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## About The Pull Request While failing to reproduce #80675, given no amount of slamming this poor little moth creature through glass tables in any order and then rebuilding it under them seemed to be doing anything, I found that it _does_ cause a negative offset if the moth-to-be-slammed in question was already on a table before being slammed into a glass table. (Don't worry they have health insurance.) After some debugging, this seemed to be because `Detach()` is called for the new turf with the smashed table _before_ `on_exited()` is called for the previous turf, causing it to first reduce one's offset by 12, and then reduce it by 12 _again_ upon calling `on_exited()`. This seemed to be true for whichever method was used, whether walking, dragging, or being smashed.  So I introduced the same check for `TRAIT_ON_ELEVATED_SURFACE` that `Detach()` has to `on_exited()`, making it only attempt to shift down the movable if it still has the trait, and this seems to fix it fine! It doesn't seem to cause issues with moving from beds onto tables or tables onto beds, or smashing through glass tables from tables or beds. So this should fix #80675, or at least I can't find what they would've meant if not this. And yes I did test this on Tramstation just in case.  ## Why It's Good For The Game Fixes #80675. ## Changelog 🆑 fix: slamming through a glass table while previously on a table no longer gives you a negative offset. /🆑
201 lines
8.7 KiB
Plaintext
201 lines
8.7 KiB
Plaintext
/**
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* Manages the elevation of the turf the source is on (can be the turf itself)
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* The atom with the highest pixel_shift gets to set the elevation of the turf to that value.
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*/
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/datum/element/elevation
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element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH_ON_HOST_DESTROY
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argument_hash_start_idx = 2
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///The amount of pixel_z applied to the mob standing on the turf
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var/pixel_shift
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/datum/element/elevation/Attach(datum/target, pixel_shift)
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. = ..()
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if(!isatom(target) || isarea(target))
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return ELEMENT_INCOMPATIBLE
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src.pixel_shift = pixel_shift
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if(ismovable(target))
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
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var/turf/turf = get_turf(target)
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if(turf)
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if(!HAS_TRAIT(turf, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift)))
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RegisterSignal(turf, COMSIG_TURF_RESET_ELEVATION, PROC_REF(check_elevation))
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RegisterSignal(turf, COMSIG_TURF_CHANGE, PROC_REF(pre_change_turf))
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reset_elevation(turf)
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ADD_TRAIT(turf, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift), ref(target))
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/datum/element/elevation/Detach(atom/movable/source)
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unregister_turf(source, source.loc)
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return ..()
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/datum/element/elevation/proc/reset_elevation(turf/target)
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var/list/current_values[2]
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SEND_SIGNAL(target, COMSIG_TURF_RESET_ELEVATION, current_values)
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var/current_pixel_shift = current_values[ELEVATION_CURRENT_PIXEL_SHIFT]
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var/new_pixel_shift = current_values[ELEVATION_MAX_PIXEL_SHIFT]
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if(new_pixel_shift == current_pixel_shift)
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return
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if(current_pixel_shift)
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target.RemoveElement(/datum/element/elevation_core, current_pixel_shift)
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if(new_pixel_shift)
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target.AddElement(/datum/element/elevation_core, new_pixel_shift)
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/datum/element/elevation/proc/check_elevation(turf/source, list/current_values)
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SIGNAL_HANDLER
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current_values[ELEVATION_MAX_PIXEL_SHIFT] = max(current_values[ELEVATION_MAX_PIXEL_SHIFT], pixel_shift)
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/datum/element/elevation/proc/on_moved(atom/movable/source, atom/oldloc)
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SIGNAL_HANDLER
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unregister_turf(source, oldloc)
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if(isturf(source.loc))
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if(!HAS_TRAIT(source.loc, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift)))
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RegisterSignal(source.loc, COMSIG_TURF_RESET_ELEVATION, PROC_REF(check_elevation))
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RegisterSignal(source.loc, COMSIG_TURF_CHANGE, PROC_REF(pre_change_turf))
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reset_elevation(source.loc)
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ADD_TRAIT(source.loc, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift), ref(source))
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/datum/element/elevation/proc/unregister_turf(atom/movable/source, atom/location)
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if(!isturf(location))
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return
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REMOVE_TRAIT(location, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift), ref(source))
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if(!HAS_TRAIT(location, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift)))
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UnregisterSignal(location, list(COMSIG_TURF_RESET_ELEVATION, COMSIG_TURF_CHANGE))
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reset_elevation(location)
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///Changing or destroying the turf detaches the element, also we need to reapply the traits since they don't get passed down.
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/datum/element/elevation/proc/pre_change_turf(turf/changed, path, list/new_baseturfs, flags, list/post_change_callbacks)
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SIGNAL_HANDLER
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var/list/trait_sources = GET_TRAIT_SOURCES(changed, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift))
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trait_sources = trait_sources.Copy()
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post_change_callbacks += CALLBACK(src, PROC_REF(post_change_turf), trait_sources)
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/datum/element/elevation/proc/post_change_turf(list/trait_sources, turf/changed)
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for(var/source in trait_sources)
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ADD_TRAIT(changed, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift), source)
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reset_elevation(changed)
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#define ELEVATE_TIME 0.2 SECONDS
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/**
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* The core element attached to the turf itself. Do not use this directly!
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*
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* Causes mobs walking over a turf with this element to be pixel shifted vertically by the pixel_shift amount.
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* Because of the way it's structured, it should only be added through the elevation element (without the core suffix).
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*
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* To explain: in the case of multiple objects with (different instances of) the element being stacked on one turf somehow,
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* we only want that with the highest pixel shift value to apply it to the turf, so that the mobs standing on top of it all
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* doesn't look like it's floating off the pile.
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*/
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/datum/element/elevation_core
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element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH_ON_HOST_DESTROY
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argument_hash_start_idx = 2
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///The amount of pixel_z applied to the mob standing on the turf.
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var/pixel_shift
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/datum/element/elevation_core/Attach(datum/target, pixel_shift)
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. = ..()
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if(!isturf(target))
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return ELEMENT_INCOMPATIBLE
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if(!pixel_shift)
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CRASH("attempted attaching /datum/element/elevation_core with a pixel_shift value of [isnull(pixel_shift) ? "null" : 0]")
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RegisterSignal(target, COMSIG_ATOM_ABSTRACT_ENTERED, PROC_REF(on_entered))
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RegisterSignal(target, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, PROC_REF(on_initialized_on))
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RegisterSignal(target, COMSIG_ATOM_ABSTRACT_EXITED, PROC_REF(on_exited))
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RegisterSignal(target, COMSIG_TURF_RESET_ELEVATION, PROC_REF(on_reset_elevation))
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src.pixel_shift = pixel_shift
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ADD_TRAIT(target, TRAIT_ELEVATED_TURF, REF(src))
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for(var/mob/living/living in target)
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ADD_TRAIT(living, TRAIT_ON_ELEVATED_SURFACE, REF(src))
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RegisterSignal(living, COMSIG_LIVING_SET_BUCKLED, PROC_REF(on_set_buckled))
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elevate_mob(living)
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/datum/element/elevation_core/Detach(datum/source)
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/**
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* Since the element can be removed outside of Destroy(),
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* and even then, signals are passed down to the new turf,
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* it's necessary to clear them here.
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*/
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UnregisterSignal(source, list(
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COMSIG_ATOM_ABSTRACT_ENTERED,
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COMSIG_ATOM_ABSTRACT_EXITED,
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COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON,
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COMSIG_TURF_RESET_ELEVATION,
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))
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REMOVE_TRAIT(source, TRAIT_ELEVATED_TURF, REF(src))
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for(var/mob/living/living in source)
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if(!HAS_TRAIT_FROM(living, TRAIT_ON_ELEVATED_SURFACE, REF(src)))
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continue
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REMOVE_TRAIT(living, TRAIT_ON_ELEVATED_SURFACE, REF(src))
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elevate_mob(living, -pixel_shift)
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UnregisterSignal(living, COMSIG_LIVING_SET_BUCKLED)
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return ..()
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/datum/element/elevation_core/proc/on_entered(turf/source, atom/movable/entered, atom/old_loc)
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SIGNAL_HANDLER
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if((isnull(old_loc) || !HAS_TRAIT_FROM(old_loc, TRAIT_ELEVATED_TURF, REF(src))) && isliving(entered))
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ADD_TRAIT(entered, TRAIT_ON_ELEVATED_SURFACE, REF(src))
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var/elevate_time = isturf(old_loc) && source.Adjacent(old_loc) ? ELEVATE_TIME : 0
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elevate_mob(entered, elevate_time = elevate_time)
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RegisterSignal(entered, COMSIG_LIVING_SET_BUCKLED, PROC_REF(on_set_buckled))
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/datum/element/elevation_core/proc/on_initialized_on(turf/source, atom/movable/spawned)
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SIGNAL_HANDLER
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if(isliving(spawned))
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elevate_mob(spawned)
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/datum/element/elevation_core/proc/on_exited(turf/source, atom/movable/gone)
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SIGNAL_HANDLER
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if((isnull(gone.loc) || !HAS_TRAIT_FROM(gone.loc, TRAIT_ELEVATED_TURF, REF(src))) && isliving(gone))
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// Always unregister the signal, we're still leaving even if already shifted down.
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UnregisterSignal(gone, COMSIG_LIVING_SET_BUCKLED)
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if(!HAS_TRAIT_FROM(gone, TRAIT_ON_ELEVATED_SURFACE, REF(src)))
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return
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REMOVE_TRAIT(gone, TRAIT_ON_ELEVATED_SURFACE, REF(src))
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var/elevate_time = isturf(gone.loc) && source.Adjacent(gone.loc) ? ELEVATE_TIME : 0
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elevate_mob(gone, -pixel_shift, elevate_time)
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/datum/element/elevation_core/proc/elevate_mob(mob/living/target, z_shift = pixel_shift, elevate_time = ELEVATE_TIME)
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var/buckled_to_vehicle = FALSE
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if(target.buckled)
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if(isvehicle(target.buckled))
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buckled_to_vehicle = TRUE
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else if(!isliving(target.buckled))
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return
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animate(target, pixel_z = z_shift, time = elevate_time, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
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if(buckled_to_vehicle)
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animate(target.buckled, pixel_z = z_shift, time = elevate_time, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
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/**
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* If the mob is buckled or unbuckled to/from a vehicle, shift it up/down
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*.
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* Null the pixel shift if the mob is buckled to something different that's not a mob or vehicle
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*
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* The reason is that it's more important for a mob to look like they're actually buckled to a bed
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* or something anchored to the floor than atop of whatever else is on the same turf.
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*/
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/datum/element/elevation_core/proc/on_set_buckled(mob/living/source, atom/movable/new_buckled)
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SIGNAL_HANDLER
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if(source.buckled)
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if(isvehicle(source.buckled))
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animate(source.buckled, pixel_z = -pixel_shift, time = ELEVATE_TIME, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
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else if(!isliving(source.buckled))
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animate(source, pixel_z = pixel_shift, time = ELEVATE_TIME, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
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if(!new_buckled)
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return
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if(isvehicle(new_buckled))
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animate(new_buckled, pixel_z = pixel_shift, time = ELEVATE_TIME, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
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else if(!isliving(new_buckled))
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animate(source, pixel_z = -pixel_shift, time = ELEVATE_TIME, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
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/datum/element/elevation_core/proc/on_reset_elevation(turf/source, list/current_values)
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SIGNAL_HANDLER
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current_values[ELEVATION_CURRENT_PIXEL_SHIFT] = pixel_shift
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#undef ELEVATE_TIME
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