Files
Bubberstation/code/datums/drift_handler.dm
MrMelbert b69267ab8c Spacer's drift speed bonus doesn't stack with jetpack speed (#96169)
## About The Pull Request

Splits `inertia_move_multiplier` in two,
`inertia_move_multiplier_passive` and `inertia_move_multiplier_active`
When calculating drift speed, only the better of the two is used.* 
Spacer now buffs the former, jetpacks now buff the latter

In short, the bonus to drift speed applied from being a spacer no longer
applies multiplicatively with the bonus to drift speed from jetpacks.

**(If we want further nuance we'd probably have to look at something
like movespeed modifiers. But in the meanwhile this aims to
differentiate "this atom innately drifts faster" and "something is
making this atom drift faster".)*

## Why It's Good For The Game

The 0.75x modifier from Spacer combined with the 0.66x modifier jetpacks
apply ultimately comes out to a bonus of like 0.5x, or in other words, a
2x speed bonus which is a liiiiiiiiiiittle ridiculous. Jetpack jousting
is chaotic enough as-is.

With the changes Spacers will still get mileage out of especially poor
jetpacks (i.e. improvised jetpacks), but with a normal or advanced
jetpack, they'll go as fast as anyone else does.

## Changelog

🆑 Melbert
balance: Spacer: Bonus to drift speed no longer stacks with jetpack
speed - only the greater of the two effects is applied.
/🆑
2026-05-24 17:27:31 -06:00

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///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/drift_handler
var/atom/movable/parent
var/old_dir
var/datum/move_loop/smooth_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
/// How much force is behind this drift.
var/drift_force = 1
/// 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/drift_handler/New(atom/movable/parent, inertia_angle, instant = FALSE, start_delay = 0, drift_force = 1)
. = ..()
src.parent = parent
parent.drift_handler = src
var/flags = MOVEMENT_LOOP_OUTSIDE_CONTROL
if(instant)
flags |= MOVEMENT_LOOP_START_INSTANT
src.drift_force = drift_force
drifting_loop = GLOB.move_manager.smooth_move(
moving = parent,
angle = inertia_angle,
delay = get_loop_delay(parent),
subsystem = SSnewtonian_movement,
priority = MOVEMENT_SPACE_PRIORITY,
flags = flags,
)
if(!drifting_loop)
qdel(src)
return
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_START, PROC_REF(drifting_start))
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_STOP, PROC_REF(drifting_stop))
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, PROC_REF(before_move))
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(after_move))
RegisterSignal(drifting_loop, COMSIG_QDELETING, PROC_REF(loop_death))
if(drifting_loop.status & MOVELOOP_STATUS_RUNNING)
drifting_start(drifting_loop) // There's a good chance it'll autostart, gotta catch that
var/visual_delay = get_loop_delay(parent)
// 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)
// Fire the engines!
if (drifting_loop.timer <= world.time)
SSnewtonian_movement.fire_moveloop(drifting_loop)
/datum/drift_handler/Destroy()
if(!QDELETED(drifting_loop))
qdel(drifting_loop)
drifting_loop = null
parent.inertia_moving = FALSE
parent.drift_handler = null
return ..()
/datum/drift_handler/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
parent.set_glide_size(MOVEMENT_ADJUSTED_GLIDE_SIZE(visual_delay, SSnewtonian_movement.visual_delay))
if(!ismob(parent))
return
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, SSnewtonian_movement.visual_delay)
/**
* An impulse is being applied to this existing drift, react accordingly
*
* * inertia_angle - angle of the new impulse
* * start_delay - if the new impulse has a delay before it starts, this is it
* * additional_force - how much force the new impulse has
* force is not added onto additional force, it will either override it entirely (if larger or a different direction) or be ignored (if smaller and same direction)
* controlled_cap - the maximum amount of force this impulse can apply, regardless of input
* force_loop - should we force the loop to fire immediately to react to this change, or wait for the next visual tick?
* Generally, if the new impulse has a start delay, you should wait, otherwise it'll look really jank
*
* Return FALSE if the loop becomes invalid and should be replaced
* Return TRUE if the loop is still valid and should be kept
*/
/datum/drift_handler/proc/newtonian_impulse(inertia_angle, start_delay, additional_force, controlled_cap = INERTIA_FORCE_CAP, force_loop = TRUE)
// We've been told to move in the middle of deletion process, tell parent to create a new handler instead
if(!drifting_loop)
qdel(src)
return FALSE
var/new_force = clamp(additional_force / parent.inertia_force_weight, 0, controlled_cap)
if(new_force < drift_force && drifting_loop.angle == inertia_angle) // If we're already moving faster in this direction, don't change anything
return TRUE
drift_force = new_force
if(drift_force < 0.1) // Rounding issues
qdel(src)
return TRUE
drifting_loop.set_angle(inertia_angle)
drifting_loop.set_delay(get_loop_delay(parent))
// We have to forcefully fire it here to avoid stuttering in case of server lag
if (drifting_loop.timer <= world.time && force_loop)
SSnewtonian_movement.fire_moveloop(drifting_loop)
return TRUE
/datum/drift_handler/proc/drifting_start()
SIGNAL_HANDLER
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(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(parent, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, PROC_REF(handle_glidesize_update))
// If you stop pulling something mid drift, I want it to retain that momentum
RegisterSignal(parent, COMSIG_ATOM_NO_LONGER_PULLING, PROC_REF(stopped_pulling))
/datum/drift_handler/proc/drifting_stop()
SIGNAL_HANDLER
parent.inertia_moving = FALSE
ignore_next_glide = FALSE
UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, COMSIG_ATOM_NO_LONGER_PULLING))
/datum/drift_handler/proc/before_move(datum/source)
SIGNAL_HANDLER
parent.inertia_moving = TRUE
old_dir = parent.dir
delayed = FALSE
/datum/drift_handler/proc/after_move(datum/source, result, visual_delay)
SIGNAL_HANDLER
if(result == MOVELOOP_FAILURE)
qdel(src)
return
parent.setDir(old_dir)
parent.inertia_moving = FALSE
if(parent.Process_Spacemove(angle2dir(drifting_loop.angle), continuous_move = TRUE))
glide_to_halt(visual_delay)
return
ignore_next_glide = TRUE
/datum/drift_handler/proc/loop_death(datum/source)
SIGNAL_HANDLER
drifting_loop = null
/datum/drift_handler/proc/handle_move(datum/source, old_loc)
SIGNAL_HANDLER
// This can happen, because signals once sent cannot be stopped
if(QDELETED(src))
return
if(!isturf(parent.loc))
qdel(src)
return
if(parent.inertia_moving)
return
if(!parent.Process_Spacemove(angle2dir(drifting_loop.angle), 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/drift_handler/proc/handle_glidesize_update(datum/source, glide_size)
SIGNAL_HANDLER
// If we aren't drifting, or this is us, fuck off
if(!drifting_loop || 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(ICON_SIZE_ALL / 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/drift_handler/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(angle2dir(drifting_loop.angle), start_delay = next_move_in, drift_force = drift_force, controlled_cap = drift_force)
/datum/drift_handler/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 + 1
QDEL_IN(src, glide_for + 1)
qdel(drifting_loop)
RegisterSignal(parent, COMSIG_MOB_CLIENT_PRE_MOVE, PROC_REF(allow_final_movement))
/datum/drift_handler/proc/allow_final_movement(datum/source)
SIGNAL_HANDLER
// 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 NONE
if(world.time >= block_inputs_until)
return NONE
return COMSIG_MOB_CLIENT_BLOCK_PRE_MOVE
/datum/drift_handler/proc/get_loop_delay(atom/movable/movable)
return (DEFAULT_INERTIA_SPEED / ((1 - INERTIA_SPEED_COEF) + drift_force * INERTIA_SPEED_COEF)) * min(movable.inertia_move_multiplier_passive, movable.inertia_move_multiplier_active)