Files
Bubberstation/code/datums/elements/climbable.dm
SkyratBot 5ad507f0bc [MIRROR] railings can now be vaulted/climbed over from both sides. (#7441)
* railings can now be vaulted/climbed over from both sides. (#60110)

Quality of life; it spares us from having to walk all the way around or destroy them with either a wirecutter (faster) or any impromptu weapon (slower, as they currently have 300 maximum integrity, despite taking only three iron rods - one more than grilles - to make) in certain occasions, and it's already a thing on other codebases that have railing objects.

* railings can now be vaulted/climbed over from both sides.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-08-06 23:25:11 +01:00

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/datum/element/climbable
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
id_arg_index = 2
///Time it takes to climb onto the object
var/climb_time = (2 SECONDS)
///Stun duration for when you get onto the object
var/climb_stun = (2 SECONDS)
///Assoc list of object being climbed on - climbers. This allows us to check who needs to be shoved off a climbable object when its clicked on.
var/list/current_climbers
/datum/element/climbable/Attach(datum/target, climb_time, climb_stun)
. = ..()
if(!isatom(target) || isarea(target))
return ELEMENT_INCOMPATIBLE
if(climb_time)
src.climb_time = climb_time
if(climb_stun)
src.climb_stun = climb_stun
RegisterSignal(target, COMSIG_ATOM_ATTACK_HAND, .proc/attack_hand)
RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/on_examine)
RegisterSignal(target, COMSIG_MOUSEDROPPED_ONTO, .proc/mousedrop_receive)
RegisterSignal(target, COMSIG_ATOM_BUMPED, .proc/try_speedrun)
ADD_TRAIT(target, TRAIT_CLIMBABLE, src)
/datum/element/climbable/Detach(datum/target)
UnregisterSignal(target, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_PARENT_EXAMINE, COMSIG_MOUSEDROPPED_ONTO, COMSIG_ATOM_BUMPED))
REMOVE_TRAIT(target, TRAIT_CLIMBABLE, src)
return ..()
/datum/element/climbable/proc/on_examine(atom/source, mob/user, list/examine_texts)
SIGNAL_HANDLER
examine_texts += span_notice("[source] looks climbable.")
/datum/element/climbable/proc/can_climb(atom/source, mob/user)
var/dir_step = get_dir(user, source.loc)
//To jump over a railing you have to be standing next to it, not far behind it.
if(source.flags_1 & ON_BORDER_1 && user.loc != source.loc && (dir_step & source.dir) == source.dir)
return FALSE
return TRUE
/datum/element/climbable/proc/attack_hand(atom/climbed_thing, mob/user)
SIGNAL_HANDLER
var/list/climbers = LAZYACCESS(current_climbers, climbed_thing)
for(var/i in climbers)
var/mob/living/structure_climber = i
if(structure_climber == user)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(climbed_thing)
structure_climber.Paralyze(40)
structure_climber.visible_message(span_warning("[structure_climber] is knocked off [climbed_thing]."), span_warning("You're knocked off [climbed_thing]!"), span_hear("You hear a cry from [structure_climber], followed by a slam."))
/datum/element/climbable/proc/climb_structure(atom/climbed_thing, mob/living/user, params)
if(!can_climb(climbed_thing, user))
return
climbed_thing.add_fingerprint(user)
user.visible_message(span_warning("[user] starts climbing onto [climbed_thing]."), \
span_notice("You start climbing onto [climbed_thing]..."))
var/adjusted_climb_time = climb_time
var/adjusted_climb_stun = climb_stun
if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED)) //climbing takes twice as long without help from the hands.
adjusted_climb_time *= 2
if(isalien(user))
adjusted_climb_time *= 0.25 //aliens are terrifyingly fast
if(HAS_TRAIT(user, TRAIT_FREERUNNING)) //do you have any idea how fast I am???
adjusted_climb_time *= 0.8
adjusted_climb_stun *= 0.8
LAZYADDASSOCLIST(current_climbers, climbed_thing, user)
if(do_after(user, adjusted_climb_time, climbed_thing))
if(QDELETED(climbed_thing)) //Checking if structure has been destroyed
return
if(do_climb(climbed_thing, user, params))
user.visible_message(span_warning("[user] climbs onto [climbed_thing]."), \
span_notice("You climb onto [climbed_thing]."))
log_combat(user, climbed_thing, "climbed onto")
if(adjusted_climb_stun)
user.Stun(adjusted_climb_stun)
else
to_chat(user, span_warning("You fail to climb onto [climbed_thing]."))
LAZYREMOVEASSOC(current_climbers, climbed_thing, user)
/datum/element/climbable/proc/do_climb(atom/climbed_thing, mob/living/user, params)
if(!can_climb(climbed_thing, user))
return
climbed_thing.set_density(FALSE)
var/dir_step = get_dir(user, climbed_thing.loc)
var/same_loc = climbed_thing.loc == user.loc
// on-border objects can be vaulted over and into the next turf.
// The reverse dir check is for when normal behavior should apply instead (e.g. John Doe hops east of a railing facing west, ending on the same turf as it).
if(climbed_thing.flags_1 & ON_BORDER_1 && (same_loc || !(dir_step & REVERSE_DIR(climbed_thing.dir))))
//it can be vaulted over in two different cardinal directions. we choose one.
if(ISDIAGONALDIR(climbed_thing.dir) && same_loc)
if(params) //we check the icon x and y parameters of the click-drag to determine step_dir.
var/list/modifiers = params2list(params)
var/x_dist = (text2num(LAZYACCESS(modifiers, ICON_X)) - world.icon_size/2) * (climbed_thing.dir & WEST ? -1 : 1)
var/y_dist = (text2num(LAZYACCESS(modifiers, ICON_Y)) - world.icon_size/2) * (climbed_thing.dir & SOUTH ? -1 : 1)
dir_step = (x_dist >= y_dist ? (EAST|WEST) : (NORTH|SOUTH)) & climbed_thing.dir
else //user is being moved by a forced_movement datum. dir_step will be the direction to the forced movement target.
dir_step = get_dir(user, user.force_moving.target)
else
dir_step = get_dir(user, get_step(climbed_thing, climbed_thing.dir))
. = step(user, dir_step)
climbed_thing.set_density(TRUE)
///Handles climbing onto the atom when you click-drag
/datum/element/climbable/proc/mousedrop_receive(atom/climbed_thing, atom/movable/dropped_atom, mob/user, params)
SIGNAL_HANDLER
if(user == dropped_atom && isliving(dropped_atom))
var/mob/living/living_target = dropped_atom
if(isanimal(living_target))
var/mob/living/simple_animal/animal = dropped_atom
if (!animal.dextrous)
return
if(living_target.mobility_flags & MOBILITY_MOVE)
INVOKE_ASYNC(src, .proc/climb_structure, climbed_thing, living_target, params)
return
///Tries to climb onto the target if the forced movement of the mob allows it
/datum/element/climbable/proc/try_speedrun(datum/source, mob/bumpee)
SIGNAL_HANDLER
if(!istype(bumpee))
return
if(bumpee.force_moving?.allow_climbing)
do_climb(source, bumpee)