Files
Bubberstation/code/modules/orbit/orbit.dm
Kyle Spier-Swenson 280dbe20c3 [Ready] SSthrowing + callbacks! (#22476)
* SSthrowing + callbacks!
Throwing is now a subsystem.
It's low priority, but is a ticker subsystem so is ran before most other subsystems.
To allow for shit to run after the throw finishes, throwing now supports a callback.
A callback datum system was created, conversion of addtimer is planned for another PR.
Throwing now has a limit of 2048 turfs (was 600)
Throwing now ticks every world.tick, and properly converts the speed arg from 1ds to what ever tick_lag is.
Throwing now properly accounts for missed ticks.
Throwing no longer uses sleep.
Throwing should no longer lag since it's not filling the sleep queue up

* Smoother tentacles

* Some improvements

* Missed a spot.

* Makes shit quicker.
Inlines the thrownthing.tick() proc.
Raises missed ticks value
Lowers max dist value
Inlines the two sister overrides for /atom/movable/Moved() because that just seemed like a waste

* >PRs open that use procs i'm removing.

* STOP THE PRESSES!

* throw_at now runs the first throw tick() immediately
This will help some with throwing while running.

* Item throwing now imparts the momentum of the user throwing.

(ie, running in the direction you are throwing makes you throw faster, running away from the direction you are throwing makes you throw the item slower)

* Moves throwing momentum from carbon/throw_item to movable/throw_at.
There are other things that cause a mob to "throw" an item, I figured we keep this universal since thrower is already an arg.

* Explosions throw shit faster.
This was stupid, "Hey, lets set the item's throw_speed to 4 so embedding works, but lets make it throw at the base 2 throw speed for no reason."

* Fixes explosion embedding.
This also acts as a nice example of how to override a callback in an override of throw_at properly.
2017-01-02 20:08:03 +11:00

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/datum/orbit
var/atom/movable/orbiter
var/atom/orbiting
var/lock = TRUE
var/turf/lastloc
var/lastprocess
/datum/orbit/New(_orbiter, _orbiting, _lock)
orbiter = _orbiter
orbiting = _orbiting
SSorbit.processing += src
if (!orbiting.orbiters)
orbiting.orbiters = list()
orbiting.orbiters += src
if (orbiter.orbiting)
orbiter.stop_orbit()
orbiter.orbiting = src
Check()
lock = _lock
//do not qdel directly, use stop_orbit on the orbiter. (This way the orbiter can bind to the orbit stopping)
/datum/orbit/Destroy(force = FALSE)
SSorbit.processing -= src
if (orbiter)
orbiter.orbiting = null
orbiter = null
if (orbiting)
if (orbiting.orbiters)
orbiting.orbiters -= src
if (!orbiting.orbiters.len)//we are the last orbit, delete the list
orbiting.orbiters = null
orbiting = null
..()
/datum/orbit/proc/Check(turf/targetloc)
if (!orbiter)
qdel(src)
return
if (!orbiting)
orbiter.stop_orbit()
return
if (!orbiter.orbiting) //admin wants to stop the orbit.
orbiter.orbiting = src //set it back to us first
orbiter.stop_orbit()
lastprocess = world.time
if (!targetloc)
targetloc = get_turf(orbiting)
if (!targetloc || (!lock && orbiter.loc != lastloc && orbiter.loc != targetloc))
orbiter.stop_orbit()
return
orbiter.loc = targetloc
orbiter.update_parallax_contents()
lastloc = orbiter.loc
/atom/movable/var/datum/orbit/orbiting = null
/atom/var/list/orbiters = null
//A: atom to orbit
//radius: range to orbit at, radius of the circle formed by orbiting (in pixels)
//clockwise: whether you orbit clockwise or anti clockwise
//rotation_speed: how fast to rotate (how many ds should it take for a rotation to complete)
//rotation_segments: the resolution of the orbit circle, less = a more block circle, this can be used to produce hexagons (6 segments) triangles (3 segments), and so on, 36 is the best default.
//pre_rotation: Chooses to rotate src 90 degress towards the orbit dir (clockwise/anticlockwise), useful for things to go "head first" like ghosts
//lockinorbit: Forces src to always be on A's turf, otherwise the orbit cancels when src gets too far away (eg: ghosts)
/atom/movable/proc/orbit(atom/A, radius = 10, clockwise = FALSE, rotation_speed = 20, rotation_segments = 36, pre_rotation = TRUE, lockinorbit = FALSE)
if (!istype(A))
return
new/datum/orbit(src, A, lockinorbit)
if (!orbiting) //something failed, and our orbit datum deleted itself
return
var/matrix/initial_transform = matrix(transform)
//Head first!
if (pre_rotation)
var/matrix/M = matrix(transform)
var/pre_rot = 90
if(!clockwise)
pre_rot = -90
M.Turn(pre_rot)
transform = M
var/matrix/shift = matrix(transform)
shift.Translate(0,radius)
transform = shift
SpinAnimation(rotation_speed, -1, clockwise, rotation_segments)
//we stack the orbits up client side, so we can assign this back to normal server side without it breaking the orbit
transform = initial_transform
/atom/movable/proc/stop_orbit()
SpinAnimation(0,0)
qdel(orbiting)
/atom/Destroy(force = FALSE)
..()
if (orbiters)
for (var/thing in orbiters)
var/datum/orbit/O = thing
if (O.orbiter)
O.orbiter.stop_orbit()
/atom/movable/Destroy(force = FALSE)
..()
if (orbiting)
stop_orbit()