Files
Bubberstation/code/datums/components/riding/riding.dm
Bloop 5961aa3b53 Fixes improper static list declarations + adds grep for it (#87207)
## About The Pull Request

I randomly came across a `var/list/static` in the code, which does not
actually do what was intended, and thought it was silly. A ctrl+f
revealed that this was a fairly common mistake, so I went and fixed all
the instances of it I could find.

~~Including one in lighting code, which it looked like they were trying
to create a global list to cache generated lighting sheet values for
speed, but it was just a normal list that got created each time
pointlessly. Now those values are actually being cached (using a global
var, because a `static` list was not the right thing to use there in the
first place).~~

Nevermind, it seems that this was in fact being cached even if it
shouldn't have been, because byond. Just rearranged it there seeing as
it works either way.

## Why It's Good For The Game

Code that does what it's supposed to

## Changelog

🆑
fix: fixes a bunch of improper static list declarations
/🆑
# Conflicts:
#	code/game/objects/items/kirby_plants/kirbyplants.dm
2024-11-16 00:44:53 -08:00

330 lines
14 KiB
Plaintext

/**
* This is the riding component, which is applied to a movable atom by the [ridable element][/datum/element/ridable] when a mob is successfully buckled to said movable.
*
* This component lives for as long as at least one mob is buckled to the parent. Once all mobs are unbuckled, the component is deleted, until another mob is buckled in
* and we make a new riding component, so on and so forth until the sun explodes.
*/
/datum/component/riding
dupe_mode = COMPONENT_DUPE_UNIQUE
///tick delay between movements, lower = faster, higher = slower
var/vehicle_move_delay = 2
/**
* If the driver needs a certain item in hand (or inserted, for vehicles) to drive this. For vehicles, this must be duplicated on the actual vehicle object in their
* [/obj/vehicle/var/key_type] variable because the vehicle objects still have a few special checks/functions of their own I'm not porting over to the riding component
* quite yet. Make sure if you define it on the vehicle, you define it here too.
*/
var/keytype
/// position_of_user = list(dir = list(px, py)), or RIDING_OFFSET_ALL for a generic one.
var/list/riding_offsets = list()
/// ["[DIRECTION]"] = layer. Don't set it for a direction for default, set a direction to null for no change.
var/list/directional_vehicle_layers = list()
/// same as above but instead of layer you have a list(px, py)
var/list/directional_vehicle_offsets = list()
/// allow typecache for only certain turfs, forbid to allow all but those. allow only certain turfs will take precedence.
var/list/allowed_turf_typecache
/// allow typecache for only certain turfs, forbid to allow all but those. allow only certain turfs will take precedence.
var/list/forbid_turf_typecache
/// additional traits to add to anyone riding this vehicle
var/list/rider_traits = list(TRAIT_NO_FLOATING_ANIM)
/// We don't need roads where we're going if this is TRUE, allow normal movement in space tiles
var/override_allow_spacemove = FALSE
/// can anyone other than the rider unbuckle the rider?
var/can_force_unbuckle = TRUE
/**
* Ride check flags defined for the specific riding component types, so we know if we need arms, legs, or whatever.
* Takes additional flags from the ridable element and the buckle proc (buckle_mob_flags) for riding cyborgs/humans in case we need to reserve arms
*/
var/ride_check_flags = NONE
/// For telling someone they can't drive
COOLDOWN_DECLARE(message_cooldown)
/// For telling someone they can't drive
COOLDOWN_DECLARE(vehicle_move_cooldown)
/datum/component/riding/Initialize(mob/living/riding_mob, force = FALSE, buckle_mob_flags= NONE, potion_boost = FALSE)
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
handle_specials(riding_mob)
riding_mob.updating_glide_size = FALSE
ride_check_flags |= buckle_mob_flags
if(potion_boost)
vehicle_move_delay = round(CONFIG_GET(number/movedelay/run_delay) * 0.85, 0.01)
/datum/component/riding/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_ATOM_DIR_CHANGE, PROC_REF(vehicle_turned))
RegisterSignal(parent, COMSIG_MOVABLE_UNBUCKLE, PROC_REF(vehicle_mob_unbuckle))
RegisterSignal(parent, COMSIG_MOVABLE_BUCKLE, PROC_REF(vehicle_mob_buckle))
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(vehicle_moved))
RegisterSignal(parent, COMSIG_MOVABLE_BUMP, PROC_REF(vehicle_bump))
RegisterSignal(parent, COMSIG_BUCKLED_CAN_Z_MOVE, PROC_REF(riding_can_z_move))
RegisterSignals(parent, GLOB.movement_type_addtrait_signals, PROC_REF(on_movement_type_trait_gain))
RegisterSignals(parent, GLOB.movement_type_removetrait_signals, PROC_REF(on_movement_type_trait_loss))
RegisterSignal(parent, COMSIG_SUPERMATTER_CONSUMED, PROC_REF(on_entered_supermatter))
if(!can_force_unbuckle)
RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, PROC_REF(force_unbuckle))
/**
* This proc handles all of the proc calls to things like set_vehicle_dir_layer() that a type of riding datum needs to call on creation
*
* The original riding component had these procs all called from the ridden object itself through the use of GetComponent() and LoadComponent()
* This was obviously problematic for componentization, but while lots of the variables being set were able to be moved to component variables,
* the proc calls couldn't be. Thus, anything that has to do an initial proc call should be handled here.
*/
/datum/component/riding/proc/handle_specials()
return
/// This proc is called when a rider unbuckles, whether they chose to or not. If there's no more riders, this will be the riding component's death knell.
/datum/component/riding/proc/vehicle_mob_unbuckle(datum/source, mob/living/rider, force = FALSE)
SIGNAL_HANDLER
handle_unbuckle(rider)
/datum/component/riding/proc/handle_unbuckle(mob/living/rider)
var/atom/movable/movable_parent = parent
restore_position(rider)
unequip_buckle_inhands(rider)
rider.updating_glide_size = TRUE
UnregisterSignal(rider, COMSIG_LIVING_TRY_PULL)
for (var/trait in GLOB.movement_type_trait_to_flag)
if (HAS_TRAIT(parent, trait))
REMOVE_TRAIT(rider, trait, REF(src))
rider.remove_traits(rider_traits, REF(src))
if(!movable_parent.has_buckled_mobs())
qdel(src)
/// This proc is called when a rider buckles, allowing for offsets to be set properly
/datum/component/riding/proc/vehicle_mob_buckle(datum/source, mob/living/rider, force = FALSE)
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
handle_vehicle_layer(movable_parent.dir)
handle_vehicle_offsets(movable_parent.dir)
if(rider.pulling == source)
rider.stop_pulling()
RegisterSignal(rider, COMSIG_LIVING_TRY_PULL, PROC_REF(on_rider_try_pull))
for (var/trait in GLOB.movement_type_trait_to_flag)
if (HAS_TRAIT(parent, trait))
ADD_TRAIT(rider, trait, REF(src))
rider.add_traits(rider_traits, REF(src))
post_vehicle_mob_buckle(movable_parent, rider)
/// This proc is called when the rider attempts to grab the thing they're riding, preventing them from doing so.
/datum/component/riding/proc/on_rider_try_pull(mob/living/rider_pulling, atom/movable/target, force)
SIGNAL_HANDLER
if(target == parent)
var/mob/living/ridden = parent
ridden.balloon_alert(rider_pulling, "not while riding it!")
return COMSIG_LIVING_CANCEL_PULL
///any behavior we want to happen after buckling the mob
/datum/component/riding/proc/post_vehicle_mob_buckle(atom/movable/ridden, atom/movable/rider)
return TRUE
/// Some ridable atoms may want to only show on top of the rider in certain directions, like wheelchairs
/datum/component/riding/proc/handle_vehicle_layer(dir)
var/atom/movable/AM = parent
var/static/list/defaults = list(TEXT_NORTH = OBJ_LAYER, TEXT_SOUTH = ABOVE_MOB_LAYER, TEXT_EAST = ABOVE_MOB_LAYER, TEXT_WEST = ABOVE_MOB_LAYER)
. = defaults["[dir]"]
if(directional_vehicle_layers["[dir]"])
. = directional_vehicle_layers["[dir]"]
if(isnull(.)) //you can set it to null to not change it.
. = AM.layer
AM.layer = .
/datum/component/riding/proc/set_vehicle_dir_layer(dir, layer)
directional_vehicle_layers["[dir]"] = layer
/// This is called after the ridden atom is successfully moved and is used to handle icon stuff
/datum/component/riding/proc/vehicle_moved(datum/source, oldloc, dir, forced)
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
if (isnull(dir))
dir = movable_parent.dir
for (var/m in movable_parent.buckled_mobs)
var/mob/buckled_mob = m
ride_check(buckled_mob)
if(QDELETED(src))
return // runtimed with piggy's without this, look into this more
handle_vehicle_offsets(dir)
handle_vehicle_layer(dir)
/// Turning is like moving
/datum/component/riding/proc/vehicle_turned(datum/source, _old_dir, new_dir)
SIGNAL_HANDLER
vehicle_moved(source, null, new_dir)
/**
* Check to see if we have all of the necessary bodyparts and not-falling-over statuses we need to stay onboard.
* If not and if consequences is TRUE, well, there'll be consequences.
*/
/datum/component/riding/proc/ride_check(mob/living/rider, consequences = TRUE)
return TRUE
/datum/component/riding/proc/handle_vehicle_offsets(dir)
var/atom/movable/AM = parent
var/AM_dir = "[dir]"
var/passindex = 0
if(!AM.has_buckled_mobs())
return
for(var/m in AM.buckled_mobs)
passindex++
var/mob/living/buckled_mob = m
var/list/offsets = get_offsets(passindex)
buckled_mob.setDir(dir)
dir_loop:
for(var/offsetdir in offsets)
if(offsetdir == AM_dir)
var/list/diroffsets = offsets[offsetdir]
buckled_mob.pixel_x = diroffsets[1]
if(diroffsets.len >= 2)
buckled_mob.pixel_y = diroffsets[2]
if(diroffsets.len == 3)
buckled_mob.layer = diroffsets[3]
break dir_loop
var/static/list/default_vehicle_pixel_offsets = list(TEXT_NORTH = list(0, 0), TEXT_SOUTH = list(0, 0), TEXT_EAST = list(0, 0), TEXT_WEST = list(0, 0))
var/px = default_vehicle_pixel_offsets[AM_dir]
var/py = default_vehicle_pixel_offsets[AM_dir]
if(directional_vehicle_offsets[AM_dir])
if(isnull(directional_vehicle_offsets[AM_dir]))
px = AM.pixel_x
py = AM.pixel_y
else
px = directional_vehicle_offsets[AM_dir][1]
py = directional_vehicle_offsets[AM_dir][2]
AM.pixel_x = px
AM.pixel_y = py
/datum/component/riding/proc/set_vehicle_dir_offsets(dir, x, y)
directional_vehicle_offsets["[dir]"] = list(x, y)
//Override this to set your vehicle's various pixel offsets
/datum/component/riding/proc/get_offsets(pass_index) // list(dir = x, y, layer)
. = list(TEXT_NORTH = list(0, 0), TEXT_SOUTH = list(0, 0), TEXT_EAST = list(0, 0), TEXT_WEST = list(0, 0))
if(riding_offsets["[pass_index]"])
. = riding_offsets["[pass_index]"]
else if(riding_offsets["[RIDING_OFFSET_ALL]"])
. = riding_offsets["[RIDING_OFFSET_ALL]"]
/datum/component/riding/proc/set_riding_offsets(index, list/offsets)
if(!islist(offsets))
return FALSE
riding_offsets["[index]"] = offsets
/datum/component/riding/proc/set_vehicle_offsets(list/offsets)
if(!islist(offsets))
return FALSE
directional_vehicle_offsets = offsets
/**
* This proc is used to see if we have the appropriate key to drive this atom, if such a key is needed. Returns FALSE if we don't have what we need to drive.
*
* Still needs to be neatened up and spruced up with proper OOP, as a result of vehicles having their own key handling from other ridable atoms
*/
/datum/component/riding/proc/keycheck(mob/user)
if(!keytype)
return TRUE
if(isvehicle(parent))
var/obj/vehicle/vehicle_parent = parent
return istype(vehicle_parent.inserted_key, keytype)
return user.is_holding_item_of_type(keytype)
//BUCKLE HOOKS
/datum/component/riding/proc/restore_position(mob/living/buckled_mob)
if(isnull(buckled_mob))
return
buckled_mob.pixel_x = buckled_mob.base_pixel_x
buckled_mob.pixel_y = buckled_mob.base_pixel_y
var/atom/source = parent
SET_PLANE_EXPLICIT(buckled_mob, initial(buckled_mob.plane), source)
if(buckled_mob.client)
buckled_mob.client.view_size.resetToDefault()
//MOVEMENT
/datum/component/riding/proc/turf_check(turf/next, turf/current)
if(allowed_turf_typecache && !allowed_turf_typecache[next.type])
return allowed_turf_typecache[current.type]
else if(forbid_turf_typecache && forbid_turf_typecache[next.type])
return !forbid_turf_typecache[current.type]
return TRUE
/// Every time the driver tries to move, this is called to see if they can actually drive and move the vehicle (via relaymove)
/datum/component/riding/proc/driver_move(atom/movable/movable_parent, mob/living/user, direction)
SIGNAL_HANDLER
SHOULD_CALL_PARENT(TRUE)
movable_parent.set_glide_size(DELAY_TO_GLIDE_SIZE(vehicle_move_delay))
/// So we can check all occupants when we bump a door to see if anyone has access
/datum/component/riding/proc/vehicle_bump(atom/movable/movable_parent, obj/machinery/door/possible_bumped_door)
SIGNAL_HANDLER
if(!istype(possible_bumped_door))
return
for(var/occupant in movable_parent.buckled_mobs)
INVOKE_ASYNC(possible_bumped_door, TYPE_PROC_REF(/obj/machinery/door/, bumpopen), occupant)
/datum/component/riding/proc/Unbuckle(atom/movable/M)
addtimer(CALLBACK(parent, TYPE_PROC_REF(/atom/movable/, unbuckle_mob), M), 0, TIMER_UNIQUE)
/datum/component/riding/proc/Process_Spacemove(direction, continuous_move)
var/atom/movable/AM = parent
return override_allow_spacemove || AM.has_gravity()
/// currently replicated from ridable because we need this behavior here too, see if we can deal with that
/datum/component/riding/proc/unequip_buckle_inhands(mob/living/carbon/user)
var/atom/movable/AM = parent
for(var/obj/item/riding_offhand/O in user.contents)
if(O.parent != AM)
CRASH("RIDING OFFHAND ON WRONG MOB")
if(O.selfdeleting)
continue
else
qdel(O)
return TRUE
/// Extra checks before buckled.can_z_move can be called in mob/living/can_z_move()
/datum/component/riding/proc/riding_can_z_move(atom/movable/movable_parent, direction, turf/start, turf/destination, z_move_flags, mob/living/rider)
SIGNAL_HANDLER
return COMPONENT_RIDDEN_ALLOW_Z_MOVE
/// Called when our vehicle gains a movement trait, so we can apply it to the riders
/datum/component/riding/proc/on_movement_type_trait_gain(atom/movable/source, trait)
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
for (var/mob/rider in movable_parent.buckled_mobs)
ADD_TRAIT(rider, trait, REF(src))
/// Called when our vehicle loses a movement trait, so we can remove it from the riders
/datum/component/riding/proc/on_movement_type_trait_loss(atom/movable/source, trait)
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
for (var/mob/rider in movable_parent.buckled_mobs)
REMOVE_TRAIT(rider, trait, REF(src))
/datum/component/riding/proc/force_unbuckle(atom/movable/source, mob/living/living_hitter)
SIGNAL_HANDLER
if((living_hitter in source.buckled_mobs))
return
return COMPONENT_CANCEL_ATTACK_CHAIN
/// When we touch a crystal, kill everything inside us
/datum/component/riding/proc/on_entered_supermatter(atom/movable/ridden, atom/movable/supermatter)
SIGNAL_HANDLER
for (var/mob/passenger as anything in ridden.buckled_mobs)
passenger.Bump(supermatter)