mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-10 09:42:29 +00:00
Trying this again. When *spin-ing as a cyborg, the way mobs are thrown off you depends on your intent. On help intent, they will be thrown a shorter distance from you and will never be damaged or stunned (they will still be knocked down). On harm intent, they will be thrown the current distance and will be damaged and stunned if they hit a wall or another person. WHAT THIS ACTUALLY CHANGES: Currently, whether or not *spin-ing will actually hurt/stun someone depends on whether or not the *spin-ing borg is emagged. This PR also reduces the range of the help intent throw, but since the knockdown happens whether or not the thrown mob hits something this is in most circumstances a cosmetic change. So, in summary, if you are a non-emagged borg in help intent the only thing this changes is you will chuck people a slightly shorter distance. Why It's Good For The Game This isn't exactly the most important change, but a borg should be able to control their behavior. Having damage/stun from throwing determined solely by emag-ness seems more like a hacky kludge than a legitimate design choice. Also, having the behavior of borg-throwing determined in the code for carbons is messy. Changelog 🆑 add: The behavior of cyborg's *spin emote now changes with intent; on harm intent, it will throw its passenger farther and damage and stun them if they hit a wall or another person. /🆑
170 lines
4.5 KiB
Plaintext
170 lines
4.5 KiB
Plaintext
#define MAX_THROWING_DIST 1280 // 5 z-levels on default width
|
|
#define MAX_TICKS_TO_MAKE_UP 3 //how many missed ticks will we attempt to make up for this run.
|
|
|
|
SUBSYSTEM_DEF(throwing)
|
|
name = "Throwing"
|
|
priority = FIRE_PRIORITY_THROWING
|
|
wait = 1
|
|
flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER
|
|
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
|
|
|
|
var/list/currentrun
|
|
var/list/processing = list()
|
|
|
|
/datum/controller/subsystem/throwing/stat_entry()
|
|
..("P:[processing.len]")
|
|
|
|
|
|
/datum/controller/subsystem/throwing/fire(resumed = 0)
|
|
if (!resumed)
|
|
src.currentrun = processing.Copy()
|
|
|
|
//cache for sanic speed (lists are references anyways)
|
|
var/list/currentrun = src.currentrun
|
|
|
|
while(length(currentrun))
|
|
var/atom/movable/AM = currentrun[currentrun.len]
|
|
var/datum/thrownthing/TT = currentrun[AM]
|
|
currentrun.len--
|
|
if (QDELETED(AM) || QDELETED(TT))
|
|
processing -= AM
|
|
if (MC_TICK_CHECK)
|
|
return
|
|
continue
|
|
|
|
TT.tick()
|
|
|
|
if (MC_TICK_CHECK)
|
|
return
|
|
|
|
currentrun = null
|
|
|
|
/datum/thrownthing
|
|
var/atom/movable/thrownthing
|
|
var/atom/target
|
|
var/turf/target_turf
|
|
var/target_zone
|
|
var/init_dir
|
|
var/maxrange
|
|
var/speed
|
|
var/mob/thrower
|
|
var/diagonals_first
|
|
var/dist_travelled = 0
|
|
var/start_time
|
|
var/dist_x
|
|
var/dist_y
|
|
var/dx
|
|
var/dy
|
|
var/force = MOVE_FORCE_DEFAULT
|
|
var/gentle = FALSE
|
|
var/pure_diagonal
|
|
var/diagonal_error
|
|
var/datum/callback/callback
|
|
var/paused = FALSE
|
|
var/delayed_time = 0
|
|
var/last_move = 0
|
|
|
|
/datum/thrownthing/Destroy()
|
|
SSthrowing.processing -= thrownthing
|
|
thrownthing.throwing = null
|
|
thrownthing = null
|
|
target = null
|
|
thrower = null
|
|
callback = null
|
|
return ..()
|
|
|
|
/datum/thrownthing/proc/tick()
|
|
var/atom/movable/AM = thrownthing
|
|
if (!isturf(AM.loc) || !AM.throwing)
|
|
finalize()
|
|
return
|
|
|
|
if(paused)
|
|
delayed_time += world.time - last_move
|
|
return
|
|
|
|
if (dist_travelled && hitcheck()) //to catch sneaky things moving on our tile while we slept
|
|
finalize()
|
|
return
|
|
|
|
var/atom/step
|
|
|
|
last_move = world.time
|
|
|
|
//calculate how many tiles to move, making up for any missed ticks.
|
|
var/tilestomove = CEILING(min(((((world.time+world.tick_lag) - start_time + delayed_time) * speed) - (dist_travelled ? dist_travelled : -1)), speed*MAX_TICKS_TO_MAKE_UP) * (world.tick_lag * SSthrowing.wait), 1)
|
|
while (tilestomove-- > 0)
|
|
if ((dist_travelled >= maxrange || AM.loc == target_turf) && AM.has_gravity(AM.loc))
|
|
finalize()
|
|
return
|
|
|
|
if (dist_travelled <= max(dist_x, dist_y)) //if we haven't reached the target yet we home in on it, otherwise we use the initial direction
|
|
step = get_step(AM, get_dir(AM, target_turf))
|
|
else
|
|
step = get_step(AM, init_dir)
|
|
|
|
if (!pure_diagonal && !diagonals_first) // not a purely diagonal trajectory and we don't want all diagonal moves to be done first
|
|
if (diagonal_error >= 0 && max(dist_x,dist_y) - dist_travelled != 1) //we do a step forward unless we're right before the target
|
|
step = get_step(AM, dx)
|
|
diagonal_error += (diagonal_error < 0) ? dist_x/2 : -dist_y
|
|
|
|
if (!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
|
|
finalize()
|
|
return
|
|
|
|
AM.Move(step, get_dir(AM, step))
|
|
|
|
if (!AM.throwing) // we hit something during our move
|
|
finalize(hit = TRUE)
|
|
return
|
|
|
|
dist_travelled++
|
|
|
|
if (dist_travelled > MAX_THROWING_DIST)
|
|
finalize()
|
|
return
|
|
|
|
/datum/thrownthing/proc/finalize(hit = FALSE, target=null)
|
|
set waitfor = FALSE
|
|
//done throwing, either because it hit something or it finished moving
|
|
if(!thrownthing)
|
|
return
|
|
thrownthing.throwing = null
|
|
if (!hit)
|
|
for (var/thing in get_turf(thrownthing)) //looking for our target on the turf we land on.
|
|
var/atom/A = thing
|
|
if (A == target)
|
|
hit = TRUE
|
|
thrownthing.throw_impact(A, src)
|
|
break
|
|
if (!hit)
|
|
thrownthing.throw_impact(get_turf(thrownthing), src) // we haven't hit something yet and we still must, let's hit the ground.
|
|
thrownthing.newtonian_move(init_dir)
|
|
else
|
|
thrownthing.newtonian_move(init_dir)
|
|
|
|
if(target)
|
|
thrownthing.throw_impact(target, src)
|
|
|
|
if (callback)
|
|
callback.Invoke()
|
|
|
|
if(!thrownthing.zfalling) // I don't think you can zfall while thrown but hey, just in case.
|
|
var/turf/T = get_turf(thrownthing)
|
|
if(T && thrownthing.has_gravity(T))
|
|
T.zFall(thrownthing)
|
|
|
|
qdel(src)
|
|
|
|
/datum/thrownthing/proc/hit_atom(atom/A)
|
|
finalize(hit=TRUE, target=A)
|
|
|
|
/datum/thrownthing/proc/hitcheck()
|
|
for (var/thing in get_turf(thrownthing))
|
|
var/atom/movable/AM = thing
|
|
if (AM == thrownthing || (AM == thrower && !ismob(thrownthing)))
|
|
continue
|
|
if (AM.density && !(AM.pass_flags & LETPASSTHROW) && !(AM.flags_1 & ON_BORDER_1))
|
|
finalize(hit=TRUE, target=AM)
|
|
return TRUE
|