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## About The Pull Request A) Queue time can be null and it'll be valid for hotstarting loops B) Pushoffs working even when you're moving feels much better C) Jetpacks were having race issues with drift handlers because those were also using comsigs which is a remnant of old code back when they were components. Handlers should fire last, post-comsigs. D) We should not be hard-blocking jetpack movement when doing final slowdown step. Like really. ## Why It's Good For The Game Jetpacks ACTUALLY don't suck this time around. ## Changelog 🆑 qol: Jetpacks should ACTUALLY feel better now /🆑
268 lines
11 KiB
Plaintext
268 lines
11 KiB
Plaintext
///Component that handles drifting
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///Manages a movement loop that actually does the legwork of moving someone
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///Alongside dealing with the post movement input blocking required to make things look nice
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/datum/drift_handler
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var/atom/movable/parent
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var/atom/inertia_last_loc
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var/old_dir
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var/datum/move_loop/smooth_move/drifting_loop
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///Should we ignore the next glide rate input we get?
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///This is to some extent a hack around the order of operations
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///Around COMSIG_MOVELOOP_POSTPROCESS. I'm sorry lad
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var/ignore_next_glide = FALSE
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///Have we been delayed? IE: active, but not working right this second?
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var/delayed = FALSE
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var/block_inputs_until
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/// How much force is behind this drift.
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var/drift_force = 1
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/// Accepts three args. The direction to drift in, if the drift is instant or not, and if it's not instant, the delay on the start
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/datum/drift_handler/New(atom/movable/parent, inertia_angle, instant = FALSE, start_delay = 0, drift_force = 1)
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. = ..()
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src.parent = parent
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parent.drift_handler = src
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var/flags = MOVEMENT_LOOP_OUTSIDE_CONTROL
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if(instant)
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flags |= MOVEMENT_LOOP_START_FAST
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src.drift_force = drift_force
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drifting_loop = GLOB.move_manager.smooth_move(moving = parent, angle = inertia_angle, delay = get_loop_delay(parent), subsystem = SSnewtonian_movement, priority = MOVEMENT_SPACE_PRIORITY, flags = flags)
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if(!drifting_loop)
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qdel(src)
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return
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RegisterSignal(drifting_loop, COMSIG_MOVELOOP_START, PROC_REF(drifting_start))
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RegisterSignal(drifting_loop, COMSIG_MOVELOOP_STOP, PROC_REF(drifting_stop))
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RegisterSignal(drifting_loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, PROC_REF(before_move))
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RegisterSignal(drifting_loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(after_move))
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RegisterSignal(drifting_loop, COMSIG_QDELETING, PROC_REF(loop_death))
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if(drifting_loop.status & MOVELOOP_STATUS_RUNNING)
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drifting_start(drifting_loop) // There's a good chance it'll autostart, gotta catch that
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var/visual_delay = get_loop_delay(parent)
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// Start delay is essentially a more granular version of instant
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// Isn't used in the standard case, just for things that have odd wants
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if(!instant && start_delay)
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drifting_loop.pause_for(start_delay)
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visual_delay = start_delay
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apply_initial_visuals(visual_delay)
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// Fire the engines!
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if (drifting_loop.timer <= world.time)
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SSnewtonian_movement.fire_moveloop(drifting_loop)
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/datum/drift_handler/Destroy()
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inertia_last_loc = null
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if(!QDELETED(drifting_loop))
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qdel(drifting_loop)
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drifting_loop = null
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parent.inertia_moving = FALSE
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parent.drift_handler = null
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return ..()
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/datum/drift_handler/proc/apply_initial_visuals(visual_delay)
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// If something "somewhere" doesn't want us to apply our glidesize delays, don't
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if(SEND_SIGNAL(parent, COMSIG_MOVABLE_DRIFT_VISUAL_ATTEMPT) & DRIFT_VISUAL_FAILED)
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return
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// Ignore the next glide because it's literally just us
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ignore_next_glide = TRUE
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parent.set_glide_size(MOVEMENT_ADJUSTED_GLIDE_SIZE(visual_delay, SSnewtonian_movement.visual_delay))
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if(!ismob(parent))
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return
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var/mob/mob_parent = parent
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//Ok this is slightly weird, but basically, we need to force the client to glide at our rate
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//Make sure moving into a space move looks like a space move essentially
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//There is an inbuilt assumption that gliding will be added as a part of a move call, but eh
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//It's ok if it's not, it's just important if it is.
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mob_parent.client?.visual_delay = MOVEMENT_ADJUSTED_GLIDE_SIZE(visual_delay, SSnewtonian_movement.visual_delay)
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/datum/drift_handler/proc/newtonian_impulse(inertia_angle, start_delay, additional_force, controlled_cap, force_loop = TRUE)
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SIGNAL_HANDLER
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inertia_last_loc = parent.loc
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// We've been told to move in the middle of deletion process, tell parent to create a new handler instead
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if(!drifting_loop)
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qdel(src)
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return FALSE
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var/applied_force = additional_force
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var/force_x = sin(drifting_loop.angle) * drift_force + sin(inertia_angle) * applied_force / parent.inertia_force_weight
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var/force_y = cos(drifting_loop.angle) * drift_force + cos(inertia_angle) * applied_force / parent.inertia_force_weight
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drift_force = clamp(sqrt(force_x * force_x + force_y * force_y), 0, !isnull(controlled_cap) ? controlled_cap : INERTIA_FORCE_CAP)
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if(drift_force < 0.1) // Rounding issues
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qdel(src)
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return TRUE
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drifting_loop.set_angle(delta_to_angle(force_x, force_y))
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drifting_loop.set_delay(get_loop_delay(parent))
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// We have to forcefully fire it here to avoid stuttering in case of server lag
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if (drifting_loop.timer <= world.time && force_loop)
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SSnewtonian_movement.fire_moveloop(drifting_loop)
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return TRUE
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/datum/drift_handler/proc/drifting_start()
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SIGNAL_HANDLER
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inertia_last_loc = parent.loc
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(handle_move))
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// We will use glide size to intuit how long to delay our loop's next move for
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// This way you can't ride two movements at once while drifting, since that'd be dumb as fuck
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RegisterSignal(parent, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, PROC_REF(handle_glidesize_update))
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// If you stop pulling something mid drift, I want it to retain that momentum
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RegisterSignal(parent, COMSIG_ATOM_NO_LONGER_PULLING, PROC_REF(stopped_pulling))
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/datum/drift_handler/proc/drifting_stop()
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SIGNAL_HANDLER
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parent.inertia_moving = FALSE
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ignore_next_glide = FALSE
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UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, COMSIG_ATOM_NO_LONGER_PULLING))
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/datum/drift_handler/proc/before_move(datum/source)
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SIGNAL_HANDLER
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parent.inertia_moving = TRUE
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old_dir = parent.dir
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delayed = FALSE
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/datum/drift_handler/proc/after_move(datum/source, result, visual_delay)
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SIGNAL_HANDLER
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if(result == MOVELOOP_FAILURE)
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qdel(src)
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return
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parent.setDir(old_dir)
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parent.inertia_moving = FALSE
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if(parent.Process_Spacemove(angle2dir(drifting_loop.angle), continuous_move = TRUE))
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glide_to_halt(visual_delay)
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return
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inertia_last_loc = parent.loc
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ignore_next_glide = TRUE
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/datum/drift_handler/proc/loop_death(datum/source)
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SIGNAL_HANDLER
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drifting_loop = null
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/datum/drift_handler/proc/handle_move(datum/source, old_loc)
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SIGNAL_HANDLER
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// This can happen, because signals once sent cannot be stopped
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if(QDELETED(src))
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return
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if(!isturf(parent.loc))
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qdel(src)
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return
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if(parent.inertia_moving)
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return
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if(!parent.Process_Spacemove(angle2dir(drifting_loop.angle), continuous_move = TRUE))
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return
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qdel(src)
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/// We're going to take the passed in glide size
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/// and use it to manually delay our loop for that period
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/// to allow the other movement to complete
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/datum/drift_handler/proc/handle_glidesize_update(datum/source, glide_size)
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SIGNAL_HANDLER
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// If we aren't drifting, or this is us, fuck off
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if(!drifting_loop || parent.inertia_moving)
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return
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// If we are drifting, but this set came from the moveloop itself, drop the input
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// I'm sorry man
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if(ignore_next_glide)
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ignore_next_glide = FALSE
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return
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var/glide_delay = round(ICON_SIZE_ALL / glide_size, 1) * world.tick_lag
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drifting_loop.pause_for(glide_delay)
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delayed = TRUE
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/// If we're pulling something and stop, we want it to continue at our rate and such
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/datum/drift_handler/proc/stopped_pulling(datum/source, atom/movable/was_pulling)
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SIGNAL_HANDLER
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// This does mean it falls very slightly behind, but otherwise they'll potentially run into us
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var/next_move_in = drifting_loop.timer - world.time + world.tick_lag
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was_pulling.newtonian_move(angle2dir(drifting_loop.angle), start_delay = next_move_in, drift_force = drift_force, controlled_cap = drift_force)
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/datum/drift_handler/proc/glide_to_halt(glide_for)
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if(!ismob(parent))
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qdel(src)
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return
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var/mob/mob_parent = parent
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var/client/our_client = mob_parent.client
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// If we're not active, don't do the glide because it'll look dumb as fuck
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if(!our_client || delayed)
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qdel(src)
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return
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block_inputs_until = world.time + glide_for + 1
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QDEL_IN(src, glide_for + 1)
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qdel(drifting_loop)
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RegisterSignal(parent, COMSIG_MOB_CLIENT_PRE_MOVE, PROC_REF(allow_final_movement))
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/datum/drift_handler/proc/allow_final_movement(datum/source)
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SIGNAL_HANDLER
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// Some things want to allow movement out of spacedrift, we should let them
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if(SEND_SIGNAL(parent, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT) & DRIFT_ALLOW_INPUT)
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return
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if(world.time < block_inputs_until)
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return COMSIG_MOB_CLIENT_BLOCK_PRE_MOVE
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/datum/drift_handler/proc/attempt_halt(movement_dir, continuous_move, atom/backup)
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if ((backup.density || !backup.CanPass(parent, get_dir(backup, parent))) && (get_dir(parent, backup) == movement_dir || parent.loc == backup.loc))
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if (drift_force >= INERTIA_FORCE_THROW_FLOOR)
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parent.throw_at(backup, 1, floor(1 + (drift_force - INERTIA_FORCE_THROW_FLOOR) / INERTIA_FORCE_PER_THROW_FORCE), spin = FALSE)
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return FALSE
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if (drift_force < INERTIA_FORCE_SPACEMOVE_GRAB || isnull(drifting_loop))
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return FALSE
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if (ismob(parent))
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var/mob/source_user = parent
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if (!isnull(source_user.client) && source_user.client.intended_direction)
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if ((source_user.client.intended_direction & movement_dir) && !(get_dir(source_user, backup) & movement_dir))
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return FALSE
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if (drift_force <= INERTIA_FORCE_SPACEMOVE_REDUCTION / parent.inertia_force_weight)
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glide_to_halt(get_loop_delay(parent))
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return TRUE
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drift_force -= INERTIA_FORCE_SPACEMOVE_REDUCTION / parent.inertia_force_weight
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drifting_loop.set_delay(get_loop_delay(parent))
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return TRUE
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/datum/drift_handler/proc/get_loop_delay(atom/movable/movable)
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return (DEFAULT_INERTIA_SPEED / ((1 - INERTIA_SPEED_COEF) + drift_force * INERTIA_SPEED_COEF)) * movable.inertia_move_multiplier
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/datum/drift_handler/proc/stabilize_drift(target_angle, target_force, stabilization_force)
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/// We aren't drifting
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if (isnull(drifting_loop))
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return
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/// Lack of angle means that we are trying to halt movement
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if (isnull(target_angle))
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// Going through newtonian_move ensures that all Process_Spacemove code runs properly, instead of directly adjusting forces
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parent.newtonian_move(reverse_angle(drifting_loop.angle), drift_force = min(drift_force, stabilization_force))
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return
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// Force required to be applied in order to get to the desired movement vector, with projection of current movement onto desired vector to ensure that we only compensate for excess
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var/drift_projection = max(0, cos(target_angle - drifting_loop.angle)) * drift_force
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var/force_x = sin(target_angle) * target_force - sin(drifting_loop.angle) * drift_force
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var/force_y = cos(target_angle) * target_force - cos(drifting_loop.angle) * drift_force
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var/force_angle = delta_to_angle(force_x, force_y)
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var/applied_force = sqrt(force_x * force_x + force_y * force_y)
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var/force_projection = max(0, cos(target_angle - force_angle)) * applied_force
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force_x -= min(force_projection, drift_projection) * sin(target_angle)
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force_x -= min(force_projection, drift_projection) * cos(target_angle)
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applied_force = min(sqrt(force_x * force_x + force_y * force_y), stabilization_force)
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parent.newtonian_move(force_angle, instant = TRUE, drift_force = applied_force)
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/// Removes all force in a certain direction
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/datum/drift_handler/proc/remove_angle_force(target_angle)
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/// We aren't drifting
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if (isnull(drifting_loop))
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return
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var/projected_force = max(0, cos(target_angle - drifting_loop.angle)) * drift_force
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if (projected_force > 0)
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parent.newtonian_move(reverse_angle(target_angle), projected_force)
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