mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-14 03:32:00 +00:00
## About The Pull Request Immerse element now uses an alpha filter rather than a vis_contents object, which allows them to be much more smooth and seamless. There's no longer a visible contour on fully opaque liquids, nor a janky effect when you move in a liquid. This also fixes the broken fluid animation, so now it actually has a bit of a wave to it. <img width="179" height="183" alt="dreamseeker_PDjP1zyMRl" src="https://github.com/user-attachments/assets/7c1bbefe-0e97-456e-a303-c34e6a1a238a" /> <img width="177" height="180" alt="dreamseeker_hGjKOyBL8f" src="https://github.com/user-attachments/assets/6c3bc33f-a22c-452a-beb0-9dd44b080a7c" /> <img width="152" height="162" alt="dreamseeker_Et3eRd3NF6" src="https://github.com/user-attachments/assets/1478aaba-d345-44de-8baa-9d0da0bc9d1c" /> <img width="185" height="182" alt="dreamseeker_5Iok1lUni2" src="https://github.com/user-attachments/assets/4ac5fea4-24a7-46c2-b475-4445a43493b4" /> The code is immensely cursed in some places, ideally this should not have to use vis_contents whatsoever but BYOND seems to be intent on causing memory leaks whenever you try to set mutable's render_target to an interpolated string, so I'm using a VIS_HIDE object as a relay for the filter for the time being. I've ended up changing some mob pixel_y offsets to pixel_z (as they should've been from the start) to account for this (the logic is being that pixel_y is "physical" position on the turf, while pixel_z is how high above the turf something is) ## Why It's Good For The Game The effect is less jank and looks cool. ## Changelog 🆑 refactor: Refactors immerse element to use alpha filters instead of static overlays. It should look much prettier now. /🆑
331 lines
13 KiB
Plaintext
331 lines
13 KiB
Plaintext
/// Offsets applied for people riding something
|
|
#define RIDING_SOURCE "riding"
|
|
/// Offsets applied for something being ridden
|
|
#define BEING_RIDDEN_SOURCE "being_ridden"
|
|
|
|
/**
|
|
* 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
|
|
/// 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)
|
|
if(!ismovable(parent))
|
|
return COMPONENT_INCOMPATIBLE
|
|
|
|
riding_mob.updating_glide_size = FALSE
|
|
ride_check_flags |= buckle_mob_flags
|
|
|
|
if(HAS_TRAIT(parent, TRAIT_SPEED_POTIONED))
|
|
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 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
|
|
|
|
restore_rider_layer_and_offsets(rider)
|
|
handle_unbuckle(rider)
|
|
|
|
var/atom/movable/movable_parent = parent
|
|
if(movable_parent.has_buckled_mobs())
|
|
update_parent_layer_and_offsets(movable_parent.dir, animate = TRUE)
|
|
else
|
|
restore_parent_layer_and_offsets()
|
|
qdel(src)
|
|
|
|
/datum/component/riding/proc/handle_unbuckle(mob/living/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))
|
|
|
|
/// 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
|
|
update_parent_layer_and_offsets(movable_parent.dir, animate = TRUE)
|
|
handle_buckle(rider)
|
|
|
|
/datum/component/riding/proc/handle_buckle(mob/living/rider)
|
|
if(rider.pulling == parent)
|
|
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))
|
|
|
|
/// 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
|
|
|
|
/// 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
|
|
update_parent_layer_and_offsets(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
|
|
|
|
#define GET_X_OFFSET(offsets) (length(offsets) >= 1 ? offsets[1] : 0)
|
|
#define GET_Y_OFFSET(offsets) (length(offsets) >= 2 ? offsets[2] : 0)
|
|
#define GET_LAYER(offsets, default) (length(offsets) >= 3 ? offsets[3] : default)
|
|
|
|
/datum/component/riding/proc/update_parent_layer_and_offsets(dir, animate = FALSE)
|
|
var/atom/movable/seat = parent
|
|
if(!seat.has_buckled_mobs())
|
|
return
|
|
|
|
var/passindex = 0
|
|
for(var/mob/living/buckled_mob as anything in seat.buckled_mobs)
|
|
passindex++
|
|
update_rider_layer_and_offsets(dir, passindex, buckled_mob)
|
|
|
|
var/list/offsets = get_parent_offsets_and_layers()?["[dir]"]
|
|
var/px = GET_X_OFFSET(offsets)
|
|
var/py = GET_Y_OFFSET(offsets)
|
|
var/layer = GET_LAYER(offsets, seat.layer)
|
|
|
|
if(isliving(seat))
|
|
var/mob/living/living_seat = seat
|
|
living_seat.add_offsets(BEING_RIDDEN_SOURCE, x_add = px, y_add = py, animate = animate)
|
|
else
|
|
seat.pixel_x = px + seat.base_pixel_x
|
|
seat.pixel_y = py + seat.base_pixel_y
|
|
seat.layer = layer
|
|
|
|
/datum/component/riding/proc/update_rider_layer_and_offsets(dir, passindex, mob/living/rider, animate = FALSE)
|
|
if(rider.dir != dir)
|
|
rider.setDir(dir)
|
|
|
|
var/list/diroffsets = get_rider_offsets_and_layers(passindex, rider)?["[dir]"]
|
|
var/x_offset = GET_X_OFFSET(diroffsets)
|
|
var/y_offset = GET_Y_OFFSET(diroffsets)
|
|
var/layer = GET_LAYER(diroffsets, rider.layer)
|
|
|
|
// if they are intended to be buckled, offset their existing offset
|
|
var/atom/movable/seat = parent
|
|
if(seat.buckle_lying && rider.body_position == LYING_DOWN)
|
|
y_offset += (-1 * PIXEL_Y_OFFSET_LYING)
|
|
|
|
// Rider uses pixel_z offsets as they're above the turf, not up north on the turf
|
|
rider.add_offsets(RIDING_SOURCE, x_add = x_offset, z_add = y_offset, animate = animate)
|
|
rider.layer = layer
|
|
|
|
#undef GET_X_OFFSET
|
|
#undef GET_Y_OFFSET
|
|
#undef GET_LAYER
|
|
|
|
/**
|
|
* Determines where riders get offset while riding
|
|
*
|
|
* * pass_index: The index of the rider in the list of buckled mobs
|
|
* * mob/offsetter: The mob that is being offset
|
|
*/
|
|
/datum/component/riding/proc/get_rider_offsets_and_layers(pass_index, mob/offsetter) as /list // list(dir = x, y, layer)
|
|
RETURN_TYPE(/list)
|
|
return list(
|
|
TEXT_NORTH = list(0, 0),
|
|
TEXT_SOUTH = list(0, 0),
|
|
TEXT_EAST = list(0, 0),
|
|
TEXT_WEST = list(0, 0),
|
|
)
|
|
|
|
/**
|
|
* Determines where the parent gets offset while riders are riding
|
|
*/
|
|
/datum/component/riding/proc/get_parent_offsets_and_layers() as /list // list(dir = x, y, layer)
|
|
RETURN_TYPE(/list)
|
|
return list(
|
|
TEXT_NORTH = list(0, 0, OBJ_LAYER),
|
|
TEXT_SOUTH = list(0, 0, ABOVE_MOB_LAYER),
|
|
TEXT_EAST = list(0, 0, ABOVE_MOB_LAYER),
|
|
TEXT_WEST = list(0, 0, ABOVE_MOB_LAYER),
|
|
)
|
|
|
|
/**
|
|
* 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_rider_layer_and_offsets(mob/living/buckled_mob)
|
|
buckled_mob.remove_offsets(RIDING_SOURCE)
|
|
buckled_mob.layer = initial(buckled_mob.layer)
|
|
var/atom/source = parent
|
|
SET_PLANE_EXPLICIT(buckled_mob, initial(buckled_mob.plane), source)
|
|
buckled_mob.client?.view_size.resetToDefault()
|
|
|
|
/datum/component/riding/proc/restore_parent_layer_and_offsets()
|
|
var/atom/movable/seat = parent
|
|
if(isliving(seat))
|
|
var/mob/living/living_seat = seat
|
|
living_seat.remove_offsets(BEING_RIDDEN_SOURCE)
|
|
else
|
|
seat.pixel_x = seat.base_pixel_x
|
|
seat.pixel_y = seat.base_pixel_y
|
|
seat.layer = initial(seat.layer)
|
|
|
|
//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)
|
|
|
|
#undef RIDING_SOURCE
|
|
#undef BEING_RIDDEN_SOURCE
|