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* [NO GBP] Jetpack and spacedrift: Fixes and niceties (#66628) * Jetpack and spacedrift: Fixes and niceties Ok so when I ported spacemovement onto movement loop, I neglected to port this behavior that existed to support jetpacks. Basically, if something that lets you move while spacedrifing completes a move while you're spacedrifting, the drift should "disable" to let it complete, and then later restart. I neglected to add support for that, so that's what this does. There's some other stuff going on here, mostly things to let jetpacks ignore some of drift's extra behavior, since when a jetpack is not on stablized, we want both to coexist. It's a bit of a mess, I'm sorry about that. Oh and at temporal's suggestion I've moved the visual_delay set from newtonian move to an istype on the drift component, that was a good idea, thanks quiet * Makes dropping a pull while drifting carry the momentum into the pulled thing\ * Adds some extra context to Process_Spacemove, fixes a bunch of stupid space bugs It used to be, if you called Process_Spacemove with a direction, it assumed you were an "action", so a client or mob trying to move in a direction. Unfortuantely for it, I needed to be able to use direction to make mob pull drifting work. So we now actually pass in a second variable called continuous_move, which tracks if this Process_Spacemove is on behalf of a continuous move or not In addition to this, I've added logic to bumping "off" someone to prevent backbumping if that makes sense, since the bump is in the form of a newtonian move that's run before the thing that's bumping actually moves, we need some way to exclude it from holding the other object in place. * Adds a jetpack component, uses it to unify all three versions of jetpacking I hate you fikou There were three copies of the same behavior, which made it hard to fix stuff. Let's just componentize it * Fixes jetpacks stabalizing even without fuel This is mildly hacky. The real fix is to do this with events, but I really don't wanna bend my brain like that. This'll do * Ensures turn_off always has a user) * Shut pu * Bulky drags no longer effect your movespeed in space, fixing a consistency issue between them and all other forms of drags * Removes some redundant code, cleans up some messy stuff * Removes redundant safety checking from jetpack code * see above * Removes redundant signals * [NO GBP] Jetpack and spacedrift: Fixes and niceties Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
150 lines
5.7 KiB
Plaintext
150 lines
5.7 KiB
Plaintext
// Welcome to the jetpack component
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// Apply this to something when you want it to be "like a jetpack"
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// So propulsion through space on move, that sort of thing
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/datum/component/jetpack
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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var/datum/callback/check_on_move
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var/datum/callback/get_mover
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/// If we should stabilize ourselves when not drifting
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var/stabilize = FALSE
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/// The signal we listen for as an activation
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var/activation_signal
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/// The signal we listen for as a de-activation
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var/deactivation_signal
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/// The return flag our parent expects for a failed activation
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var/return_flag
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var/datum/effect_system/trail_follow/trail
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/// The typepath to instansiate our trail as, when we need it
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var/effect_type
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/**
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* Arguments:
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* * stabilize - If we should drift when we finish moving, or sit stable in space]
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* * activation_signal - Signal we activate on
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* * deactivation_signal - Signal we deactivate on
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* * return_flag - Flag to return if activation fails
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* * get_mover - Callback we use to get the "moving" thing, for trail purposes, alongside signal registration
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* * check_on_move - Callback we call each time we attempt a move, we expect it to retun true if the move is ok, false otherwise. It expects an arg, TRUE if fuel should be consumed, FALSE othewise
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* * effect_type - Type of trail_follow to spawn
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*/
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/datum/component/jetpack/Initialize(stabilize, activation_signal, deactivation_signal, return_flag, datum/callback/get_mover, datum/callback/check_on_move, datum/effect_system/trail_follow/effect_type)
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. = ..()
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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if(!activation_signal) // Can't activate? go away
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, activation_signal, .proc/activate)
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if(deactivation_signal)
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RegisterSignal(parent, deactivation_signal, .proc/deactivate)
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src.check_on_move = check_on_move
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src.get_mover = get_mover
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src.stabilize = stabilize
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src.return_flag = return_flag
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src.activation_signal = activation_signal
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src.deactivation_signal = deactivation_signal
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src.effect_type = effect_type
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/datum/component/jetpack/InheritComponent(datum/component/component, original, stabilize, activation_signal, deactivation_signal, return_flag, datum/callback/get_mover, datum/callback/check_on_move, datum/effect_system/trail_follow/effect_type)
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UnregisterSignal(parent, src.activation_signal)
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if(src.deactivation_signal)
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UnregisterSignal(parent, src.deactivation_signal)
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RegisterSignal(parent, activation_signal, .proc/activate)
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if(deactivation_signal)
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RegisterSignal(parent, deactivation_signal, .proc/deactivate)
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src.check_on_move = check_on_move
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src.get_mover = get_mover
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src.stabilize = stabilize
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src.activation_signal = activation_signal
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src.deactivation_signal = deactivation_signal
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src.effect_type = effect_type
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if(trail && effect_type != trail.type)
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QDEL_NULL(trail)
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setup_trail()
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/datum/component/jetpack/Destroy()
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QDEL_NULL(trail)
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QDEL_NULL(check_on_move)
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return ..()
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/datum/component/jetpack/proc/setup_trail()
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var/mob/moving = get_mover.Invoke()
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if(!moving || trail)
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return
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trail = new effect_type
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trail.auto_process = FALSE
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trail.set_up(moving)
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/datum/component/jetpack/proc/activate(datum/source)
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SIGNAL_HANDLER
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var/mob/moving = get_mover.Invoke()
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if(!thrust(moving))
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return return_flag
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trail.start()
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RegisterSignal(moving, COMSIG_MOVABLE_MOVED, .proc/move_react)
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RegisterSignal(moving, COMSIG_MOVABLE_PRE_MOVE, .proc/pre_move_react)
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RegisterSignal(moving, COMSIG_MOVABLE_SPACEMOVE, .proc/spacemove_react)
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RegisterSignal(moving, COMSIG_MOVABLE_DRIFT_VISUAL_ATTEMPT, .proc/block_starting_visuals)
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RegisterSignal(moving, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT, .proc/ignore_ending_block)
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/datum/component/jetpack/proc/deactivate(datum/source)
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SIGNAL_HANDLER
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QDEL_NULL(trail)
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var/mob/moving = get_mover.Invoke()
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if(moving)
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UnregisterSignal(moving, COMSIG_MOVABLE_MOVED)
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UnregisterSignal(moving, COMSIG_MOVABLE_PRE_MOVE)
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UnregisterSignal(moving, COMSIG_MOVABLE_SPACEMOVE)
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UnregisterSignal(moving, COMSIG_MOVABLE_DRIFT_VISUAL_ATTEMPT)
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UnregisterSignal(moving, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT)
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/datum/component/jetpack/proc/move_react(mob/user)
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SIGNAL_HANDLER
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if(!user || !user.client)//Don't allow jet self using
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return
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if(!isturf(user.loc))//You can't use jet in nowhere or from mecha/closet
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return
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if(!(user.movement_type & FLOATING) || user.buckled)//You don't want use jet in gravity or while buckled.
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return
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if(user.pulledby)//You don't must use jet if someone pull you
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return
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if(user.throwing)//You don't must use jet if you thrown
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return
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if(length(user.client.keys_held & user.client.movement_keys))//You use jet when press keys. yes.
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thrust()
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/datum/component/jetpack/proc/pre_move_react(mob/user)
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SIGNAL_HANDLER
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trail.oldposition = get_turf(user)
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/datum/component/jetpack/proc/spacemove_react(mob/user, movement_dir, continuous_move)
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SIGNAL_HANDLER
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if(!continuous_move && movement_dir)
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return COMSIG_MOVABLE_STOP_SPACEMOVE
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// Check if we have the fuel to stop this. Do NOT cosume any fuel, just check
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// This is done because things other then us can use our fuel
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if(stabilize && check_on_move.Invoke(FALSE))
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return COMSIG_MOVABLE_STOP_SPACEMOVE
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/// Returns true if the thrust went well, false otherwise
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/datum/component/jetpack/proc/thrust()
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if(!check_on_move.Invoke(TRUE))
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return FALSE
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if(!trail)
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setup_trail()
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trail.generate_effect()
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return TRUE
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/// Basically, tell the drift component not to do its starting visuals, because they look dumb for us
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/datum/component/jetpack/proc/block_starting_visuals(datum/source)
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SIGNAL_HANDLER
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return DRIFT_VISUAL_FAILED
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/// If we're on, don't let the drift component block movements at the end since we can speed
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/datum/component/jetpack/proc/ignore_ending_block(datum/source)
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SIGNAL_HANDLER
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return DRIFT_ALLOW_INPUT
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