Files
Bubberstation/code/datums/components/shuttle_cling.dm

190 lines
7.1 KiB
Plaintext

//Below defines are for the is_holding_on proc to see how well they're holding on and respond accordingly
///Instead of a high move force we just get launched away dramatically because we're that hopeless
#define SUPER_NOT_HOLDING_ON 0
///We're not holdin on and will get thrown off
#define NOT_HOLDING_ON 1
///We're holding on, but will be pulled slowly
#define CLINGING 2
///We're holding on really well and aren't suffering from any pull
#define ALL_GOOD 3
///Gets added to all movables that enter hyperspace and are supposed to suffer from "hyperspace drift"
///This lets people fly around shuttles during transit using jetpacks, or cling to the side if they got a spacesuit
///Dumping into deepspace is handled by the hyperspace turf, not the component.
///Not giving something this component while on hyperspace is safe, it just means free movement like carps
/datum/component/shuttle_cling
///The direction we push stuff towards
var/direction
///Path to the hyperspace tile, so we know if we're in hyperspace
var/hyperspace_type = /turf/open/space/transit
///Our moveloop, handles the transit pull
var/datum/move_loop/move/hyperloop
///If we can "hold on", how often do we move?
var/clinging_move_delay = 1 SECONDS
///If we can't hold onto anything, how fast do we get pulled away?
var/not_clinging_move_delay = 0.2 SECONDS
/datum/component/shuttle_cling/Initialize(direction)
. = ..()
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
src.direction = direction
ADD_TRAIT(parent, TRAIT_HYPERSPACED, REF(src))
RegisterSignals(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_UNBUCKLE, COMSIG_ATOM_NO_LONGER_PULLED), PROC_REF(update_state))
RegisterSignal(parent, SIGNAL_REMOVETRAIT(TRAIT_FREE_HYPERSPACE_MOVEMENT), PROC_REF(initialize_loop))
RegisterSignal(parent, SIGNAL_ADDTRAIT(TRAIT_FREE_HYPERSPACE_MOVEMENT), PROC_REF(clear_loop))
//Items have this cool thing where they're first put on the floor if you grab them from storage, and then into your hand, which isn't caught by movement signals that well
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_PICKUP, PROC_REF(do_remove))
if(!HAS_TRAIT(parent, TRAIT_FREE_HYPERSPACE_MOVEMENT))
initialize_loop()
update_state(parent) //otherwise we'll get moved 1 tile before we can correct ourselves, which isnt super bad but just looks jank
/datum/component/shuttle_cling/proc/initialize_loop()
hyperloop = GLOB.move_manager.move(moving = parent, direction = direction, delay = not_clinging_move_delay, subsystem = SShyperspace_drift, priority = MOVEMENT_ABOVE_SPACE_PRIORITY, flags = MOVEMENT_LOOP_NO_DIR_UPDATE|MOVEMENT_LOOP_OUTSIDE_CONTROL)
update_state()
/datum/component/shuttle_cling/proc/clear_loop()
QDEL_NULL(hyperloop)
///Check if we're in hyperspace and our state in hyperspace
/datum/component/shuttle_cling/proc/update_state()
SIGNAL_HANDLER
if(!is_on_hyperspace(parent))
qdel(src)
return
if(!hyperloop)
return
var/should_loop = FALSE
switch(is_holding_on(parent))
if(SUPER_NOT_HOLDING_ON)
launch_very_hard(parent)
should_loop = TRUE
if(NOT_HOLDING_ON)
hyperloop.set_delay(not_clinging_move_delay)
should_loop = TRUE
hyperloop.direction = direction //we're not close to anything so reset direction if we got diagonalized
if(CLINGING)
hyperloop.set_delay(clinging_move_delay)
should_loop = TRUE
update_drift_direction(parent)
if(ALL_GOOD)
should_loop = FALSE
// the hyperloop can get reset to null from the above procs
if(!hyperloop)
return
//Do pause/unpause/nothing for the hyperloop
if(should_loop && hyperloop.status & MOVELOOP_STATUS_PAUSED)
hyperloop.resume_loop()
else if(!should_loop && !(hyperloop.status & MOVELOOP_STATUS_PAUSED))
hyperloop.pause_loop()
///Check if we're "holding on" to the shuttle
/datum/component/shuttle_cling/proc/is_holding_on(atom/movable/movee)
if(movee.pulledby || !isturf(movee.loc) || HAS_TRAIT(movee, TRAIT_FREE_HYPERSPACE_MOVEMENT))
return ALL_GOOD
if(!isliving(movee))
if(HAS_TRAIT(movee, TRAIT_FORCED_GRAVITY)) // nothing can block the singularity
return SUPER_NOT_HOLDING_ON
if(is_tile_solid(get_step(movee, direction))) //something is blocking us so do the cool drift
return CLINGING
return SUPER_NOT_HOLDING_ON
var/mob/living/living = movee
//Check if we can interact with stuff (checks for alive, arms, stun, etc)
if(!living.can_perform_action(living, FORBID_TELEKINESIS_REACH|NEED_HANDS))
return NOT_HOLDING_ON
if(living.buckled)
return ALL_GOOD
for(var/atom/handlebar in range(living, 1))
if(isclosedturf(handlebar))
return CLINGING
if(isobj(handlebar))
var/obj/object = handlebar
if(object.anchored && object.density)
return CLINGING
return NOT_HOLDING_ON
///Are we on a hyperspace tile? There's some special bullshit with lattices so we just wrap this check
/datum/component/shuttle_cling/proc/is_on_hyperspace(atom/movable/clinger)
if(istype(clinger.loc, hyperspace_type) && !HAS_TRAIT(clinger.loc, TRAIT_HYPERSPACE_STOPPED))
return TRUE
return FALSE
///Launch the atom very hard, away from hyperspace
/datum/component/shuttle_cling/proc/launch_very_hard(atom/movable/byebye)
byebye.safe_throw_at(get_edge_target_turf(byebye, direction), 200, 1, spin = TRUE, force = MOVE_FORCE_EXTREMELY_STRONG)
///Check if we arent just being blocked, and if we are give us some diagonal push so we cant just infinitely cling to the front
/datum/component/shuttle_cling/proc/update_drift_direction(atom/movable/clinger)
var/turf/potential_blocker = get_step(clinger, direction)
//We are not being blocked, so just give us cardinal drift
if(!is_tile_solid(potential_blocker))
hyperloop.direction = direction
return
//We're already moving diagonally
if(hyperloop.direction != direction)
var/side_dir = hyperloop.direction - direction
if(is_tile_solid(get_step(clinger, side_dir)))
hyperloop.direction = direction + REVERSE_DIR(side_dir) //We're bumping a wall to the side, so switch to the other side_dir (yes this adds pingpong protocol)
return
//Get the directions from the side of our current drift direction (so if we have drift south, get all cardinals and remove north and south, leaving only east and west)
var/side_dirs = shuffle(GLOB.cardinals - direction - REVERSE_DIR(direction))
//We check if one side is solid
if(!is_tile_solid(get_step(clinger, side_dirs[1])))
hyperloop.direction = direction + side_dirs[1]
else //if one side isnt solid, send it to the other side (it can also be solid but we dont care cause we're boxed in then and not like itll matter much then)
hyperloop.direction = direction + side_dirs[2]
///Check if it's a closed turf or contains a dense object
/datum/component/shuttle_cling/proc/is_tile_solid(turf/maybe_solid)
if(isclosedturf(maybe_solid))
return TRUE
for(var/obj/blocker in maybe_solid.contents)
if(blocker.density)
return TRUE
return FALSE
///This is just for signals and doesn't run for most removals, so dont add behaviour here expecting it to do much
/datum/component/shuttle_cling/proc/do_remove()
SIGNAL_HANDLER
qdel(src)
/datum/component/shuttle_cling/Destroy(force)
REMOVE_TRAIT(parent, TRAIT_HYPERSPACED, REF(src))
QDEL_NULL(hyperloop)
return ..()
#undef SUPER_NOT_HOLDING_ON
#undef NOT_HOLDING_ON
#undef CLINGING
#undef ALL_GOOD