[NO GBP] Jetpack and spacedrift: Fixes and niceties (#66628)

* Jetpack and spacedrift: Fixes and niceties

Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.

Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.

I neglected to add support for that, so that's what this does.

There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.

It's a bit of a mess, I'm sorry about that.

Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet

* Makes dropping a pull while drifting carry the momentum into the pulled thing\

* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs

It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.

Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not

In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.

* Adds a jetpack component, uses it to unify all three versions of
jetpacking

I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it

* Fixes jetpacks stabalizing even without fuel

This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do

* Ensures turn_off always has a user)

* Shut pu

* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags

* Removes some redundant code, cleans up some messy stuff

* Removes redundant safety checking from jetpack code

* see above

* Removes redundant signals
This commit is contained in:
LemonInTheDark
2022-05-20 00:54:00 -07:00
committed by GitHub
parent 1095f90664
commit 7e9ff85f2a
31 changed files with 494 additions and 262 deletions
+79 -5
View File
@@ -5,9 +5,16 @@
var/atom/inertia_last_loc
var/old_dir
var/datum/move_loop/move/drifting_loop
///Should we ignore the next glide rate input we get?
///This is to some extent a hack around the order of operations
///Around COMSIG_MOVELOOP_POSTPROCESS. I'm sorry lad
var/ignore_next_glide = FALSE
///Have we been delayed? IE: active, but not working right this second?
var/delayed = FALSE
var/block_inputs_until
/datum/component/drift/Initialize(direction, instant = FALSE)
/// Accepts three args. The direction to drift in, if the drift is instant or not, and if it's not instant, the delay on the start
/datum/component/drift/Initialize(direction, instant = FALSE, start_delay = 0)
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
. = ..()
@@ -29,6 +36,16 @@
if(drifting_loop.running)
drifting_start(drifting_loop) // There's a good chance it'll autostart, gotta catch that
var/visual_delay = movable_parent.inertia_move_delay
// Start delay is essentially a more granular version of instant
// Isn't used in the standard case, just for things that have odd wants
if(!instant && start_delay)
drifting_loop.pause_for(start_delay)
visual_delay = start_delay
apply_initial_visuals(visual_delay)
/datum/component/drift/Destroy()
inertia_last_loc = null
if(!QDELETED(drifting_loop))
@@ -38,6 +55,23 @@
movable_parent.inertia_moving = FALSE
return ..()
/datum/component/drift/proc/apply_initial_visuals(visual_delay)
// If something "somewhere" doesn't want us to apply our glidesize delays, don't
if(SEND_SIGNAL(parent, COMSIG_MOVABLE_DRIFT_VISUAL_ATTEMPT) & DRIFT_VISUAL_FAILED)
return
// Ignore the next glide because it's literally just us
ignore_next_glide = TRUE
var/atom/movable/movable_parent = parent
movable_parent.set_glide_size(MOVEMENT_ADJUSTED_GLIDE_SIZE(visual_delay, SSspacedrift.visual_delay))
if(ismob(parent))
var/mob/mob_parent = parent
//Ok this is slightly weird, but basically, we need to force the client to glide at our rate
//Make sure moving into a space move looks like a space move essentially
//There is an inbuilt assumption that gliding will be added as a part of a move call, but eh
//It's ok if it's not, it's just important if it is.
mob_parent.client?.visual_delay = MOVEMENT_ADJUSTED_GLIDE_SIZE(visual_delay, SSspacedrift.visual_delay)
/datum/component/drift/proc/newtonian_impulse(datum/source, inertia_direction)
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
@@ -53,18 +87,25 @@
inertia_last_loc = movable_parent.loc
RegisterSignal(movable_parent, COMSIG_MOVABLE_MOVED, .proc/handle_move)
RegisterSignal(movable_parent, COMSIG_MOVABLE_NEWTONIAN_MOVE, .proc/newtonian_impulse)
// We will use glide size to intuit how long to delay our loop's next move for
// This way you can't ride two movements at once while drifting, since that'd be dumb as fuck
RegisterSignal(movable_parent, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, .proc/handle_glidesize_update)
// If you stop pulling something mid drift, I want it to retain that momentum
RegisterSignal(movable_parent, COMSIG_ATOM_NO_LONGER_PULLING, .proc/stopped_pulling)
/datum/component/drift/proc/drifting_stop()
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
movable_parent.inertia_moving = FALSE
UnregisterSignal(movable_parent, list(COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_NEWTONIAN_MOVE))
ignore_next_glide = FALSE
UnregisterSignal(movable_parent, list(COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_NEWTONIAN_MOVE, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, COMSIG_ATOM_NO_LONGER_PULLING))
/datum/component/drift/proc/before_move(datum/source)
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
movable_parent.inertia_moving = TRUE
old_dir = movable_parent.dir
delayed = FALSE
/datum/component/drift/proc/after_move(datum/source, succeeded, visual_delay)
SIGNAL_HANDLER
@@ -75,11 +116,12 @@
var/atom/movable/movable_parent = parent
movable_parent.inertia_moving = FALSE
movable_parent.setDir(old_dir)
if(movable_parent.Process_Spacemove(0))
if(movable_parent.Process_Spacemove(drifting_loop.direction, continuous_move = TRUE))
glide_to_halt(visual_delay)
return
inertia_last_loc = movable_parent.loc
ignore_next_glide = TRUE
/datum/component/drift/proc/loop_death(datum/source)
SIGNAL_HANDLER
@@ -88,16 +130,44 @@
/datum/component/drift/proc/handle_move(datum/source, old_loc)
SIGNAL_HANDLER
// This can happen, because signals once sent cannot be stopped
if(QDELETED(src))
return
var/atom/movable/movable_parent = parent
if(!isturf(movable_parent.loc))
qdel(src)
return
if(movable_parent.inertia_moving) //This'll be handled elsewhere
return
if(!movable_parent.Process_Spacemove(0))
if(!movable_parent.Process_Spacemove(drifting_loop.direction, continuous_move = TRUE))
return
qdel(src)
/// We're going to take the passed in glide size
/// and use it to manually delay our loop for that period
/// to allow the other movement to complete
/datum/component/drift/proc/handle_glidesize_update(datum/source, glide_size)
SIGNAL_HANDLER
// If we aren't drifting, or this is us, fuck off
var/atom/movable/movable_parent = parent
if(!drifting_loop || movable_parent.inertia_moving)
return
// If we are drifting, but this set came from the moveloop itself, drop the input
// I'm sorry man
if(ignore_next_glide)
ignore_next_glide = FALSE
return
var/glide_delay = round(world.icon_size / glide_size, 1) * world.tick_lag
drifting_loop.pause_for(glide_delay)
delayed = TRUE
/// If we're pulling something and stop, we want it to continue at our rate and such
/datum/component/drift/proc/stopped_pulling(datum/source, atom/movable/was_pulling)
SIGNAL_HANDLER
// This does mean it falls very slightly behind, but otherwise they'll potentially run into us
var/next_move_in = drifting_loop.timer - world.time + world.tick_lag
was_pulling.newtonian_move(drifting_loop.direction, start_delay = next_move_in)
/datum/component/drift/proc/glide_to_halt(glide_for)
if(!ismob(parent))
qdel(src)
@@ -105,7 +175,8 @@
var/mob/mob_parent = parent
var/client/our_client = mob_parent.client
if(!our_client)
// If we're not active, don't do the glide because it'll look dumb as fuck
if(!our_client || delayed)
qdel(src)
return
@@ -115,5 +186,8 @@
RegisterSignal(parent, COMSIG_MOB_CLIENT_PRE_MOVE, .proc/allow_final_movement)
/datum/component/drift/proc/allow_final_movement(datum/source)
// Some things want to allow movement out of spacedrift, we should let them
if(SEND_SIGNAL(parent, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT) & DRIFT_ALLOW_INPUT)
return
if(world.time < block_inputs_until)
return COMSIG_MOB_CLIENT_BLOCK_PRE_MOVE
+149
View File
@@ -0,0 +1,149 @@
// Welcome to the jetpack component
// Apply this to something when you want it to be "like a jetpack"
// So propulsion through space on move, that sort of thing
/datum/component/jetpack
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
var/datum/callback/check_on_move
var/datum/callback/get_mover
/// If we should stabilize ourselves when not drifting
var/stabilize = FALSE
/// The signal we listen for as an activation
var/activation_signal
/// The signal we listen for as a de-activation
var/deactivation_signal
/// The return flag our parent expects for a failed activation
var/return_flag
var/datum/effect_system/trail_follow/trail
/// The typepath to instansiate our trail as, when we need it
var/effect_type
/**
* Arguments:
* * stabilize - If we should drift when we finish moving, or sit stable in space]
* * activation_signal - Signal we activate on
* * deactivation_signal - Signal we deactivate on
* * return_flag - Flag to return if activation fails
* * get_mover - Callback we use to get the "moving" thing, for trail purposes, alongside signal registration
* * check_on_move - Callback we call each time we attempt a move, we expect it to retun true if the move is ok, false otherwise. It expects an arg, TRUE if fuel should be consumed, FALSE othewise
* * effect_type - Type of trail_follow to spawn
*/
/datum/component/jetpack/Initialize(stabilize, activation_signal, deactivation_signal, return_flag, datum/callback/get_mover, datum/callback/check_on_move, datum/effect_system/trail_follow/effect_type)
. = ..()
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
if(!activation_signal) // Can't activate? go away
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, activation_signal, .proc/activate)
if(deactivation_signal)
RegisterSignal(parent, deactivation_signal, .proc/deactivate)
src.check_on_move = check_on_move
src.get_mover = get_mover
src.stabilize = stabilize
src.return_flag = return_flag
src.activation_signal = activation_signal
src.deactivation_signal = deactivation_signal
src.effect_type = effect_type
/datum/component/jetpack/InheritComponent(datum/component/component, original, stabilize, activation_signal, deactivation_signal, return_flag, datum/callback/get_mover, datum/callback/check_on_move, datum/effect_system/trail_follow/effect_type)
UnregisterSignal(parent, src.activation_signal)
if(src.deactivation_signal)
UnregisterSignal(parent, src.deactivation_signal)
RegisterSignal(parent, activation_signal, .proc/activate)
if(deactivation_signal)
RegisterSignal(parent, deactivation_signal, .proc/deactivate)
src.check_on_move = check_on_move
src.get_mover = get_mover
src.stabilize = stabilize
src.activation_signal = activation_signal
src.deactivation_signal = deactivation_signal
src.effect_type = effect_type
if(trail && effect_type != trail.type)
QDEL_NULL(trail)
setup_trail()
/datum/component/jetpack/Destroy()
QDEL_NULL(trail)
QDEL_NULL(check_on_move)
return ..()
/datum/component/jetpack/proc/setup_trail()
var/mob/moving = get_mover.Invoke()
if(!moving || trail)
return
trail = new effect_type
trail.auto_process = FALSE
trail.set_up(moving)
/datum/component/jetpack/proc/activate(datum/source)
SIGNAL_HANDLER
var/mob/moving = get_mover.Invoke()
if(!thrust(moving))
return return_flag
trail.start()
RegisterSignal(moving, COMSIG_MOVABLE_MOVED, .proc/move_react)
RegisterSignal(moving, COMSIG_MOVABLE_PRE_MOVE, .proc/pre_move_react)
RegisterSignal(moving, COMSIG_MOVABLE_SPACEMOVE, .proc/spacemove_react)
RegisterSignal(moving, COMSIG_MOVABLE_DRIFT_VISUAL_ATTEMPT, .proc/block_starting_visuals)
RegisterSignal(moving, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT, .proc/ignore_ending_block)
/datum/component/jetpack/proc/deactivate(datum/source)
SIGNAL_HANDLER
QDEL_NULL(trail)
var/mob/moving = get_mover.Invoke()
if(moving)
UnregisterSignal(moving, COMSIG_MOVABLE_MOVED)
UnregisterSignal(moving, COMSIG_MOVABLE_PRE_MOVE)
UnregisterSignal(moving, COMSIG_MOVABLE_SPACEMOVE)
UnregisterSignal(moving, COMSIG_MOVABLE_DRIFT_VISUAL_ATTEMPT)
UnregisterSignal(moving, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT)
/datum/component/jetpack/proc/move_react(mob/user)
SIGNAL_HANDLER
if(!user || !user.client)//Don't allow jet self using
return
if(!isturf(user.loc))//You can't use jet in nowhere or from mecha/closet
return
if(!(user.movement_type & FLOATING) || user.buckled)//You don't want use jet in gravity or while buckled.
return
if(user.pulledby)//You don't must use jet if someone pull you
return
if(user.throwing)//You don't must use jet if you thrown
return
if(length(user.client.keys_held & user.client.movement_keys))//You use jet when press keys. yes.
thrust()
/datum/component/jetpack/proc/pre_move_react(mob/user)
SIGNAL_HANDLER
trail.oldposition = get_turf(user)
/datum/component/jetpack/proc/spacemove_react(mob/user, movement_dir, continuous_move)
SIGNAL_HANDLER
if(!continuous_move && movement_dir)
return COMSIG_MOVABLE_STOP_SPACEMOVE
// Check if we have the fuel to stop this. Do NOT cosume any fuel, just check
// This is done because things other then us can use our fuel
if(stabilize && check_on_move.Invoke(FALSE))
return COMSIG_MOVABLE_STOP_SPACEMOVE
/// Returns true if the thrust went well, false otherwise
/datum/component/jetpack/proc/thrust()
if(!check_on_move.Invoke(TRUE))
return FALSE
if(!trail)
setup_trail()
trail.generate_effect()
return TRUE
/// Basically, tell the drift component not to do its starting visuals, because they look dumb for us
/datum/component/jetpack/proc/block_starting_visuals(datum/source)
SIGNAL_HANDLER
return DRIFT_VISUAL_FAILED
/// If we're on, don't let the drift component block movements at the end since we can speed
/datum/component/jetpack/proc/ignore_ending_block(datum/source)
SIGNAL_HANDLER
return DRIFT_ALLOW_INPUT
+1 -1
View File
@@ -235,7 +235,7 @@
/datum/component/riding/proc/Unbuckle(atom/movable/M)
addtimer(CALLBACK(parent, /atom/movable/.proc/unbuckle_mob, M), 0, TIMER_UNIQUE)
/datum/component/riding/proc/Process_Spacemove(direction)
/datum/component/riding/proc/Process_Spacemove(direction, continuous_move)
var/atom/movable/AM = parent
return override_allow_spacemove || AM.has_gravity()