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This is a pretty big change all around. The gist of it is that it moves the mobility_flags into traits or variables that can track the sources, and to which we can append code to react to the events, be it via signals or via on_event-like procs. For example, MOBILITY_STAND could mean, depending on context, that the mob is either already standing or that it may be able to stand, and thus is lying down. There was a lot of snowflakery and redefinitions on top of redefinitions, so this is bound to create bugs I'm willing to fix as I learn them. The end-goal is for every living mob to use the same mobility system, for the traits to mean the same among them, and for no place to just mass-change settings without a way to trace it, such as with mobility_flags = NONE and mobility_flags = ALL Fixes AIs being able to strip nearby people. They've lost their hands usage.
32 lines
871 B
Plaintext
32 lines
871 B
Plaintext
/datum/element/waddling
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/datum/element/waddling/Attach(datum/target)
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. = ..()
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if(!ismovable(target))
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return ELEMENT_INCOMPATIBLE
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if(isliving(target))
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/LivingWaddle)
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else
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/Waddle)
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/datum/element/waddling/Detach(datum/source, force)
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. = ..()
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UnregisterSignal(source, COMSIG_MOVABLE_MOVED)
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/datum/element/waddling/proc/LivingWaddle(mob/living/target)
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SIGNAL_HANDLER
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if(target.incapacitated() || target.body_position == LYING_DOWN)
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return
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Waddle(target)
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/datum/element/waddling/proc/Waddle(atom/movable/target)
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SIGNAL_HANDLER
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animate(target, pixel_z = 4, time = 0)
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var/prev_trans = matrix(target.transform)
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animate(pixel_z = 0, transform = turn(target.transform, pick(-12, 0, 12)), time=2)
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animate(pixel_z = 0, transform = prev_trans, time = 0)
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