Files
Bubberstation/code/controllers/subsystem/movement/move_handler.dm
SkyratBot fd20f69744 [MIRROR] Being moved around by conveyor belt or tram no longer plays footsteps and wheelchair sounds. [MDB IGNORE] (#21562)
* Being moved around by conveyor belt or tram no longer plays footsteps and wheelchair sounds. (#75732)

## About The Pull Request
More or less a triviality, currently footstep/wheelchai sounds are
played even when the mob is moved by a conveyor belt, or riding the
tram. This PR puts an end to that.

To clarify, this doesn't stop these sounds from being played if you're
walking/running/rolling along or against a belt, or inside the tram.

But more than that, I made this PR because, afaik, we don't have a good
way to tell if a given movement proc chain was caused by a move loop or
not, and I need one for something I'm working on. This is more of an
implementation and reason for this PR to be made.

Tested, no issue. Waiting for a review, specially from @ LemonInTheDark,
since they're the mind behind the movement loop code. Hopefully I'm
right saying what I said.

## Why It's Good For The Game
This fixes a consistency issue (if it can be called such) and the lack
of a simple way to tell if a movable is being moved by a move loop
outside of its own code.

## Changelog

🆑
fix: Being moved around by conveyor belt or tram no longer play
footsteps and wheelchair sounds.
/🆑

* Being moved around by conveyor belt or tram no longer plays footsteps and wheelchair sounds.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-06-07 09:00:24 -07:00

172 lines
7.1 KiB
Plaintext

/**
* Acts as a namespace for movement packet/type related procs
*
* Exists to provide an in code implementation of movement looping
* Replaces things like walk() or walk_to(), among others
*
* Because we're doing things in engine, we have a lot more control over how different operations are performed
* We also get more say in when things happen, so we can subject movements to the whims of the master controller
* Rather then using a fuck ton of cpu just moving mobs or meteors
*
* The goal is to keep the loops themselves reasonably barebone, and implement more advanced behavior and control via the signals
*
* This may be bypassed in cases where snowflakes are nessesary, or where performance is important. S not a hard and fast thing
*
* Every atom can have a movement packet, which contains information and behavior about currently active loops, and queuing info
* Loops control how movement actually happens. So there's a "move in this direction" loop, a "move randomly" loop
*
* You can find the logic for this control in this file
*
* Specifics of how different loops operate can be found in the movement_types.dm file, alongside the [add to loop][/datum/controller/subsystem/move_manager/proc/add_to_loop] helper procs that use them
*
**/
SUBSYSTEM_DEF(move_manager)
name = "Movement Handler"
flags = SS_NO_INIT | SS_NO_FIRE
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
///Adds a movable thing to a movement subsystem. Returns TRUE if it all worked, FALSE if it failed somehow
/datum/controller/subsystem/move_manager/proc/add_to_loop(atom/movable/thing_to_add, datum/controller/subsystem/movement/subsystem = SSmovement, datum/move_loop/loop_type, priority = MOVEMENT_DEFAULT_PRIORITY, flags, datum/extra_info)
var/datum/movement_packet/our_data = thing_to_add.move_packet
if(!our_data)
our_data = new(thing_to_add)
var/list/arguments = args.Copy(2) //Drop the atom, since the movement packet already knows about it
return our_data.add_loop(arglist(arguments))
///Returns the subsystem's loop if we're processing on it, null otherwise
/datum/controller/subsystem/move_manager/proc/processing_on(atom/movable/packet_owner, datum/controller/subsystem/movement/subsystem)
var/datum/movement_packet/packet = packet_owner.move_packet
if(!packet)
return
var/datum/move_loop/linked_loop = packet.existing_loops[subsystem]
if(!linked_loop)
return
if(linked_loop.flags & MOVEMENT_LOOP_IGNORE_PRIORITY)
return linked_loop
if(linked_loop != packet.running_loop)
return
return linked_loop
///A packet of information that describes the current state of a moving object
/datum/movement_packet
///Our parent atom
var/atom/movable/parent
///The move loop that's currently running, excluding those that ignore priority.
var/datum/move_loop/running_loop
/**
* Flags passed from the move loop before it calls move() and unset right after.
* Allows for properties of a move loop to be easily checked by mechanics outside of it.
* Having this a bitfield rather than a type var means we don't get screwed over
* if the move loop gets deleted mid-move, FYI.
*/
var/processing_move_loop_flags = NONE
///Assoc list of subsystems -> loop datum. Only one datum is allowed per subsystem
var/list/existing_loops = list()
/datum/movement_packet/New(atom/movable/parent)
src.parent = parent
parent.move_packet = src
/datum/movement_packet/Destroy(force)
parent.move_packet = null
parent = null
for(var/datum/controller/subsystem/processor as anything in existing_loops)
var/datum/move_loop/loop = existing_loops[processor]
if(QDELETED(loop))
continue
qdel(loop)
existing_loops.Cut()
existing_loops = null //Catch anyone modifying this post del
return ..()
///Adds a loop to our parent. Returns the created loop if a success, null otherwise
/datum/movement_packet/proc/add_loop(datum/controller/subsystem/movement/subsystem, datum/move_loop/loop_type, priority, flags, datum/extra_info)
var/datum/move_loop/existing_loop = existing_loops[subsystem]
if(existing_loop && existing_loop.priority > priority)
if(!(existing_loop.flags & MOVEMENT_LOOP_IGNORE_PRIORITY) && !(flags & MOVEMENT_LOOP_IGNORE_PRIORITY))
return //Give up
if(existing_loop?.compare_loops(arglist(args.Copy(2))))
return //it already exists stop trying to make the same moveloop
var/datum/move_loop/new_loop = new loop_type(src, subsystem, parent, priority, flags, extra_info) //Pass the mob to move and ourselves in via new
var/list/arguments = args.Copy(6) //Just send the args we've not already dealt with
var/worked_out = new_loop.setup(arglist(arguments)) //Here goes the rest
if(!worked_out)
qdel(new_loop)
return
existing_loops[subsystem] = new_loop
if(existing_loop)
qdel(existing_loop) //We need to do this here because otherwise the packet would think it was empty, and self destruct
contest_running_loop(new_loop)
return new_loop
///Attempts to contest the current running move loop. Returns TRUE if the loop is active, FALSE otherwise
/datum/movement_packet/proc/contest_running_loop(datum/move_loop/contestant)
var/datum/controller/subsystem/movement/contesting_subsystem = contestant.controller
if(contestant.flags & MOVEMENT_LOOP_IGNORE_PRIORITY)
contesting_subsystem.add_loop(contestant)
return TRUE
if(!running_loop)
running_loop = contestant
contesting_subsystem.add_loop(running_loop)
return TRUE
if(running_loop.priority > contestant.priority)
return FALSE
var/datum/controller/subsystem/movement/current_subsystem = running_loop.controller
current_subsystem.remove_loop(running_loop)
contesting_subsystem.add_loop(contestant)
running_loop = contestant
return TRUE
///Tries to figure out the current favorite loop to run. More complex then just deciding between two different loops, assumes no running loop currently exists
/datum/movement_packet/proc/decide_on_running_loop()
if(running_loop)
return
if(!length(existing_loops)) //Die
qdel(src)
return
var/datum/move_loop/favorite
for(var/datum/controller/subsystem/movement/owner as anything in existing_loops)
var/datum/move_loop/checking = existing_loops[owner]
if(checking.flags & MOVEMENT_LOOP_IGNORE_PRIORITY)
continue
if(favorite && favorite.priority < checking.priority)
continue
favorite = checking
if(!favorite) //This isn't an error state, since some loops ignore the concept of a running loop
return
var/datum/controller/subsystem/movement/favorite_subsystem = favorite.controller
running_loop = favorite
favorite_subsystem.add_loop(running_loop)
/datum/movement_packet/proc/remove_loop(datum/controller/subsystem/movement/remove_from, datum/move_loop/loop_to_remove)
if(loop_to_remove == running_loop)
remove_from.remove_loop(loop_to_remove)
running_loop = null
if(loop_to_remove.flags & MOVEMENT_LOOP_IGNORE_PRIORITY)
remove_from.remove_loop(loop_to_remove)
if(QDELETED(src))
return
if(existing_loops[remove_from] == loop_to_remove)
existing_loops -= remove_from
decide_on_running_loop()
return
/datum/movement_packet/proc/remove_subsystem(datum/controller/subsystem/movement/remove)
var/datum/move_loop/our_loop = existing_loops[remove]
if(!our_loop)
return FALSE
qdel(our_loop)
return TRUE