/// Subsystem to handle falling of off cliffs MOVEMENT_SUBSYSTEM_DEF(cliff_falling) name = "Cliff Falling" priority = FIRE_PRIORITY_CLIFF_FALLING flags = SS_NO_INIT|SS_TICKER runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME /// Who are currently falling and with which movemanager? var/list/cliff_grinders = list() /datum/controller/subsystem/movement/cliff_falling/proc/start_falling(atom/movable/faller, turf/open/cliff/cliff) // Make them move var/mover = GLOB.move_manager.move(moving = faller, direction = cliff.fall_direction, delay = cliff.fall_speed, subsystem = src, priority = MOVEMENT_ABOVE_SPACE_PRIORITY, flags = MOVEMENT_LOOP_OUTSIDE_CONTROL | MOVEMENT_LOOP_NO_DIR_UPDATE) cliff_grinders[faller] = mover RegisterSignal(faller, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved)) RegisterSignal(faller, COMSIG_QDELETING, PROC_REF(clear_references)) RegisterSignal(faller, COMSIG_MOVABLE_PRE_MOVE, PROC_REF(check_move)) /// We just moved, so check if we're still moving right /datum/controller/subsystem/movement/cliff_falling/proc/on_moved(atom/movable/mover, turf/old_loc) SIGNAL_HANDLER var/turf/open/cliff/new_cliff = mover.loc if(!iscliffturf(new_cliff)) //not a cliff, lets clean up var/datum/move_loop/move/falling = cliff_grinders[mover] clear_references(mover) qdel(falling) return new_cliff.on_fall(mover) if(old_loc.type == new_cliff) //same type of cliff, no worries return var/datum/move_loop/move/fall = cliff_grinders[mover] fall.set_delay(new_cliff.fall_speed) //different cliff, so set the speed /datum/controller/subsystem/movement/cliff_falling/proc/on_qdel(atom/movable/deletee) SIGNAL_HANDLER clear_references(deletee) /datum/controller/subsystem/movement/cliff_falling/proc/clear_references(atom/movable/deletee) cliff_grinders -= deletee UnregisterSignal(deletee, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING, COMSIG_MOVABLE_PRE_MOVE)) /// Check if we can move! We do this mostly to determine falling behaviour and make sure we're moving to valid tiles /datum/controller/subsystem/movement/cliff_falling/proc/check_move(atom/movable/mover, turf/target) SIGNAL_HANDLER var/turf/open/cliff/cliff_turf = get_turf(mover) if(!iscliffturf(cliff_turf)) //we arent on a cliff, WHY ARE WE HERE??? clear_references(mover) return if(!cliff_turf.can_move(mover, target)) return COMPONENT_MOVABLE_BLOCK_PRE_MOVE