Files
Bubberstation/code/datums/components/drift.dm
LemonInTheDark 7e9ff85f2a [NO GBP] Jetpack and spacedrift: Fixes and niceties (#66628)
* Jetpack and spacedrift: Fixes and niceties

Ok so when I ported spacemovement onto movement loop,
I neglected to port this behavior that existed to support jetpacks.

Basically, if something that lets you move while spacedrifing
completes a move while you're spacedrifting, the
drift should "disable" to let it complete, and then later restart.

I neglected to add support for that, so that's what this does.

There's some other stuff going on here, mostly things to let jetpacks
ignore some of drift's extra behavior, since when a jetpack is not on
stablized, we want both to coexist.

It's a bit of a mess, I'm sorry about that.

Oh and at temporal's suggestion I've moved the visual_delay set from
newtonian move to an istype on the drift component, that was a good
idea, thanks quiet

* Makes dropping a pull while drifting carry the momentum into the pulled thing\

* Adds some extra context to Process_Spacemove, fixes a bunch of stupid
space bugs

It used to be, if you called Process_Spacemove with a direction, it
assumed you were an "action", so a client or mob trying to move in a
direction.

Unfortuantely for it, I needed to be able to use direction to make mob
pull drifting work. So we now actually pass in a second variable
called continuous_move, which tracks if this Process_Spacemove is on
behalf of a continuous move or not

In addition to this, I've added logic to bumping "off" someone to
prevent backbumping if that makes sense, since the bump is in the form
of a newtonian move that's run before the thing that's bumping actually
moves, we need some way to exclude it from holding the other object in
place.

* Adds a jetpack component, uses it to unify all three versions of
jetpacking

I hate you fikou
There were three copies of the same behavior, which made it hard to fix
stuff. Let's just componentize it

* Fixes jetpacks stabalizing even without fuel

This is mildly hacky. The real fix is to do this with events, but I
really don't wanna bend my brain like that. This'll do

* Ensures turn_off always has a user)

* Shut pu

* Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags

* Removes some redundant code, cleans up some messy stuff

* Removes redundant safety checking from jetpack code

* see above

* Removes redundant signals
2022-05-20 00:54:00 -07:00

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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/component/drift
var/atom/inertia_last_loc
var/old_dir
var/datum/move_loop/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
/// 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/component/drift/Initialize(direction, instant = FALSE, start_delay = 0)
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
. = ..()
var/flags = NONE
if(instant)
flags |= MOVEMENT_LOOP_START_FAST
var/atom/movable/movable_parent = parent
drifting_loop = SSmove_manager.move(moving = parent, direction = direction, delay = movable_parent.inertia_move_delay, subsystem = SSspacedrift, priority = MOVEMENT_SPACE_PRIORITY, flags = flags)
if(!drifting_loop) //Really want to qdel here but can't
return COMPONENT_INCOMPATIBLE
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_START, .proc/drifting_start)
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_STOP, .proc/drifting_stop)
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, .proc/before_move)
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_POSTPROCESS, .proc/after_move)
RegisterSignal(drifting_loop, COMSIG_PARENT_QDELETING, .proc/loop_death)
if(drifting_loop.running)
drifting_start(drifting_loop) // There's a good chance it'll autostart, gotta catch that
var/visual_delay = movable_parent.inertia_move_delay
// 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)
/datum/component/drift/Destroy()
inertia_last_loc = null
if(!QDELETED(drifting_loop))
qdel(drifting_loop)
drifting_loop = null
var/atom/movable/movable_parent = parent
movable_parent.inertia_moving = FALSE
return ..()
/datum/component/drift/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
var/atom/movable/movable_parent = parent
movable_parent.set_glide_size(MOVEMENT_ADJUSTED_GLIDE_SIZE(visual_delay, SSspacedrift.visual_delay))
if(ismob(parent))
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, SSspacedrift.visual_delay)
/datum/component/drift/proc/newtonian_impulse(datum/source, inertia_direction)
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
inertia_last_loc = movable_parent.loc
drifting_loop.direction = inertia_direction
if(!inertia_direction)
qdel(src)
return COMPONENT_MOVABLE_NEWTONIAN_BLOCK
/datum/component/drift/proc/drifting_start()
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
inertia_last_loc = movable_parent.loc
RegisterSignal(movable_parent, COMSIG_MOVABLE_MOVED, .proc/handle_move)
RegisterSignal(movable_parent, COMSIG_MOVABLE_NEWTONIAN_MOVE, .proc/newtonian_impulse)
// 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(movable_parent, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, .proc/handle_glidesize_update)
// If you stop pulling something mid drift, I want it to retain that momentum
RegisterSignal(movable_parent, COMSIG_ATOM_NO_LONGER_PULLING, .proc/stopped_pulling)
/datum/component/drift/proc/drifting_stop()
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
movable_parent.inertia_moving = FALSE
ignore_next_glide = FALSE
UnregisterSignal(movable_parent, list(COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_NEWTONIAN_MOVE, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, COMSIG_ATOM_NO_LONGER_PULLING))
/datum/component/drift/proc/before_move(datum/source)
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
movable_parent.inertia_moving = TRUE
old_dir = movable_parent.dir
delayed = FALSE
/datum/component/drift/proc/after_move(datum/source, succeeded, visual_delay)
SIGNAL_HANDLER
if(!succeeded)
qdel(src)
return
var/atom/movable/movable_parent = parent
movable_parent.inertia_moving = FALSE
movable_parent.setDir(old_dir)
if(movable_parent.Process_Spacemove(drifting_loop.direction, continuous_move = TRUE))
glide_to_halt(visual_delay)
return
inertia_last_loc = movable_parent.loc
ignore_next_glide = TRUE
/datum/component/drift/proc/loop_death(datum/source)
SIGNAL_HANDLER
drifting_loop = null
UnregisterSignal(parent, COMSIG_MOVABLE_NEWTONIAN_MOVE)
/datum/component/drift/proc/handle_move(datum/source, old_loc)
SIGNAL_HANDLER
// This can happen, because signals once sent cannot be stopped
if(QDELETED(src))
return
var/atom/movable/movable_parent = parent
if(!isturf(movable_parent.loc))
qdel(src)
return
if(movable_parent.inertia_moving) //This'll be handled elsewhere
return
if(!movable_parent.Process_Spacemove(drifting_loop.direction, 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/component/drift/proc/handle_glidesize_update(datum/source, glide_size)
SIGNAL_HANDLER
// If we aren't drifting, or this is us, fuck off
var/atom/movable/movable_parent = parent
if(!drifting_loop || movable_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(world.icon_size / 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/component/drift/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(drifting_loop.direction, start_delay = next_move_in)
/datum/component/drift/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
QDEL_IN(src, glide_for + 1)
qdel(drifting_loop)
RegisterSignal(parent, COMSIG_MOB_CLIENT_PRE_MOVE, .proc/allow_final_movement)
/datum/component/drift/proc/allow_final_movement(datum/source)
// 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
if(world.time < block_inputs_until)
return COMSIG_MOB_CLIENT_BLOCK_PRE_MOVE