Adds a movement looping system, replaces inbuild procs and spacedrift with it (#62567)

* Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details

* woop forgot the subsystem

* Documentation, contributing.md entry, and some cleanup

* Makes the moveloop datum more oop friendly, sets us up for a lot of conversions

* Converts the curseblob and walk_away() to the subsystem

* Changes the default for override from FALSE to TRUE

* converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc

* converts the rest of walk_to() over, nearing the end now

* cleans up some errors

* Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer

* Finishes the contributing.md stuff

* Done

* Fefaults -> Defaults, can you tell I wrote this at 1AM?

* resolves bubblegum issues

* Roh's suggestions

Co-authored-by: Rohesie <rohesie@gmail.com>

* Cleanup

* Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

* Converts over the discrepencies created in my absense

* HAHA FUCK YOU I PAY MY DUES

* Whoops lost some stuff in the merge

* Converts the system from seconds to deciseconds to make dealing with the api more sane

* Some stuff I missed

* Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums

* Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a
good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't
like lists.

Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like
that

* Converts the existing uses of the procs over to the new format

* Adds support for subsystem precedence, so a type of A can override type B.
General cleanup, still kinda in debug mode but it's getting better

* I'll admit I'm not too familiar with this, but I think it will work

* Adds starting logic so movement types "pausing" makes any sense
Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better
this way.

Adds a drifting movement type, moves space drift over to it.
Needs severe work before it's ready, too much info stored and modified on the moving object, see comment
Starts work on making drifting smooth

* Moves almost all space drifting vars over to signals on the movement datum
Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now.
It's not perfect, but it'll work just fine for now

Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right
Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such
that it doesn't make inputs persist

Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while
the loop is firing, and for it's visual delay after

This means you can't exit a space drift until you hit the actual wall. This feels a lot better

Some general logic stuff, move() will return true/false if it succeeded or failed
Adds a stop_loop() proc that's called when a move loop is no longer active

Suck my nuts

* Moves precedence to the loop instead of the subsystem

* Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't
move the moment they functionally move onto a new tile
This is a bit underdeveloped currently, but that's a problem for another day

Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code
Adds signals for stopping/starting a move loop, sending one for destroy is redundant.
Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way
Makes the move handler return the created loop up the chain so we can register to it
Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems
because they didn't know they should be.
Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping
Adds some new signals for pre/post loop process. This is to better tie into components.

I decided I didn't like the idea of tying all functionality to the loops themselves
The loop decides functionally how to move, components or just tied in signals can decide when/when not to move
and can modify properties of the loop

Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly

* Moves movement procs directly to the subsystem for better namespacing or whatever

* Moves movement packets onto /atom/movable, no longer need the debugging
I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much
harder, can't sdql for them anymore.

Fixes a runtime in meteor code, properly this time
Fixes a logic error in stop_looping
Makes move manager NO_INIT, because well, it doesn't init

* Commits human sin, makes Recover() work properly for movement subsystems

* Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly

* Reworks the curseblob to use signals more, and to not use override

* Missed this in the movement ss commit

* Removes override, makes having a higher or equal precedence take its place

* Updates documentation

* Cleans up some unused defines

* Nukes the unused flags option

* Whoops forgot to qdel check

* Removes an unused var I had for client move prevention before I started using a component

* Let's do this properly

* Modernizes meteor code to better match how explosions actually work currently

* Some more cleanup

* Cleans up effect code a little bit
Nukes the effect system's sleep loop, we use movement loops instead
As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per
effect system
This should reduce the amoumt of slowdown we see after mass lighting break

It's not everything, we're still making a timer per spark effect, but it cuts things down significantly

* Updates explosions to not sleep

* Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops

* Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway

* compile and runtime fix

* Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging

* Prevents resin foam from space drifting

* Adds support for flags back into the system, I need it for reasons

* Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly

* Fixes extinguishers not actually transfering any reagents

* Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better

* Converts grav catapults over to the new system

* Converts trays over to moveloops

* Converts robot streaking to move loops, the other two coming soon

* Compile you won't. Also fixes a behavior issue with oil streaks

* Does directional step_to properly, cleans up the other two streaking types

* Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later

* Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine

* Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache

* Begins the conversion of ai movement datums to movement loops

* These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly

* JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total

* Audit

* Moves most forced movement to the framework, adds some components to make things nicer

* Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops

* Moves movement subsystems into the right folder

* Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless

* Merges slipping and force movement

* Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop

* Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up

* Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later

* Depression, thy name is linter

* Fixes linter, and hopefully fixes the runtimes in ci too

* Wew

* Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed

* Spelling errors my beloved

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* More detail, moves return descriptions

* Converts transit tubes to the system?

* Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here

* Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay

* Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this

* Cleans up mob movement a bit

* Let's use the controller's visual delay

* Makes the resin thrower nicer, cries

* Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck

* typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel

* hhh

* bro wtf

* Documents the why of SS_TICKER

* Puts SSmovement on SS_TICKER. Lets us support tick steps

* Cleans up the charge action. Makes it use moveloops

* Fixes CI? kinda worried that this just got dropped

* Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem

* Moves the move subsystems off background, puts some on ssticker

* Prevents some things that shouldn't move in space from moving in space

* Documents the general form and usage of the system

* Virgin one vs chad once

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>

* Removes unneeded check

* Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs

I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when
calculating next fire.
Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be
nothing compared to the cost of moving B.

* Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja
Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops

* Converts blood splatters to move loops, that'll do it

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
This commit is contained in:
LemonInTheDark
2022-01-16 14:58:41 -08:00
committed by GitHub
parent 8abb195458
commit 815bb8ae40
82 changed files with 2296 additions and 940 deletions

View File

@@ -321,6 +321,21 @@ However, DM also has a dot variable, accessed just as `.` on its own, defaulting
With `.` being everpresent in every proc, can we use it as a temporary variable? Of course we can! However, the `.` operator cannot replace a typecasted variable - it can hold data any other var in DM can, it just can't be accessed as one, although the `.` operator is compatible with a few operators that look weird but work perfectly fine, such as: `.++` for incrementing `.'s` value, or `.[1]` for accessing the first element of `.`, provided that it's a list.
### The BYOND walk procs
BYOND has a few procs that move one atom towards/away from another, `walk()`, `walk_to()`, `walk_towards`, `walk_away()` and `walk_rand()`.
The way they pull this off, while fine for the language itself, makes a mess of our master-controller, and can cause the whole game to slow down. Do not use them.
The following is a list of procs, and their safe replacements.
* Removing something from the loop `walk(0)` -> `SSmove_manager.stop_looping()`
* Move in a direction `walk()` -> `SSmove_manager.move()`
* Move towards a thing, taking turf density into account`walk_to()` -> `SSmove_manager.move_to()`
* Move in a thing's direction, ignoring turf density `walk_towards()` -> `SSmove_manager.home_onto()` and `SSmove_manager.move_towards_legacy()`, check the documentation to see which you like better
* Move away from something, taking turf density into account `walk_away()` -> `SSmove_manager.move_away()`
* Move to a random place nearby. NOT random walk `walk_rand()` -> `SSmove_manager.move_rand()` is random walk, `SSmove_manager.move_to_rand()` is walk to a random place
### BYOND hellspawn
What follows is documentation of inconsistent or strange behavior found in our engine, BYOND.

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@@ -38,6 +38,7 @@
/** Treat wait as a tick count, not DS, run every wait ticks. */
/// (also forces it to run first in the tick (unless SS_BACKGROUND))
/// (We don't want to be choked out by other subsystems queuing into us)
/// (implies all runlevels because of how it works)
/// This is designed for basically anything that works as a mini-mc (like SStimer)
#define SS_TICKER 8
@@ -73,6 +74,13 @@
}\
/datum/controller/subsystem/timer/##X
#define MOVEMENT_SUBSYSTEM_DEF(X) GLOBAL_REAL(SS##X, /datum/controller/subsystem/movement/##X);\
/datum/controller/subsystem/movement/##X/New(){\
NEW_SS_GLOBAL(SS##X);\
PreInit();\
}\
/datum/controller/subsystem/movement/##X
#define PROCESSING_SUBSYSTEM_DEF(X) GLOBAL_REAL(SS##X, /datum/controller/subsystem/processing/##X);\
/datum/controller/subsystem/processing/##X/New(){\
NEW_SS_GLOBAL(SS##X);\

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@@ -5,7 +5,7 @@
///from base of atom/movable/Moved(): (/atom)
#define COMSIG_MOVABLE_PRE_MOVE "movable_pre_move"
#define COMPONENT_MOVABLE_BLOCK_PRE_MOVE (1<<0)
///from base of atom/movable/Moved(): (/atom, dir)
///from base of atom/movable/Moved(): (atom/old_loc, dir, forced, list/old_locs)
#define COMSIG_MOVABLE_MOVED "movable_moved"
///from base of atom/movable/Cross(): (/atom/movable)
#define COMSIG_MOVABLE_CROSS "movable_cross"
@@ -13,6 +13,9 @@
#define COMSIG_MOVABLE_CROSS_OVER "movable_cross_am"
///from base of atom/movable/Bump(): (/atom)
#define COMSIG_MOVABLE_BUMP "movable_bump"
///from base of atom/movable/newtonian_move(): (inertia_direction)
#define COMSIG_MOVABLE_NEWTONIAN_MOVE "movable_newtonian_move"
#define COMPONENT_MOVABLE_NEWTONIAN_BLOCK (1<<0)
///from base of atom/movable/throw_impact(): (/atom/hit_atom, /datum/thrownthing/throwingdatum)
#define COMSIG_MOVABLE_IMPACT "movable_impact"
#define COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH (1<<0) //if true, flip if the impact will push what it hits

View File

@@ -36,3 +36,7 @@
#define COMSIG_ATOM_SINGULARITY_TRY_MOVE "atom_singularity_try_move"
/// When returned from `COMSIG_ATOM_SINGULARITY_TRY_MOVE`, the singularity will move to that turf
#define SINGULARITY_TRY_MOVE_BLOCK (1 << 0)
///from base of atom/experience_pressure_difference(): (pressure_difference, direction, pressure_resistance_prob_delta)
#define COMSIG_ATOM_PRE_PRESSURE_PUSH "atom_pre_pressure_push"
///prevents pressure movement
#define COMSIG_ATOM_BLOCKS_PRESSURE (1<<0)

View File

@@ -10,9 +10,6 @@
#define COMSIG_BLOOD_WARP "mob_ability_blood_warp"
/// from base of /datum/action/cooldown/mob_cooldown/charge/proc/do_charge(): ()
#define COMSIG_STARTED_CHARGE "mob_ability_charge_started"
/// from base of /datum/action/cooldown/mob_cooldown/charge/proc/on_bump(): (atom/target)
#define COMSIG_BUMPED_CHARGE "mob_ability_charge_bumped"
#define COMPONENT_OVERRIDE_CHARGE_BUMP (1<<0)
/// from base of /datum/action/cooldown/mob_cooldown/charge/proc/do_charge(): ()
#define COMSIG_FINISHED_CHARGE "mob_ability_charge_finished"
/// from base of /datum/action/cooldown/mob_cooldown/lava_swoop/proc/swoop_attack(): ()

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@@ -29,6 +29,10 @@
#define COMSIG_MOB_CLIENT_PRE_MOVE "mob_client_pre_move"
/// Should always match COMPONENT_MOVABLE_BLOCK_PRE_MOVE as these are interchangeable and used to block movement.
#define COMSIG_MOB_CLIENT_BLOCK_PRE_MOVE COMPONENT_MOVABLE_BLOCK_PRE_MOVE
/// From base of /client/Move()
#define COMSIG_MOB_CLIENT_PRE_LIVING_MOVE "mob_client_pre_living_move"
/// Should we stop the current living movement attempt
#define COMSIG_MOB_CLIENT_BLOCK_PRE_LIVING_MOVE COMPONENT_MOVABLE_BLOCK_PRE_MOVE
/// From base of /client/Move()
#define COMSIG_MOB_CLIENT_MOVED "mob_client_moved"
/// From base of /client/proc/change_view() (mob/source, new_size)

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@@ -0,0 +1,11 @@
///from [/datum/move_loop/start_loop] ():
#define COMSIG_MOVELOOP_START "moveloop_start"
///from [/datum/move_loop/stop_loop] ():
#define COMSIG_MOVELOOP_STOP "moveloop_stop"
///from [/datum/move_loop/process] ():
#define COMSIG_MOVELOOP_PREPROCESS_CHECK "moveloop_preprocess_check"
#define MOVELOOP_SKIP_STEP (1<<0)
///from [/datum/move_loop/process] (succeeded, visual_delay):
#define COMSIG_MOVELOOP_POSTPROCESS "moveloop_postprocess"
//from [/datum/move_loop/has_target/jps/recalculate_path] ():
#define COMSIG_MOVELOOP_JPS_REPATH "moveloop_jps_repath"

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@@ -39,7 +39,7 @@
#define WRAP(val, min, max) clamp(( min == max ? min : (val) - (round(((val) - (min))/((max) - (min))) * ((max) - (min))) ),min,max)
// Real modulus that handles decimals
#define MODULUS(x, y) ( (x) - (y) * round((x) / (y)) )
#define MODULUS(x, y) ( (x) - FLOOR(x, y))
// Cotangent
#define COT(x) (1 / tan(x))

View File

@@ -13,7 +13,25 @@ GLOBAL_VAR_INIT(glide_size_multiplier, 1.0)
/// Then that's multiplied by the global glide size multiplier. 1.25 by default feels pretty close to spot on. This is just to try to get byond to behave.
/// The whole result is then clamped to within the range above.
/// Not very readable but it works
#define DELAY_TO_GLIDE_SIZE(delay) (clamp(((32 / max((delay) / world.tick_lag, 1)) * GLOB.glide_size_multiplier), MIN_GLIDE_SIZE, MAX_GLIDE_SIZE))
#define DELAY_TO_GLIDE_SIZE(delay) (clamp(((world.icon_size / max((delay) / world.tick_lag, 1)) * GLOB.glide_size_multiplier), MIN_GLIDE_SIZE, MAX_GLIDE_SIZE))
///Similar to DELAY_TO_GLIDE_SIZE, except without the clamping, and it supports piping in an unrelated scalar
#define MOVEMENT_ADJUSTED_GLIDE_SIZE(delay, movement_disparity) (world.icon_size / ((delay) / world.tick_lag) * movement_disparity * GLOB.glide_size_multiplier)
//Movement loop priority. Only one loop can run at a time, this dictates that
// Higher numbers beat lower numbers
///Standard, go lower then this if you want to override, higher otherwise
#define MOVEMENT_DEFAULT_PRIORITY 10
///Very few things should override this
#define MOVEMENT_SPACE_PRIORITY 100
///Higher then the heavens
#define MOVEMENT_ABOVE_SPACE_PRIORITY (MOVEMENT_SPACE_PRIORITY + 1)
//Movement loop flags
///Should the loop act immediately following its addition?
#define MOVEMENT_LOOP_START_FAST (1<<0)
///Do we not use the priority system?
#define MOVEMENT_LOOP_IGNORE_PRIORITY (1<<1)
/**
* currently_z_moving defines. Higher numbers mean higher priority.

View File

@@ -203,7 +203,7 @@ GLOBAL_LIST_EMPTY(species_list)
var/user_loc = user.loc
var/drifting = FALSE
if(!user.Process_Spacemove(0) && user.inertia_dir)
if(SSmove_manager.processing_on(user, SSspacedrift))
drifting = TRUE
var/target_loc = target.loc
@@ -236,7 +236,7 @@ GLOBAL_LIST_EMPTY(species_list)
if(!QDELETED(progbar))
progbar.update(world.time - starttime)
if(drifting && !user.inertia_dir)
if(drifting && !SSmove_manager.processing_on(user, SSspacedrift))
drifting = FALSE
user_loc = user.loc
@@ -298,7 +298,7 @@ GLOBAL_LIST_EMPTY(species_list)
var/atom/user_loc = user.loc
var/drifting = FALSE
if(!user.Process_Spacemove(0) && user.inertia_dir)
if(SSmove_manager.processing_on(user, SSspacedrift))
drifting = TRUE
var/holding = user.get_active_held_item()
@@ -319,7 +319,7 @@ GLOBAL_LIST_EMPTY(species_list)
if(!QDELETED(progbar))
progbar.update(world.time - starttime)
if(drifting && !user.inertia_dir)
if(drifting && !SSmove_manager.processing_on(user, SSspacedrift))
drifting = FALSE
user_loc = user.loc
@@ -364,7 +364,7 @@ GLOBAL_LIST_EMPTY(species_list)
time *= user.cached_multiplicative_actions_slowdown
var/drifting = FALSE
if(!user.Process_Spacemove(0) && user.inertia_dir)
if(SSmove_manager.processing_on(user, SSspacedrift))
drifting = TRUE
var/list/originalloc = list()
@@ -397,7 +397,7 @@ GLOBAL_LIST_EMPTY(species_list)
. = FALSE
break
if(drifting && !user.inertia_dir)
if(drifting && !SSmove_manager.processing_on(user, SSspacedrift))
drifting = FALSE
user_loc = user.loc

View File

@@ -63,3 +63,6 @@
if(findtext("[key]", filter, -end_len) || findtext("[value]", filter, -end_len))
matches[key] = value
return matches
/proc/return_typenames(type)
return splittext("[type]", "/")

View File

@@ -1,20 +1,19 @@
/// The subsystem used to tick [/datum/ai_movement] instances. Handling the movement of individual AI instances
PROCESSING_SUBSYSTEM_DEF(ai_movement)
MOVEMENT_SUBSYSTEM_DEF(ai_movement)
name = "AI movement"
flags = SS_KEEP_TIMING|SS_BACKGROUND
flags = SS_BACKGROUND|SS_TICKER
priority = FIRE_PRIORITY_NPC_MOVEMENT
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
init_order = INIT_ORDER_AI_MOVEMENT
wait = 1
///an assoc list of all ai_movement types. Assoc type to instance
var/list/movement_types
/datum/controller/subsystem/processing/ai_movement/Initialize(timeofday)
/datum/controller/subsystem/movement/ai_movement/Initialize(timeofday)
SetupAIMovementInstances()
return ..()
/datum/controller/subsystem/processing/ai_movement/proc/SetupAIMovementInstances()
/datum/controller/subsystem/movement/ai_movement/proc/SetupAIMovementInstances()
movement_types = list()
for(var/key as anything in subtypesof(/datum/ai_movement))
var/datum/ai_movement/ai_movement = new key

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@@ -0,0 +1,160 @@
/**
* Acts as a namespace for movement packet/type related procs
*
* Exists to provide an in code implementation of movement looping
* Replaces things like walk() or walk_to(), among others
*
* Because we're doing things in engine, we have a lot more control over how different operations are performed
* We also get more say in when things happen, so we can subject movements to the whims of the master controller
* Rather then using a fuck ton of cpu just moving mobs or meteors
*
* The goal is to keep the loops themselves reasonably barebone, and implement more advanced behavior and control via the signals
*
* This may be bypassed in cases where snowflakes are nessesary, or where performance is important. S not a hard and fast thing
*
* Every atom can have a movement packet, which contains information and behavior about currently active loops, and queuing info
* Loops control how movement actually happens. So there's a "move in this direction" loop, a "move randomly" loop
*
* You can find the logic for this control in this file
*
* Specifics of how different loops operate can be found in the movement_types.dm file, alongside the [add to loop][/datum/controller/subsystem/move_manager/proc/add_to_loop] helper procs that use them
*
**/
SUBSYSTEM_DEF(move_manager)
name = "Movement Handler"
flags = SS_NO_INIT | SS_NO_FIRE
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
///Adds a movable thing to a movement subsystem. Returns TRUE if it all worked, FALSE if it failed somehow
/datum/controller/subsystem/move_manager/proc/add_to_loop(atom/movable/thing_to_add, datum/controller/subsystem/movement/subsystem = SSmovement, datum/move_loop/loop_type, priority = MOVEMENT_DEFAULT_PRIORITY, flags, datum/extra_info)
var/datum/movement_packet/our_data = thing_to_add.move_packet
if(!our_data)
our_data = new(thing_to_add)
var/list/arguments = args.Copy(2) //Drop the atom, since the movement packet already knows about it
return our_data.add_loop(arglist(arguments))
///Returns the subsystem's loop if we're processing on it, null otherwise
/datum/controller/subsystem/move_manager/proc/processing_on(atom/movable/packet_owner, datum/controller/subsystem/movement/subsystem)
var/datum/movement_packet/packet = packet_owner.move_packet
if(!packet)
return
var/datum/move_loop/linked_loop = packet.existing_loops[subsystem]
if(!linked_loop)
return
if(linked_loop.flags & MOVEMENT_LOOP_IGNORE_PRIORITY)
return linked_loop
if(linked_loop != packet.running_loop)
return
return linked_loop
///A packet of information that describes the current state of a moving object
/datum/movement_packet
///Our parent atom
var/atom/movable/parent
///The move loop that's currently running
var/datum/move_loop/running_loop
///Assoc list of subsystems -> loop datum. Only one datum is allowed per subsystem
var/list/existing_loops = list()
/datum/movement_packet/New(atom/movable/parent)
src.parent = parent
parent.move_packet = src
/datum/movement_packet/Destroy(force)
parent.move_packet = null
parent = null
for(var/datum/controller/subsystem/processor as anything in existing_loops)
var/datum/move_loop/loop = existing_loops[processor]
if(QDELETED(loop))
continue
qdel(loop)
existing_loops.Cut()
existing_loops = null //Catch anyone modifying this post del
return ..()
///Adds a loop to our parent. Returns the created loop if a success, null otherwise
/datum/movement_packet/proc/add_loop(datum/controller/subsystem/movement/subsystem, datum/move_loop/loop_type, priority, flags, datum/extra_info)
var/datum/move_loop/existing_loop = existing_loops[subsystem]
if(existing_loop && existing_loop.priority > priority)
if(!(existing_loop.flags & MOVEMENT_LOOP_IGNORE_PRIORITY) && !(flags & MOVEMENT_LOOP_IGNORE_PRIORITY))
return //Give up
var/datum/move_loop/new_loop = new loop_type(src, subsystem, parent, priority, flags, extra_info) //Pass the mob to move and ourselves in via new
var/list/arguments = args.Copy(6) //Just send the args we've not already dealt with
var/worked_out = new_loop.setup(arglist(arguments)) //Here goes the rest
if(!worked_out)
qdel(new_loop)
return
existing_loops[subsystem] = new_loop
if(existing_loop)
qdel(existing_loop) //We need to do this here because otherwise the packet would think it was empty, and self destruct
contest_running_loop(new_loop)
return new_loop
///Attempts to contest the current running move loop. Returns TRUE if the loop is active, FALSE otherwise
/datum/movement_packet/proc/contest_running_loop(datum/move_loop/contestant)
var/datum/controller/subsystem/movement/contesting_subsystem = contestant.controller
if(contestant.flags & MOVEMENT_LOOP_IGNORE_PRIORITY)
contesting_subsystem.add_loop(contestant)
return TRUE
if(!running_loop)
running_loop = contestant
contesting_subsystem.add_loop(running_loop)
return TRUE
if(running_loop.priority > contestant.priority)
return FALSE
var/datum/controller/subsystem/movement/current_subsystem = running_loop.controller
current_subsystem.remove_loop(running_loop)
contesting_subsystem.add_loop(contestant)
running_loop = contestant
return TRUE
///Tries to figure out the current favorite loop to run. More complex then just deciding between two different loops, assumes no running loop currently exists
/datum/movement_packet/proc/decide_on_running_loop()
if(running_loop)
return
if(!length(existing_loops)) //Die
qdel(src)
return
var/datum/move_loop/favorite
for(var/datum/controller/subsystem/movement/owner as anything in existing_loops)
var/datum/move_loop/checking = existing_loops[owner]
if(checking.flags & MOVEMENT_LOOP_IGNORE_PRIORITY)
continue
if(favorite && favorite.priority < checking.priority)
continue
favorite = checking
if(!favorite) //This isn't an error state, since some loops ignore the concept of a running loop
return
var/datum/controller/subsystem/movement/favorite_subsystem = favorite.controller
running_loop = favorite
favorite_subsystem.add_loop(running_loop)
/datum/movement_packet/proc/remove_loop(datum/controller/subsystem/movement/remove_from, datum/move_loop/loop_to_remove)
if(loop_to_remove == running_loop)
remove_from.remove_loop(loop_to_remove)
running_loop = null
if(loop_to_remove.flags & MOVEMENT_LOOP_IGNORE_PRIORITY)
remove_from.remove_loop(loop_to_remove)
if(QDELETED(src))
return
if(existing_loops[remove_from] == loop_to_remove)
existing_loops -= remove_from
decide_on_running_loop()
return
/datum/movement_packet/proc/remove_subsystem(datum/controller/subsystem/movement/remove)
var/datum/move_loop/our_loop = existing_loops[remove]
if(!our_loop)
return FALSE
qdel(our_loop)
return TRUE

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SUBSYSTEM_DEF(movement)
name = "Movement Loops"
flags = SS_NO_INIT|SS_BACKGROUND|SS_TICKER
wait = 1 //Fire each tick
///The list of datums we're processing
var/list/processing = list()
///Used to make pausing possible
var/list/currentrun = list()
///The time we started our last fire at
var/canonical_time = 0
///The visual delay of the subsystem
var/visual_delay = 1
/datum/controller/subsystem/movement/stat_entry(msg)
msg = "P:[length(processing)]"
return ..()
/datum/controller/subsystem/movement/Recover()
//Get ready this is gonna be horrible
//We need to do this to support subtypes by the by
var/list/typenames = return_typenames(src.type)
var/our_name = typenames[length(typenames)] //Get the last name in the list, IE the subsystem identifier
var/datum/controller/subsystem/movement/old_version = global.vars["SS[our_name]"]
processing = old_version.processing
currentrun = old_version.currentrun
/datum/controller/subsystem/movement/fire(resumed)
if(!resumed)
canonical_time = world.time
currentrun = processing.Copy()
var/list/running = currentrun //Cache for... you've heard this before
while(running.len)
var/datum/move_loop/loop = running[running.len]
running.len--
if(loop.timer <= canonical_time)
loop.process() //This shouldn't get nulls, if it does, runtime
if (MC_TICK_CHECK)
return
visual_delay = MC_AVERAGE_FAST(visual_delay, max((world.time - canonical_time) / wait, 1))
/datum/controller/subsystem/movement/proc/add_loop(datum/move_loop/add)
processing += add
add.start_loop()
/datum/controller/subsystem/movement/proc/remove_loop(datum/move_loop/remove)
processing -= remove
currentrun -= remove
remove.stop_loop()

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///Template class of the movement datums, handles the timing portion of the loops
/datum/move_loop
///The movement packet that owns us
var/datum/movement_packet/owner
///The subsystem we're processing on
var/datum/controller/subsystem/movement/controller
///An extra reference we pass around
///It is on occasion useful to have a reference to some datum without storing it on the moving object
///Mostly comes up in high performance senarios where we care about things being singletons
///This feels horrible, but constantly making components seems worse
var/datum/extra_info
///The thing we're moving about
var/atom/movable/moving
///Defines how different move loops override each other. Lower numbers beat higher numbers
var/priority = MOVEMENT_DEFAULT_PRIORITY
///Bitfield of different things that affect how a loop operates
var/flags
///Time till we stop processing in deci-seconds, defaults to forever
var/lifetime = INFINITY
///Delay between each move in deci-seconds
var/delay = 1
///The next time we should process
var/timer = 0
/datum/move_loop/New(datum/movement_packet/owner, datum/controller/subsystem/movement/controller, atom/moving, priority, flags, datum/extra_info)
src.owner = owner
src.controller = controller
src.extra_info = extra_info
if(extra_info)
RegisterSignal(extra_info, COMSIG_PARENT_QDELETING, .proc/info_deleted)
src.moving = moving
src.priority = priority
src.flags = flags
/datum/move_loop/proc/setup(delay = 1, timeout = INFINITY)
if(!ismovable(moving) || !owner)
return FALSE
src.delay = max(delay, world.tick_lag) //Please...
src.lifetime = timeout
return TRUE
/datum/move_loop/proc/start_loop()
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_MOVELOOP_START)
//If this is our first time starting to move with this loop
//And we're meant to start instantly
if(!timer && flags & MOVEMENT_LOOP_START_FAST)
timer = world.time
return
timer = world.time + delay
/datum/move_loop/proc/stop_loop()
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_MOVELOOP_STOP)
/datum/move_loop/proc/info_deleted(datum/source)
SIGNAL_HANDLER
extra_info = null
/datum/move_loop/Destroy()
if(owner)
owner.remove_loop(controller, src)
owner = null
moving = null
controller = null
extra_info = null
return ..()
///Exists as a helper so outside code can modify delay while also modifying timer
/datum/move_loop/proc/set_delay(new_delay)
delay = max(new_delay, world.tick_lag)
timer = world.time + delay
/datum/move_loop/process()
var/old_delay = delay //The signal can sometimes change delay
if(SEND_SIGNAL(src, COMSIG_MOVELOOP_PREPROCESS_CHECK) & MOVELOOP_SKIP_STEP) //Chance for the object to react
return
lifetime -= old_delay //This needs to be based on work over time, not just time passed
if(lifetime < 0) //Otherwise lag would make things look really weird
qdel(src)
return
var/visual_delay = controller.visual_delay
var/success = move()
SEND_SIGNAL(src, COMSIG_MOVELOOP_POSTPROCESS, success, delay * visual_delay)
timer = world.time + delay
if(QDELETED(src) || !success) //Can happen
return
moving.set_glide_size(MOVEMENT_ADJUSTED_GLIDE_SIZE(delay, visual_delay))
///Handles the actual move, overriden by children
///Returns FALSE if nothing happen, TRUE otherwise
/datum/move_loop/proc/move()
return FALSE
///Removes the atom from some movement subsystem. Defaults to SSmovement
/datum/controller/subsystem/move_manager/proc/stop_looping(atom/movable/moving, datum/controller/subsystem/movement/subsystem = SSmovement)
var/datum/movement_packet/our_info = moving.move_packet
if(!our_info)
return FALSE
return our_info.remove_subsystem(subsystem)
/**
* Replacement for walk()
*
* Returns TRUE if the loop sucessfully started, or FALSE if it failed
*
* Arguments:
* moving - The atom we want to move
* direction - The direction we want to move in
* delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1
* timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity
* subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem
* priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY
* flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm
*
**/
/datum/controller/subsystem/move_manager/proc/move(moving, direction, delay, timeout, subsystem, priority, flags, datum/extra_info)
return add_to_loop(moving, subsystem, /datum/move_loop/move, priority, flags, extra_info, delay, timeout, direction)
///Replacement for walk()
/datum/move_loop/move
var/direction
/datum/move_loop/move/setup(delay, timeout, dir)
. = ..()
if(!.)
return
direction = dir
/datum/move_loop/move/move()
var/atom/old_loc = moving.loc
moving.Move(get_step(moving, direction), direction)
// We cannot rely on the return value of Move(), we care about teleports and it doesn't
return old_loc != moving.loc
/**
* Like move(), but it uses byond's pathfinding on a step by step basis
*
* Returns TRUE if the loop sucessfully started, or FALSE if it failed
*
* Arguments:
* moving - The atom we want to move
* direction - The direction we want to move in
* delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1
* timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity
* subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem
* priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY
* flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm
*
**/
/datum/controller/subsystem/move_manager/proc/move_to_dir(moving, direction, delay, timeout, subsystem, priority, flags, datum/extra_info)
return add_to_loop(moving, subsystem, /datum/move_loop/move/move_to, priority, flags, extra_info, delay, timeout, direction)
/datum/move_loop/move/move_to
/datum/move_loop/move/move_to/move()
var/atom/old_loc = moving.loc
step_to(moving, get_step(moving, direction))
return old_loc != moving.loc
/**
* Like move(), but we don't care about collision at all
*
* Returns TRUE if the loop sucessfully started, or FALSE if it failed
*
* Arguments:
* moving - The atom we want to move
* direction - The direction we want to move in
* delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1
* timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity
* subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem
* priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY
* flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm
*
**/
/datum/controller/subsystem/move_manager/proc/force_move_dir(moving, direction, delay, timeout, subsystem, priority, flags, datum/extra_info)
return add_to_loop(moving, subsystem, /datum/move_loop/move/force, priority, flags, extra_info, delay, timeout, direction)
/datum/move_loop/move/force
/datum/move_loop/move/force/move()
var/atom/old_loc = moving.loc
moving.forceMove(get_step(moving, direction))
return old_loc != moving.loc
/datum/move_loop/has_target
///The thing we're moving in relation to, either at or away from
var/atom/target
/datum/move_loop/has_target/setup(delay, timeout, atom/chasing)
. = ..()
if(!.)
return
if(!isatom(chasing))
qdel(src)
return FALSE
target = chasing
if(!isturf(target))
RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/handle_no_target) //Don't do this for turfs, because we don't care
/datum/move_loop/has_target/Destroy()
target = null
return ..()
/datum/move_loop/has_target/proc/handle_no_target()
SIGNAL_HANDLER
qdel(src)
/**
* Used for force-move loops, similar to move_towards_legacy() but not quite the same
*
* Returns TRUE if the loop sucessfully started, or FALSE if it failed
*
* Arguments:
* moving - The atom we want to move
* chasing - The atom we want to move towards
* delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1
* timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity
* subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem
* priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY
* flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm
*
**/
/datum/controller/subsystem/move_manager/proc/force_move(moving, chasing, delay, timeout, subsystem, priority, flags, datum/extra_info)
return add_to_loop(moving, subsystem, /datum/move_loop/has_target/force_move, priority, flags, extra_info, delay, timeout, chasing)
///Used for force-move loops
/datum/move_loop/has_target/force_move
/datum/move_loop/has_target/force_move/move()
var/atom/old_loc = moving.loc
moving.forceMove(get_step(moving, get_dir(moving, target)))
return old_loc != moving.loc
/**
* Used for following jps defined paths. The proc signature here's a bit long, I'm sorry
*
* Returns TRUE if the loop sucessfully started, or FALSE if it failed
*
* Arguments:
* moving - The atom we want to move
* chasing - The atom we want to move towards
* delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1
* repath_delay - How often we're allowed to recalculate our path
* max_path_length - The maximum number of steps we can take in a given path to search (default: 30, 0 = infinite)
* miminum_distance - Minimum distance to the target before path returns, could be used to get near a target, but not right to it - for an AI mob with a gun, for example
* id - An ID card representing what access we have and what doors we can open
* simulated_only - Whether we consider turfs without atmos simulation (AKA do we want to ignore space)
* avoid - If we want to avoid a specific turf, like if we're a mulebot who already got blocked by some turf
* skip_first - Whether or not to delete the first item in the path. This would be done because the first item is the starting tile, which can break things
* timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity
* subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem
* priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY
* flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm
*
**/
/datum/controller/subsystem/move_manager/proc/jps_move(moving,
chasing,
delay,
timeout,
repath_delay,
max_path_length,
minimum_distance,
obj/item/card/id/id,
simulated_only,
turf/avoid,
skip_first,
subsystem,
priority,
flags,
datum/extra_info)
return add_to_loop(moving,
subsystem,
/datum/move_loop/has_target/jps,
priority,
flags,
extra_info,
delay,
timeout,
chasing,
repath_delay,
max_path_length,
minimum_distance,
id,
simulated_only,
avoid,
skip_first)
/datum/move_loop/has_target/jps
///How often we're allowed to recalculate our path
var/repath_delay
///Max amount of steps to search
var/max_path_length
///Minimum distance to the target before path returns
var/minimum_distance
///An ID card representing what access we have and what doors we can open. Kill me
var/obj/item/card/id/id
///Whether we consider turfs without atmos simulation (AKA do we want to ignore space)
var/simulated_only
///A perticular turf to avoid
var/turf/avoid
///Should we skip the first step? This is the tile we're currently on, which breaks some things
var/skip_first
///A list for the path we're currently following
var/list/movement_path
///Cooldown for repathing, prevents spam
COOLDOWN_DECLARE(repath_cooldown)
/datum/move_loop/has_target/jps/setup(delay, timeout, atom/chasing, repath_delay, max_path_length, minimum_distance, obj/item/card/id/id, simulated_only, turf/avoid, skip_first)
. = ..()
if(!.)
return
src.repath_delay = repath_delay
src.max_path_length = max_path_length
src.minimum_distance = minimum_distance
src.id = id
src.simulated_only = simulated_only
src.avoid = avoid
src.skip_first = skip_first
if(istype(id, /obj/item/card/id))
RegisterSignal(id, COMSIG_PARENT_QDELETING, .proc/handle_no_id) //I prefer erroring to harddels. If this breaks anything consider making id info into a datum or something
/datum/move_loop/has_target/jps/start_loop()
. = ..()
INVOKE_ASYNC(src, .proc/recalculate_path)
/datum/move_loop/has_target/jps/Destroy()
id = null //Kill me
avoid = null
return ..()
/datum/move_loop/has_target/jps/proc/handle_no_id()
SIGNAL_HANDLER
id = null
//Returns FALSE if the recalculation failed, TRUE otherwise
/datum/move_loop/has_target/jps/proc/recalculate_path()
if(!COOLDOWN_FINISHED(src, repath_cooldown))
return
COOLDOWN_START(src, repath_cooldown, repath_delay)
SEND_SIGNAL(src, COMSIG_MOVELOOP_JPS_REPATH)
movement_path = get_path_to(moving, target, max_path_length, minimum_distance, id, simulated_only, avoid, skip_first)
/datum/move_loop/has_target/jps/move()
if(!length(movement_path))
INVOKE_ASYNC(src, .proc/recalculate_path)
if(!length(movement_path))
return FALSE
var/turf/next_step = movement_path[1]
var/atom/old_loc = moving.loc
moving.Move(next_step, get_dir(moving, next_step))
. = (old_loc != moving.loc)
// this check if we're on exactly the next tile may be overly brittle for dense objects who may get bumped slightly
// to the side while moving but could maybe still follow their path without needing a whole new path
if(get_turf(moving) == next_step)
movement_path.Cut(1,2)
else
INVOKE_ASYNC(src, .proc/recalculate_path)
return FALSE
///Base class of move_to and move_away, deals with the distance and target aspect of things
/datum/move_loop/has_target/dist_bound
var/distance = 0
/datum/move_loop/has_target/dist_bound/setup(delay, timeout, atom/chasing, dist = 0)
. = ..()
if(!.)
return
distance = dist
///Returns FALSE if the movement should pause, TRUE otherwise
/datum/move_loop/has_target/dist_bound/proc/check_dist()
return FALSE
/datum/move_loop/has_target/dist_bound/move()
if(!check_dist()) //If we're too close don't do the move
timer = world.time //Make sure to move as soon as possible
return FALSE
return TRUE
/**
* Wrapper around walk_to()
*
* Returns TRUE if the loop sucessfully started, or FALSE if it failed
*
* Arguments:
* moving - The atom we want to move
* chasing - The atom we want to move towards
* min_dist - the closest we're allower to get to the target
* delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1
* timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity
* subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem
* priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY
* flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm
*
**/
/datum/controller/subsystem/move_manager/proc/move_to(moving, chasing, min_dist, delay, timeout, subsystem, priority, flags, datum/extra_info)
return add_to_loop(moving, subsystem, /datum/move_loop/has_target/dist_bound/move_to, priority, flags, extra_info, delay, timeout, chasing, min_dist)
///Wrapper around walk_to()
/datum/move_loop/has_target/dist_bound/move_to
/datum/move_loop/has_target/dist_bound/move_to/check_dist()
return (get_dist(moving, target) >= distance) //If you get too close, stop moving closer
/datum/move_loop/has_target/dist_bound/move_to/move()
. = ..()
if(!.)
return
var/atom/old_loc = moving.loc
step_to(moving, target)
return old_loc != moving.loc
/**
* Wrapper around walk_away()
*
* Returns TRUE if the loop sucessfully started, or FALSE if it failed
*
* Arguments:
* moving - The atom we want to move
* chasing - The atom we want to move towards
* max_dist - the furthest away from the target we're allowed to get
* delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1
* timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity
* subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem
* priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY
* flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm
*
**/
/datum/controller/subsystem/move_manager/proc/move_away(moving, chasing, max_dist, delay, timeout, subsystem, priority, flags, datum/extra_info)
return add_to_loop(moving, subsystem, /datum/move_loop/has_target/dist_bound/move_away, priority, flags, extra_info, delay, timeout, chasing, max_dist)
///Wrapper around walk_away()
/datum/move_loop/has_target/dist_bound/move_away
/datum/move_loop/has_target/dist_bound/move_away/check_dist()
return (get_dist(moving, target) <= distance) //If you get too far out, stop moving away
/datum/move_loop/has_target/dist_bound/move_away/move()
. = ..()
if(!.)
return
var/atom/old_loc = moving.loc
step_away(moving, target)
return old_loc != moving.loc
/**
* Helper proc for the move_towards datum
*
* Returns TRUE if the loop sucessfully started, or FALSE if it failed
*
* Arguments:
* moving - The atom we want to move
* chasing - The atom we want to move towards
* delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1
* home - Should we move towards the object at all times? Or launch towards them, but allow walls and such to take us off track. Defaults to FALSE
* timeout - Time in deci-seconds until the moveloop self expires. Defaults to INFINITY
* subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem
* priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY
* flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm
*
**/
/datum/controller/subsystem/move_manager/proc/move_towards(moving, chasing, delay, home, timeout, subsystem, priority, flags, datum/extra_info)
return add_to_loop(moving, subsystem, /datum/move_loop/has_target/move_towards, priority, flags, extra_info, delay, timeout, chasing, home)
/**
* Helper proc for homing onto something with move_towards
*
* Returns TRUE if the loop sucessfully started, or FALSE if it failed
*
* Arguments:
* moving - The atom we want to move
* chasing - The atom we want to move towards
* delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1
* home - Should we move towards the object at all times? Or launch towards them, but allow walls and such to take us off track. Defaults to FALSE
* timeout - Time in deci-seconds until the moveloop self expires. Defaults to INFINITY
* subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem
* priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY
* flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm
*
**/
/datum/controller/subsystem/move_manager/proc/home_onto(moving, chasing, delay, timeout, subsystem, priority, flags, datum/extra_info)
return move_towards(moving, chasing, delay, TRUE, timeout, subsystem, priority, flags, extra_info)
///Used as a alternative to walk_towards
/datum/move_loop/has_target/move_towards
///The turf we want to move into, used for course correction
var/turf/moving_towards
///Should we try and stay on the path, or is deviation alright
var/home = FALSE
///When this gets larger then 1 we move a turf
var/x_ticker = 0
var/y_ticker = 0
///The rate at which we move, between 0 and 1
var/x_rate = 1
var/y_rate = 1
//We store the signs of x and y seperately, because byond will round negative numbers down
//So doing all our operations with absolute values then multiplying them is easier
var/x_sign = 0
var/y_sign = 0
/datum/move_loop/has_target/move_towards/setup(delay, timeout, atom/chasing, home = FALSE)
. = ..()
if(!.)
return FALSE
src.home = home
if(home)
if(ismovable(target))
RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/update_slope) //If it can move, update your slope when it does
RegisterSignal(moving, COMSIG_MOVABLE_MOVED, .proc/handle_move)
update_slope()
/datum/move_loop/has_target/move_towards/Destroy()
if(home)
if(ismovable(target))
UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
if(moving)
UnregisterSignal(moving, COMSIG_MOVABLE_MOVED)
return ..()
/datum/move_loop/has_target/move_towards/move()
//Move our tickers forward a step, we're guaranteed at least one step forward because of how the code is written
if(x_rate) //Did you know that rounding by 0 throws a divide by 0 error?
x_ticker = FLOOR(x_ticker + x_rate, x_rate)
if(y_rate)
y_ticker = FLOOR(y_ticker + y_rate, y_rate)
var/x = moving.x
var/y = moving.y
var/z = moving.z
moving_towards = locate(x + round(x_ticker) * x_sign, y + round(y_ticker) * y_sign, z)
//The tickers serve as good methods of tracking remainder
if(x_ticker >= 1)
x_ticker = MODULUS(x_ticker, 1) //I swear to god if you somehow go up by one then one in a tick I'm gonna go mad
if(y_ticker >= 1)
y_ticker = MODULUS(x_ticker, 1)
var/atom/old_loc = moving.loc
moving.Move(moving_towards, get_dir(moving, moving_towards))
//YOU FOUND THEM! GOOD JOB
if(home && get_turf(moving) == get_turf(target))
x_rate = 0
y_rate = 0
return
return old_loc != moving.loc
/datum/move_loop/has_target/move_towards/proc/handle_move(source, atom/OldLoc, Dir, Forced = FALSE)
SIGNAL_HANDLER
if(moving.loc != moving_towards && home) //If we didn't go where we should have, update slope to account for the deviation
update_slope()
/datum/move_loop/has_target/move_towards/handle_no_target()
if(home)
return ..()
target = null
/**
* Recalculates the slope between our object and the target, sets our rates to it
*
* The math below is reminiscent of something like y = mx + b
* Except we don't need to care about axis, since we do all our movement in steps of 1
* Because of that all that matters is we only move one tile at a time
* So we take the smaller delta, divide it by the larger one, and get smaller step per large step
* Then we set the large step to 1, and we're done. This way we're guaranteed to never move more then a tile at once
* And we can have nice lines
**/
/datum/move_loop/has_target/move_towards/proc/update_slope()
SIGNAL_HANDLER
//You'll notice this is rise over run, except we flip the formula upside down depending on the larger number
//This is so we never move more then one tile at once
var/delta_y = target.y - moving.y
var/delta_x = target.x - moving.x
//It's more convienent to store delta x and y as absolute values
//and modify them right at the end then it is to deal with rounding errors
x_sign = (delta_x > 0) ? 1 : -1
y_sign = (delta_y > 0) ? 1 : -1
delta_x = abs(delta_x)
delta_y = abs(delta_y)
if(delta_x >= delta_y)
if(delta_x == 0) //Just go up/down
x_rate = 0
y_rate = 1
return
x_rate = 1
y_rate = delta_y / delta_x //rise over run, you know the deal
else
if(delta_y == 0) //Just go right/left
x_rate = 1
y_rate = 0
return
x_rate = delta_x / delta_y //Keep the larger step size at 1
y_rate = 1
/**
* Wrapper for walk_towards, not reccomended, as it's movement ends up being a bit stilted
*
* Returns TRUE if the loop sucessfully started, or FALSE if it failed
*
* Arguments:
* moving - The atom we want to move
* chasing - The atom we want to move towards
* delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1
* timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity
* subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem
* priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY
* flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm
*
**/
/datum/controller/subsystem/move_manager/proc/move_towards_legacy(moving, chasing, delay, timeout, subsystem, priority, flags, datum/extra_info)
return add_to_loop(moving, subsystem, /datum/move_loop/has_target/move_towards_budget, priority, flags, extra_info, delay, timeout, chasing)
///The actual implementation of walk_towards()
/datum/move_loop/has_target/move_towards_budget
/datum/move_loop/has_target/move_towards_budget/move()
var/turf/target_turf = get_step_towards(moving, target)
var/atom/old_loc = moving.loc
moving.Move(target_turf, get_dir(moving, target_turf))
return old_loc != moving.loc
/**
* Helper proc for the move_rand datum
*
* Returns TRUE if the loop sucessfully started, or FALSE if it failed
*
* Arguments:
* moving - The atom we want to move
* directions - A list of acceptable directions to try and move in. Defaults to GLOB.alldirs
* delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1
* timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity
* subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem
* priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY
* flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm
*
**/
/datum/controller/subsystem/move_manager/proc/move_rand(moving, directions, delay, timeout, subsystem, priority, flags, datum/extra_info)
if(!directions)
directions = GLOB.alldirs
return add_to_loop(moving, subsystem, /datum/move_loop/move_rand, priority, flags, extra_info, delay, timeout, directions)
/**
* This isn't actually the same as walk_rand
* Because walk_rand is really more like walk_to_rand
* It appears to pick a spot outside of range, and move towards it, then pick a new spot, etc.
* I can't actually replicate this on our side, because of how bad our pathfinding is, and cause I'm not totally sure I know what it's doing.
* I can just implement a random-walk though
**/
/datum/move_loop/move_rand
var/list/potential_directions
/datum/move_loop/move_rand/setup(delay, timeout, list/directions)
. = ..()
if(!.)
return
potential_directions = directions
/datum/move_loop/move_rand/move()
var/list/potential_dirs = potential_directions.Copy()
while(potential_dirs.len)
var/testdir = pick(potential_dirs)
var/turf/moving_towards = get_step(moving, testdir)
var/atom/old_loc = moving.loc
moving.Move(moving_towards, testdir)
if(old_loc != moving.loc) //If it worked, we're done
return TRUE
potential_dirs -= testdir
return FALSE
/**
* Wrapper around walk_rand(), doesn't actually result in a random walk, it's more like moving to random places in viewish
*
* Returns TRUE if the loop sucessfully started, or FALSE if it failed
*
* Arguments:
* moving - The atom we want to move
* delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1
* timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity
* subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem
* priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY
* flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm
*
**/
/datum/controller/subsystem/move_manager/proc/move_to_rand(moving, delay, timeout, subsystem, priority, flags, datum/extra_info)
return add_to_loop(moving, subsystem, /datum/move_loop/move_to_rand, priority, flags, extra_info, delay, timeout)
///Wrapper around step_rand
/datum/move_loop/move_to_rand
/datum/move_loop/move_to_rand/move()
var/atom/old_loc = moving.loc
step_rand(moving)
return old_loc != moving.loc
/**
* Snowflake disposal movement. Moves a disposal holder along a chain of disposal pipes
*
* Returns TRUE if the loop sucessfully started, or FALSE if it failed
*
* Arguments:
* moving - The atom we want to move
* delay - How many deci-seconds to wait between fires. Defaults to the lowest value, 0.1
* timeout - Time in deci-seconds until the moveloop self expires. Defaults to infinity
* subsystem - The movement subsystem to use. Defaults to SSmovement. Only one loop can exist for any one subsystem
* priority - Defines how different move loops override each other. Lower numbers beat higher numbers, equal defaults to what currently exists. Defaults to MOVEMENT_DEFAULT_PRIORITY
* flags - Set of bitflags that effect move loop behavior in some way. Check _DEFINES/movement.dm
*
**/
/datum/controller/subsystem/move_manager/proc/move_disposals(moving, delay, timeout, subsystem, priority, flags, datum/extra_info)
return add_to_loop(moving, subsystem, /datum/move_loop/disposal_holder, priority, flags, extra_info, delay, timeout)
/// Disposal holders need to move through a chain of pipes
/// Rather then through the world. This supports this
/// If this ever changes, get rid of this, add drift component like logic to the holder
/// And move them to move()
/datum/move_loop/disposal_holder
/datum/move_loop/disposal_holder/setup(delay = 1, timeout = INFINITY)
// This is a horrible pattern.
// Move loops should almost never need to be one offs. Please don't do this if you can help it
if(!istype(moving, /obj/structure/disposalholder))
stack_trace("You tried to make a [moving.type] object move like a disposals holder, stop that!")
return FALSE
return ..()
/datum/move_loop/disposal_holder/move()
var/obj/structure/disposalholder/holder = moving
var/atom/old_loc = moving.loc
holder.current_pipe.transfer(holder)
return old_loc != moving.loc

View File

@@ -0,0 +1,5 @@
MOVEMENT_SUBSYSTEM_DEF(spacedrift)
name = "Space Drift"
priority = FIRE_PRIORITY_SPACEDRIFT
flags = SS_NO_INIT|SS_TICKER
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME

View File

@@ -1,3 +1,2 @@
PROCESSING_SUBSYSTEM_DEF(conveyors)
MOVEMENT_SUBSYSTEM_DEF(conveyors)
name = "Conveyor Belts"
wait = 0.2 SECONDS

View File

@@ -1,60 +0,0 @@
SUBSYSTEM_DEF(spacedrift)
name = "Space Drift"
priority = FIRE_PRIORITY_SPACEDRIFT
wait = 5
flags = SS_NO_INIT|SS_KEEP_TIMING
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
var/list/currentrun = list()
var/list/processing = list()
/datum/controller/subsystem/spacedrift/stat_entry(msg)
msg = "P:[length(processing)]"
return ..()
/datum/controller/subsystem/spacedrift/fire(resumed = FALSE)
if (!resumed)
src.currentrun = processing.Copy()
//cache for sanic speed (lists are references anyways)
var/list/currentrun = src.currentrun
while (currentrun.len)
var/atom/movable/AM = currentrun[currentrun.len]
currentrun.len--
if (!AM)
processing -= AM
if (MC_TICK_CHECK)
return
continue
if (AM.inertia_next_move > world.time)
if (MC_TICK_CHECK)
return
continue
if (!AM.loc || AM.loc != AM.inertia_last_loc || AM.Process_Spacemove(0))
AM.inertia_dir = 0
if (!AM.inertia_dir)
AM.inertia_last_loc = null
processing -= AM
if (MC_TICK_CHECK)
return
continue
var/old_dir = AM.dir
var/old_loc = AM.loc
AM.inertia_moving = TRUE
AM.set_glide_size(DELAY_TO_GLIDE_SIZE(AM.inertia_move_delay))
step(AM, AM.inertia_dir)
AM.inertia_moving = FALSE
AM.inertia_next_move = world.time + AM.inertia_move_delay
if (AM.loc == old_loc)
AM.inertia_dir = 0
AM.setDir(old_dir)
AM.inertia_last_loc = AM.loc
if (MC_TICK_CHECK)
return

View File

@@ -16,12 +16,10 @@
var/charge_damage = 30
/// If we destroy objects while charging
var/destroy_objects = TRUE
/// Associative boolean list of chargers that are currently charging
/// If the current move is being triggered by us or not
var/actively_moving = FALSE
/// List of charging mobs
var/list/charging = list()
/// Associative list of chargers and their hit targets
var/list/already_hit = list()
/// Associative direction list of chargers that lets our move signal know how we are supposed to move
var/list/next_move_allowed = list()
/datum/action/cooldown/mob_cooldown/charge/New(Target, delay, past, distance, speed, damage, destroy)
. = ..()
@@ -53,35 +51,63 @@
var/chargeturf = get_turf(target_atom)
if(!chargeturf)
return
charger.setDir(get_dir(charger, target_atom))
var/turf/T = get_ranged_target_turf(chargeturf, charger.dir, past)
if(!T)
var/dir = get_dir(charger, target_atom)
var/turf/target = get_ranged_target_turf(chargeturf, dir, past)
if(!target)
return
if(charger in charging)
// Stop any existing charging, this'll clean things up properly
SSmove_manager.stop_looping(charger)
charging += charger
SEND_SIGNAL(owner, COMSIG_STARTED_CHARGE)
RegisterSignal(charger, COMSIG_MOVABLE_BUMP, .proc/on_bump)
RegisterSignal(charger, COMSIG_MOVABLE_PRE_MOVE, .proc/on_move)
RegisterSignal(charger, COMSIG_MOVABLE_MOVED, .proc/on_moved)
charging[charger] = TRUE
already_hit[charger] = list()
DestroySurroundings(charger)
charger.setDir(get_dir(charger, target_atom))
do_charge_indicator(charger, T)
charger.setDir(dir)
do_charge_indicator(charger, target)
SLEEP_CHECK_DEATH(delay, charger)
var/distance = min(get_dist(charger, T), charge_distance)
for(var/i in 1 to distance)
// Prevents movement from the user during the charge
SLEEP_CHECK_DEATH(charge_speed, charger)
next_move_allowed[charger] = get_dir(charger, T)
step_towards(charger, T)
next_move_allowed.Remove(charger)
UnregisterSignal(charger, COMSIG_MOVABLE_BUMP)
UnregisterSignal(charger, COMSIG_MOVABLE_PRE_MOVE)
UnregisterSignal(charger, COMSIG_MOVABLE_MOVED)
charging.Remove(charger)
already_hit.Remove(charger)
SEND_SIGNAL(owner, COMSIG_FINISHED_CHARGE)
var/time_to_hit = min(get_dist(charger, target), charge_distance) * charge_speed
var/datum/move_loop/new_loop = SSmove_manager.home_onto(charger, target, delay = charge_speed, timeout = time_to_hit, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
if(!new_loop)
return
RegisterSignal(new_loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, .proc/pre_move)
RegisterSignal(new_loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/post_move)
RegisterSignal(new_loop, COMSIG_PARENT_QDELETING, .proc/charge_end)
if(ismob(charger))
RegisterSignal(charger, COMSIG_MOB_STATCHANGE, .proc/stat_changed)
// Yes this is disgusting. But we need to queue this stuff, and this code just isn't setup to support that right now. So gotta do it with sleeps
sleep(time_to_hit + charge_speed)
return TRUE
/datum/action/cooldown/mob_cooldown/charge/proc/pre_move(datum)
SIGNAL_HANDLER
// If you sleep in Move() you deserve what's coming to you
actively_moving = TRUE
/datum/action/cooldown/mob_cooldown/charge/proc/post_move(datum)
SIGNAL_HANDLER
actively_moving = FALSE
/datum/action/cooldown/mob_cooldown/charge/proc/charge_end(datum/move_loop/source)
SIGNAL_HANDLER
var/atom/movable/charger = source.moving
UnregisterSignal(charger, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_PRE_MOVE, COMSIG_MOVABLE_MOVED, COMSIG_MOB_STATCHANGE))
SEND_SIGNAL(owner, COMSIG_FINISHED_CHARGE)
charging -= charger
/datum/action/cooldown/mob_cooldown/charge/proc/stat_changed(mob/source, new_stat, old_stat)
SIGNAL_HANDLER
if(new_stat == DEAD)
SSmove_manager.stop_looping(source) //This will cause the loop to qdel, triggering an end to our charging
/datum/action/cooldown/mob_cooldown/charge/proc/do_charge_indicator(atom/charger, atom/charge_target)
var/turf/target_turf = get_turf(charge_target)
if(!target_turf)
@@ -92,23 +118,15 @@
/datum/action/cooldown/mob_cooldown/charge/proc/on_move(atom/source, atom/new_loc)
SIGNAL_HANDLER
var/expected_dir = next_move_allowed[source]
if(!expected_dir)
if(!actively_moving)
return COMPONENT_MOVABLE_BLOCK_PRE_MOVE
var/real_dir = get_dir(source, new_loc)
if(!(expected_dir & real_dir))
return COMPONENT_MOVABLE_BLOCK_PRE_MOVE
// Disable the flag for the direction we moved (this is so diagonal movements can be fully completed)
next_move_allowed[source] = expected_dir & ~real_dir
if(charging[source])
new /obj/effect/temp_visual/decoy/fading(source.loc, source)
INVOKE_ASYNC(src, .proc/DestroySurroundings, source)
new /obj/effect/temp_visual/decoy/fading(source.loc, source)
INVOKE_ASYNC(src, .proc/DestroySurroundings, source)
/datum/action/cooldown/mob_cooldown/charge/proc/on_moved(atom/source)
SIGNAL_HANDLER
if(charging[source])
playsound(source, 'sound/effects/meteorimpact.ogg', 200, TRUE, 2, TRUE)
INVOKE_ASYNC(src, .proc/DestroySurroundings, source)
playsound(source, 'sound/effects/meteorimpact.ogg', 200, TRUE, 2, TRUE)
INVOKE_ASYNC(src, .proc/DestroySurroundings, source)
/datum/action/cooldown/mob_cooldown/charge/proc/DestroySurroundings(atom/movable/charger)
if(!destroy_objects)
@@ -116,46 +134,43 @@
if(!isanimal(charger))
return
for(var/dir in GLOB.cardinals)
var/turf/T = get_step(charger, dir)
if(QDELETED(T))
var/turf/next_turf = get_step(charger, dir)
if(!next_turf)
continue
if(T.Adjacent(charger))
if(iswallturf(T) || ismineralturf(T))
if(!isanimal(charger))
SSexplosions.medturf += T
continue
T.attack_animal(charger)
if(next_turf.Adjacent(charger) && (iswallturf(next_turf) || ismineralturf(next_turf)))
if(!isanimal(charger))
SSexplosions.medturf += next_turf
continue
for(var/obj/O in T.contents)
if(!O.Adjacent(charger))
next_turf.attack_animal(charger)
continue
for(var/obj/object in next_turf.contents)
if(!object.Adjacent(charger))
continue
if((ismachinery(O) || isstructure(O)) && O.density && !O.IsObscured())
if(!isanimal(charger))
SSexplosions.med_mov_atom += target
break
O.attack_animal(charger)
if(!ismachinery(object) && !isstructure(object))
continue
if(!object.density || object.IsObscured())
continue
if(!isanimal(charger))
SSexplosions.med_mov_atom += target
break
object.attack_animal(charger)
break
/datum/action/cooldown/mob_cooldown/charge/proc/on_bump(atom/movable/source, atom/target)
SIGNAL_HANDLER
if(SEND_SIGNAL(owner, COMSIG_BUMPED_CHARGE, target) & COMPONENT_OVERRIDE_CHARGE_BUMP)
if(owner == target)
return
if(charging[source])
if(owner == target)
return
if(isturf(target) || isobj(target) && target.density)
if(isobj(target))
SSexplosions.med_mov_atom += target
else
SSexplosions.medturf += target
INVOKE_ASYNC(src, .proc/DestroySurroundings, source)
hit_target(source, target, charge_damage)
if(isturf(target))
SSexplosions.medturf += target
if(isobj(target) && target.density)
SSexplosions.med_mov_atom += target
INVOKE_ASYNC(src, .proc/DestroySurroundings, source)
hit_target(source, target, charge_damage)
/datum/action/cooldown/mob_cooldown/charge/proc/hit_target(atom/movable/source, atom/target, damage_dealt)
var/list/hit_things = already_hit[source]
if(!isliving(target) || hit_things.Find(target))
if(!isliving(target))
return
hit_things.Add(target)
var/mob/living/living_target = target
living_target.visible_message("<span class='danger'>[source] slams into [living_target]!</span>", "<span class='userdanger'>[source] tramples you into the ground!</span>")
source.forceMove(get_turf(living_target))
@@ -173,26 +188,28 @@
charger.Shake(15, 15, 1 SECONDS)
/datum/action/cooldown/mob_cooldown/charge/basic_charge/hit_target(atom/movable/source, atom/target, damage_dealt)
var/mob/living/living_source
if(isliving(source))
living_source = source
if(!isliving(target))
if(target.density && !target.CanPass(source, get_dir(target, source)))
source.visible_message(span_danger("[source] smashes into [target]!"))
if(isliving(source))
var/mob/living/living_source = source
living_source.Stun(6, ignore_canstun = TRUE)
if(!target.density || target.CanPass(source, get_dir(target, source)))
return
source.visible_message(span_danger("[source] smashes into [target]!"))
if(!living_source)
return
living_source.Stun(6, ignore_canstun = TRUE)
return
var/mob/living/living_target = target
var/blocked = FALSE
if(ishuman(living_target))
var/mob/living/carbon/human/human_target = living_target
if(human_target.check_shields(source, 0, "the [source.name]", attack_type = LEAP_ATTACK))
blocked = TRUE
if(!blocked)
living_target.visible_message(span_danger("[source] charges on [living_target]!"), span_userdanger("[source] charges into you!"))
living_target.Knockdown(6)
else
if(isliving(source))
var/mob/living/living_source = source
if(human_target.check_shields(source, 0, "the [source.name]", attack_type = LEAP_ATTACK) && living_source)
living_source.Stun(6, ignore_canstun = TRUE)
return
living_target.visible_message(span_danger("[source] charges on [living_target]!"), span_userdanger("[source] charges into you!"))
living_target.Knockdown(6)
/datum/action/cooldown/mob_cooldown/charge/triple_charge
name = "Triple Charge"
@@ -253,7 +270,7 @@
our_clone.alpha = 127.5
our_clone.move_through_mob = owner
our_clone.spawn_blood = spawn_blood
INVOKE_ASYNC(src, .proc/do_charge, our_clone, target_atom, delay, past)
do_charge(our_clone, target_atom, delay, past)
if(use_self)
do_charge(owner, target_atom, delay, past)

View File

@@ -44,10 +44,6 @@ multiple modular subtrees with behaviors
var/movement_delay = 0.1 SECONDS
// The variables below are fucking stupid and should be put into the blackboard at some point.
///A list for the path we're currently following, if we're using JPS pathing
var/list/movement_path
///Cooldown for JPS movement, how often we're allowed to try making a new path
COOLDOWN_DECLARE(repath_cooldown)
///AI paused time
var/paused_until = 0
@@ -117,6 +113,8 @@ multiple modular subtrees with behaviors
///Proc for deinitializing the pawn to the old controller
/datum/ai_controller/proc/UnpossessPawn(destroy)
UnregisterSignal(pawn, list(COMSIG_MOB_LOGIN, COMSIG_MOB_LOGOUT))
if(ai_movement.moving_controllers[src])
ai_movement.stop_moving_towards(src)
pawn.ai_controller = null
pawn = null
if(destroy)
@@ -133,7 +131,7 @@ multiple modular subtrees with behaviors
///Runs any actions that are currently running
/datum/ai_controller/process(delta_time)
if(!able_to_run())
walk(pawn, 0) //stop moving
SSmove_manager.stop_looping(pawn) //stop moving
return //this should remove them from processing in the future through event-based stuff.
if(!LAZYLEN(current_behaviors) && idle_behavior)
@@ -261,3 +259,14 @@ multiple modular subtrees with behaviors
/// Use this proc to define how your controller defines what access the pawn has for the sake of pathfinding, likely pointing to whatever ID slot is relevant
/datum/ai_controller/proc/get_access()
return
///Returns the minimum required distance to preform one of our current behaviors. Honestly this should just be cached or something but fuck you
/datum/ai_controller/proc/get_minimum_distance()
var/minimum_distance = max_target_distance
// right now I'm just taking the shortest minimum distance of our current behaviors, at some point in the future
// we should let whatever sets the current_movement_target also set the min distance and max path length
// (or at least cache it on the controller)
for(var/datum/ai_behavior/iter_behavior as anything in current_behaviors)
if(iter_behavior.required_distance < minimum_distance)
minimum_distance = iter_behavior.required_distance
return minimum_distance

View File

@@ -132,7 +132,7 @@
break
if(target)
walk_away(living_pawn, target, MONKEY_ENEMY_VISION, 5)
SSmove_manager.move_away(living_pawn, target, max_dist=MONKEY_ENEMY_VISION, delay=5)
else
finish_action(controller, TRUE)
@@ -172,7 +172,7 @@
/datum/ai_behavior/monkey_attack_mob/finish_action(datum/ai_controller/controller, succeeded, target_key)
. = ..()
var/mob/living/living_pawn = controller.pawn
walk(living_pawn, 0)
SSmove_manager.stop_looping(living_pawn)
controller.blackboard[target_key] = null
/// attack using a held weapon otherwise bite the enemy, then if we are angry there is a chance we might calm down a little

View File

@@ -2,22 +2,22 @@
/datum/ai_movement
///Assoc list ist of controllers that are currently moving as key, and what they are moving to as value
var/list/moving_controllers = list()
///Does this type require processing?
var/requires_processing = TRUE
///How many times a given controller can fail on their route before they just give up
var/max_pathing_attempts
//Override this to setup the moveloop you want to use
/datum/ai_movement/proc/start_moving_towards(datum/ai_controller/controller, atom/current_movement_target, min_distance)
SHOULD_CALL_PARENT(TRUE)
controller.pathing_attempts = 0
controller.blackboard[BB_CURRENT_MIN_MOVE_DISTANCE] = min_distance
if(!moving_controllers.len && requires_processing)
START_PROCESSING(SSai_movement, src)
moving_controllers[controller] = current_movement_target
/datum/ai_movement/proc/stop_moving_towards(datum/ai_controller/controller)
controller.pathing_attempts = 0
moving_controllers -= controller
SSmove_manager.stop_looping(controller.pawn, SSai_movement)
if(!moving_controllers.len && requires_processing)
STOP_PROCESSING(SSai_movement, src)
/datum/ai_movement/proc/increment_pathing_failures(datum/ai_controller/controller)
controller.pathing_attempts++
if(controller.pathing_attempts >= max_pathing_attempts)
controller.CancelActions()

View File

@@ -1,39 +1,50 @@
///Uses Byond's basic obstacle avoidance mvovement
/datum/ai_movement/basic_avoidance
requires_processing = TRUE
max_pathing_attempts = 10
///Put your movement behavior in here!
/datum/ai_movement/basic_avoidance/process(delta_time)
for(var/datum/ai_controller/controller as anything in moving_controllers)
if(!COOLDOWN_FINISHED(controller, movement_cooldown))
continue
COOLDOWN_START(controller, movement_cooldown, controller.movement_delay)
/datum/ai_movement/basic_avoidance/start_moving_towards(datum/ai_controller/controller, atom/current_movement_target, min_distance)
. = ..()
var/atom/movable/moving = controller.pawn
var/min_dist = controller.blackboard[BB_CURRENT_MIN_MOVE_DISTANCE]
var/delay = controller.movement_delay
var/datum/move_loop/loop = SSmove_manager.move_to(moving, current_movement_target, min_dist, delay, subsystem = SSai_movement, extra_info = controller)
RegisterSignal(loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, .proc/pre_move)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/post_move)
var/atom/movable/movable_pawn = controller.pawn
/datum/ai_movement/basic_avoidance/proc/pre_move(datum/move_loop/has_target/dist_bound/source)
SIGNAL_HANDLER
var/atom/movable/pawn = source.moving
var/datum/ai_controller/controller = source.extra_info
source.delay = controller.movement_delay
source.distance = controller.blackboard[BB_CURRENT_MIN_MOVE_DISTANCE]
// Check if this controller can actually run, so we don't chase people with corpses
if(!controller.able_to_run())
walk(controller.pawn, 0) //stop moving
controller.CancelActions()
continue
var/can_move = TRUE
if(controller.ai_traits & STOP_MOVING_WHEN_PULLED && pawn.pulledby)
can_move = FALSE
var/can_move = TRUE
// Check if this controller can actually run, so we don't chase people with corpses
if(!controller.able_to_run())
controller.CancelActions()
qdel(source) //stop moving
return MOVELOOP_SKIP_STEP
if(controller.ai_traits & STOP_MOVING_WHEN_PULLED && movable_pawn.pulledby)
can_move = FALSE
if(!isturf(pawn.loc)) //No moving if not on a turf
can_move = FALSE
if(!isturf(movable_pawn.loc)) //No moving if not on a turf
can_move = FALSE
var/turf/target_turf = get_step_to(pawn, source.target)
var/current_loc = get_turf(movable_pawn)
if(is_type_in_typecache(target_turf, GLOB.dangerous_turfs))
can_move = FALSE
var/turf/target_turf = get_step_towards(movable_pawn, controller.current_movement_target)
if(can_move)
return
increment_pathing_failures(controller)
return MOVELOOP_SKIP_STEP
if(!is_type_in_typecache(target_turf, GLOB.dangerous_turfs) && can_move)
step_to(movable_pawn, controller.current_movement_target, controller.blackboard[BB_CURRENT_MIN_MOVE_DISTANCE], controller.movement_delay)
/datum/ai_movement/basic_avoidance/proc/post_move(datum/move_loop/source, succeeded)
SIGNAL_HANDLER
if(succeeded)
return
var/datum/ai_controller/controller = source.extra_info
increment_pathing_failures(controller)
if(current_loc == get_turf(movable_pawn)) //Did we even move after trying to move?
controller.pathing_attempts++
if(controller.pathing_attempts >= max_pathing_attempts)
controller.CancelActions()

View File

@@ -3,36 +3,46 @@
max_pathing_attempts = 16
///Put your movement behavior in here!
/datum/ai_movement/dumb/process(delta_time)
for(var/datum/ai_controller/controller as anything in moving_controllers)
if(!COOLDOWN_FINISHED(controller, movement_cooldown))
continue
COOLDOWN_START(controller, movement_cooldown, controller.movement_delay)
/datum/ai_movement/dumb/start_moving_towards(datum/ai_controller/controller, atom/current_movement_target, min_distance)
. = ..()
var/atom/movable/moving = controller.pawn
var/delay = controller.movement_delay
var/datum/move_loop/loop = SSmove_manager.move_towards_legacy(moving, current_movement_target, delay, subsystem = SSai_movement, extra_info = controller)
RegisterSignal(loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, .proc/pre_move)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/post_move)
var/atom/movable/movable_pawn = controller.pawn
/datum/ai_movement/dumb/proc/pre_move(datum/move_loop/has_target/source)
SIGNAL_HANDLER
var/atom/movable/pawn = source.moving
var/datum/ai_controller/controller = source.extra_info
source.delay = controller.movement_delay
// Check if this controller can actually run, so we don't chase people with corpses
if(!controller.able_to_run())
walk(controller.pawn, 0) //stop moving
controller.CancelActions()
continue
var/can_move = TRUE
if(controller.ai_traits & STOP_MOVING_WHEN_PULLED && pawn.pulledby) //Need to store more state. Annoying.
can_move = FALSE
var/can_move = TRUE
if(!isturf(pawn.loc)) //No moving if not on a turf
can_move = FALSE
if(controller.ai_traits & STOP_MOVING_WHEN_PULLED && movable_pawn.pulledby)
can_move = FALSE
// Check if this controller can actually run, so we don't chase people with corpses
if(!controller.able_to_run())
controller.CancelActions()
qdel(source) //stop moving
return MOVELOOP_SKIP_STEP
if(!isturf(movable_pawn.loc)) //No moving if not on a turf
can_move = FALSE
var/turf/target_turf = get_step_towards(pawn, source.target)
var/current_loc = get_turf(movable_pawn)
if(is_type_in_typecache(target_turf, GLOB.dangerous_turfs))
can_move = FALSE
var/turf/target_turf = get_step_towards(movable_pawn, controller.current_movement_target)
if(can_move)
return
increment_pathing_failures(controller)
return MOVELOOP_SKIP_STEP
if(!is_type_in_typecache(target_turf, GLOB.dangerous_turfs) && can_move)
movable_pawn.Move(target_turf, get_dir(current_loc, target_turf))
if(current_loc == get_turf(movable_pawn)) //Did we even move after trying to move?
controller.pathing_attempts++
if(controller.pathing_attempts >= max_pathing_attempts)
controller.CancelActions()
/datum/ai_movement/dumb/proc/post_move(datum/move_loop/source, succeeded)
SIGNAL_HANDLER
if(succeeded)
return
var/datum/ai_controller/controller = source.extra_info
increment_pathing_failures(controller)

View File

@@ -4,68 +4,59 @@
/datum/ai_movement/jps
max_pathing_attempts = 4
///Put your movement behavior in here!
/datum/ai_movement/jps/process(delta_time)
for(var/datum/ai_controller/controller as anything in moving_controllers)
if(!COOLDOWN_FINISHED(controller, movement_cooldown))
continue
COOLDOWN_START(controller, movement_cooldown, controller.movement_delay)
/datum/ai_movement/jps/start_moving_towards(datum/ai_controller/controller, atom/current_movement_target, min_distance)
. = ..()
var/atom/movable/moving = controller.pawn
var/delay = controller.movement_delay
var/atom/movable/movable_pawn = controller.pawn
var/datum/move_loop/loop = SSmove_manager.jps_move(moving,
current_movement_target,
delay,
repath_delay = 2 SECONDS,
max_path_length = AI_MAX_PATH_LENGTH,
minimum_distance = controller.get_minimum_distance(),
id = controller.get_access(),
subsystem = SSai_movement,
extra_info = controller)
// Check if this controller can actually run, so we don't chase people with corpses
if(!controller.able_to_run())
walk(controller.pawn, 0) //stop moving
controller.CancelActions()
continue
RegisterSignal(loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, .proc/pre_move)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/post_move)
RegisterSignal(loop, COMSIG_MOVELOOP_JPS_REPATH, .proc/repath_incoming)
if(!isturf(movable_pawn.loc)) //No moving if not on a turf
continue
/datum/ai_movement/jps/proc/pre_move(datum/move_loop/source)
SIGNAL_HANDLER
var/atom/movable/pawn = source.moving
var/datum/ai_controller/controller = source.extra_info
source.delay = controller.movement_delay
if(controller.ai_traits & STOP_MOVING_WHEN_PULLED && movable_pawn.pulledby)
continue
var/can_move = TRUE
if(controller.ai_traits & STOP_MOVING_WHEN_PULLED && pawn.pulledby) //Need to store more state. Annoying.
can_move = FALSE
var/minimum_distance = controller.max_target_distance
// right now I'm just taking the shortest minimum distance of our current behaviors, at some point in the future
// we should let whatever sets the current_movement_target also set the min distance and max path length
// (or at least cache it on the controller)
if(LAZYLEN(controller.current_behaviors))
for(var/datum/ai_behavior/iter_behavior as anything in controller.current_behaviors)
if(iter_behavior.required_distance < minimum_distance)
minimum_distance = iter_behavior.required_distance
if(!isturf(pawn.loc)) //No moving if not on a turf
can_move = FALSE
if(get_dist(movable_pawn, controller.current_movement_target) <= minimum_distance)
continue
// Check if this controller can actually run, so we don't chase people with corpses
if(!controller.able_to_run())
controller.CancelActions()
qdel(source) //stop moving
return MOVELOOP_SKIP_STEP
var/generate_path = FALSE // set to TRUE when we either have no path, or we failed a step
if(length(controller.movement_path))
var/turf/next_step = controller.movement_path[1]
movable_pawn.Move(next_step)
if(can_move)
return
increment_pathing_failures(controller)
return MOVELOOP_SKIP_STEP
// this check if we're on exactly the next tile may be overly brittle for dense pawns who may get bumped slightly
// to the side while moving but could maybe still follow their path without needing a whole new path
if(get_turf(movable_pawn) == next_step)
controller.movement_path.Cut(1,2)
else
generate_path = TRUE
else
generate_path = TRUE
/datum/ai_movement/jps/proc/post_move(datum/move_loop/source, succeeded)
SIGNAL_HANDLER
if(succeeded)
return
var/datum/ai_controller/controller = source.extra_info
increment_pathing_failures(controller)
if(generate_path)
if(!COOLDOWN_FINISHED(controller, repath_cooldown))
continue
controller.pathing_attempts++
if(controller.pathing_attempts >= max_pathing_attempts)
controller.CancelActions()
continue
/datum/ai_movement/jps/proc/repath_incoming(datum/move_loop/has_target/jps/source)
SIGNAL_HANDLER
var/datum/ai_controller/controller = source.extra_info
COOLDOWN_START(controller, repath_cooldown, 2 SECONDS)
controller.movement_path = get_path_to(movable_pawn, controller.current_movement_target, AI_MAX_PATH_LENGTH, minimum_distance, id=controller.get_access())
/datum/ai_movement/jps/start_moving_towards(datum/ai_controller/controller, atom/current_movement_target)
controller.movement_path = null
return ..()
/datum/ai_movement/jps/stop_moving_towards(datum/ai_controller/controller)
controller.movement_path = null
return ..()
source.id = controller.get_access()
source.minimum_distance = controller.get_minimum_distance()

View File

@@ -0,0 +1,37 @@
//Make a component to do things like gravity/flying checks
///Manages the loop caused by being on a conveyor belt
///Prevents movement while you're floating, etc
///Takes the direction to move, delay between steps, and time before starting to move as arguments
/datum/component/convey
var/living_parent = FALSE
var/speed
/datum/component/convey/Initialize(direction, speed, start_delay)
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
living_parent = isliving(parent)
src.speed = speed
if(!start_delay)
start_delay = speed
var/atom/movable/moving_parent = parent
var/datum/move_loop/loop = SSmove_manager.move(moving_parent, direction, delay = start_delay, subsystem = SSconveyors, flags=MOVEMENT_LOOP_IGNORE_PRIORITY)
RegisterSignal(loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, .proc/should_move)
RegisterSignal(loop, COMSIG_PARENT_QDELETING, .proc/loop_ended)
/datum/component/convey/proc/should_move(datum/move_loop/source)
SIGNAL_HANDLER
source.delay = speed //We use the default delay
if(living_parent)
var/mob/living/moving_mob = parent
if((moving_mob.movement_type & FLYING) && !moving_mob.stat)
return MOVELOOP_SKIP_STEP
var/atom/movable/moving_parent = parent
if(moving_parent.anchored || !moving_parent.has_gravity())
return MOVELOOP_SKIP_STEP
/datum/component/convey/proc/loop_ended(datum/source)
SIGNAL_HANDLER
if(QDELETED(src))
return
qdel(src)

View File

@@ -0,0 +1,115 @@
///Component that handles drifting
///Manages a movement loop that actually does the legwork of moving someone
///Alongside dealing with the post movement input blocking required to make things look nice
/datum/component/drift
var/atom/inertia_last_loc
var/old_dir
var/datum/move_loop/move/drifting_loop
var/block_inputs_until
/datum/component/drift/Initialize(direction)
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
. = ..()
var/atom/movable/movable_parent = parent
drifting_loop = SSmove_manager.move(moving = parent, direction = direction, delay = movable_parent.inertia_move_delay, subsystem = SSspacedrift, priority = MOVEMENT_SPACE_PRIORITY)
if(!drifting_loop) //Really want to qdel here but can't
return COMPONENT_INCOMPATIBLE
RegisterSignal(movable_parent, COMSIG_MOVABLE_NEWTONIAN_MOVE, .proc/newtonian_impulse)
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_START, .proc/drifting_start)
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_STOP, .proc/drifting_stop)
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, .proc/before_move)
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/after_move)
RegisterSignal(drifting_loop, COMSIG_PARENT_QDELETING, .proc/loop_death)
/datum/component/drift/Destroy()
inertia_last_loc = null
if(!QDELETED(drifting_loop))
qdel(drifting_loop)
drifting_loop = null
var/atom/movable/movable_parent = parent
movable_parent.inertia_moving = FALSE
return ..()
/datum/component/drift/proc/newtonian_impulse(datum/source, inertia_direction)
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
inertia_last_loc = movable_parent.loc
drifting_loop.direction = inertia_direction
if(!inertia_direction)
qdel(src)
return COMPONENT_MOVABLE_NEWTONIAN_BLOCK
/datum/component/drift/proc/drifting_start()
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
inertia_last_loc = movable_parent.loc
RegisterSignal(movable_parent, COMSIG_MOVABLE_MOVED, .proc/handle_move)
/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))
/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
/datum/component/drift/proc/after_move(datum/source, succeeded, visual_delay)
SIGNAL_HANDLER
if(!succeeded)
qdel(src)
return
var/atom/movable/movable_parent = parent
movable_parent.inertia_moving = FALSE
movable_parent.setDir(old_dir)
if(movable_parent.Process_Spacemove(0))
glide_to_halt(visual_delay)
return
inertia_last_loc = movable_parent.loc
/datum/component/drift/proc/loop_death(datum/source)
SIGNAL_HANDLER
drifting_loop = null
UnregisterSignal(parent, COMSIG_MOVABLE_NEWTONIAN_MOVE)
/datum/component/drift/proc/handle_move(datum/source, old_loc)
SIGNAL_HANDLER
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))
return
qdel(src)
/datum/component/drift/proc/glide_to_halt(glide_for)
if(!ismob(parent))
qdel(src)
return
var/mob/mob_parent = parent
var/client/our_client = mob_parent.client
if(!our_client)
qdel(src)
return
block_inputs_until = world.time + glide_for
QDEL_IN(src, glide_for + 1)
qdel(drifting_loop)
RegisterSignal(parent, COMSIG_MOB_CLIENT_PRE_MOVE, .proc/allow_final_movement)
/datum/component/drift/proc/allow_final_movement(datum/source)
if(world.time < block_inputs_until)
return COMSIG_MOB_CLIENT_BLOCK_PRE_MOVE

View File

@@ -0,0 +1,38 @@
///Forced directional movement, but with a twist
///Let's block pressure and client movements while doing it so we can't be interrupted
///Supports spinning on each move, for lube related reasons
/datum/component/force_move
/datum/component/force_move/Initialize(atom/target, spin)
if(!target || !ismob(parent))
return COMPONENT_INCOMPATIBLE
var/mob/mob_parent = parent
var/dist = get_dist(mob_parent, target)
var/datum/move_loop/loop = SSmove_manager.move_towards(mob_parent, target, delay = 1, timeout = dist)
RegisterSignal(mob_parent, COMSIG_MOB_CLIENT_PRE_LIVING_MOVE, .proc/stop_move)
RegisterSignal(mob_parent, COMSIG_ATOM_PRE_PRESSURE_PUSH, .proc/stop_pressure)
if(spin)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/slip_spin)
RegisterSignal(loop, COMSIG_PARENT_QDELETING, .proc/loop_ended)
/datum/component/force_move/proc/stop_move(datum/source)
SIGNAL_HANDLER
return COMSIG_MOB_CLIENT_BLOCK_PRE_LIVING_MOVE
/datum/component/force_move/proc/stop_pressure(datum/source)
SIGNAL_HANDLER
return COMSIG_ATOM_BLOCKS_PRESSURE
/datum/component/force_move/proc/slip_spin(datum/source)
SIGNAL_HANDLER
var/mob/mob_parent = parent
mob_parent.spin(1, 1)
/datum/component/force_move/proc/loop_ended(datum/source)
SIGNAL_HANDLER
if(QDELETED(src))
return
qdel(src)

View File

@@ -1,4 +1,5 @@
//Just new and forget
//Depricated, use movement loops instead. Exists to support things that want to move more then 10 times a second
/datum/forced_movement
var/atom/movable/victim
var/atom/target
@@ -34,6 +35,7 @@
target = null
return ..()
//Todo: convert
/datum/forced_movement/process()
if(QDELETED(victim) || !victim.loc || QDELETED(target) || !target.loc)
qdel(src)
@@ -61,15 +63,15 @@
. = step_towards(vic, tar)
//shit way for getting around corners
if(!.)
if(tar.x > vic.x)
if(!.) //If stepping towards the target failed
if(tar.x > vic.x) //If we're going x, step x
if(step(vic, EAST))
. = TRUE
else if(tar.x < vic.x)
if(step(vic, WEST))
. = TRUE
if(!.)
if(!.) //If the x step failed, go y
if(tar.y > vic.y)
if(step(vic, NORTH))
. = TRUE
@@ -77,7 +79,7 @@
if(step(vic, SOUTH))
. = TRUE
if(!.)
if(!.) //If both failed, try again for some reason
if(recursive)
return FALSE
else

View File

@@ -205,7 +205,7 @@
frozen_mobs += L
L.Stun(20, ignore_canstun = TRUE)
ADD_TRAIT(L, TRAIT_MUTE, TIMESTOP_TRAIT)
walk(L, 0) //stops them mid pathing even if they're stunimmune
SSmove_manager.stop_looping(src) //stops them mid pathing even if they're stunimmune //This is really dumb
if(isanimal(L))
var/mob/living/simple_animal/S = L
S.toggle_ai(AI_OFF)

View File

@@ -25,10 +25,9 @@
var/verb_sing = "sings"
var/verb_yell = "yells"
var/speech_span
var/inertia_dir = 0
var/atom/inertia_last_loc
var/inertia_moving = 0
var/inertia_next_move = 0
///Are we moving with inertia? Mostly used as an optimization
var/inertia_moving = FALSE
///Delay in deciseconds between inertia based movement
var/inertia_move_delay = 5
/// Things we can pass through while moving. If any of this matches the thing we're trying to pass's [pass_flags_self], then we can pass through.
var/pass_flags = NONE
@@ -36,6 +35,8 @@
var/generic_canpass = TRUE
var/moving_diagonally = 0 //0: not doing a diagonal move. 1 and 2: doing the first/second step of the diagonal move
var/atom/movable/moving_from_pull //attempt to resume grab after moving instead of before.
///Holds information about any movement loops currently running/waiting to run on the movable. Lazy, will be null if nothing's going on
var/datum/movement_packet/move_packet
var/datum/forced_movement/force_moving = null //handled soley by forced_movement.dm
/**
* an associative lazylist of relevant nested contents by "channel", the list is of the form: list(channel = list(important nested contents of that type))
@@ -132,6 +133,11 @@
orbiting.end_orbit(src)
orbiting = null
if(move_packet)
if(!QDELETED(move_packet))
qdel(move_packet)
move_packet = null
if(important_recursive_contents && (important_recursive_contents[RECURSIVE_CONTENTS_CLIENT_MOBS] || important_recursive_contents[RECURSIVE_CONTENTS_HEARING_SENSITIVE]))
SSspatial_grid.force_remove_from_cell(src)
@@ -581,7 +587,6 @@
if(!. && set_dir_on_move)
setDir(first_step_dir)
else if (!inertia_moving)
inertia_next_move = world.time + inertia_move_delay
newtonian_move(direct)
moving_diagonally = 0
return
@@ -648,7 +653,6 @@
SHOULD_CALL_PARENT(TRUE)
if (!inertia_moving)
inertia_next_move = world.time + inertia_move_delay
newtonian_move(movement_dir)
if (client_mobs_in_contents)
update_parallax_contents()
@@ -963,14 +967,14 @@
/// Only moves the object if it's under no gravity
/atom/movable/proc/newtonian_move(direction)
if(!isturf(loc) || Process_Spacemove(0))
inertia_dir = 0
return FALSE
inertia_dir = direction
if(!direction)
if(SEND_SIGNAL(src, COMSIG_MOVABLE_NEWTONIAN_MOVE, direction) & COMPONENT_MOVABLE_NEWTONIAN_BLOCK)
return TRUE
inertia_last_loc = loc
SSspacedrift.processing[src] = src
set_glide_size(MOVEMENT_ADJUSTED_GLIDE_SIZE(inertia_move_delay, SSspacedrift.visual_delay))
AddComponent(/datum/component/drift, direction)
return TRUE
/atom/movable/proc/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
@@ -1082,11 +1086,9 @@
/atom/movable/proc/handle_buckled_mob_movement(newloc, direct, glide_size_override)
for(var/mob/living/buckled_mob as anything in buckled_mobs)
if(buckled_mob.loc != newloc && !buckled_mob.Move(newloc, direct, glide_size_override))
Move(buckled_mob.loc, direct)
if(!buckled_mob.Move(newloc, direct, glide_size_override)) //If a mob buckled to us can't make the same move as us
Move(buckled_mob.loc, direct) //Move back to its location
last_move = buckled_mob.last_move
inertia_dir = last_move
buckled_mob.inertia_dir = last_move
return FALSE
return TRUE

View File

@@ -32,15 +32,25 @@
RegisterSignal(src, COMSIG_MOVABLE_PIPE_EJECTING, .proc/on_pipe_eject)
/obj/effect/decal/cleanable/xenoblood/xgibs/proc/streak(list/directions, mapload=FALSE)
set waitfor = FALSE
SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions)
var/direction = pick(directions)
for(var/i in 1 to pick(1, 200; 2, 150; 3, 50; 4, 17; 50)) //the 3% chance of 50 steps is intentional and played for laughs.
if (!mapload)
sleep(2)
if(i > 0)
var/delay = 2
var/range = pick(0, 200; 1, 150; 2, 50; 3, 17; 50) //the 3% chance of 50 steps is intentional and played for laughs.
if(!step_to(src, get_step(src, direction), 0))
return
if(mapload)
for (var/i in 1 to range)
new /obj/effect/decal/cleanable/xenoblood/xsplatter(loc)
if(!step_to(src, get_step(src, direction), 0))
break
if (!step_to(src, get_step(src, direction), 0))
break
return
var/datum/move_loop/loop = SSmove_manager.move_to_dir(src, get_step(src, direction), delay = delay, timeout = range * delay, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/spread_movement_effects)
/obj/effect/decal/cleanable/xenoblood/xgibs/proc/spread_movement_effects(datum/move_loop/has_target/source)
SIGNAL_HANDLER
new /obj/effect/decal/cleanable/xenoblood/xsplatter(loc)
/obj/effect/decal/cleanable/xenoblood/xgibs/proc/on_pipe_eject(atom/source, direction)
SIGNAL_HANDLER

View File

@@ -106,6 +106,8 @@
dryname = "rotting gibs"
drydesc = "They look bloody and gruesome while some terrible smell fills the air."
///Information about the diseases our streaking spawns
var/list/streak_diseases
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
. = ..()
@@ -141,17 +143,26 @@
streak(dirs)
/obj/effect/decal/cleanable/blood/gibs/proc/streak(list/directions, mapload=FALSE)
set waitfor = FALSE
var/list/diseases = list()
SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, diseases)
SEND_SIGNAL(src, COMSIG_GIBS_STREAK, directions, streak_diseases)
var/direction = pick(directions)
for(var/i in 0 to pick(0, 200; 1, 150; 2, 50; 3, 17; 50)) //the 3% chance of 50 steps is intentional and played for laughs.
if (!mapload)
sleep(2)
if(i > 0)
new /obj/effect/decal/cleanable/blood/splatter(loc, diseases)
if(!step_to(src, get_step(src, direction), 0))
break
streak_diseases = list()
var/delay = 2
var/range = pick(0, 200; 1, 150; 2, 50; 3, 17; 50) //the 3% chance of 50 steps is intentional and played for laughs.
if(!step_to(src, get_step(src, direction), 0))
return
if(mapload)
for (var/i = 1, i < range, i++)
new /obj/effect/decal/cleanable/blood/splatter(loc, streak_diseases)
if (!step_to(src, get_step(src, direction), 0))
break
return
var/datum/move_loop/loop = SSmove_manager.move_to(src, get_step(src, direction), delay = delay, timeout = range * delay, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/spread_movement_effects)
/obj/effect/decal/cleanable/blood/gibs/proc/spread_movement_effects(datum/move_loop/has_target/source)
SIGNAL_HANDLER
new /obj/effect/decal/cleanable/blood/splatter(loc, streak_diseases)
/obj/effect/decal/cleanable/blood/gibs/up
icon_state = "gibup1"
@@ -332,34 +343,45 @@
loc.add_blood_DNA(blood_dna_info)
return ..()
/// Set the splatter up to fly through the air until it rounds out of steam or hits something. Contains sleep() pending imminent moveloop rework, don't call without async'ing it
/// Set the splatter up to fly through the air until it rounds out of steam or hits something
/obj/effect/decal/cleanable/blood/hitsplatter/proc/fly_towards(turf/target_turf, range)
for(var/i in 1 to range)
step_towards(src,target_turf)
sleep(2) // Will be resolved pending Potato's moveloop rework
prev_loc = loc
for(var/atom/iter_atom in get_turf(src))
if(hit_endpoint)
return
if(splatter_strength <= 0)
break
var/delay = 2
var/datum/move_loop/loop = SSmove_manager.move_towards(src, target_turf, delay, timeout = delay * range, priority = MOVEMENT_ABOVE_SPACE_PRIORITY, flags = MOVEMENT_LOOP_START_FAST)
RegisterSignal(loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, .proc/pre_move)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/post_move)
RegisterSignal(loop, COMSIG_PARENT_QDELETING, .proc/loop_done)
if(isitem(iter_atom))
iter_atom.add_blood_DNA(blood_dna_info)
splatter_strength--
else if(ishuman(iter_atom))
var/mob/living/carbon/human/splashed_human = iter_atom
if(splashed_human.wear_suit)
splashed_human.wear_suit.add_blood_DNA(blood_dna_info)
splashed_human.update_inv_wear_suit() //updates mob overlays to show the new blood (no refresh)
if(splashed_human.w_uniform)
splashed_human.w_uniform.add_blood_DNA(blood_dna_info)
splashed_human.update_inv_w_uniform() //updates mob overlays to show the new blood (no refresh)
splatter_strength--
if(splatter_strength <= 0) // we used all the puff so we delete it.
qdel(src)
/obj/effect/decal/cleanable/blood/hitsplatter/proc/pre_move(datum/move_loop/source)
SIGNAL_HANDLER
prev_loc = loc
/obj/effect/decal/cleanable/blood/hitsplatter/proc/post_move(datum/move_loop/source)
SIGNAL_HANDLER
for(var/atom/iter_atom in get_turf(src))
if(hit_endpoint)
return
qdel(src)
if(splatter_strength <= 0)
break
if(isitem(iter_atom))
iter_atom.add_blood_DNA(blood_dna_info)
splatter_strength--
else if(ishuman(iter_atom))
var/mob/living/carbon/human/splashed_human = iter_atom
if(splashed_human.wear_suit)
splashed_human.wear_suit.add_blood_DNA(blood_dna_info)
splashed_human.update_inv_wear_suit() //updates mob overlays to show the new blood (no refresh)
if(splashed_human.w_uniform)
splashed_human.w_uniform.add_blood_DNA(blood_dna_info)
splashed_human.update_inv_w_uniform() //updates mob overlays to show the new blood (no refresh)
splatter_strength--
if(splatter_strength <= 0) // we used all the puff so we delete it.
qdel(src)
/obj/effect/decal/cleanable/blood/hitsplatter/proc/loop_done(datum/source)
SIGNAL_HANDLER
if(!QDELETED(src))
qdel(src)
/obj/effect/decal/cleanable/blood/hitsplatter/Bump(atom/bumped_atom)
if(!iswallturf(bumped_atom) && !istype(bumped_atom, /obj/structure/window))

View File

@@ -18,20 +18,30 @@
RegisterSignal(src, COMSIG_MOVABLE_PIPE_EJECTING, .proc/on_pipe_eject)
/obj/effect/decal/cleanable/robot_debris/proc/streak(list/directions, mapload=FALSE)
set waitfor = FALSE
var/direction = pick(directions)
for (var/i in 1 to pick(1, 200; 2, 150; 3, 50; 4, 17; 50)) //the 3% chance of 50 steps is intentional and played for laughs.
if (!mapload)
sleep(2)
if (i > 0)
var/delay = 2
var/range = pick(1, 200; 2, 150; 3, 50; 4, 17; 50) //the 3% chance of 50 steps is intentional and played for laughs.
if(!step_to(src, get_step(src, direction), 0))
return
if(mapload)
for (var/i in 1 to range)
if (prob(40))
new /obj/effect/decal/cleanable/oil/streak(src.loc)
else if (prob(10) && !mapload)
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
if (!step_to(src, get_step(src, direction), 0))
break
if (!step_to(src, get_step(src, direction), 0))
break
return
var/datum/move_loop/loop = SSmove_manager.move_to_dir(src, get_step(src, direction), delay = delay, timeout = range * delay, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/spread_movement_effects)
/obj/effect/decal/cleanable/robot_debris/proc/spread_movement_effects(datum/move_loop/has_target/source)
SIGNAL_HANDLER
if (prob(40))
new /obj/effect/decal/cleanable/oil/streak(src.loc)
else if (prob(10))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
s.start()
/obj/effect/decal/cleanable/robot_debris/proc/on_pipe_eject(atom/source, direction)
SIGNAL_HANDLER

View File

@@ -19,10 +19,80 @@
icon = 'icons/obj/chempuff.dmi'
pass_flags = PASSTABLE | PASSGRILLE
layer = FLY_LAYER
///The mob who sourced this puff, if one exists
var/mob/user
///The sprayer who fired this puff
var/obj/item/reagent_containers/spray/sprayer
///How many interactions we have left before we disappear early
var/lifetime = INFINITY
///Are we a part of a stream?
var/stream
/obj/effect/decal/chempuff/Destroy(force)
user = null
sprayer = null
return ..()
/obj/effect/decal/chempuff/blob_act(obj/structure/blob/B)
return
/obj/effect/decal/chempuff/proc/loop_ended(datum/source)
SIGNAL_HANDLER
if(QDELETED(src))
return
qdel(src)
/obj/effect/decal/chempuff/proc/check_move(datum/move_loop/source, succeeded)
if(QDELETED(src)) //Reasons PLEASE WORK I SWEAR TO GOD
return
if(!succeeded) //If we hit something
qdel(src)
return
var/puff_reagents_string = reagents.log_list()
var/travelled_max_distance = (source.lifetime - source.delay <= 0)
var/turf/our_turf = get_turf(src)
for(var/atom/movable/turf_atom in our_turf)
if(turf_atom == src || turf_atom.invisibility) //we ignore the puff itself and stuff below the floor
continue
if(lifetime < 0)
break
if(!stream)
reagents.expose(turf_atom, VAPOR)
log_combat(user, turf_atom, "sprayed", sprayer, addition="which had [puff_reagents_string]")
if(ismob(turf_atom))
lifetime -= 1
continue
if(isliving(turf_atom))
var/mob/living/turf_mob = turf_atom
if(!turf_mob.can_inject())
continue
if(turf_mob.body_position != STANDING_UP && !travelled_max_distance)
continue
reagents.expose(turf_mob, VAPOR)
log_combat(user, turf_mob, "sprayed", sprayer, addition="which had [puff_reagents_string]")
lifetime -= 1
else if(travelled_max_distance)
reagents.expose(turf_atom, VAPOR)
log_combat(user, turf_atom, "sprayed", sprayer, addition="which had [puff_reagents_string]")
lifetime -= 1
if(lifetime >= 0 && (!stream || travelled_max_distance))
reagents.expose(our_turf, VAPOR)
log_combat(user, our_turf, "sprayed", sprayer, addition="which had [puff_reagents_string]")
lifetime -= 1
// Did we use up all the puff early?
if(lifetime < 0)
qdel(src)
/obj/effect/decal/fakelattice
name = "lattice"
desc = "A lightweight support lattice."

View File

@@ -25,7 +25,7 @@ would spawn and follow the beaker, even if it is carried or thrown.
/datum/effect_system
var/number = 3
var/cardinals = FALSE
var/cardinals_only = FALSE
var/turf/location
var/atom/holder
var/effect_type
@@ -37,15 +37,10 @@ would spawn and follow the beaker, even if it is carried or thrown.
location = null
return ..()
/datum/effect_system/proc/set_up(n = 3, c = FALSE, loca)
if(n > 10)
n = 10
number = n
cardinals = c
if(isturf(loca))
location = loca
else
location = get_turf(loca)
/datum/effect_system/proc/set_up(number = 3, cardinals_only = FALSE, location)
src.number = min(number, 10)
src.cardinals_only = cardinals_only
src.location = get_turf(location)
/datum/effect_system/proc/attach(atom/atom)
holder = atom
@@ -56,26 +51,27 @@ would spawn and follow the beaker, even if it is carried or thrown.
for(var/i in 1 to number)
if(total_effects > 20)
return
INVOKE_ASYNC(src, .proc/generate_effect)
generate_effect()
/datum/effect_system/proc/generate_effect()
if(holder)
location = get_turf(holder)
var/obj/effect/E = new effect_type(location)
var/obj/effect/effect = new effect_type(location)
total_effects++
var/direction
if(cardinals)
if(cardinals_only)
direction = pick(GLOB.cardinals)
else
direction = pick(GLOB.alldirs)
var/steps_amt = pick(1,2,3)
for(var/j in 1 to steps_amt)
sleep(5)
step(E,direction)
if(!QDELETED(src))
addtimer(CALLBACK(src, .proc/decrement_total_effect), 20)
var/step_amt = pick(1,2,3)
var/step_delay = 5
/datum/effect_system/proc/decrement_total_effect()
var/datum/move_loop/loop = SSmove_manager.move(effect, direction, step_delay, timeout = step_delay * step_amt, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(loop, COMSIG_PARENT_QDELETING, .proc/decrement_total_effect)
/datum/effect_system/proc/decrement_total_effect(datum/source)
SIGNAL_HANDLER
total_effects--
if(autocleanup && total_effects <= 0)
qdel(src)
if(!autocleanup || total_effects > 0)
return
QDEL_IN(src, 2 SECONDS)

View File

@@ -9,11 +9,15 @@
return INITIALIZE_HINT_LATELOAD
/obj/effect/particle_effect/expl_particles/LateInitialize()
var/direct = pick(GLOB.alldirs)
var/steps_amt = pick(25;1,50;2,100;3,200;4)
for(var/j in 1 to steps_amt)
step(src, direct)
sleep(1)
var/step_amt = pick(25;1,50;2,100;3,200;4)
var/datum/move_loop/loop = SSmove_manager.move(src, pick(GLOB.alldirs), 1, timeout = step_amt, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(loop, COMSIG_PARENT_QDELETING, .proc/end_particle)
/obj/effect/particle_effect/expl_particles/proc/end_particle(datum/source)
SIGNAL_HANDLER
if(QDELETED(src))
return
qdel(src)
/datum/effect_system/expl_particles
@@ -40,11 +44,8 @@
/datum/effect_system/explosion
/datum/effect_system/explosion/set_up(loca)
if(isturf(loca))
location = loca
else
location = get_turf(loca)
/datum/effect_system/explosion/set_up(location)
src.location = get_turf(location)
/datum/effect_system/explosion/start()
new/obj/effect/explosion( location )
@@ -58,6 +59,7 @@
var/datum/effect_system/smoke_spread/S = new
S.set_up(2, location)
S.start()
/datum/effect_system/explosion/smoke/start()
..()
addtimer(CALLBACK(src, .proc/create_smoke), 5)

View File

@@ -175,6 +175,7 @@
/obj/effect/particle_effect/foam/proc/spread_foam()
var/turf/t_loc = get_turf(src)
//This should just be atmos adjacent turfs, come on guys
for(var/turf/T in t_loc.reachableAdjacentTurfs())
var/obj/effect/particle_effect/foam/foundfoam = locate() in T //Don't spread foam where there's already foam!
if(foundfoam)

View File

@@ -5,13 +5,9 @@
// will always spawn at the items location.
/////////////////////////////////////////////
/proc/do_sparks(n, c, source)
// n - number of sparks
// c - cardinals, bool, do the sparks only move in cardinal directions?
// source - source of the sparks.
/proc/do_sparks(number, cardinal_only, datum/source)
var/datum/effect_system/spark_spread/sparks = new
sparks.set_up(n, c, source)
sparks.set_up(number, cardinal_only, source)
sparks.autocleanup = TRUE
sparks.start()

View File

@@ -25,6 +25,17 @@
A.reagents.expose_temperature(-25)
return ..()
///Extinguisher snowflake
/obj/effect/particle_effect/water/extinguisher
/obj/effect/particle_effect/water/extinguisher/Move()
. = ..()
if(!reagents)
return
reagents.expose(get_turf(src))
for(var/atom/thing as anything in get_turf(src))
reagents.expose(thing)
/////////////////////////////////////////////
// GENERIC STEAM SPREAD SYSTEM

View File

@@ -203,7 +203,7 @@
var/list/nearby = oview(10, src)
if(nearby.len)
var/target_atom = pick(nearby)
walk_to(src, target_atom)
SSmove_manager.move_to(src, target_atom)
if(prob(40))
src.visible_message(span_notice("\The [src] skitters[pick(" away"," around","")]."))
else if(prob(10))
@@ -211,7 +211,7 @@
for(var/obj/machinery/atmospherics/components/unary/vent_pump/v in view(7,src))
if(!v.welded)
entry_vent = v
walk_to(src, entry_vent, 1)
SSmove_manager.move_to(src, entry_vent, 1)
break
if(isturf(loc))
amount_grown += rand(0,2)

View File

@@ -48,7 +48,6 @@
qdel(src)
/* Tosses things in a certain direction */
/obj/effect/step_trigger/thrower
var/direction = SOUTH // the direction of throw
var/tiles = 3 // if 0: forever until atom hits a stopper
@@ -56,14 +55,13 @@
var/speed = 1 // delay of movement
var/facedir = 0 // if 1: atom faces the direction of movement
var/nostop = 0 // if 1: will only be stopped by teleporters
///List of moving atoms mapped to their inital direction
var/list/affecting = list()
/obj/effect/step_trigger/thrower/Trigger(atom/A)
if(!A || !ismovable(A))
return
var/atom/movable/AM = A
var/curtiles = 0
var/stopthrow = FALSE
for(var/obj/effect/step_trigger/thrower/T in orange(2, src))
if(AM in T.affecting)
return
@@ -71,39 +69,41 @@
if(immobilize)
ADD_TRAIT(AM, TRAIT_IMMOBILIZED, src)
affecting.Add(AM)
while(AM && !stopthrow)
if(tiles)
if(curtiles >= tiles)
break
if(AM.z != src.z)
break
affecting[AM] = AM.dir
var/datum/move_loop/loop = SSmove_manager.move(AM, direction, speed, tiles ? tiles * speed : INFINITY)
RegisterSignal(loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, .proc/pre_move)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/post_move)
RegisterSignal(loop, COMSIG_PARENT_QDELETING, .proc/set_to_normal)
curtiles++
/obj/effect/step_trigger/thrower/proc/pre_move(datum/move_loop/source)
SIGNAL_HANDLER
var/atom/movable/being_moved = source.moving
affecting[being_moved] = being_moved.dir
sleep(speed)
/obj/effect/step_trigger/thrower/proc/post_move(datum/move_loop/source)
SIGNAL_HANDLER
var/atom/movable/being_moved = source.moving
if(!facedir)
being_moved.setDir(affecting[being_moved])
if(being_moved.z != z)
qdel(source)
return
if(!nostop)
for(var/obj/effect/step_trigger/T in get_turf(being_moved))
if(T.stopper && T != src)
qdel(source)
return
else
for(var/obj/effect/step_trigger/teleporter/T in get_turf(being_moved))
if(T.stopper)
qdel(source)
return
// Calculate if we should stop the process
if(!nostop)
for(var/obj/effect/step_trigger/T in get_step(AM, direction))
if(T.stopper && T != src)
stopthrow = TRUE
else
for(var/obj/effect/step_trigger/teleporter/T in get_step(AM, direction))
if(T.stopper)
stopthrow = TRUE
if(AM)
var/predir = AM.dir
step(AM, direction)
if(!facedir)
AM.setDir(predir)
affecting.Remove(AM)
REMOVE_TRAIT(AM, TRAIT_IMMOBILIZED, src)
/obj/effect/step_trigger/thrower/proc/set_to_normal(datum/move_loop/source)
SIGNAL_HANDLER
var/atom/movable/being_moved = source.moving
affecting -= being_moved
REMOVE_TRAIT(being_moved, TRAIT_IMMOBILIZED, src)
/* Stops things thrown by a thrower, doesn't do anything */

View File

@@ -149,6 +149,7 @@
R.cooling_temperature = cooling_power
else
to_chat(user, span_warning("\The [W] is empty!"))
return TRUE
else
return FALSE
@@ -183,8 +184,8 @@
var/obj/B = user.buckled
var/movementdirection = turn(direction,180)
addtimer(CALLBACK(src, /obj/item/extinguisher/proc/move_chair, B, movementdirection), 1)
else user.newtonian_move(turn(direction, 180))
else
user.newtonian_move(turn(direction, 180))
//Get all the turfs that can be shot at
var/turf/T = get_turf(target)
@@ -196,61 +197,43 @@
var/turf/T4 = get_step(T2,turn(direction, -90))
the_targets.Add(T3,T4)
var/list/water_particles=list()
var/list/water_particles = list()
for(var/a in 1 to 5)
var/obj/effect/particle_effect/water/W = new /obj/effect/particle_effect/water(get_turf(src))
var/obj/effect/particle_effect/water/extinguisher/water = new /obj/effect/particle_effect/water/extinguisher(get_turf(src))
var/my_target = pick(the_targets)
water_particles[W] = my_target
water_particles[water] = my_target
// If precise, remove turf from targets so it won't be picked more than once
if(precision)
the_targets -= my_target
var/datum/reagents/R = new/datum/reagents(5)
W.reagents = R
R.my_atom = W
reagents.trans_to(W,1, transfered_by = user)
var/datum/reagents/water_reagents = new /datum/reagents(5)
water.reagents = water_reagents
water_reagents.my_atom = water
reagents.trans_to(water, 1, transfered_by = user)
//Make em move dat ass, hun
addtimer(CALLBACK(src, /obj/item/extinguisher/proc/move_particles, water_particles), 2)
move_particles(water_particles)
//Particle movement loop
/obj/item/extinguisher/proc/move_particles(list/particles, repetition=0)
//Check if there's anything in here first
if(!particles || particles.len == 0)
return
/obj/item/extinguisher/proc/move_particles(list/particles)
var/delay = 2
// Second loop: Get all the water particles and make them move to their target
for(var/obj/effect/particle_effect/water/W in particles)
var/turf/my_target = particles[W]
if(!W)
continue
step_towards(W,my_target)
if(!W.reagents)
continue
W.reagents.expose(get_turf(W))
for(var/A in get_turf(W))
W.reagents.expose(A)
if(W.loc == my_target)
particles -= W
if(repetition < power)
repetition++
addtimer(CALLBACK(src, /obj/item/extinguisher/proc/move_particles, particles, repetition), 2)
for(var/obj/effect/particle_effect/water/extinguisher/water as anything in particles)
SSmove_manager.move_towards_legacy(water, particles[water], delay, timeout = delay * power, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
//Chair movement loop
/obj/item/extinguisher/proc/move_chair(obj/B, movementdirection, repetition=0)
step(B, movementdirection)
/obj/item/extinguisher/proc/move_chair(obj/buckled_object, movementdirection)
var/datum/move_loop/loop = SSmove_manager.move(buckled_object, movementdirection, 1, timeout = 9, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
//This means the chair slowing down is dependant on the extinguisher existing, which is weird
//Couldn't figure out a better way though
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/manage_chair_speed)
var/timer_seconds
switch(repetition)
if(0 to 2)
timer_seconds = 1
if(3 to 4)
timer_seconds = 2
if(5 to 8)
timer_seconds = 3
else
return
repetition++
addtimer(CALLBACK(src, /obj/item/extinguisher/proc/move_chair, B, movementdirection, repetition), timer_seconds)
/obj/item/extinguisher/proc/manage_chair_speed(datum/move_loop/move/source)
SIGNAL_HANDLER
switch(source.lifetime)
if(5 to 4)
source.delay = 2
if(3 to 1)
source.delay = 3
/obj/item/extinguisher/AltClick(mob/user)
if(!user.canUseTopic(src, BE_CLOSE, NO_DEXTERITY, FALSE, TRUE))

View File

@@ -346,8 +346,8 @@
var/list/obj/item/oldContents = contents.Copy()
SEND_SIGNAL(src, COMSIG_TRY_STORAGE_QUICK_EMPTY)
// Make each item scatter a bit
for(var/obj/item/I in oldContents)
INVOKE_ASYNC(src, .proc/do_scatter, I)
for(var/obj/item/tray_item in oldContents)
do_scatter(tray_item)
if(prob(50))
playsound(M, 'sound/items/trayhit1.ogg', 50, TRUE)
@@ -359,11 +359,18 @@
M.Paralyze(40)
update_appearance()
/obj/item/storage/bag/tray/proc/do_scatter(obj/item/I)
for(var/i in 1 to rand(1,2))
if(I)
step(I, pick(NORTH,SOUTH,EAST,WEST))
sleep(rand(2,4))
/obj/item/storage/bag/tray/proc/do_scatter(obj/item/tray_item)
var/delay = rand(2,4)
var/datum/move_loop/loop = SSmove_manager.move_rand(tray_item, list(NORTH,SOUTH,EAST,WEST), delay, timeout = rand(1, 2) * delay, flags = MOVEMENT_LOOP_START_FAST)
//This does mean scattering is tied to the tray. Not sure how better to handle it
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/change_speed)
/obj/item/storage/bag/tray/proc/change_speed(datum/move_loop/source)
SIGNAL_HANDLER
var/new_delay = rand(2, 4)
var/count = source.lifetime / source.delay
source.lifetime = count * new_delay
source.delay = new_delay
/obj/item/storage/bag/tray/update_overlays()
. = ..()

View File

@@ -251,7 +251,7 @@
var/obj/item/watertank/tank
var/nozzle_mode = 0
var/metal_synthesis_cooldown = 0
var/resin_cooldown = 0
COOLDOWN_DECLARE(resin_cooldown)
/obj/item/extinguisher/mini/nozzle/Initialize(mapload)
. = ..()
@@ -308,20 +308,20 @@
if(R.total_volume < 100)
to_chat(user, span_warning("You need at least 100 units of water to use the resin launcher!"))
return
if(resin_cooldown)
if(!COOLDOWN_FINISHED(src, resin_cooldown))
to_chat(user, span_warning("Resin launcher is still recharging..."))
return
resin_cooldown = TRUE
COOLDOWN_START(src, resin_cooldown, 10 SECONDS)
R.remove_any(100)
var/obj/effect/resin_container/A = new (get_turf(src))
var/obj/effect/resin_container/resin = new (get_turf(src))
log_game("[key_name(user)] used Resin Launcher at [AREACOORD(user)].")
playsound(src,'sound/items/syringeproj.ogg',40,TRUE)
for(var/i in 1 to 5)
step_towards(A, target)
sleep(2)
A.Smoke()
addtimer(VARSET_CALLBACK(src, resin_cooldown, FALSE), 10 SECONDS)
var/delay = 2
var/datum/move_loop/loop = SSmove_manager.move_towards(resin, target, delay, timeout = delay * 5, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/resin_stop_check)
RegisterSignal(loop, COMSIG_PARENT_QDELETING, .proc/resin_landed)
return
if(nozzle_mode == RESIN_FOAM)
if(!Adj|| !isturf(target))
return
@@ -338,6 +338,20 @@
to_chat(user, span_warning("Resin foam mix is still being synthesized..."))
return
/obj/item/extinguisher/mini/nozzle/proc/resin_stop_check(datum/move_loop/source, succeeded)
SIGNAL_HANDLER
if(succeeded)
return
resin_landed(source)
qdel(source)
/obj/item/extinguisher/mini/nozzle/proc/resin_landed(datum/move_loop/source)
SIGNAL_HANDLER
if(!istype(source.moving, /obj/effect/resin_container) || QDELETED(source.moving))
return
var/obj/effect/resin_container/resin = source.moving
resin.Smoke()
/obj/item/extinguisher/mini/nozzle/proc/reduce_metal_synth_cooldown()
metal_synthesis_cooldown--
@@ -356,6 +370,9 @@
playsound(src,'sound/effects/bamf.ogg',100,TRUE)
qdel(src)
/obj/effect/resin_container/newtonian_move() // Please don't spacedrift thanks
return TRUE
#undef EXTINGUISHER
#undef RESIN_LAUNCHER
#undef RESIN_FOAM

View File

@@ -142,7 +142,7 @@
close_animation()
sleep(CLOSE_DURATION + 2)
if(open_status == STATION_TUBE_CLOSED && pod && pod.loc == loc)
pod.follow_tube()
pod.follow_tube(src)
pod_moving = FALSE
return TRUE
return FALSE
@@ -241,7 +241,7 @@
for(var/obj/structure/transit_tube_pod/pod in loc)
if(!pod.moving)
pod_moving = TRUE
pod.follow_tube()
pod.follow_tube(src)
pod_moving = FALSE
return TRUE
return FALSE

View File

@@ -11,12 +11,6 @@
var/datum/gas_mixture/air_contents = new()
var/occupied_icon_state = "pod_occupied"
var/obj/structure/transit_tube/current_tube = null
var/next_dir
var/next_loc
var/enter_delay = 0
var/exit_delay
var/moving_time = 0
/obj/structure/transit_tube_pod/Initialize(mapload)
. = ..()
@@ -25,7 +19,6 @@
air_contents.gases[/datum/gas/nitrogen][MOLES] = MOLES_N2STANDARD
air_contents.temperature = T20C
/obj/structure/transit_tube_pod/Destroy()
empty_pod()
return ..()
@@ -97,70 +90,68 @@
M.forceMove(location)
update_appearance()
/obj/structure/transit_tube_pod/Process_Spacemove()
if(moving) //No drifting while moving in the tubes
return TRUE
else
return ..()
/obj/structure/transit_tube_pod/proc/follow_tube()
set waitfor = FALSE
if(moving)
/obj/structure/transit_tube_pod/proc/follow_tube(obj/structure/transit_tube/tube)
if(moving || !tube.has_exit(dir))
return
moving = TRUE
current_tube = tube
for(var/obj/structure/transit_tube/tube in loc)
if(tube.has_exit(dir))
var/datum/move_loop/engine = SSmove_manager.force_move_dir(src, dir, 0, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(engine, COMSIG_MOVELOOP_PREPROCESS_CHECK, .proc/before_pipe_transfer)
RegisterSignal(engine, COMSIG_MOVELOOP_POSTPROCESS, .proc/after_pipe_transfer)
RegisterSignal(engine, COMSIG_PARENT_QDELETING, .proc/engine_finish)
calibrate_engine(engine)
/obj/structure/transit_tube_pod/proc/before_pipe_transfer(datum/move_loop/move/source)
SIGNAL_HANDLER
setDir(source.direction)
/obj/structure/transit_tube_pod/proc/after_pipe_transfer(datum/move_loop/move/source)
SIGNAL_HANDLER
set_density(current_tube.density)
if(current_tube.should_stop_pod(src, source.direction))
current_tube.pod_stopped(src, dir)
qdel(source)
return
calibrate_engine(source)
/obj/structure/transit_tube_pod/proc/calibrate_engine(datum/move_loop/move/engine)
var/next_dir = current_tube.get_exit(dir)
if(!next_dir)
qdel(engine)
return
var/exit_delay = current_tube.exit_delay(src, dir)
var/atom/next_loc = get_step(loc, next_dir)
current_tube = null
for(var/obj/structure/transit_tube/tube in next_loc)
if(tube.has_entrance(next_dir))
current_tube = tube
break
move_animation(MOVE_ANIMATION_STAGE_ONE)
///timer loop that handles the pod moving from tube to tube
/obj/structure/transit_tube_pod/proc/move_animation(stage = MOVE_ANIMATION_STAGE_ONE)
if(stage == MOVE_ANIMATION_STAGE_ONE)
next_dir = current_tube.get_exit(dir)
if(!next_dir)
return
exit_delay = current_tube.exit_delay(src, dir)
next_loc = get_step(loc, next_dir)
current_tube = null
for(var/obj/structure/transit_tube/tube in next_loc)
if(tube.has_entrance(next_dir))
current_tube = tube
break
if(current_tube == null)
setDir(next_dir)
Move(get_step(loc, dir), dir, DELAY_TO_GLIDE_SIZE(exit_delay)) // Allow collisions when leaving the tubes.
return
enter_delay = current_tube.enter_delay(src, next_dir)
if(enter_delay > 0)
addtimer(CALLBACK(src, .proc/move_animation, MOVE_ANIMATION_STAGE_TWO), enter_delay)
return
else
stage = MOVE_ANIMATION_STAGE_TWO
if(stage == MOVE_ANIMATION_STAGE_TWO)
if(!current_tube)
setDir(next_dir)
set_glide_size(DELAY_TO_GLIDE_SIZE(enter_delay + exit_delay))
forceMove(next_loc) // When moving from one tube to another, skip collision and such.
set_density(current_tube.density)
// Allow collisions when leaving the tubes.
Move(get_step(loc, dir), dir, DELAY_TO_GLIDE_SIZE(exit_delay))
qdel(src)
return
if(current_tube?.should_stop_pod(src, next_dir))
current_tube.pod_stopped(src, dir)
else
addtimer(CALLBACK(src, .proc/move_animation, MOVE_ANIMATION_STAGE_ONE), exit_delay)
return
var/enter_delay = current_tube.enter_delay(src, next_dir)
engine.direction = next_dir
engine.set_delay(enter_delay + exit_delay)
/obj/structure/transit_tube_pod/proc/engine_finish()
set_density(TRUE)
moving = FALSE
var/obj/structure/transit_tube/TT = locate(/obj/structure/transit_tube) in loc
if(!TT || (!(dir in TT.tube_dirs) && !(turn(dir,180) in TT.tube_dirs))) //landed on a turf without transit tube or not in our direction
//landed on a turf without transit tube or not in our direction
if(!TT || (!(dir in TT.tube_dirs) && !(turn(dir,180) in TT.tube_dirs)))
outside_tube()
/obj/structure/transit_tube_pod/proc/outside_tube()

View File

@@ -204,48 +204,47 @@
movable_content.wash(CLEAN_WASH)
return TRUE
/turf/open/handle_slip(mob/living/carbon/C, knockdown_amount, obj/O, lube, paralyze_amount, force_drop)
if(C.movement_type & FLYING)
/turf/open/handle_slip(mob/living/carbon/slipper, knockdown_amount, obj/O, lube, paralyze_amount, force_drop)
if(slipper.movement_type & FLYING)
return FALSE
if(has_gravity(src))
var/obj/buckled_obj
if(C.buckled)
buckled_obj = C.buckled
if(slipper.buckled)
buckled_obj = slipper.buckled
if(!(lube&GALOSHES_DONT_HELP)) //can't slip while buckled unless it's lube.
return FALSE
else
if(!(lube & SLIP_WHEN_CRAWLING) && (C.body_position == LYING_DOWN || !(C.status_flags & CANKNOCKDOWN))) // can't slip unbuckled mob if they're lying or can't fall.
if(!(lube & SLIP_WHEN_CRAWLING) && (slipper.body_position == LYING_DOWN || !(slipper.status_flags & CANKNOCKDOWN))) // can't slip unbuckled mob if they're lying or can't fall.
return FALSE
if(C.m_intent == MOVE_INTENT_WALK && (lube&NO_SLIP_WHEN_WALKING))
if(slipper.m_intent == MOVE_INTENT_WALK && (lube&NO_SLIP_WHEN_WALKING))
return FALSE
if(!(lube&SLIDE_ICE))
to_chat(C, span_notice("You slipped[ O ? " on the [O.name]" : ""]!"))
playsound(C.loc, 'sound/misc/slip.ogg', 50, TRUE, -3)
to_chat(slipper, span_notice("You slipped[ O ? " on the [O.name]" : ""]!"))
playsound(slipper.loc, 'sound/misc/slip.ogg', 50, TRUE, -3)
SEND_SIGNAL(C, COMSIG_ON_CARBON_SLIP)
SEND_SIGNAL(slipper, COMSIG_ON_CARBON_SLIP)
if(force_drop)
for(var/obj/item/I in C.held_items)
C.accident(I)
for(var/obj/item/I in slipper.held_items)
slipper.accident(I)
var/olddir = C.dir
C.moving_diagonally = 0 //If this was part of diagonal move slipping will stop it.
var/olddir = slipper.dir
slipper.moving_diagonally = 0 //If this was part of diagonal move slipping will stop it.
if(!(lube & SLIDE_ICE))
C.Knockdown(knockdown_amount)
C.Paralyze(paralyze_amount)
C.stop_pulling()
slipper.Knockdown(knockdown_amount)
slipper.Paralyze(paralyze_amount)
slipper.stop_pulling()
else
C.Knockdown(20)
slipper.Knockdown(20)
if(buckled_obj)
buckled_obj.unbuckle_mob(C)
buckled_obj.unbuckle_mob(slipper)
lube |= SLIDE_ICE
if(lube&SLIDE)
new /datum/forced_movement(C, get_ranged_target_turf(C, olddir, 4), 1, FALSE, CALLBACK(C, /mob/living/carbon/.proc/spin, 1, 1))
var/turf/target = get_ranged_target_turf(slipper, olddir, 4)
if(lube & SLIDE)
slipper.AddComponent(/datum/component/force_move, target, TRUE)
else if(lube&SLIDE_ICE)
if(C.force_moving) //If we're already slipping extend it
qdel(C.force_moving)
new /datum/forced_movement(C, get_ranged_target_turf(C, olddir, 1), 1, FALSE) //spinning would be bad for ice, fucks up the next dir
slipper.AddComponent(/datum/component/force_move, target, FALSE)//spinning would be bad for ice, fucks up the next dir
return TRUE
/turf/open/proc/MakeSlippery(wet_setting = TURF_WET_WATER, min_wet_time = 0, wet_time_to_add = 0, max_wet_time = MAXIMUM_WET_TIME, permanent)

View File

@@ -376,10 +376,12 @@
var/last_high_pressure_movement_air_cycle = 0
/atom/movable/proc/experience_pressure_difference(pressure_difference, direction, pressure_resistance_prob_delta = 0)
set waitfor = FALSE
if(SEND_SIGNAL(src, COMSIG_ATOM_PRE_PRESSURE_PUSH) & COMSIG_ATOM_BLOCKS_PRESSURE)
return
var/const/PROBABILITY_OFFSET = 25
var/const/PROBABILITY_BASE_PRECENT = 75
var/max_force = sqrt(pressure_difference) * (MOVE_FORCE_DEFAULT / 5)
set waitfor = FALSE
var/move_prob = 100
if (pressure_resistance > 0)
move_prob = (pressure_difference / pressure_resistance * PROBABILITY_BASE_PRECENT) - PROBABILITY_OFFSET

View File

@@ -42,8 +42,10 @@
var/datum/preferences/prefs = null
///last turn of the controlled mob, I think this is only used by mechs?
var/last_turn = 0
///Move delay of controlled mob, related to input handling
///Move delay of controlled mob, any keypresses inside this period will persist until the next proper move
var/move_delay = 0
///The visual delay to use for the current client.Move(), mostly used for making a client based move look like it came from some other slower source
var/visual_delay = 0
///Current area of the controlled mob
var/area = null

View File

@@ -86,9 +86,9 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
RegisterSignal(src, COMSIG_ATOM_ENTERING, .proc/on_entering_atom)
if(special_target)
walk_towards(src, special_target, 1)
SSmove_manager.home_onto(src, special_target)
else
walk_towards(src, destination, 1)
SSmove_manager.move_towards(src, destination)
/obj/effect/immovablerod/Destroy(force)
UnregisterSignal(src, COMSIG_ATOM_ENTERING)
@@ -153,7 +153,7 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
return
visible_message(span_danger("[src] phases into reality."))
walk_towards(src, special_target, 1)
SSmove_manager.home_onto(src, special_target)
if(loc == target_turf)
complete_trajectory()
@@ -169,7 +169,7 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
if(target_turf.z != z)
if(loopy_rod)
complete_trajectory()
return
return ..()
qdel(src)
return
@@ -194,6 +194,9 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
/obj/effect/immovablerod/singularity_pull()
return
/obj/effect/immovablerod/Process_Spacemove()
return TRUE
/obj/effect/immovablerod/Bump(atom/clong)
if(prob(10))
playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
@@ -293,12 +296,12 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
* Stops your rod's automated movement. Sit... Stay... Good rod!
*/
/obj/effect/immovablerod/proc/sit_stay_good_rod()
walk(src, 0)
SSmove_manager.stop_looping(src)
/**
* Allows your rod to release restraint level zero and go for a walk.
*
* If walkies_location is set, rod will walk_towards the location, chasing it across z-levels if necessary.
* If walkies_location is set, rod will move towards the location, chasing it across z-levels if necessary.
* If walkies_location is not set, rod will call complete_trajectory() and follow the logic from that proc.
*
* Arguments:
@@ -307,7 +310,7 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
/obj/effect/immovablerod/proc/go_for_a_walk(walkies_location = null)
if(walkies_location)
special_target = walkies_location
walk_towards(src, special_target, 1)
SSmove_manager.home_onto(src, special_target)
return
complete_trajectory()
@@ -323,4 +326,4 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
*/
/obj/effect/immovablerod/proc/walk_in_direction(direction)
destination = get_edge_target_turf(src, direction)
walk_towards(src, destination, 1)
SSmove_manager.move_towards(src, destination)

View File

@@ -3,6 +3,7 @@
GLOBAL_VAR_INIT(meteor_wave_delay, 625) //minimum wait between waves in tenths of seconds
//set to at least 100 unless you want evarr ruining every round
// This spelling mistake? Name? is older then git, I'm scared to touch it
//Meteors probability of spawning during a given wave
GLOBAL_LIST_INIT(meteors_normal, list(/obj/effect/meteor/dust=3, /obj/effect/meteor/medium=8, /obj/effect/meteor/big=3, \
@@ -40,8 +41,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust=1)) //for space dust eve
if(max_i<=0)
return
var/Me = pick_weight(meteortypes)
var/obj/effect/meteor/M = new Me(pickedstart, pickedgoal)
M.dest = pickedgoal
new Me(pickedstart, pickedgoal)
/proc/spaceDebrisStartLoc(startSide, Z)
var/starty
@@ -90,82 +90,97 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust=1)) //for space dust eve
icon_state = "small"
density = TRUE
anchored = TRUE
var/hits = 4
var/hitpwr = EXPLODE_HEAVY //Level of ex_act to be called on hit.
var/dest
pass_flags = PASSTABLE
///The resilience of our meteor
var/hits = 4
///Level of ex_act to be called on hit.
var/hitpwr = EXPLODE_HEAVY
//Should we shake people's screens on impact
var/heavy = FALSE
///Sound to play when you hit something
var/meteorsound = 'sound/effects/meteorimpact.ogg'
///Our starting z level, prevents infinite meteors
var/z_original
var/threat = 0 // used for determining which meteors are most interesting
var/lifetime = DEFAULT_METEOR_LIFETIME
var/timerid = null
///Used for determining which meteors are most interesting
var/threat = 0
//Potential items to spawn when you die
var/list/meteordrop = list(/obj/item/stack/ore/iron)
///How much stuff to spawn when you die
var/dropamt = 2
/obj/effect/meteor/Move()
if(z != z_original || loc == dest)
qdel(src)
return FALSE
///The thing we're moving towards, usually a turf
var/atom/dest
///Lifetime in seconds
var/lifetime = DEFAULT_METEOR_LIFETIME
. = ..() //process movement...
/obj/effect/meteor/Initialize(mapload, turf/target)
. = ..()
z_original = z
GLOB.meteor_list += src
SSaugury.register_doom(src, threat)
SpinAnimation()
chase_target(target)
if(.)//.. if did move, ram the turf we get in
/obj/effect/meteor/Destroy()
GLOB.meteor_list -= src
return ..()
/obj/effect/meteor/Moved(atom/OldLoc, Dir, Forced = FALSE)
. = ..()
if(QDELETED(src))
return
if(OldLoc != loc)//If did move, ram the turf we get in
var/turf/T = get_turf(loc)
ram_turf(T)
if(prob(10) && !isspaceturf(T))//randomly takes a 'hit' from ramming
get_hit()
/obj/effect/meteor/Destroy()
if (timerid)
deltimer(timerid)
GLOB.meteor_list -= src
walk(src,0) //this cancels the walk_towards() proc
return ..()
if(z != z_original || loc == get_turf(dest))
qdel(src)
return
/obj/effect/meteor/Initialize(mapload, target)
. = ..()
z_original = z
GLOB.meteor_list += src
SSaugury.register_doom(src, threat)
SpinAnimation()
timerid = QDEL_IN(src, lifetime)
chase_target(target)
/obj/effect/meteor/Process_Spacemove()
return TRUE //Keeps us from drifting for no reason
/obj/effect/meteor/Bump(atom/A)
. = ..() //What could go wrong
if(A)
ram_turf(get_turf(A))
playsound(src.loc, meteorsound, 40, TRUE)
get_hit()
/obj/effect/meteor/proc/chase_target(atom/chasing, delay, home)
if(!isatom(chasing))
return
var/datum/move_loop/new_loop = SSmove_manager.move_towards(src, chasing, delay, home, lifetime)
if(!new_loop)
return
RegisterSignal(new_loop, COMSIG_PARENT_QDELETING, .proc/handle_stopping)
///Deals with what happens when we stop moving, IE we die
/obj/effect/meteor/proc/handle_stopping()
SIGNAL_HANDLER
if(!QDELETED(src))
qdel(src)
/obj/effect/meteor/proc/ram_turf(turf/T)
//first bust whatever is in the turf
for(var/thing in T)
if(thing == src)
continue
if(isliving(thing))
var/mob/living/living_thing = thing
living_thing.visible_message(span_warning("[src] slams into [living_thing]."), span_userdanger("[src] slams into you!."))
switch(hitpwr)
if(EXPLODE_DEVASTATE)
SSexplosions.high_mov_atom += thing
if(EXPLODE_HEAVY)
SSexplosions.med_mov_atom += thing
if(EXPLODE_LIGHT)
SSexplosions.low_mov_atom += thing
//then, ram the turf if it still exists
if(T)
switch(hitpwr)
if(EXPLODE_DEVASTATE)
SSexplosions.highturf += T
if(EXPLODE_HEAVY)
SSexplosions.medturf += T
if(EXPLODE_LIGHT)
SSexplosions.lowturf += T
//first yell at mobs about them dying horribly
for(var/mob/living/thing in T)
thing.visible_message(span_warning("[src] slams into [thing]."), span_userdanger("[src] slams into you!."))
//then, ram the turf
switch(hitpwr)
if(EXPLODE_DEVASTATE)
SSexplosions.highturf += T
if(EXPLODE_HEAVY)
SSexplosions.medturf += T
if(EXPLODE_LIGHT)
SSexplosions.lowturf += T
//process getting 'hit' by colliding with a dense object
//or randomly when ramming turfs
@@ -193,11 +208,6 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust=1)) //for space dust eve
var/thing_to_spawn = pick(meteordrop)
new thing_to_spawn(get_turf(src))
/obj/effect/meteor/proc/chase_target(atom/chasing, delay = 1)
set waitfor = FALSE
if(chasing)
walk_towards(src, chasing, delay)
/obj/effect/meteor/proc/meteor_effect()
if(heavy)
var/sound/meteor_sound = sound(meteorsound)

View File

@@ -24,8 +24,7 @@
. = ..()
if(!.)
return
adjustBruteLoss(5 + rand(1,9))
new /datum/forced_movement(src, get_step_away(user,src, 30), 1)
user.AddComponent(/datum/component/force_move, get_step_away(user,src, 30))
/mob/living/carbon/alien/larva/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect)
if(!no_effect && !visual_effect_icon)

View File

@@ -1387,4 +1387,4 @@
our_splatter.add_blood_DNA(return_blood_DNA())
our_splatter.blood_dna_info = get_blood_dna_list()
var/turf/targ = get_ranged_target_turf(src, splatter_direction, splatter_strength)
INVOKE_ASYNC(our_splatter, /obj/effect/decal/cleanable/blood/hitsplatter/.proc/fly_towards, targ, splatter_strength)
our_splatter.fly_towards(targ, splatter_strength)

View File

@@ -73,7 +73,7 @@
SIGNAL_HANDLER
mobility_flags &= ~MOBILITY_MOVE
if(living_flags & MOVES_ON_ITS_OWN)
walk(src, 0) //stop mid walk
SSmove_manager.stop_looping(src) //stop mid walk //This is also really dumb
/// Called when [TRAIT_IMMOBILIZED] is removed from the mob.
/mob/living/proc/on_immobilized_trait_loss(datum/source)

View File

@@ -888,12 +888,13 @@
playsound(src, 'sound/effects/space_wind.ogg', 50, TRUE)
if(buckled || mob_negates_gravity())
return
if(client && client.move_delay >= world.time + world.tick_lag*2)
pressure_resistance_prob_delta -= 30
var/list/turfs_to_check = list()
if(has_limbs)
if(!has_limbs)
var/turf/T = get_step(src, angle2dir(dir2angle(direction)+90))
if (T)
turfs_to_check += T
@@ -911,8 +912,7 @@
if (AM.density && AM.anchored)
pressure_resistance_prob_delta -= 20
break
if(!force_moving)
..(pressure_difference, direction, pressure_resistance_prob_delta)
..(pressure_difference, direction, pressure_resistance_prob_delta)
/mob/living/can_resist()
return !((next_move > world.time) || incapacitated(ignore_restraints = TRUE, ignore_stasis = TRUE))
@@ -971,7 +971,7 @@
span_warning("You struggle as you fail to break free of [pulledby]'s grip!"), null, null, pulledby)
to_chat(pulledby, span_danger("[src] struggles as they fail to break free of your grip!"))
if(moving_resist && client) //we resisted by trying to move
client.move_delay = world.time + 40
client.move_delay = world.time + 4 SECONDS
else
pulledby.stop_pulling()
return FALSE

View File

@@ -63,7 +63,7 @@
switch(mode)
if(BOT_IDLE) // idle
update_appearance()
walk_to(src,0)
SSmove_manager.stop_looping(src)
look_for_perp() // see if any criminals are in range
if(!mode && bot_mode_flags & BOT_MODE_AUTOPATROL) // still idle, and set to patrol
mode = BOT_START_PATROL // switch to patrol mode
@@ -72,7 +72,7 @@
playsound(src,'sound/effects/beepskyspinsabre.ogg',100,TRUE,-1)
// general beepsky doesn't give up so easily, jedi scum
if(frustration >= 20)
walk_to(src,0)
SSmove_manager.stop_looping(src)
back_to_idle()
return
if(target) // make sure target exists
@@ -83,7 +83,7 @@
return
else // not next to perp
var/turf/olddist = get_dist(src, target)
walk_to(src, target,1,4)
SSmove_manager.move_to(src, target, 1, 4)
if((get_dist(src, target)) >= (olddist))
frustration++
else

View File

@@ -72,7 +72,7 @@
target = null
oldtarget_name = null
set_anchored(FALSE)
walk_to(src,0)
SSmove_manager.stop_looping(src)
last_found = world.time
limiting_spam = FALSE
@@ -213,7 +213,7 @@
if(BOT_IDLE) // idle
walk_to(src,0)
SSmove_manager.stop_looping(src)
look_for_perp()
if(!mode && bot_mode_flags & BOT_MODE_AUTOPATROL)
mode = BOT_START_PATROL
@@ -222,7 +222,7 @@
// if can't reach perp for long enough, go idle
if(frustration >= 5) //gives up easier than beepsky
walk_to(src,0)
SSmove_manager.stop_looping(src)
back_to_idle()
return
@@ -241,7 +241,7 @@
else // not next to perp
var/turf/olddist = get_dist(src, target)
walk_to(src, target,1,4)
SSmove_manager.move_to(src, target, 1, 4)
if((get_dist(src, target)) >= (olddist))
frustration++
else
@@ -308,8 +308,6 @@
continue
/mob/living/simple_animal/bot/honkbot/explode()
walk_to(src,0)
visible_message(span_boldannounce("[src] blows apart!"))
var/atom/Tsec = drop_location()
//doesn't drop cardboard nor its assembly, since its a very frail material.

View File

@@ -51,7 +51,6 @@
AddElement(/datum/element/connect_loc, loc_connections)
/mob/living/simple_animal/bot/hygienebot/explode()
walk_to(src,0)
visible_message(span_boldannounce("[src] blows apart in a foamy explosion!"))
do_sparks(3, TRUE, src)
bot_mode_flags &= ~BOT_MODE_ON
@@ -86,7 +85,7 @@
..()
target = null
oldtarget_name = null
walk_to(src,0)
SSmove_manager.stop_looping(src)
last_found = world.time
/mob/living/simple_animal/bot/hygienebot/handle_automated_action()
@@ -103,7 +102,7 @@
switch(mode)
if(BOT_IDLE) // idle
walk_to(src,0)
SSmove_manager.stop_looping(src)
look_for_lowhygiene() // see if any disgusting fucks are in range
if(!mode && bot_mode_flags & BOT_MODE_AUTOPATROL) // still idle, and set to patrol
mode = BOT_START_PATROL // switch to patrol mode
@@ -135,7 +134,7 @@
if(olddist > 20 || frustration > 100) // Focus on something else
back_to_idle()
return
walk_to(src, target,0, currentspeed)
SSmove_manager.move_to(src, target, 0, currentspeed)
if(mad && prob(min(frustration * 2, 60)))
playsound(loc, 'sound/effects/hygienebot_angry.ogg', 60, 1)
speak(pick("Get back here you foul smelling fucker.", "STOP RUNNING OR I WILL CUT YOUR ARTERIES!", "Just fucking let me clean you you arsehole!", "STOP. RUNNING.", "Either you stop running or I will fucking drag you out of an airlock.", "I just want to fucking clean you you troglodyte.", "If you don't come back here I'll put a green cloud around you cunt."))
@@ -167,7 +166,7 @@
/mob/living/simple_animal/bot/hygienebot/proc/back_to_idle()
mode = BOT_IDLE
walk_to(src,0)
SSmove_manager.stop_looping(src)
target = null
frustration = 0
last_found = world.time

View File

@@ -134,7 +134,7 @@
target = null
oldtarget_name = null
set_anchored(FALSE)
walk_to(src,0)
SSmove_manager.stop_looping(src)
last_found = world.time
/mob/living/simple_animal/bot/secbot/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)//shocks only make him angry
@@ -318,7 +318,7 @@
switch(mode)
if(BOT_IDLE) // idle
walk_to(src,0)
SSmove_manager.stop_looping(src)
look_for_perp() // see if any criminals are in range
if(!mode && bot_mode_flags & BOT_MODE_AUTOPATROL) // still idle, and set to patrol
mode = BOT_START_PATROL // switch to patrol mode
@@ -326,7 +326,7 @@
if(BOT_HUNT) // hunting for perp
// if can't reach perp for long enough, go idle
if(frustration >= 8)
walk_to(src,0)
SSmove_manager.stop_looping(src)
back_to_idle()
return
@@ -346,7 +346,7 @@
// not next to perp
var/turf/olddist = get_dist(src, target)
walk_to(src, target,1,4)
SSmove_manager.move_to(src, target, 1, 4)
if((get_dist(src, target)) >= (olddist))
frustration++
else
@@ -447,8 +447,6 @@
return FALSE
/mob/living/simple_animal/bot/secbot/explode()
walk_to(src, 0)
visible_message(span_boldannounce("[src] blows apart!"))
var/atom/Tsec = drop_location()
if(bot_type == ADVANCED_SEC_BOT)

View File

@@ -246,7 +246,7 @@
if(!stat && !resting && !buckled)
turns_since_scan++
if(turns_since_scan > 5)
walk_to(src, 0)
SSmove_manager.stop_looping(src)
turns_since_scan = 0
if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
movement_target = null
@@ -260,7 +260,7 @@
break
if(movement_target)
stop_automated_movement = 1
walk_to(src,movement_target,0,3)
SSmove_manager.move_to(src, movement_target, 0, 3)
/mob/living/simple_animal/pet/cat/jerry //Holy shit we left jerry on donut ~ Arcane ~Fikou
name = "Jerry"

View File

@@ -66,7 +66,7 @@
/mob/living/simple_animal/hostile/Life(delta_time = SSMOBS_DT, times_fired)
. = ..()
if(!.) //dead
walk(src, 0) //stops walking
SSmove_manager.stop_looping(src)
/mob/living/simple_animal/hostile/handle_automated_action()
if(AIStatus == AI_OFF)
@@ -283,11 +283,11 @@
if(!target.Adjacent(target_from) && ranged_cooldown <= world.time) //But make sure they're not in range for a melee attack and our range attack is off cooldown
OpenFire(target)
if(!Process_Spacemove()) //Drifting
walk(src,0)
SSmove_manager.stop_looping(src)
return 1
if(retreat_distance != null) //If we have a retreat distance, check if we need to run from our target
if(target_distance <= retreat_distance) //If target's closer than our retreat distance, run
walk_away(src,target,retreat_distance,move_to_delay)
SSmove_manager.move_away(src, target, retreat_distance, move_to_delay)
else
Goto(target,move_to_delay,minimum_distance) //Otherwise, get to our minimum distance so we chase them
else
@@ -320,7 +320,7 @@
approaching_target = TRUE
else
approaching_target = FALSE
walk_to(src, target, minimum_distance, delay)
SSmove_manager.move_to(src, target, minimum_distance, delay)
/mob/living/simple_animal/hostile/adjustHealth(amount, updating_health = TRUE, forced = FALSE)
. = ..()
@@ -359,7 +359,7 @@
GiveTarget(null)
approaching_target = FALSE
in_melee = FALSE
walk(src, 0)
SSmove_manager.stop_looping(src)
LoseAggro()
//////////////END HOSTILE MOB TARGETTING AND AGGRESSION////////////

View File

@@ -71,7 +71,7 @@
/mob/living/simple_animal/hostile/jungle/mook/proc/WarmupAttack(forced_slash_combo = FALSE)
if(attack_state == MOOK_ATTACK_NEUTRAL && target)
attack_state = MOOK_ATTACK_WARMUP
walk(src,0)
SSmove_manager.stop_looping(src)
update_icons()
if(prob(50) && get_dist(src,target) <= 3 || forced_slash_combo)
addtimer(CALLBACK(src, .proc/SlashCombo), ATTACK_INTERMISSION_TIME)

View File

@@ -123,7 +123,7 @@
/mob/living/simple_animal/hostile/jungle/seedling/proc/WarmupAttack()
if(combatant_state == SEEDLING_STATE_NEUTRAL)
combatant_state = SEEDLING_STATE_WARMUP
walk(src,0)
SSmove_manager.stop_looping(src)
update_icons()
var/target_dist = get_dist(src,target)
var/living_target_check = isliving(target)

View File

@@ -111,7 +111,7 @@
ranged = 0
minimum_distance = 1
walk(M,0)//end any lingering movement loops, to prevent the haunted mecha bug
SSmove_manager.stop_looping(src)//end any lingering movement loops, to prevent the haunted mecha bug
//Checks if a mecha is valid for theft
/mob/living/simple_animal/hostile/syndicate/mecha_pilot/proc/is_valid_mecha(obj/vehicle/sealed/mecha/M)
@@ -290,6 +290,6 @@
/mob/living/simple_animal/hostile/syndicate/mecha_pilot/Goto(target, delay, minimum_distance)
if(mecha)
walk_to(mecha, target, minimum_distance, mecha.movedelay)
SSmove_manager.move_to(mecha, target, minimum_distance, mecha.movedelay)
else
..()

View File

@@ -123,11 +123,10 @@ Difficulty: Hard
if(!BUBBLEGUM_SMASH)
triple_charge.Trigger(target = target)
else if(prob(50 + anger_modifier))
hallucination_charge.Trigger(target = target)
else
if(prob(50 + anger_modifier))
hallucination_charge.Trigger(target = target)
else
hallucination_charge_surround.Trigger(target = target)
hallucination_charge_surround.Trigger(target = target)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/get_mobs_on_blood(mob/target)
var/list/targets = list(target)

View File

@@ -23,42 +23,65 @@
environment_smash = ENVIRONMENT_SMASH_NONE
sentience_type = SENTIENCE_BOSS
layer = LARGE_MOB_LAYER
var/doing_move_loop = FALSE
var/mob/living/set_target
var/timerid
var/datum/move_loop/has_target/force_move/our_loop
/mob/living/simple_animal/hostile/asteroid/curseblob/Initialize(mapload)
. = ..()
timerid = QDEL_IN(src, 600)
QDEL_IN(src, 60 SECONDS)
AddElement(/datum/element/simple_flying)
playsound(src, 'sound/effects/curse1.ogg', 100, TRUE, -1)
/mob/living/simple_animal/hostile/asteroid/curseblob/Destroy()
new /obj/effect/temp_visual/dir_setting/curse/blob(loc, dir)
doing_move_loop = FALSE
set_target = null
return ..()
/mob/living/simple_animal/hostile/asteroid/curseblob/Goto(move_target, delay, minimum_distance)
/mob/living/simple_animal/hostile/asteroid/curseblob/Goto(move_target, delay, minimum_distance) //Observe
if(check_for_target())
return
move_loop(target, delay)
/mob/living/simple_animal/hostile/asteroid/curseblob/proc/move_loop(move_target, delay)
set waitfor = FALSE
if(doing_move_loop)
if(our_loop)
return
doing_move_loop = TRUE
if(check_for_target())
our_loop = SSmove_manager.force_move(src, move_target, delay, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
if(!our_loop)
return
while(!QDELETED(src) && doing_move_loop && isturf(loc) && !check_for_target())
var/step_turf = get_step(src, get_dir(src, set_target))
if(step_turf != get_turf(set_target))
forceMove(step_turf)
sleep(delay)
doing_move_loop = FALSE
RegisterSignal(move_target, COMSIG_MOB_STATCHANGE, .proc/stat_change)
RegisterSignal(move_target, COMSIG_MOVABLE_Z_CHANGED, .proc/target_z_change)
RegisterSignal(src, COMSIG_MOVABLE_Z_CHANGED, .proc/our_z_change)
RegisterSignal(our_loop, COMSIG_PARENT_QDELETING, .proc/handle_loop_end)
/mob/living/simple_animal/hostile/asteroid/curseblob/proc/stat_change(datum/source, new_stat)
SIGNAL_HANDLER
if(new_stat != CONSCIOUS)
qdel(src)
/mob/living/simple_animal/hostile/asteroid/curseblob/proc/target_z_change(datum/source, old_z, new_z)
SIGNAL_HANDLER
qdel(src)
/mob/living/simple_animal/hostile/asteroid/curseblob/proc/our_z_change(datum/source, old_z, new_z)
SIGNAL_HANDLER
qdel(src)
/mob/living/simple_animal/hostile/asteroid/curseblob/proc/handle_loop_end()
SIGNAL_HANDLER
if(QDELETED(src))
return
qdel(src)
/mob/living/simple_animal/hostile/asteroid/curseblob/handle_target_del(datum/source)
. = ..()
qdel(src)
/mob/living/simple_animal/hostile/asteroid/curseblob/proc/check_for_target()
if(QDELETED(set_target) || set_target.stat != CONSCIOUS || z != set_target.z)
if(!QDELETED(src))
qdel(src)
if(QDELETED(src) || !set_target)
return TRUE
if(set_target.stat != CONSCIOUS)
return TRUE
if(set_target.z != z)
return TRUE
/mob/living/simple_animal/hostile/asteroid/curseblob/GiveTarget(new_target)

View File

@@ -111,7 +111,7 @@
/mob/living/simple_animal/hostile/asteroid/fugu/proc/Deflate()
if(wumbo)
walk(src, 0)
SSmove_manager.stop_looping(src)
wumbo = 0
icon_state = "Fugu0"
obj_damage = 0

View File

@@ -142,7 +142,7 @@
if(held_item)
held_item.forceMove(drop_location())
held_item = null
walk(src,0)
SSmove_manager.stop_looping(src)
if(buckled)
buckled.unbuckle_mob(src,force=1)
@@ -366,6 +366,10 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
icon_state = icon_living
drop_held_item(0)
/mob/living/simple_animal/parrot/Process_Spacemove()
if(!stat) //Birds can fly, fun fact. No I don't care that space doesn't have air. Space parrots bitch
return TRUE
return ..()
/*
* AI - Not really intelligent, but I'm calling it AI anyway.
*/
@@ -460,7 +464,7 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
//-----WANDERING - This is basically a 'I dont know what to do yet' state
else if(parrot_state == PARROT_WANDER)
//Stop movement, we'll set it later
walk(src, 0)
SSmove_manager.stop_looping(src)
parrot_interest = null
//Wander around aimlessly. This will help keep the loops from searches down
@@ -498,7 +502,7 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
return
//-----STEALING
else if(parrot_state == (PARROT_SWOOP | PARROT_STEAL))
walk(src,0)
SSmove_manager.stop_looping(src)
if(!parrot_interest || held_item)
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
@@ -522,7 +526,7 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
parrot_state = PARROT_SWOOP | PARROT_RETURN
return
walk_to(src, parrot_interest, 1, parrot_speed)
SSmove_manager.move_to(src, parrot_interest, 1, parrot_speed)
if(isStuck())
return
@@ -530,7 +534,7 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
//-----RETURNING TO PERCH
else if(parrot_state == (PARROT_SWOOP | PARROT_RETURN))
walk(src, 0)
SSmove_manager.stop_looping(src)
if(!parrot_perch || !isturf(parrot_perch.loc)) //Make sure the perch exists and somehow isn't inside of something else.
parrot_perch = null
parrot_state = PARROT_WANDER
@@ -543,7 +547,7 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
icon_state = icon_sit
return
walk_to(src, parrot_perch, 1, parrot_speed)
SSmove_manager.move_to(src, parrot_perch, 1, parrot_speed)
if(isStuck())
return
@@ -551,11 +555,11 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
//-----FLEEING
else if(parrot_state == (PARROT_SWOOP | PARROT_FLEE))
walk(src,0)
SSmove_manager.stop_looping(src)
if(!parrot_interest || !isliving(parrot_interest)) //Sanity
parrot_state = PARROT_WANDER
walk_away(src, parrot_interest, 1, parrot_speed)
SSmove_manager.move_away(src, parrot_interest, 1, parrot_speed)
if(isStuck())
return
@@ -596,14 +600,14 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
L.attack_animal(src)//Time for the hurt to begin!
//Otherwise, fly towards the mob!
else
walk_to(src, parrot_interest, 1, parrot_speed)
SSmove_manager.move_to(src, parrot_interest, 1, parrot_speed)
if(isStuck())
return
return
//-----STATE MISHAP
else //This should not happen. If it does lets reset everything and try again
walk(src,0)
SSmove_manager.stop_looping(src)
parrot_interest = null
parrot_perch = null
drop_held_item()
@@ -994,7 +998,7 @@ GLOBAL_LIST_INIT(strippable_parrot_items, create_strippable_list(list(
if(!ishuman(parrot_interest))
parrot_interest = null
else if(parrot_state == (PARROT_SWOOP | PARROT_ATTACK) && Adjacent(parrot_interest))
walk_to(src, parrot_interest, 0, parrot_speed)
SSmove_manager.move_to(src, parrot_interest, 0, parrot_speed)
Possess(parrot_interest)
..()

View File

@@ -223,8 +223,6 @@
if (T && AIStatus == AI_Z_OFF)
SSidlenpcpool.idle_mobs_by_zlevel[T.z] -= src
//Walking counts as a reference, putting this here because most things don't walk, clean this up once walk() procs are dead
walk(src, 0)
return ..()
/mob/living/simple_animal/examine(mob/user)
@@ -462,7 +460,7 @@
if(del_on_death)
..()
//Prevent infinite loops if the mob Destroy() is overridden in such
//a manner as to cause a call to death() again
//a manner as to cause a call to death() again //Pain
del_on_death = FALSE
qdel(src)
else
@@ -697,7 +695,7 @@
return
if(!Adjacent(hunted))
stop_automated_movement = TRUE
walk_to(src,hunted,0,3)
SSmove_manager.move_to(src, hunted, 0, 3)
if(Adjacent(hunted))
hunt(hunted) // In case it gets next to the target immediately, skip the scan timer and kill it.
return

View File

@@ -68,7 +68,6 @@
return FALSE
next_move_dir_add = 0
next_move_dir_sub = 0
var/old_move_delay = move_delay
move_delay = world.time + world.tick_lag //this is here because Move() can now be called mutiple times per tick
if(!mob || !mob.loc)
@@ -84,7 +83,7 @@
if(mob.stat == DEAD)
mob.ghostize()
return FALSE
if(mob.force_moving)
if(SEND_SIGNAL(mob, COMSIG_MOB_CLIENT_PRE_LIVING_MOVE) & COMSIG_MOB_CLIENT_BLOCK_PRE_LIVING_MOVE)
return FALSE
var/mob/living/L = mob //Already checked for isliving earlier
@@ -129,6 +128,10 @@
else
move_delay = world.time
//Basically an optional override for our glide size
//Sometimes you want to look like you're moving with a delay you don't actually have yet
visual_delay = 0
var/confusion = L.get_confusion()
if(confusion)
var/newdir = 0
@@ -147,7 +150,10 @@
if((direct & (direct - 1)) && mob.loc == new_loc) //moved diagonally successfully
add_delay *= SQRT_2
mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay))
if(visual_delay)
mob.set_glide_size(visual_delay)
else
mob.set_glide_size(DELAY_TO_GLIDE_SIZE(add_delay))
move_delay += add_delay
if(.) // If mob is null here, we deserve the runtime
if(mob.throwing)
@@ -330,6 +336,14 @@
var/turf/turf = get_turf(src)
return !isgroundlessturf(turf) && HAS_TRAIT(src, TRAIT_NEGATES_GRAVITY)
/mob/newtonian_move(direction)
. = ..()
if(!.) //Only do this if we're actually going somewhere
return
if(!client)
return
client.visual_delay = MOVEMENT_ADJUSTED_GLIDE_SIZE(inertia_move_delay, SSspacedrift.visual_delay) //Make sure moving into a space move looks like a space move
/// Called when this mob slips over, override as needed
/mob/proc/slip(knockdown_amount, obj/O, lube, paralyze, force_drop)
mind?.add_memory(MEMORY_SLIPPED, list(DETAIL_WHAT_BY = O, DETAIL_PROTAGONIST = src), story_value = STORY_VALUE_OKAY)

View File

@@ -52,6 +52,8 @@
if(A.anchored)
return
A.visible_message(span_danger("[A] is snagged by [firer]'s hook!"))
//Should really be a movement loop, but I don't want to support moving 5 tiles a tick
//It just looks bad
new /datum/forced_movement(A, get_turf(firer), 5, TRUE)
if (isliving(target))
var/mob/living/fresh_meat = target

View File

@@ -81,56 +81,13 @@
/// Handles exposing atoms to the reagents contained in a spray's chempuff. Deletes the chempuff when it's completed.
/obj/item/reagent_containers/spray/proc/do_spray(atom/target, wait_step, obj/effect/decal/chempuff/reagent_puff, range, puff_reagent_left, mob/user)
set waitfor = FALSE
var/puff_reagents_string = reagent_puff.reagents.log_list()
for(var/travelled_distance in 1 to range)
var/has_travelled_max_distance = (travelled_distance == range)
step_towards(reagent_puff, target)
sleep(wait_step)
for(var/atom/turf_atom in get_turf(reagent_puff))
if(turf_atom == reagent_puff || turf_atom.invisibility) //we ignore the puff itself and stuff below the floor
continue
if(puff_reagent_left <= 0)
break
if(stream_mode)
if(isliving(turf_atom))
var/mob/living/turf_mob = turf_atom
if(!turf_mob.can_inject())
continue
if((turf_mob.body_position == STANDING_UP) || has_travelled_max_distance)
reagent_puff.reagents.expose(turf_mob, VAPOR)
log_combat(user, turf_mob, "sprayed", src, addition="which had [puff_reagents_string]")
puff_reagent_left -= 1
else if(has_travelled_max_distance)
reagent_puff.reagents.expose(turf_atom, VAPOR)
log_combat(user, turf_atom, "sprayed", src, addition="which had [puff_reagents_string]")
puff_reagent_left -= 1
else
reagent_puff.reagents.expose(turf_atom, VAPOR)
log_combat(user, turf_atom, "sprayed", src, addition="which had [puff_reagents_string]")
if(ismob(turf_atom))
puff_reagent_left -= 1
if(puff_reagent_left > 0 && (!stream_mode || has_travelled_max_distance))
var/turf/puff_turf = get_turf(reagent_puff)
reagent_puff.reagents.expose(puff_turf, VAPOR)
log_combat(user, puff_turf, "sprayed", src, addition="which had [puff_reagents_string]")
puff_reagent_left -= 1
// Did we use up all the puff early? Time to delete the puff and return.
if(puff_reagent_left <= 0)
qdel(reagent_puff)
return
qdel(reagent_puff)
var/datum/move_loop/our_loop = SSmove_manager.move_towards_legacy(reagent_puff, target, wait_step, timeout = range * wait_step, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
reagent_puff.user = user
reagent_puff.sprayer = src
reagent_puff.lifetime = puff_reagent_left
reagent_puff.stream = stream_mode
reagent_puff.RegisterSignal(our_loop, COMSIG_PARENT_QDELETING, /obj/effect/decal/chempuff/proc/loop_ended)
reagent_puff.RegisterSignal(our_loop, COMSIG_MOVELOOP_POSTPROCESS, /obj/effect/decal/chempuff/proc/check_move)
/obj/item/reagent_containers/spray/attack_self(mob/user)
. = ..()
@@ -221,7 +178,7 @@
if(do_mob(user,user,30))
if(reagents.total_volume >= amount_per_transfer_from_this)//if not empty
user.visible_message(span_suicide("[user] pulls the trigger!"))
src.spray(user)
spray(user)
return BRUTELOSS
else
user.visible_message(span_suicide("[user] pulls the trigger...but \the [src] is empty!"))

View File

@@ -15,8 +15,7 @@ GLOBAL_LIST_EMPTY(conveyors_by_id)
name = "conveyor belt"
desc = "A conveyor belt."
layer = BELOW_OPEN_DOOR_LAYER
processing_flags = START_PROCESSING_MANUALLY
subsystem_type = /datum/controller/subsystem/processing/conveyors
processing_flags = NONE
/// The current state of the switch.
var/operating = CONVEYOR_OFF
/// This is the default (forward) direction, set by the map dir.
@@ -33,6 +32,8 @@ GLOBAL_LIST_EMPTY(conveyors_by_id)
var/flipped = FALSE
/// Are we currently conveying items?
var/conveying = FALSE
//Direction -> if we have a conveyor belt in that direction
var/list/neighbors
/obj/machinery/conveyor/examine(mob/user)
. = ..()
@@ -60,25 +61,40 @@ GLOBAL_LIST_EMPTY(conveyors_by_id)
processing_flags = START_PROCESSING_ON_INIT
/obj/machinery/conveyor/auto/Initialize(mapload, newdir)
operating = TRUE
return ..()
. = ..()
set_operating(TRUE)
/obj/machinery/conveyor/auto/update()
. = ..()
if(.)
operating = TRUE
update_appearance()
set_operating(TRUE)
// create a conveyor
/obj/machinery/conveyor/Initialize(mapload, new_dir, new_id)
. = ..()
..()
if(new_dir)
setDir(new_dir)
if(new_id)
id = new_id
neighbors = list()
///Leaving onto conveyor detection won't work at this point, but that's alright since it's an optimization anyway
///Should be fine without it
var/static/list/loc_connections = list(
COMSIG_ATOM_EXITED = .proc/conveyable_exit,
COMSIG_ATOM_ENTERED = .proc/conveyable_enter,
COMSIG_ATOM_CREATED = .proc/conveyable_enter
)
AddElement(/datum/element/connect_loc, loc_connections)
update_move_direction()
LAZYADD(GLOB.conveyors_by_id[id], src)
return INITIALIZE_HINT_LATELOAD
/obj/machinery/conveyor/LateInitialize()
. = ..()
build_neighbors()
/obj/machinery/conveyor/Destroy()
set_operating(FALSE)
LAZYREMOVE(GLOB.conveyors_by_id[id], src)
return ..()
@@ -95,6 +111,34 @@ GLOBAL_LIST_EMPTY(conveyors_by_id)
. = ..()
update_move_direction()
/obj/machinery/conveyor/Moved(atom/OldLoc, Dir)
. = ..()
if(!.)
return
//Now that we've moved, rebuild our neighbors list
neighbors = list()
build_neighbors()
/obj/machinery/conveyor/proc/build_neighbors()
//This is acceptable because conveyor belts only move sometimes. Otherwise would be n^2 insanity
var/turf/our_turf = get_turf(src)
for(var/direction in GLOB.cardinals)
var/turf/new_turf = get_step(our_turf, direction)
var/obj/machinery/conveyor/valid = locate(/obj/machinery/conveyor) in new_turf
if(QDELETED(valid))
continue
neighbors["[direction]"] = TRUE
valid.neighbors["[DIRFLIP(direction)]"] = TRUE
RegisterSignal(valid, COMSIG_MOVABLE_MOVED, .proc/nearby_belt_changed, override=TRUE)
RegisterSignal(valid, COMSIG_PARENT_QDELETING, .proc/nearby_belt_changed, override=TRUE)
valid.RegisterSignal(src, COMSIG_MOVABLE_MOVED, .proc/nearby_belt_changed, override=TRUE)
valid.RegisterSignal(src, COMSIG_PARENT_QDELETING, .proc/nearby_belt_changed, override=TRUE)
/obj/machinery/conveyor/proc/nearby_belt_changed(datum/source)
SIGNAL_HANDLER
neighbors = list()
build_neighbors()
/**
* Proc to handle updating the directions in which the conveyor belt is moving items.
*/
@@ -148,73 +192,55 @@ GLOBAL_LIST_EMPTY(conveyors_by_id)
icon_state = "[base_icon_state][inverted ? -operating : operating ][flipped ? "-flipped" : ""]"
return ..()
/**
* Proc to update the conveyor depending on if it's got power or not.
*
* Returns TRUE if it is still able to be operating after the update, FALSE if not.
*/
/obj/machinery/conveyor/proc/set_operating(new_value)
if(operating == new_value)
return
operating = new_value
update_appearance()
update_move_direction()
if(!operating) //If we ever turn off, disable moveloops
for(var/atom/movable/movable in get_turf(src))
stop_conveying(movable)
/obj/machinery/conveyor/proc/update()
. = TRUE
if(machine_stat & NOPOWER)
operating = FALSE
. = FALSE
update_appearance()
// machine process
// move items to the target location
/obj/machinery/conveyor/process()
if(machine_stat & NOPOWER)
set_operating(FALSE)
return FALSE
if(!operating) //If we're on, start conveying so moveloops on our tile can be refreshed if they stopped for some reason
return
for(var/atom/movable/movable in get_turf(src))
start_conveying(movable)
// If the conveyor is off or already moving items.
if(!operating || conveying)
/obj/machinery/conveyor/proc/conveyable_enter(datum/source, atom/convayable)
SIGNAL_HANDLER
if(operating == CONVEYOR_OFF)
SSmove_manager.stop_looping(convayable, SSconveyors)
return
use_power(6)
// Get the first 30 items in contents.
var/turf/loc_turf = loc
var/list/items = loc_turf.contents - src
if(!LAZYLEN(items)) // Don't do anything at all if theres nothing there but the conveyor.
var/datum/move_loop/move/moving_loop = SSmove_manager.processing_on(convayable, SSconveyors)
if(moving_loop)
moving_loop.direction = movedir
return
start_conveying(convayable)
var/list/affecting
if(length(items) > MAX_CONVEYOR_ITEMS_MOVE)
affecting = items.Copy(1, MAX_CONVEYOR_ITEMS_MOVE + 1) // Lists start at 1 lol.
else
affecting = items
/obj/machinery/conveyor/proc/conveyable_exit(datum/source, atom/convayable, direction)
SIGNAL_HANDLER
var/has_conveyor = neighbors["[direction]"]
if(!has_conveyor || !isturf(convayable.loc)) //If you've entered something on us, stop moving
SSmove_manager.stop_looping(convayable, SSconveyors)
conveying = TRUE
/obj/machinery/conveyor/proc/start_conveying(atom/movable/moving)
var/static/list/unconveyables = typecacheof(list(/obj/effect, /mob/dead))
if(!istype(moving) || is_type_in_typecache(moving, unconveyables) || moving == src)
return
moving.AddComponent(/datum/component/convey, movedir, 0.2 SECONDS)
addtimer(CALLBACK(src, .proc/convey, affecting), 1) // Movement effect.
/**
* Proc to handle moving items along the conveyor belt.
*/
/obj/machinery/conveyor/proc/convey(list/affecting)
for(var/thing in affecting)
if(!ismovable(thing)) // This is like a third faster than for(var/atom/movable in affecting)
continue
var/atom/movable/movable_thing = thing
// Give this a chance to yield if the server is busy
stoplag()
if(QDELETED(movable_thing) || (movable_thing.loc != loc))
continue
if(iseffect(movable_thing) || isdead(movable_thing))
continue
if(isliving(movable_thing))
var/mob/living/zoom_mob = movable_thing
if((zoom_mob.movement_type & FLYING) && !zoom_mob.stat)
continue
if(!movable_thing.anchored && movable_thing.has_gravity())
step(movable_thing, movedir)
conveying = FALSE
/obj/machinery/conveyor/proc/stop_conveying(atom/movable/thing)
if(!ismovable(thing))
return
SSmove_manager.stop_looping(thing, SSconveyors)
// attack with item, place item on conveyor
/obj/machinery/conveyor/attackby(obj/item/attacking_item, mob/living/user, params)
if(attacking_item.tool_behaviour == TOOL_CROWBAR)
user.visible_message(span_notice("[user] struggles to pry up [src] with [attacking_item]."), \
@@ -222,9 +248,10 @@ GLOBAL_LIST_EMPTY(conveyors_by_id)
if(!attacking_item.use_tool(src, user, 4 SECONDS, volume = 40))
return
set_operating(FALSE)
var/obj/item/stack/conveyor/belt_item = new /obj/item/stack/conveyor(loc, 1, TRUE, null, null, id)
transfer_fingerprints_to(belt_item)
if(!QDELETED(belt_item)) //God I hate stacks
transfer_fingerprints_to(belt_item)
to_chat(user, span_notice("You remove [src]."))
qdel(src)
@@ -268,7 +295,6 @@ GLOBAL_LIST_EMPTY(conveyors_by_id)
. = ..()
update()
// Conveyor switch
/obj/machinery/conveyor_switch
name = "conveyor switch"
@@ -328,13 +354,7 @@ GLOBAL_LIST_EMPTY(conveyors_by_id)
/// Updates all conveyor belts that are linked to this switch, and tells them to start processing.
/obj/machinery/conveyor_switch/proc/update_linked_conveyors()
for(var/obj/machinery/conveyor/belt in GLOB.conveyors_by_id[id])
belt.operating = position
belt.update_move_direction()
belt.update_appearance()
if(belt.operating)
belt.begin_processing()
else
belt.end_processing()
belt.set_operating(position)
CHECK_TICK
/// Finds any switches with same `id` as this one, and set their position and icon to match us.

View File

@@ -7,6 +7,8 @@
invisibility = INVISIBILITY_MAXIMUM
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
dir = NONE
var/obj/structure/disposalpipe/last_pipe
var/obj/structure/disposalpipe/current_pipe
var/datum/gas_mixture/gas // gas used to flush, will appear at exit point
var/active = FALSE // true if the holder is moving, otherwise inactive
var/count = 1000 // can travel 1000 steps before going inactive (in case of loops)
@@ -16,6 +18,8 @@
/obj/structure/disposalholder/Destroy()
active = FALSE
last_pipe = null
current_pipe = null
return ..()
// initialize a holder from the contents of a disposal unit
@@ -59,40 +63,48 @@
forceMove(D.trunk)
active = TRUE
setDir(DOWN)
move()
start_moving()
// movement process, persists while holder is moving through pipes
/obj/structure/disposalholder/proc/move()
set waitfor = FALSE
var/ticks = 1
var/obj/structure/disposalpipe/last
while(active)
var/obj/structure/disposalpipe/curr = loc
last = curr
set_glide_size(DELAY_TO_GLIDE_SIZE(ticks * world.tick_lag))
curr = curr.transfer(src)
if(!curr && active)
last.expel(src, get_turf(src), dir)
/// Starts the movement process, persists while the holder is moving through pipes
/obj/structure/disposalholder/proc/start_moving()
var/delay = world.tick_lag
var/datum/move_loop/our_loop = SSmove_manager.move_disposals(src, delay = delay, timeout = delay * count)
if(our_loop)
RegisterSignal(our_loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, .proc/pre_move)
RegisterSignal(our_loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/try_expel)
RegisterSignal(our_loop, COMSIG_PARENT_QDELETING, .proc/movement_stop)
current_pipe = loc
ticks = stoplag()
if(!(count--))
active = FALSE
/obj/structure/disposalholder/proc/pre_move(datum/move_loop/source)
SIGNAL_HANDLER
last_pipe = loc
/obj/structure/disposalholder/proc/try_expel(datum/move_loop/source, succeed, visual_delay)
SIGNAL_HANDLER
current_pipe = loc
if(current_pipe || !active)
return
last_pipe.expel(src, get_turf(src), dir)
/obj/structure/disposalholder/proc/movement_stop(datum/source)
SIGNAL_HANDLER
current_pipe = null
last_pipe = null
//failsafe in the case the holder is somehow forcemoved somewhere that's not a disposal pipe. Otherwise the above loop breaks.
/obj/structure/disposalholder/Moved(atom/oldLoc, dir)
. = ..()
var/static/list/pipes_typecache = typecacheof(/obj/structure/disposalpipe)
//Moved to nullspace gang
if(!loc)
if(!loc || pipes_typecache[loc.type])
return
if(!pipes_typecache[loc.type])
var/turf/T = get_turf(loc)
if(T)
vent_gas(T)
for(var/A in contents)
var/atom/movable/AM = A
AM.forceMove(drop_location())
qdel(src)
var/turf/T = get_turf(loc)
if(T)
vent_gas(T)
for(var/A in contents)
var/atom/movable/AM = A
AM.forceMove(drop_location())
qdel(src)
// find the turf which should contain the next pipe
/obj/structure/disposalholder/proc/nextloc()

View File

@@ -15,35 +15,28 @@
/obj/structure/disposalpipe/trunk/multiz/transfer(obj/structure/disposalholder/H)
if(H.dir == DOWN) //Since we're a trunk, you can still place a chute / bin over us. If theyve entered from there, treat this as a normal trunk
return ..()
// otherwise, go to the linked object
if(multiz_dir) //Are we a trunk that goes up? Or down?
var/turf/T = null
if(multiz_dir == MULTIZ_PIPE_UP)
T = SSmapping.get_turf_above(get_turf(src)) //Get the turf above us
if(multiz_dir == MULTIZ_PIPE_DOWN)
T = SSmapping.get_turf_below(get_turf(src))
if(!T)
expel(H, get_turf(src), pick(GLOB.cardinals))
return //Nothing located.
var/obj/structure/disposalpipe/trunk/multiz/pipe = locate(/obj/structure/disposalpipe/trunk/multiz) in T
if(pipe)
var/obj/structure/disposalholder/destination = new(pipe) //For future reference, the disposal holder is the thing that carries mobs
destination.init(pipe) //This instantiates it
destination.merge(H) //This takes the contents of H (Our disposal holder that's travelling into us) and puts them into the destination holder
destination.active = TRUE //Active allows it to process and move
destination.setDir(DOWN) //This tells the trunk above us NOT to loop it back down to us, or else you get an infinite loop
destination.move()
return null //Which removes the disposalholder
else
var/obj/structure/disposaloutlet/O = linked
if(istype(O))
O.expel(H) // expel at outlet
else
var/obj/machinery/disposal/D = linked
D.expel(H) // expel at disposal
//If we for some reason do not have a multiz dir, just like, use the default logic
if(!multiz_dir)
return ..()
// Returning null without expelling holder makes the holder expell itself
return null
//Are we a trunk that goes up? Or down?
var/turf/target = null
if(multiz_dir == MULTIZ_PIPE_UP)
target = SSmapping.get_turf_above(get_turf(src))
if(multiz_dir == MULTIZ_PIPE_DOWN)
target = SSmapping.get_turf_below(get_turf(src))
if(!target) //Nothing located.
return
var/obj/structure/disposalpipe/trunk/multiz/pipe = locate(/obj/structure/disposalpipe/trunk/multiz) in target
if(!pipe)
return
var/obj/structure/disposalholder/destination = new(pipe) //For future reference, the disposal holder is the thing that carries mobs
destination.init(pipe) //This instantiates it
destination.merge(H) //This takes the contents of H (Our disposal holder that's travelling into us) and puts them into the destination holder
destination.active = TRUE //Active allows it to process and move
destination.setDir(DOWN) //This tells the trunk above us NOT to loop it back down to us, or else you get an infinite loop
destination.start_moving()
#undef MULTIZ_PIPE_UP
#undef MULTIZ_PIPE_DOWN

View File

@@ -45,5 +45,5 @@
hit_object.make_frozen_visual()
else if(isliving(hit_atom))
var/mob/living/hit_mob = hit_atom
walk(hit_mob, 0) //stops them mid pathing even if they're stunimmune
SSmove_manager.stop_looping(hit_mob) //stops them mid pathing even if they're stunimmune
hit_mob.apply_status_effect(/datum/status_effect/ice_block_talisman, 3 SECONDS)

View File

@@ -37,10 +37,10 @@
notify = FALSE
dnd_style_level_up = FALSE
/obj/effect/immovablerod/wizard/Move()
/obj/effect/immovablerod/wizard/Moved()
. = ..()
if(get_dist(start_turf, get_turf(src)) >= max_distance)
qdel(src)
..()
/obj/effect/immovablerod/wizard/Destroy()
if(wizard)

View File

@@ -104,7 +104,7 @@
buckled_obj.unbuckle_mob(human)
step(buckled_obj, olddir)
else
new /datum/forced_movement(human, get_ranged_target_turf(human, olddir, 4), 1, FALSE, CALLBACK(human, /mob/living/carbon/.proc/spin, 1, 1))
human.AddComponent(/datum/component/force_move, get_ranged_target_turf(human, olddir, 4), TRUE)
return TRUE
///UNSAFE PROC, should only be called through the Activate or other sources that check for CanFly

View File

@@ -117,23 +117,22 @@
atomstothrow = range(3, target)
else
atomstothrow = orange(3, target)
for(var/atom/movable/A in atomstothrow)
if(A.anchored || A.move_resist >= MOVE_FORCE_EXTREMELY_STRONG)
for(var/atom/movable/scatter in atomstothrow)
if(scatter.anchored || scatter.move_resist >= MOVE_FORCE_EXTREMELY_STRONG)
continue
if(ismob(A))
var/mob/M = A
if(M.mob_negates_gravity())
if(ismob(scatter))
var/mob/scatter_mob = scatter
if(scatter_mob.mob_negates_gravity())
continue
INVOKE_ASYNC(src, .proc/do_scatter, A, target)
do_scatter(scatter, target)
var/turf/targetturf = get_turf(target)
log_game("[key_name(source)] used a Gravitational Catapult repulse wave on [AREACOORD(targetturf)]")
return ..()
/obj/item/mecha_parts/mecha_equipment/gravcatapult/proc/do_scatter(atom/movable/A, atom/movable/target)
var/iter = 5-get_dist(A,target)
for(var/i in 0 to iter)
step_away(A,target)
sleep(2)
/obj/item/mecha_parts/mecha_equipment/gravcatapult/proc/do_scatter(atom/movable/scatter, atom/movable/target)
var/dist = 5 - get_dist(scatter, target)
var/delay = 2
SSmove_manager.move_away(scatter, target, delay = delay, timeout = delay * dist, flags = MOVEMENT_LOOP_START_FAST, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
/obj/item/mecha_parts/mecha_equipment/gravcatapult/get_equip_info()
return "[..()] [mode==1?"([movable_target||"Nothing"])":null] \[<a href='?src=[REF(src)];mode=1'>S</a>|<a href='?src=[REF(src)];mode=2'>P</a>\]"

View File

@@ -160,6 +160,7 @@
energy_drain = 0
range = MECHA_MELEE|MECHA_RANGED
mech_flags = EXOSUIT_MODULE_WORKING
var/sprays_left = 0
/obj/item/mecha_parts/mecha_equipment/extinguisher/Initialize(mapload)
. = ..()
@@ -180,37 +181,36 @@
if(reagents.total_volume <= 0)
return
playsound(chassis, 'sound/effects/extinguish.ogg', 75, TRUE, -3)
var/direction = get_dir(chassis,target)
var/turf/T = get_turf(target)
var/turf/T1 = get_step(T,turn(direction, 90))
var/turf/T2 = get_step(T,turn(direction, -90))
var/list/the_targets = list(T,T1,T2)
INVOKE_ASYNC(src, .proc/do_extinguish, the_targets, source)
sprays_left += 5
add_hiddenprint(source) //log prints so admins can figure out who touched it last.
log_combat(source, target, "fired an extinguisher at")
spray_extinguisher(target)
return ..()
///Creates new water effects and moves them, takes a list of turfs as an argument
/obj/item/mecha_parts/mecha_equipment/extinguisher/proc/do_extinguish(list/targets, mob/user)//this could be made slighty better but extinguisher code sucks even more so...
for(var/a=0 to 5)//generate new water...
var/obj/effect/particle_effect/water/W = new /obj/effect/particle_effect/water(get_turf(chassis))
var/turf/my_target = pick(targets)
var/datum/reagents/R = new/datum/reagents(5)
W.reagents = R
R.my_atom = W
reagents.trans_to(W,1, transfered_by = user)
for(var/b=0 to 4)//...and move it 4 tiles
if(!W)
return
step_towards(W,my_target)
if(!W)
return
var/turf/W_turf = get_turf(W)
W.reagents.expose(W_turf)
for(var/atom/atm in W_turf)
W.reagents.expose(atm)
if(W.loc == my_target)
break
sleep(2)
/obj/item/mecha_parts/mecha_equipment/extinguisher/proc/spray_extinguisher(atom/target)
var/direction = get_dir(chassis, target)
var/turf/T1 = get_turf(target)
var/turf/T2 = get_step(T1,turn(direction, 90))
var/turf/T3 = get_step(T1,turn(direction, -90))
var/list/targets = list(T1,T2,T3)
var/obj/effect/particle_effect/water/extinguisher/water = new /obj/effect/particle_effect/water/extinguisher(get_turf(chassis))
var/datum/reagents/water_reagents = new /datum/reagents(5)
water.reagents = water_reagents
water_reagents.my_atom = water
reagents.trans_to(water, 1)
var/delay = 2
var/datum/move_loop/our_loop = SSmove_manager.move_towards_legacy(water, pick(targets), delay, timeout = delay * 4, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
RegisterSignal(our_loop, COMSIG_PARENT_QDELETING, .proc/water_finished_moving)
/obj/item/mecha_parts/mecha_equipment/extinguisher/proc/water_finished_moving(datum/move_loop/has_target/source)
SIGNAL_HANDLER
sprays_left--
if(!sprays_left)
return
extinguish(source.target)
/obj/item/mecha_parts/mecha_equipment/extinguisher/get_equip_info()
return "[..()] \[[src.reagents.total_volume]\]"

View File

@@ -202,6 +202,7 @@
#include "code\__DEFINES\dcs\signals\signals_mind.dm"
#include "code\__DEFINES\dcs\signals\signals_mod.dm"
#include "code\__DEFINES\dcs\signals\signals_mood.dm"
#include "code\__DEFINES\dcs\signals\signals_moveloop.dm"
#include "code\__DEFINES\dcs\signals\signals_movetype.dm"
#include "code\__DEFINES\dcs\signals\signals_music.dm"
#include "code\__DEFINES\dcs\signals\signals_NTNet.dm"
@@ -465,7 +466,6 @@
#include "code\controllers\subsystem\skills.dm"
#include "code\controllers\subsystem\sound_loops.dm"
#include "code\controllers\subsystem\sounds.dm"
#include "code\controllers\subsystem\spacedrift.dm"
#include "code\controllers\subsystem\spatial_gridmap.dm"
#include "code\controllers\subsystem\speech_controller.dm"
#include "code\controllers\subsystem\statpanel.dm"
@@ -484,10 +484,14 @@
#include "code\controllers\subsystem\wardrobe.dm"
#include "code\controllers\subsystem\weather.dm"
#include "code\controllers\subsystem\wiremod_composite.dm"
#include "code\controllers\subsystem\movement\ai_movement.dm"
#include "code\controllers\subsystem\movement\move_handler.dm"
#include "code\controllers\subsystem\movement\movement.dm"
#include "code\controllers\subsystem\movement\movement_types.dm"
#include "code\controllers\subsystem\movement\spacedrift.dm"
#include "code\controllers\subsystem\processing\acid.dm"
#include "code\controllers\subsystem\processing\ai_basic_avoidance.dm"
#include "code\controllers\subsystem\processing\ai_behaviors.dm"
#include "code\controllers\subsystem\processing\ai_movement.dm"
#include "code\controllers\subsystem\processing\antag_hud.dm"
#include "code\controllers\subsystem\processing\aura_healing.dm"
#include "code\controllers\subsystem\processing\clock_component.dm"
@@ -658,6 +662,7 @@
#include "code\datums\components\connect_loc_behalf.dm"
#include "code\datums\components\connect_range.dm"
#include "code\datums\components\construction.dm"
#include "code\datums\components\conveyor_movement.dm"
#include "code\datums\components\cracked.dm"
#include "code\datums\components\creamed.dm"
#include "code\datums\components\cult_ritual_item.dm"
@@ -666,6 +671,7 @@
#include "code\datums\components\deadchat_control.dm"
#include "code\datums\components\dejavu.dm"
#include "code\datums\components\deployable.dm"
#include "code\datums\components\drift.dm"
#include "code\datums\components\earprotection.dm"
#include "code\datums\components\edit_complainer.dm"
#include "code\datums\components\effect_remover.dm"
@@ -675,6 +681,7 @@
#include "code\datums\components\engraved.dm"
#include "code\datums\components\explodable.dm"
#include "code\datums\components\faction_granter.dm"
#include "code\datums\components\force_move.dm"
#include "code\datums\components\forensics.dm"
#include "code\datums\components\fov_handler.dm"
#include "code\datums\components\fullauto.dm"