Files
Bubberstation/code/datums/components/jetpack.dm
SmArtKar f1cd77b70f [NO GBP] Fixes moth wing stabilization working in zero-g as long as you keep moving (#88552)
## About The Pull Request

Didn't run the check in stabilization code, also fixed a forgotten
comsig unreg

## Changelog
🆑
fix: Fixed moth wing stabilization working in zero-g as long as you keep
moving
/🆑
2024-12-23 21:52:22 +02:00

230 lines
8.6 KiB
Plaintext

// Welcome to the jetpack component
// Apply this to something when you want it to be "like a jetpack"
// So propulsion through space on move, that sort of thing
/datum/component/jetpack
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
/// Checks to ensure if we can move
var/datum/callback/check_on_move
/// Checks to ensure we can activate
var/datum/callback/check_on_activation
/// If we should stabilize ourselves when not drifting
var/stabilize = FALSE
/// The signal we listen for as an activation
var/activation_signal
/// The signal we listen for as a de-activation
var/deactivation_signal
/// The return flag our parent expects for a failed activation
var/return_flag
/// The effect system for the jet pack trail
var/datum/effect_system/trail_follow/trail
/// The typepath to instansiate our trail as, when we need it
var/effect_type
/// Drift force applied each movement tick
var/drift_force
/// Force that applied when stabiliziation is active and the player isn't moving in the same direction as the jetpack
var/stabilization_force
/// Our current user
var/mob/user
/// Last tick on which we triggered, to prevent double-dipping
var/last_force_tick
/// Last tick on which we stabilized
var/last_stabilization_tick
/**
* Arguments:
* * stabilize - If we should drift when we finish moving, or sit stable in space]
* * drift_force - How much force is applied whenever the user tries to move
* * stabilization_force - How much force is applied per tick when we try to stabilize the user
* * activation_signal - Signal we activate on
* * deactivation_signal - Signal we deactivate on
* * return_flag - Flag to return if activation fails
* * check_on_move - Callback we call each time we attempt a move, we expect it to retun true if the move is ok, false otherwise. It expects an arg, TRUE if fuel should be consumed, FALSE othewise
* * effect_type - Type of trail_follow to spawn
*/
/datum/component/jetpack/Initialize(stabilize, drift_force = 1 NEWTONS, stabilization_force = 1 NEWTONS, activation_signal, deactivation_signal, return_flag, datum/callback/check_on_move, datum/callback/check_on_activation, datum/effect_system/trail_follow/effect_type)
. = ..()
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
if(!activation_signal) // Can't activate? go away
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, activation_signal, PROC_REF(activate))
if(deactivation_signal)
RegisterSignal(parent, deactivation_signal, PROC_REF(deactivate))
src.stabilize = stabilize
src.check_on_move = check_on_move
src.check_on_activation = check_on_activation
src.activation_signal = activation_signal
src.deactivation_signal = deactivation_signal
src.return_flag = return_flag
src.effect_type = effect_type
src.drift_force = drift_force
src.stabilization_force = stabilization_force
/datum/component/jetpack/InheritComponent(datum/component/component, original, stabilize, drift_force = 1 NEWTONS, stabilization_force = 1 NEWTONS, activation_signal, deactivation_signal, return_flag, datum/callback/check_on_move, datum/callback/check_on_activation, datum/effect_system/trail_follow/effect_type)
UnregisterSignal(parent, src.activation_signal)
if(src.deactivation_signal)
UnregisterSignal(parent, src.deactivation_signal)
RegisterSignal(parent, activation_signal, PROC_REF(activate))
if(deactivation_signal)
RegisterSignal(parent, deactivation_signal, PROC_REF(deactivate))
src.stabilize = stabilize
src.check_on_move = check_on_move
src.check_on_activation = check_on_activation
src.activation_signal = activation_signal
src.deactivation_signal = deactivation_signal
src.return_flag = return_flag
src.effect_type = effect_type
src.drift_force = drift_force
src.stabilization_force = stabilization_force
if(trail && trail.effect_type != effect_type)
setup_trail(trail.holder)
/datum/component/jetpack/Destroy(force)
if(trail)
QDEL_NULL(trail)
user = null
check_on_move = null
check_on_activation = null
return ..()
/datum/component/jetpack/proc/setup_trail(mob/user)
if(trail)
QDEL_NULL(trail)
trail = new effect_type
trail.auto_process = FALSE
trail.set_up(user)
trail.start()
/datum/component/jetpack/proc/activate(datum/source, mob/new_user)
SIGNAL_HANDLER
if(!isnull(check_on_activation) && !check_on_activation.Invoke())
return return_flag
user = new_user
RegisterSignal(user, COMSIG_MOVABLE_MOVED, PROC_REF(move_react))
RegisterSignal(user, COMSIG_MOVABLE_PRE_MOVE, PROC_REF(pre_move_react))
RegisterSignal(user, COMSIG_MOB_CLIENT_MOVE_NOGRAV, PROC_REF(on_client_move))
RegisterSignal(user, COMSIG_MOB_ATTEMPT_HALT_SPACEMOVE, PROC_REF(on_pushoff))
RegisterSignal(user, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT, PROC_REF(on_input_block))
last_stabilization_tick = world.time
START_PROCESSING(SSnewtonian_movement, src)
if (effect_type)
setup_trail(user)
/datum/component/jetpack/proc/deactivate(datum/source, mob/old_user)
SIGNAL_HANDLER
UnregisterSignal(old_user, list(COMSIG_MOVABLE_PRE_MOVE, COMSIG_MOVABLE_MOVED, COMSIG_MOB_CLIENT_MOVE_NOGRAV, COMSIG_MOB_ATTEMPT_HALT_SPACEMOVE, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT))
STOP_PROCESSING(SSnewtonian_movement, src)
user = null
if(trail)
QDEL_NULL(trail)
/datum/component/jetpack/proc/move_react(mob/source)
SIGNAL_HANDLER
if (!should_trigger(source))
return
if(source.client.intended_direction && check_on_move.Invoke(FALSE) && trail) //You use jet when press keys. yes.
trail.generate_effect()
/datum/component/jetpack/proc/should_trigger(mob/source)
if(!source || !source.client)//Don't allow jet self using
return FALSE
if(!isturf(source.loc))//You can't use jet in nowhere or from mecha/closet
return FALSE
if(!(source.movement_type & FLOATING) || source.buckled)//You don't want use jet in gravity or while buckled.
return FALSE
if(source.pulledby)//You don't must use jet if someone pull you
return FALSE
if(source.throwing)//You don't must use jet if you thrown
return FALSE
return TRUE
/datum/component/jetpack/proc/pre_move_react(mob/source)
SIGNAL_HANDLER
if(!trail)
return FALSE
trail.oldposition = get_turf(source)
/datum/component/jetpack/process(seconds_per_tick)
if (last_stabilization_tick == world.time)
return
last_stabilization_tick = world.time
if (!should_trigger(user) || !stabilize || !check_on_move.Invoke(FALSE) || isnull(user.drift_handler))
return
var/max_drift_force = MOVE_DELAY_TO_DRIFT(user.cached_multiplicative_slowdown)
user.drift_handler.stabilize_drift(user.client.intended_direction ? dir2angle(user.client.intended_direction) : null, user.client.intended_direction ? max_drift_force : 0, stabilization_force * (seconds_per_tick * 1 SECONDS))
/datum/component/jetpack/proc/on_input_block(mob/source)
SIGNAL_HANDLER
if (!should_trigger(source))
return
if (!check_on_move.Invoke(TRUE))
return
return DRIFT_ALLOW_INPUT
/datum/component/jetpack/proc/on_client_move(mob/source, list/move_args)
SIGNAL_HANDLER
if (!should_trigger(source))
return
if (last_force_tick == world.time)
return
if (!check_on_move.Invoke(TRUE))
return
var/max_drift_force = MOVE_DELAY_TO_DRIFT(source.cached_multiplicative_slowdown)
var/applied_force = drift_force
var/move_dir = source.client.intended_direction
// Try to see if we can simulate pushing off a wall
var/atom/movable/backup = source.get_spacemove_backup(move_dir, FALSE, include_floors = TRUE)
if (backup && !(backup.dir & move_dir))
applied_force = max_drift_force
// We don't want to force the loop to fire before stabilizing if we're going to, otherwise its effects will be delayed until the next tick which is jank
var/force_stabilize = FALSE
if (last_stabilization_tick < world.time)
force_stabilize = TRUE
source.newtonian_move(dir2angle(move_dir), instant = TRUE, drift_force = applied_force, controlled_cap = max_drift_force, force_loop = !force_stabilize)
source.setDir(move_dir)
last_force_tick = world.time
if (force_stabilize)
// Newphys is an SS_TICKER subsystem and under ideal circumstances should be firing every tick, thus a period of world.tick_lag
// However, since our servers are jank, even SSinput can end up overtiming - which is also an SS_TICKER subsystem that just so
// happens to be what is calling this proc - so we can be assured that this is not above world.tick_lag, or at least should not be
process(world.tick_lag)
/datum/component/jetpack/proc/on_pushoff(mob/source, movement_dir, continuous_move, atom/backup)
SIGNAL_HANDLER
if (get_dir(source, backup) == movement_dir || source.loc == backup.loc)
return
if (!source.client?.intended_direction || source.client.intended_direction == get_dir(source, backup))
return
if (isnull(source.drift_handler))
return
if (!should_trigger(source) || !check_on_move.Invoke(FALSE))
return
return COMPONENT_PREVENT_SPACEMOVE_HALT