Files
Bloop 0190e64654 Converts simple rotation into a bespoke element (#94582)
## About The Pull Request

<img width="579" height="67" alt="image"
src="https://github.com/user-attachments/assets/d7a4427e-2a6e-44d3-94ba-c90a2d474984"
/>

Simple rotation components number in the 8-9k range per round, and each
contains a needless callback datum as well.

These do not need to hold any state and can be bespoke elements, and the
proc to do things post_rotation can just be a normal atom proc.

<details><summary>Still works as you'd expect, including items that have
flag requirements like the wrench</summary>


![dreamseeker_UhvaohsIYK](https://github.com/user-attachments/assets/a4bd6b3f-d502-4a11-852f-0b96472d688d)


![dreamseeker_fEwUfNQben](https://github.com/user-attachments/assets/62dca771-4622-4cb2-9105-7f3a7c73e15a)

</details>

## Why It's Good For The Game

Makes a heavily used element much more lightweight, saves a few mb of
memory.

## Changelog

🆑
refactor: simple rotation component has been refactored into an element
Please report any bugs to github.
/🆑
2025-12-25 10:32:41 +01:00

423 lines
15 KiB
Plaintext

#define STAIR_TERMINATOR_AUTOMATIC 0
#define STAIR_TERMINATOR_NO 1
#define STAIR_TERMINATOR_YES 2
/// Range within which stair indicators will appear for approaching mobs
#define STAIR_INDICATOR_RANGE 3
// dir determines the direction of travel to go upwards
// stairs require /turf/open/openspace as the tile above them to work, unless your stairs have 'force_open_above' set to TRUE
// multiple stair objects can be chained together; the Z level transition will happen on the final stair object in the chain
/obj/structure/stairs
name = "stairs"
icon = 'icons/obj/stairs.dmi'
icon_state = "stairs"
base_icon_state = "stairs"
anchored = TRUE
move_resist = INFINITY
plane = FLOOR_PLANE
layer = ABOVE_OPEN_TURF_LAYER
/// If TRUE replaces the turf above this stair obj with /turf/open/openspace
var/force_open_above = FALSE
/// Determines if this stair is the last in a "chain" of stairs, ie next step is upstairs
VAR_FINAL/terminator_mode = STAIR_TERMINATOR_AUTOMATIC
/// Upstairs turf. Is observed for changes if force_open_above is TRUE (to re-open if necessary)
VAR_FINAL/turf/directly_above
/// If TRUE, we have left/middle/right sprites.
var/has_merged_sprites = TRUE
/// Lazyassoc list of weakef to mob viewing stair indicators to their images
VAR_PRIVATE/list/mob_to_image
/obj/structure/stairs/north
dir = NORTH
/obj/structure/stairs/south
dir = SOUTH
/obj/structure/stairs/east
dir = EAST
/obj/structure/stairs/west
dir = WEST
/obj/structure/stairs/wood
icon_state = "stairs_wood"
has_merged_sprites = FALSE
/obj/structure/stairs/stone
icon_state = "stairs_stone"
has_merged_sprites = FALSE
/obj/structure/stairs/material
icon_state = "stairs_material"
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS
has_merged_sprites = FALSE
/obj/structure/stairs/Initialize(mapload)
. = ..()
GLOB.stairs += src
if(force_open_above)
force_open_above()
build_signal_listener()
update_surrounding()
var/static/list/exit_connections = list(
COMSIG_ATOM_EXIT = PROC_REF(on_exit_stairs),
)
AddElement(/datum/element/connect_loc, exit_connections)
var/static/list/range_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_enter_range),
COMSIG_ATOM_EXITED = PROC_REF(on_exit_range),
)
AddComponent(/datum/component/connect_range, tracked = src, connections = range_connections, range = STAIR_INDICATOR_RANGE)
/obj/structure/stairs/Destroy()
if(directly_above)
UnregisterSignal(directly_above, COMSIG_TURF_MULTIZ_NEW)
directly_above = null
for(var/climber_ref in mob_to_image)
clear_climber_image(climber_ref, instant = TRUE)
GLOB.stairs -= src
return ..()
/obj/structure/stairs/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change) //Look this should never happen but...
. = ..()
if(force_open_above)
build_signal_listener()
update_surrounding()
/// Updates the sprite and the sprites of neighboring stairs to reflect merged sprites
/obj/structure/stairs/proc/update_surrounding()
if(!has_merged_sprites)
return
update_appearance()
for(var/obj/structure/stairs/stair in get_step(src, turn(dir, 90)))
stair.update_appearance()
for(var/obj/structure/stairs/stair in get_step(src, turn(dir, -90)))
stair.update_appearance()
/obj/structure/stairs/update_icon_state()
. = ..()
if(!has_merged_sprites)
return
var/has_left_stairs = FALSE
var/has_right_stairs = FALSE
for(var/obj/structure/stairs/stair in get_step(src, turn(dir, 90)))
if(stair.dir == dir)
has_left_stairs = TRUE
break
for(var/obj/structure/stairs/stair in get_step(src, turn(dir, -90)))
if(stair.dir == dir)
has_right_stairs = TRUE
break
if(has_left_stairs && has_right_stairs)
icon_state = "[base_icon_state]-m"
else if(has_left_stairs)
icon_state = "[base_icon_state]-r"
else if(has_right_stairs)
icon_state = "[base_icon_state]-l"
else
icon_state = base_icon_state
/obj/structure/stairs/proc/on_exit_stairs(datum/source, atom/movable/leaving, direction)
SIGNAL_HANDLER
if(leaving == src)
return //Let's not block ourselves.
if(!isobserver(leaving) && isTerminator() && direction == dir)
leaving.set_currently_z_moving(CURRENTLY_Z_ASCENDING)
INVOKE_ASYNC(src, PROC_REF(stair_ascend), leaving)
leaving.Bump(src)
return COMPONENT_ATOM_BLOCK_EXIT
#define POINT_X_COMPONENT(pdir) ((pdir & EAST) ? 2 : ((pdir & WEST) ? -2 : 0))
#define POINT_Y_COMPONENT(pdir) ((pdir & SOUTH) ? 2 : ((pdir & NORTH) ? -2 : 0))
/obj/structure/stairs/proc/on_enter_range(datum/source, atom/movable/entered)
SIGNAL_HANDLER
if(!isliving(entered))
return
var/mob/living/climber = entered
var/datum/weakref/climber_ref = WEAKREF(climber)
if(!climber.client || !climber.client.prefs.read_preference(/datum/preference/toggle/stair_indicator))
return
if(climber.dir == REVERSE_DIR(dir))
return // walking away
if(LAZYACCESS(mob_to_image, climber_ref))
return // already see it
if(!(climber in viewers(STAIR_INDICATOR_RANGE + 1, src)))
return // can't see the staircase (+1 tile for some leeway)
if(!isopenturf(get_step_multiz(src, UP)))
return // no place to go up to
var/image/pointing_image = get_pointing_image()
climber.client.images += pointing_image
pointing_image.alpha = 0
animate(pointing_image, pixel_x = POINT_X_COMPONENT(dir), pixel_y = POINT_Y_COMPONENT(dir), time = 0.5 SECONDS, easing = SINE_EASING|EASE_OUT, loop = -1, tag = "point_xy")
animate(pixel_x = 0, pixel_y = 0, time = 0.5 SECONDS, easing = SINE_EASING|EASE_IN)
animate(pointing_image, alpha = 180, time = 0.75 SECONDS, tag = "point_fadein")
LAZYSET(mob_to_image, climber_ref, pointing_image)
/obj/structure/stairs/proc/on_exit_range(datum/source, atom/movable/exited)
SIGNAL_HANDLER
if(!isliving(exited))
return
var/datum/weakref/climber_ref = WEAKREF(exited)
if(!LAZYACCESS(mob_to_image, climber_ref))
return // not seeing anything
if(exited in viewers(STAIR_INDICATOR_RANGE, src))
return // still in range and can see the staircase
clear_climber_image(climber_ref)
/obj/structure/stairs/proc/clear_climber_image(datum/weakref/climber_ref, instant = FALSE)
var/image/pointing_image = LAZYACCESS(mob_to_image, climber_ref)
if(!pointing_image)
LAZYREMOVE(mob_to_image, climber_ref) // just in case
return
if(instant)
clear_climber_image_callback(climber_ref, pointing_image)
return
animate(pointing_image, alpha = 0, time = 0.75 SECONDS, tag = "point_fadeout")
// note: the player won't see a new indicator until the image is fully a removed, so this timer also serves as a cooldown
addtimer(CALLBACK(src, PROC_REF(clear_climber_image_callback), climber_ref, pointing_image), 1.5 SECONDS, TIMER_UNIQUE)
/obj/structure/stairs/proc/clear_climber_image_callback(datum/weakref/climber_ref, image/pointing_image)
PRIVATE_PROC(TRUE)
var/mob/living/climber = climber_ref?.resolve()
climber?.client?.images -= pointing_image
LAZYREMOVE(mob_to_image, climber_ref)
/obj/structure/stairs/proc/get_pointing_image()
PROTECTED_PROC(TRUE)
var/image/point_image = image('icons/hud/screen_gen.dmi', src, "arrow_large_white_still")
point_image.color = COLOR_DARK_MODERATE_LIME_GREEN
point_image.appearance_flags |= KEEP_APART
point_image.transform = matrix().Turn(dir2angle(REVERSE_DIR(dir)))
point_image.layer = BELOW_MOB_LAYER
SET_PLANE(point_image, GAME_PLANE, src)
return point_image
#undef POINT_X_COMPONENT
#undef POINT_Y_COMPONENT
/obj/structure/stairs/Cross(atom/movable/AM)
if(isTerminator() && (get_dir(src, AM) == dir))
return FALSE
return ..()
/obj/structure/stairs/proc/stair_ascend(atom/movable/climber)
var/turf/checking = get_step_multiz(src, UP)
if(!istype(checking))
return
// I'm only interested in if the pass is unobstructed, not if the mob will actually make it
if(!climber.can_z_move(UP, get_turf(src), checking, z_move_flags = ZMOVE_ALLOW_BUCKLED))
return
var/turf/target = get_step_multiz(src, dir|UP)
if(istype(target) && !climber.can_z_move(DOWN, target, z_move_flags = ZMOVE_FALL_FLAGS)) //Don't throw them into a tile that will just dump them back down.
climber.zMove(target = target, z_move_flags = ZMOVE_STAIRS_FLAGS)
/// Moves anything that's being dragged by src or anything buckled to it to the stairs turf.
climber.pulling?.move_from_pull(climber, loc, climber.glide_size)
for(var/mob/living/buckled as anything in climber.buckled_mobs)
buckled.pulling?.move_from_pull(buckled, loc, buckled.glide_size)
/obj/structure/stairs/vv_edit_var(var_name, var_value)
. = ..()
if(!.)
return
if(var_name != NAMEOF(src, force_open_above))
return
if(!var_value)
if(directly_above)
UnregisterSignal(directly_above, COMSIG_TURF_MULTIZ_NEW)
directly_above = null
else
build_signal_listener()
force_open_above()
/obj/structure/stairs/proc/build_signal_listener()
if(directly_above)
UnregisterSignal(directly_above, COMSIG_TURF_MULTIZ_NEW)
var/turf/open/openspace/T = get_step_multiz(src, UP)
RegisterSignal(T, COMSIG_TURF_MULTIZ_NEW, PROC_REF(on_multiz_new))
directly_above = T
/obj/structure/stairs/proc/force_open_above()
var/turf/open/openspace/T = get_step_multiz(src, UP)
if(T && !istype(T))
T.ChangeTurf(/turf/open/openspace, flags = CHANGETURF_INHERIT_AIR)
/obj/structure/stairs/proc/on_multiz_new(turf/source, dir)
SIGNAL_HANDLER
if(dir == UP)
var/turf/open/openspace/T = get_step_multiz(src, UP)
if(T && !istype(T))
T.ChangeTurf(/turf/open/openspace, flags = CHANGETURF_INHERIT_AIR)
/obj/structure/stairs/intercept_zImpact(list/falling_movables, levels = 1)
. = ..()
// falling from a higher z level onto stairs
if(levels != 1 || !isTerminator())
return
for(var/mob/living/guy in falling_movables)
if(!can_fall_down_stairs(guy))
continue
to_chat(guy, span_warning("You fall down [src]!"))
on_fall(guy)
. |= FALL_INTERCEPTED | FALL_NO_MESSAGE | FALL_RETAIN_PULL
/// Will the passed mob tumble down the stairs instead of walking?
/obj/structure/stairs/proc/can_fall_down_stairs(mob/living/falling)
if(falling.buckled || falling.pulledby)
return FALSE
if(falling.stat >= UNCONSCIOUS) // if you shove someone unconscious down the stairs, they'd probably roll
return TRUE
if(falling.has_status_effect(/datum/status_effect/staggered)) // off balance
return TRUE
return FALSE
/// What happens when a mob tumbles down the stairs
/obj/structure/stairs/proc/on_fall(mob/living/falling)
falling.AdjustParalyzed(2 SECONDS)
falling.adjust_staggered(2 SECONDS)
falling.AdjustKnockdown(5 SECONDS)
falling.spin(1 SECONDS, 0.25 SECONDS)
falling.apply_damage(rand(4, 8), BRUTE, spread_damage = TRUE)
GLOB.move_manager.move_towards(falling, get_ranged_target_turf(src, REVERSE_DIR(dir), 2), delay = 0.4 SECONDS, timeout = 1 SECONDS)
/obj/structure/stairs/proc/isTerminator() //If this is the last stair in a chain and should move mobs up
if(terminator_mode != STAIR_TERMINATOR_AUTOMATIC)
return (terminator_mode == STAIR_TERMINATOR_YES)
var/turf/T = get_turf(src)
if(!T)
return FALSE
var/turf/them = get_step(T, dir)
if(!them)
return FALSE
for(var/obj/structure/stairs/S in them)
if(S.dir == dir)
return FALSE
return TRUE
/obj/structure/stairs_frame
name = "stairs frame"
desc = "Everything you need to call something a staircase, aside from the stuff you actually step on."
icon = 'icons/obj/stairs.dmi'
icon_state = "stairs_frame"
density = FALSE
anchored = FALSE
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5)
/// What type of stack will this drop on deconstruction?
var/frame_stack = /obj/item/stack/rods
/// How much of frame_stack should this drop on deconstruction?
var/frame_stack_amount = 10
/obj/structure/stairs_frame/wood
name = "wooden stairs frame"
desc = "Everything you need to build a staircase, minus the actual stairs. This one is made of wood."
frame_stack = /obj/item/stack/sheet/mineral/wood
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 10)
/obj/structure/stairs_frame/Initialize(mapload)
. = ..()
AddElement(/datum/element/simple_rotation)
/obj/structure/stairs_frame/examine(mob/living/carbon/human/user)
. = ..()
if(anchored)
. += span_notice("The frame is anchored and can be made into proper stairs with 10 sheets of material.")
else
. += span_notice("The frame will need to be secured with a wrench before it can be completed.")
/obj/structure/stairs_frame/wrench_act(mob/living/user, obj/item/used_tool)
user.balloon_alert_to_viewers("securing stairs frame", "securing frame")
used_tool.play_tool_sound(src)
if(!used_tool.use_tool(src, user, 3 SECONDS))
return TRUE
if(anchored)
anchored = FALSE
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
return TRUE
anchored = TRUE
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
return TRUE
/obj/structure/stairs_frame/wrench_act_secondary(mob/living/user, obj/item/used_tool)
to_chat(user, span_notice("You start disassembling [src]..."))
used_tool.play_tool_sound(src)
if(!used_tool.use_tool(src, user, 3 SECONDS))
return TRUE
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
deconstruct(TRUE)
return TRUE
/obj/structure/stairs_frame/atom_deconstruct(disassembled = TRUE)
new frame_stack(get_turf(src), frame_stack_amount)
/obj/structure/stairs_frame/attackby(obj/item/attacked_by, mob/user, list/modifiers, list/attack_modifiers)
if(!isstack(attacked_by))
return ..()
if(!anchored)
user.balloon_alert(user, "secure frame first")
return TRUE
var/obj/item/stack/material = attacked_by
if(material.stairs_type)
if(material.get_amount() < 10)
to_chat(user, span_warning("You need ten [material.name] sheets to do this!"))
return
if(locate(/obj/structure/stairs) in loc)
to_chat(user, span_warning("There's already stairs built here!"))
return
to_chat(user, span_notice("You start adding [material] to [src]..."))
if(!do_after(user, 10 SECONDS, target = src) || !material.use(10) || (locate(/obj/structure/table) in loc))
return
make_new_stairs(material.stairs_type)
else if(istype(material, /obj/item/stack/sheet))
if(material.get_amount() < 10)
to_chat(user, span_warning("You need ten sheets to do this!"))
return
if(locate(/obj/structure/stairs) in loc)
to_chat(user, span_warning("There's already stairs built here!"))
return
to_chat(user, span_notice("You start adding [material] to [src]..."))
if(!do_after(user, 10 SECONDS, target = src) || !material.use(10) || (locate(/obj/structure/table) in loc))
return
var/list/material_list = list()
if(material.material_type)
material_list[material.material_type] = SHEET_MATERIAL_AMOUNT * 10
make_new_stairs(/obj/structure/stairs/material, material_list)
return TRUE
/obj/structure/stairs_frame/proc/make_new_stairs(stairs_type, custom_materials)
var/obj/structure/stairs/new_stairs = new stairs_type(loc)
new_stairs.setDir(dir)
if(custom_materials)
new_stairs.set_custom_materials(custom_materials)
qdel(src)
#undef STAIR_TERMINATOR_AUTOMATIC
#undef STAIR_TERMINATOR_NO
#undef STAIR_TERMINATOR_YES
#undef STAIR_INDICATOR_RANGE