose_hearing_sensitivity(trait_source = TRAIT_GENERIC)
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if(!HAS_TRAIT(src, TRAIT_HEARING_SENSITIVE))
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return
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REMOVE_TRAIT(src, TRAIT_HEARING_SENSITIVE, trait_source)
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if(HAS_TRAIT(src, TRAIT_HEARING_SENSITIVE))
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return
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var/turf/our_turf = get_turf(src)
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if(our_turf && SSspatial_grid.init_state == SS_INITSTATE_DONE)
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SSspatial_grid.exit_cell(src, our_turf, RECURSIVE_CONTENTS_HEARING_SENSITIVE)
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else if(our_turf && SSspatial_grid.init_state != SS_INITSTATE_DONE)
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SSspatial_grid.remove_from_pre_init_queue(src, RECURSIVE_CONTENTS_HEARING_SENSITIVE)
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for(var/atom/movable/location as anything in get_nested_locs(src) + src)
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LAZYREMOVEASSOC(location.important_recursive_contents, RECURSIVE_CONTENTS_HEARING_SENSITIVE, src)
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///allows this movable to know when it has "entered" another area no matter how many movable atoms its stuffed into, uses important_recursive_contents
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/atom/movable/proc/become_area_sensitive(trait_source = TRAIT_GENERIC)
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if(!HAS_TRAIT(src, TRAIT_AREA_SENSITIVE))
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for (var/atom/movable/location as anything in get_nested_locs(src) + src)
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LAZYADDASSOCLIST(location.important_recursive_contents, RECURSIVE_CONTENTS_AREA_SENSITIVE, src)
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ADD_TRAIT(src, TRAIT_AREA_SENSITIVE, trait_source)
|
|
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///removes the area sensitive channel from the important_recursive_contents list of this and all nested locs containing us if there are no more source of the trait left
|
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/atom/movable/proc/lose_area_sensitivity(trait_source = TRAIT_GENERIC)
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|
if(!HAS_TRAIT(src, TRAIT_AREA_SENSITIVE))
|
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return
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|
REMOVE_TRAIT(src, TRAIT_AREA_SENSITIVE, trait_source)
|
|
if(HAS_TRAIT(src, TRAIT_AREA_SENSITIVE))
|
|
return
|
|
|
|
for (var/atom/movable/location as anything in get_nested_locs(src) + src)
|
|
LAZYREMOVE(location.important_recursive_contents[RECURSIVE_CONTENTS_AREA_SENSITIVE], src)
|
|
|
|
///propogates new_client's mob through our nested contents, similar to other important_recursive_contents procs
|
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///main difference is that client contents need to possibly duplicate recursive contents for the clients mob AND its eye
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/atom/movable/proc/enable_client_mobs_in_contents(client/new_client)
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|
var/turf/our_turf = get_turf(src)
|
|
|
|
if(our_turf && SSspatial_grid.init_state == SS_INITSTATE_DONE)
|
|
SSspatial_grid.enter_cell(src, our_turf, RECURSIVE_CONTENTS_CLIENT_MOBS)
|
|
else if(our_turf && SSspatial_grid.init_state != SS_INITSTATE_DONE)
|
|
SSspatial_grid.enter_pre_init_queue(src, RECURSIVE_CONTENTS_CLIENT_MOBS)
|
|
|
|
for(var/atom/movable/movable_loc as anything in get_nested_locs(src) + src)
|
|
LAZYORASSOCLIST(movable_loc.important_recursive_contents, RECURSIVE_CONTENTS_CLIENT_MOBS, new_client.mob)
|
|
|
|
///Clears the clients channel of this movables important_recursive_contents list and all nested locs
|
|
/atom/movable/proc/clear_important_client_contents(client/former_client)
|
|
|
|
var/turf/our_turf = get_turf(src)
|
|
|
|
if(our_turf && SSspatial_grid.init_state == SS_INITSTATE_DONE)
|
|
SSspatial_grid.exit_cell(src, our_turf, RECURSIVE_CONTENTS_CLIENT_MOBS)
|
|
else if(our_turf && SSspatial_grid.init_state != SS_INITSTATE_DONE)
|
|
SSspatial_grid.remove_from_pre_init_queue(src, RECURSIVE_CONTENTS_CLIENT_MOBS)
|
|
|
|
for(var/atom/movable/movable_loc as anything in get_nested_locs(src) + src)
|
|
LAZYREMOVEASSOC(movable_loc.important_recursive_contents, RECURSIVE_CONTENTS_CLIENT_MOBS, former_client.mob)
|
|
|
|
// This proc adds atom/movables to the AI targetable list, i.e. things that the AI (turrets, hostile animals) will attempt to target
|
|
/atom/movable/proc/add_to_target_grid()
|
|
for (var/atom/movable/location as anything in get_nested_locs(src) + src)
|
|
LAZYADDASSOCLIST(location.important_recursive_contents, RECURSIVE_CONTENTS_AI_TARGETS, src)
|
|
|
|
var/turf/our_turf = get_turf(src)
|
|
if(our_turf && SSspatial_grid.init_state == SS_INITSTATE_DONE)
|
|
SSspatial_grid.enter_cell(src, our_turf)
|
|
|
|
else if(our_turf && SSspatial_grid.init_state != SS_INITSTATE_DONE)//SSspatial_grid isnt init'd yet, add ourselves to the queue
|
|
SSspatial_grid.enter_pre_init_queue(src, RECURSIVE_CONTENTS_AI_TARGETS)
|
|
|
|
/atom/movable/proc/clear_from_target_grid()
|
|
var/turf/our_turf = get_turf(src)
|
|
if(our_turf && SSspatial_grid.init_state == SS_INITSTATE_DONE)
|
|
SSspatial_grid.exit_cell(src, our_turf, RECURSIVE_CONTENTS_AI_TARGETS)
|
|
else if(our_turf && SSspatial_grid.init_state != SS_INITSTATE_DONE)
|
|
SSspatial_grid.remove_from_pre_init_queue(src, RECURSIVE_CONTENTS_AI_TARGETS)
|
|
|
|
for(var/atom/movable/location as anything in get_nested_locs(src) + src)
|
|
LAZYREMOVEASSOC(location.important_recursive_contents, RECURSIVE_CONTENTS_AI_TARGETS, src)
|
|
|
|
/atom/movable/proc/do_simple_ranged_interaction(var/mob/user)
|
|
return FALSE
|
|
|
|
/atom/movable/proc/get_bullet_impact_effect_type()
|
|
return BULLET_IMPACT_NONE
|
|
|
|
/atom/movable/proc/do_pickup_animation(atom/target, var/image/pickup_animation = image(icon, loc, icon_state, ABOVE_ALL_MOB_LAYER, dir, pixel_x, pixel_y))
|
|
if(!isturf(loc))
|
|
return
|
|
pickup_animation.color = color
|
|
pickup_animation.transform.Scale(0.75)
|
|
pickup_animation.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
|
|
|
|
var/turf/T = get_turf(src)
|
|
var/direction = get_dir(T, target)
|
|
var/to_x = target.pixel_x
|
|
var/to_y = target.pixel_y
|
|
|
|
if(direction & NORTH)
|
|
to_y += 32
|
|
else if(direction & SOUTH)
|
|
to_y -= 32
|
|
if(direction & EAST)
|
|
to_x += 32
|
|
else if(direction & WEST)
|
|
to_x -= 32
|
|
if(!direction)
|
|
to_y += 10
|
|
pickup_animation.pixel_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move
|
|
|
|
flick_overlay_view(pickup_animation, target, 4)
|
|
var/matrix/animation_matrix = new(pickup_animation.transform)
|
|
animation_matrix.Turn(pick(-30, 30))
|
|
animation_matrix.Scale(0.65)
|
|
|
|
animate(pickup_animation, alpha = 175, pixel_x = to_x, pixel_y = to_y, time = 3, transform = animation_matrix, easing = CUBIC_EASING)
|
|
animate(alpha = 0, transform = matrix().Scale(0.7), time = 1)
|
|
|
|
/atom/movable/proc/do_drop_animation(atom/moving_from)
|
|
if(!isturf(loc))
|
|
return
|
|
var/turf/current_turf = get_turf(src)
|
|
var/direction = get_dir(moving_from, current_turf)
|
|
var/from_x = 0
|
|
var/from_y = 0
|
|
|
|
if(direction & NORTH)
|
|
from_y -= 32
|
|
else if(direction & SOUTH)
|
|
from_y += 32
|
|
if(direction & EAST)
|
|
from_x -= 32
|
|
else if(direction & WEST)
|
|
from_x += 32
|
|
if(!direction)
|
|
from_y += 10
|
|
from_x += 6 * (prob(50) ? 1 : -1) //6 to the right or left, helps break up the straight upward move
|
|
|
|
//We're moving from these chords to our current ones
|
|
var/old_x = pixel_x
|
|
var/old_y = pixel_y
|
|
var/old_alpha = alpha
|
|
var/matrix/old_transform = transform
|
|
var/matrix/animation_matrix = new(old_transform)
|
|
animation_matrix.Turn(pick(-30, 30))
|
|
animation_matrix.Scale(0.7) // Shrink to start, end up normal sized
|
|
|
|
pixel_x = from_x
|
|
pixel_y = from_y
|
|
alpha = 0
|
|
transform = animation_matrix
|
|
|
|
// This is instant on byond's end, but to our clients this looks like a quick drop
|
|
animate(src, alpha = old_alpha, pixel_x = old_x, pixel_y = old_y, transform = old_transform, time = 3, easing = CUBIC_EASING)
|
|
|
|
/atom/movable/proc/get_floating_chat_x_offset()
|
|
return 0
|
|
|
|
/atom/movable/proc/get_floating_chat_y_offset()
|
|
return 0
|
|
|
|
/atom/movable/proc/can_attach_sticker(var/mob/user, var/obj/item/sticker/S)
|
|
return TRUE
|
|
|
|
/atom/movable/proc/too_heavy_to_throw()
|
|
return FALSE
|
|
|
|
/atom/movable/proc/begin_falling(var/lastloc, var/below)
|
|
return
|
|
|
|
/atom/movable/proc/show_message(msg, type, alt, alt_type) //Message, type of message (1 or 2), alternative message, alt message type (1 or 2)
|
|
return
|