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