Refactors move procs to support multitle objects (#59658)

Enter(), Entered(), Exit() and Exited() all passed the old loc forward, but everything except a single a case cared about the direction of the movement more than about the specific source.
Since moving multi-tile objects will have multiple sources of movement but a single direction, this change makes it easier to track their movement.

Cleaned up a lot of code around and made proc inputs compatible.

I'll add opacity support for multi-tile objects in a different PR after this is merged, as this has grown large enough and I don't want to compromise the reviewability.

Tested this locally and as expected it didn't impair movement nor produced any runtimes.
This commit is contained in:
Rohesie
2021-06-20 18:55:37 -03:00
committed by GitHub
parent 3f244b211d
commit e03cd1aada
83 changed files with 350 additions and 301 deletions
+3 -3
View File
@@ -310,11 +310,11 @@ have ways of interacting with a specific mob and control it.
var/mob/living/carbon/human/H = thrown_by
retaliate(H)
/datum/ai_controller/monkey/proc/on_entered(datum/source, atom/movable/AM)
/datum/ai_controller/monkey/proc/on_entered(datum/source, atom/movable/arrived, direction)
SIGNAL_HANDLER
var/mob/living/living_pawn = pawn
if(!IS_DEAD_OR_INCAP(living_pawn) && ismob(AM))
var/mob/living/in_the_way_mob = AM
if(!IS_DEAD_OR_INCAP(living_pawn) && isliving(arrived))
var/mob/living/in_the_way_mob = arrived
in_the_way_mob.knockOver(living_pawn)
return