///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 ///Should we ignore the next glide rate input we get? ///This is to some extent a hack around the order of operations ///Around COMSIG_MOVELOOP_POSTPROCESS. I'm sorry lad var/ignore_next_glide = FALSE ///Have we been delayed? IE: active, but not working right this second? var/delayed = FALSE var/block_inputs_until /// Accepts three args. The direction to drift in, if the drift is instant or not, and if it's not instant, the delay on the start /datum/component/drift/Initialize(direction, instant = FALSE, start_delay = 0) if(!ismovable(parent)) return COMPONENT_INCOMPATIBLE . = ..() var/flags = NONE if(instant) flags |= MOVEMENT_LOOP_START_FAST 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, flags = flags) if(!drifting_loop) //Really want to qdel here but can't return COMPONENT_INCOMPATIBLE 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) RegisterSignal(movable_parent, COMSIG_MOVABLE_NEWTONIAN_MOVE, .proc/newtonian_impulse) if(drifting_loop.running) drifting_start(drifting_loop) // There's a good chance it'll autostart, gotta catch that var/visual_delay = movable_parent.inertia_move_delay // Start delay is essentially a more granular version of instant // Isn't used in the standard case, just for things that have odd wants if(!instant && start_delay) drifting_loop.pause_for(start_delay) visual_delay = start_delay apply_initial_visuals(visual_delay) /datum/component/drift/Destroy() inertia_last_loc = null if(!QDELETED(drifting_loop)) qdel(drifting_loop) drifting_loop = null var/atom/movable/movable_parent = parent movable_parent.inertia_moving = FALSE return ..() /datum/component/drift/proc/apply_initial_visuals(visual_delay) // If something "somewhere" doesn't want us to apply our glidesize delays, don't if(SEND_SIGNAL(parent, COMSIG_MOVABLE_DRIFT_VISUAL_ATTEMPT) & DRIFT_VISUAL_FAILED) return // Ignore the next glide because it's literally just us ignore_next_glide = TRUE var/atom/movable/movable_parent = parent movable_parent.set_glide_size(MOVEMENT_ADJUSTED_GLIDE_SIZE(visual_delay, SSspacedrift.visual_delay)) if(ismob(parent)) var/mob/mob_parent = parent //Ok this is slightly weird, but basically, we need to force the client to glide at our rate //Make sure moving into a space move looks like a space move essentially //There is an inbuilt assumption that gliding will be added as a part of a move call, but eh //It's ok if it's not, it's just important if it is. mob_parent.client?.visual_delay = MOVEMENT_ADJUSTED_GLIDE_SIZE(visual_delay, SSspacedrift.visual_delay) /datum/component/drift/proc/newtonian_impulse(datum/source, inertia_direction) SIGNAL_HANDLER var/atom/movable/movable_parent = parent inertia_last_loc = movable_parent.loc if(drifting_loop) 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) // We will use glide size to intuit how long to delay our loop's next move for // This way you can't ride two movements at once while drifting, since that'd be dumb as fuck RegisterSignal(movable_parent, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, .proc/handle_glidesize_update) // If you stop pulling something mid drift, I want it to retain that momentum RegisterSignal(movable_parent, COMSIG_ATOM_NO_LONGER_PULLING, .proc/stopped_pulling) /datum/component/drift/proc/drifting_stop() SIGNAL_HANDLER var/atom/movable/movable_parent = parent movable_parent.inertia_moving = FALSE ignore_next_glide = FALSE UnregisterSignal(movable_parent, list(COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, COMSIG_ATOM_NO_LONGER_PULLING)) /datum/component/drift/proc/before_move(datum/source) SIGNAL_HANDLER var/atom/movable/movable_parent = parent movable_parent.inertia_moving = TRUE old_dir = movable_parent.dir delayed = FALSE /datum/component/drift/proc/after_move(datum/source, succeeded, visual_delay) SIGNAL_HANDLER if(!succeeded) qdel(src) return var/atom/movable/movable_parent = parent movable_parent.setDir(old_dir) movable_parent.inertia_moving = FALSE if(movable_parent.Process_Spacemove(drifting_loop.direction, continuous_move = TRUE)) glide_to_halt(visual_delay) return inertia_last_loc = movable_parent.loc ignore_next_glide = TRUE /datum/component/drift/proc/loop_death(datum/source) SIGNAL_HANDLER drifting_loop = null /datum/component/drift/proc/handle_move(datum/source, old_loc) SIGNAL_HANDLER // This can happen, because signals once sent cannot be stopped if(QDELETED(src)) return var/atom/movable/movable_parent = parent if(!isturf(movable_parent.loc)) qdel(src) return if(movable_parent.inertia_moving) return if(!movable_parent.Process_Spacemove(drifting_loop.direction, continuous_move = TRUE)) return qdel(src) /// We're going to take the passed in glide size /// and use it to manually delay our loop for that period /// to allow the other movement to complete /datum/component/drift/proc/handle_glidesize_update(datum/source, glide_size) SIGNAL_HANDLER // If we aren't drifting, or this is us, fuck off var/atom/movable/movable_parent = parent if(!drifting_loop || movable_parent.inertia_moving) return // If we are drifting, but this set came from the moveloop itself, drop the input // I'm sorry man if(ignore_next_glide) ignore_next_glide = FALSE return var/glide_delay = round(world.icon_size / glide_size, 1) * world.tick_lag drifting_loop.pause_for(glide_delay) delayed = TRUE /// If we're pulling something and stop, we want it to continue at our rate and such /datum/component/drift/proc/stopped_pulling(datum/source, atom/movable/was_pulling) SIGNAL_HANDLER // This does mean it falls very slightly behind, but otherwise they'll potentially run into us var/next_move_in = drifting_loop.timer - world.time + world.tick_lag was_pulling.newtonian_move(drifting_loop.direction, start_delay = next_move_in) /datum/component/drift/proc/glide_to_halt(glide_for) if(!ismob(parent)) qdel(src) return var/mob/mob_parent = parent var/client/our_client = mob_parent.client // If we're not active, don't do the glide because it'll look dumb as fuck if(!our_client || delayed) qdel(src) return 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) // Some things want to allow movement out of spacedrift, we should let them if(SEND_SIGNAL(parent, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT) & DRIFT_ALLOW_INPUT) return if(world.time < block_inputs_until) return COMSIG_MOB_CLIENT_BLOCK_PRE_MOVE