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Bubberstation/code/modules/shuttle/docking.dm
SkyratBot 7b4237c692 [MIRROR] Implements usage of the REVERSE_DIR macro throughout the code. [MDB IGNORE] (#22743)
* Implements usage of the REVERSE_DIR macro throughout the code. (#77122)

## About The Pull Request
Replaces a ton of `turn(dir, 180)` calls with the aforementioned macro.

## Why It's Good For The Game
Afaik, `REVERSE_DIR` was coded to be faster than the classic `turn(dir,
180)` call, being a simple set of binary operations. To sum it up, micro
optimization.

## Changelog

N/A

* Implements usage of the REVERSE_DIR macro throughout the code.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-07-28 14:32:01 -04:00

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/// This is the main proc. It instantly moves our mobile port to stationary port `new_dock`.
/obj/docking_port/mobile/proc/initiate_docking(obj/docking_port/stationary/new_dock, movement_direction, force=FALSE)
// Crashing this ship with NO SURVIVORS
if(admin_forced)
force = admin_forced
if(new_dock.get_docked() == src)
remove_ripples()
return DOCKING_SUCCESS
if(!force)
if(!check_dock(new_dock))
remove_ripples()
return DOCKING_BLOCKED
if(!canMove())
remove_ripples()
return DOCKING_IMMOBILIZED
var/obj/docking_port/stationary/old_dock = get_docked()
// The area that gets placed under where the shuttle moved from
var/underlying_area_type = SHUTTLE_DEFAULT_UNDERLYING_AREA
if(old_dock) //Dock overwrites
underlying_area_type = old_dock.area_type
/**************************************************************************************************************
Both lists are associative with a turf:bitflag structure. (new_turfs bitflag space unused currently)
The bitflag contains the data for what inhabitants of that coordinate should be moved to the new location
The bitflags can be found in __DEFINES/shuttles.dm
*/
var/list/old_turfs = return_ordered_turfs(x, y, z, dir)
var/list/new_turfs = return_ordered_turfs(new_dock.x, new_dock.y, new_dock.z, new_dock.dir)
CHECK_TICK
/**************************************************************************************************************/
// The underlying old area is the area assumed to be under the shuttle's starting location
// If it no longer/has never existed it will be created
var/area/underlying_old_area = GLOB.areas_by_type[underlying_area_type]
if(!underlying_old_area)
underlying_old_area = new underlying_area_type(null)
var/rotation = 0
if(new_dock.dir != dir) //Even when the dirs are the same rotation is coming out as not 0 for some reason
rotation = dir2angle(new_dock.dir)-dir2angle(dir)
if ((rotation % 90) != 0)
rotation += (rotation % 90) //diagonal rotations not allowed, round up
rotation = SIMPLIFY_DEGREES(rotation)
if(!movement_direction)
movement_direction = REVERSE_DIR(preferred_direction)
var/list/moved_atoms = list() //Everything not a turf that gets moved in the shuttle
var/list/areas_to_move = list() //unique assoc list of areas on turfs being moved
. = preflight_check(old_turfs, new_turfs, areas_to_move, rotation)
if(.)
remove_ripples()
return
/*******************************************Hiding turfs if necessary*******************************************/
// TODO: Move this somewhere sane
var/list/new_hidden_turfs
if(hidden)
new_hidden_turfs = list()
for(var/i in 1 to old_turfs.len)
CHECK_TICK
var/turf/oldT = old_turfs[i]
if(old_turfs[oldT] & MOVE_TURF)
new_hidden_turfs += new_turfs[i]
SSshuttle.update_hidden_docking_ports(null, new_hidden_turfs)
/***************************************************************************************************************/
if(!force)
if(!check_dock(new_dock))
remove_ripples()
return DOCKING_BLOCKED
if(!canMove())
remove_ripples()
return DOCKING_IMMOBILIZED
// Moving to the new location will trample the ripples there at the exact
// same time any mobs there are trampled, to avoid any discrepancy where
// the ripples go away before it is safe.
takeoff(old_turfs, new_turfs, moved_atoms, rotation, movement_direction, old_dock, underlying_old_area)
CHECK_TICK
cleanup_runway(new_dock, old_turfs, new_turfs, areas_to_move, moved_atoms, rotation, movement_direction, underlying_old_area)
CHECK_TICK
/*******************************************Unhiding turfs if necessary******************************************/
if(new_hidden_turfs)
SSshuttle.update_hidden_docking_ports(hidden_turfs, null)
hidden_turfs = new_hidden_turfs
/****************************************************************************************************************/
check_poddoors()
new_dock.last_dock_time = world.time
setDir(new_dock.dir)
// remove any stragglers just in case, and clear the list
remove_ripples()
return DOCKING_SUCCESS
/obj/docking_port/mobile/proc/preflight_check(list/old_turfs, list/new_turfs, list/areas_to_move, rotation)
for(var/i in 1 to length(old_turfs))
CHECK_TICK
var/turf/oldT = old_turfs[i]
var/turf/newT = new_turfs[i]
if(!newT)
return DOCKING_NULL_DESTINATION
if(!oldT)
return DOCKING_NULL_SOURCE
var/area/old_area = oldT.loc
var/move_mode = old_area.beforeShuttleMove(shuttle_areas) //areas
for(var/atom/movable/moving_atom as anything in oldT.contents)
CHECK_TICK
if(moving_atom.loc != oldT) //fix for multi-tile objects
continue
move_mode = moving_atom.beforeShuttleMove(newT, rotation, move_mode, src) //atoms
move_mode = oldT.fromShuttleMove(newT, move_mode) //turfs
move_mode = newT.toShuttleMove(oldT, move_mode, src) //turfs
if(move_mode & MOVE_AREA)
areas_to_move[old_area] = TRUE
old_turfs[oldT] = move_mode
/obj/docking_port/mobile/proc/takeoff(list/old_turfs, list/new_turfs, list/moved_atoms, rotation, movement_direction, old_dock, area/underlying_old_area)
for(var/i in 1 to old_turfs.len)
var/turf/oldT = old_turfs[i]
var/turf/newT = new_turfs[i]
var/move_mode = old_turfs[oldT]
if(move_mode & MOVE_TURF)
oldT.onShuttleMove(newT, movement_force, movement_direction) //turfs
if(move_mode & MOVE_AREA)
var/area/shuttle_area = oldT.loc
shuttle_area.onShuttleMove(oldT, newT, underlying_old_area) //areas
if(move_mode & MOVE_CONTENTS)
for(var/k in oldT)
var/atom/movable/moving_atom = k
if(moving_atom.loc != oldT) //fix for multi-tile objects
continue
moving_atom.onShuttleMove(newT, oldT, movement_force, movement_direction, old_dock, src) //atoms
moved_atoms[moving_atom] = oldT
/obj/docking_port/mobile/proc/cleanup_runway(obj/docking_port/stationary/new_dock, list/old_turfs, list/new_turfs, list/areas_to_move, list/moved_atoms, rotation, movement_direction, area/underlying_old_area)
underlying_old_area.afterShuttleMove(0)
// Parallax handling
// This needs to be done before the atom after move
var/new_parallax_dir = FALSE
if(istype(new_dock, /obj/docking_port/stationary/transit))
new_parallax_dir = preferred_direction
for(var/i in 1 to areas_to_move.len)
CHECK_TICK
var/area/internal_area = areas_to_move[i]
internal_area.afterShuttleMove(new_parallax_dir) //areas
for(var/i in 1 to old_turfs.len)
CHECK_TICK
if(!(old_turfs[old_turfs[i]] & MOVE_TURF))
continue
var/turf/old_turf = old_turfs[i]
var/turf/new_turf = new_turfs[i]
new_turf.afterShuttleMove(old_turf, rotation) //turfs
var/turf/new_ceiling = get_step_multiz(new_turf, UP) // check if a ceiling is needed
if(new_ceiling)
// generate ceiling
if(istype(new_ceiling, /turf/open/openspace)) // why is this needed? because we have 2 different typepaths for openspace
new_ceiling.ChangeTurf(/turf/open/floor/engine/hull/ceiling, list(/turf/open/openspace))
else if (istype(new_ceiling, /turf/open/space/openspace))
new_ceiling.ChangeTurf(/turf/open/floor/engine/hull/ceiling, list(/turf/open/space/openspace))
var/turf/old_ceiling = get_step_multiz(old_turf, UP)
if(old_ceiling && istype(old_ceiling, /turf/open/floor/engine/hull/ceiling)) // check if a ceiling was generated previously
// remove old ceiling
var/turf/open/floor/engine/hull/ceiling/old_shuttle_ceiling = old_ceiling
old_shuttle_ceiling.ChangeTurf(old_shuttle_ceiling.old_turf_type)
for(var/i in 1 to moved_atoms.len)
CHECK_TICK
var/atom/movable/moved_object = moved_atoms[i]
if(QDELETED(moved_object))
continue
var/turf/oldT = moved_atoms[moved_object]
moved_object.afterShuttleMove(oldT, movement_force, dir, preferred_direction, movement_direction, rotation)//atoms
// lateShuttleMove (There had better be a really good reason for additional stages beyond this)
underlying_old_area.lateShuttleMove()
for(var/i in 1 to areas_to_move.len)
CHECK_TICK
var/area/internal_area = areas_to_move[i]
internal_area.lateShuttleMove()
for(var/i in 1 to old_turfs.len)
CHECK_TICK
if(!(old_turfs[old_turfs[i]] & MOVE_CONTENTS | MOVE_TURF))
continue
var/turf/oldT = old_turfs[i]
var/turf/newT = new_turfs[i]
newT.lateShuttleMove(oldT)
for(var/i in 1 to moved_atoms.len)
CHECK_TICK
var/atom/movable/moved_object = moved_atoms[i]
if(QDELETED(moved_object))
continue
var/turf/oldT = moved_atoms[moved_object]
moved_object.lateShuttleMove(oldT, movement_force, movement_direction)