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Bubberstation/code/datums/components/chasm.dm
SkyratBot 3fa98bd2cc [MIRROR] Adds UPSIDE_DOWN movetype for negative gravity / makes Atrocinator affected by less things [MDB IGNORE] (#25155)
* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things (#79785)

## About The Pull Request

Fixes #79764

I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on
Atrocinator users and calling it a day, but like, that didn't feel
proper.

So I thought hey, we could just give them the flying movetype, even
though they technically aren't flying it means they're unaffected by
things that flying would make you unaffected by.

Nope, this means the mob technically "negates gravity", so no falling
and no feetsteps.

Let's try floating - this give us feetsteps but no falling upwards.

So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I
decided to go for the more complex route of just adding a movetype.

Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would
be "floating" above the ground, but still walking. ...Negative gravity.

This means overall the Atrociator acts more as you'd expect - you don't
slip on ice, you don't trigger bear traps or mouse traps, you can walk
over railings, unaffected by conveyor belts, etc.

## Why It's Good For The Game

Makes the Atrocinator a lot more consistent with how you'd expect for it
to work.

Admittedly it is a bit niche use of movetypes, but it can possibly be
expanded to more things in the future, who knows? I applied it to mobs
on meat spikes (even though they don't move), just for proof of concept.

## Changelog

🆑 Melbert
fix: Atrocinating mobs will now behave more as you'd expect. Meaning
they don't slip on wet patches, can't trigger bear traps / landmines /
mouse traps, ignore conveyors, and can walk over tables and railings.
fix: Floating mobs are unaffected by conveyor belts, acid (on the
ground), glass tables
fix: Floating mobs won't squish stuff like roaches anymore
fix: Fixes bear traps triggering on floating / flying mobs
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Adds `UPSIDE_DOWN` movetype for negative gravity / makes Atrocinator affected by less things

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-11-20 17:10:59 -05:00

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// Used by /turf/open/chasm and subtypes to implement the "dropping" mechanic
/datum/component/chasm
var/turf/target_turf
var/obj/effect/abstract/chasm_storage/storage
var/fall_message = "GAH! Ah... where are you?"
var/oblivion_message = "You stumble and stare into the abyss before you. It stares back, and you fall into the enveloping dark."
/// List of refs to falling objects -> how many levels deep we've fallen
var/static/list/falling_atoms = list()
var/static/list/forbidden_types = typecacheof(list(
/obj/docking_port,
/obj/effect/abstract,
/obj/effect/collapse,
/obj/effect/constructing_effect,
/obj/effect/dummy/phased_mob,
/obj/effect/ebeam,
/obj/effect/fishing_lure,
/obj/effect/hotspot,
/obj/effect/landmark,
/obj/effect/light_emitter/tendril,
/obj/effect/mapping_helpers,
/obj/effect/particle_effect/ion_trails,
/obj/effect/portal,
/obj/effect/projectile,
/obj/effect/spectre_of_resurrection,
/obj/effect/temp_visual,
/obj/effect/wisp,
/obj/energy_ball,
/obj/narsie,
/obj/projectile,
/obj/singularity,
/obj/structure/lattice,
/obj/structure/stone_tile,
))
/datum/component/chasm/Initialize(turf/target, mapload)
if(!isturf(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, SIGNAL_ADDTRAIT(TRAIT_CHASM_STOPPED), PROC_REF(on_chasm_stopped))
RegisterSignal(parent, SIGNAL_REMOVETRAIT(TRAIT_CHASM_STOPPED), PROC_REF(on_chasm_no_longer_stopped))
target_turf = target
RegisterSignal(parent, COMSIG_ATOM_ABSTRACT_ENTERED, PROC_REF(entered))
RegisterSignal(parent, COMSIG_ATOM_ABSTRACT_EXITED, PROC_REF(exited))
RegisterSignal(parent, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, PROC_REF(initialized_on))
//allow catwalks to give the turf the CHASM_STOPPED trait before dropping stuff when the turf is changed.
//otherwise don't do anything because turfs and areas are initialized before movables.
if(!mapload)
addtimer(CALLBACK(src, PROC_REF(drop_stuff)), 0)
parent.AddElement(/datum/element/lazy_fishing_spot, /datum/fish_source/chasm)
/datum/component/chasm/UnregisterFromParent()
storage = null
/datum/component/chasm/proc/entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
drop_stuff()
/datum/component/chasm/proc/exited(datum/source, atom/movable/exited)
SIGNAL_HANDLER
UnregisterSignal(exited, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED))
/datum/component/chasm/proc/initialized_on(datum/source, atom/movable/movable, mapload)
SIGNAL_HANDLER
drop_stuff(movable)
/datum/component/chasm/proc/on_chasm_stopped(datum/source)
SIGNAL_HANDLER
UnregisterSignal(source, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_EXITED, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON))
for(var/atom/movable/movable as anything in source)
UnregisterSignal(movable, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED))
/datum/component/chasm/proc/on_chasm_no_longer_stopped(datum/source)
SIGNAL_HANDLER
RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(entered))
RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(exited))
RegisterSignal(parent, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, PROC_REF(initialized_on))
drop_stuff()
#define CHASM_NOT_DROPPING 0
#define CHASM_DROPPING 1
///Doesn't drop the movable, but registers a few signals to try again if the conditions change.
#define CHASM_REGISTER_SIGNALS 2
/datum/component/chasm/proc/drop_stuff(atom/movable/dropped_thing)
if(HAS_TRAIT(parent, TRAIT_CHASM_STOPPED))
return
var/atom/atom_parent = parent
var/to_check = dropped_thing ? list(dropped_thing) : atom_parent.contents
for (var/atom/movable/thing as anything in to_check)
var/dropping = droppable(thing)
switch(dropping)
if(CHASM_DROPPING)
INVOKE_ASYNC(src, PROC_REF(drop), thing)
if(CHASM_REGISTER_SIGNALS)
RegisterSignals(thing, list(COMSIG_MOVETYPE_FLAG_DISABLED, COMSIG_LIVING_SET_BUCKLED, COMSIG_MOVABLE_THROW_LANDED), PROC_REF(drop_stuff), TRUE)
/datum/component/chasm/proc/droppable(atom/movable/dropped_thing)
var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
// avoid an infinite loop, but allow falling a large distance
if(falling_atoms[falling_ref] && falling_atoms[falling_ref] > 30)
return CHASM_NOT_DROPPING
if(is_type_in_typecache(dropped_thing, forbidden_types) || (!isliving(dropped_thing) && !isobj(dropped_thing)))
return CHASM_NOT_DROPPING
if(dropped_thing.throwing || (dropped_thing.movement_type & MOVETYPES_NOT_TOUCHING_GROUND))
return CHASM_REGISTER_SIGNALS
//Flies right over the chasm
if(ismob(dropped_thing))
var/mob/M = dropped_thing
if(M.buckled) //middle statement to prevent infinite loops just in case!
var/mob/buckled_to = M.buckled
if((!ismob(M.buckled) || (buckled_to.buckled != M)) && !droppable(M.buckled))
return CHASM_REGISTER_SIGNALS
if(ishuman(dropped_thing))
var/mob/living/carbon/human/victim = dropped_thing
if(istype(victim.belt, /obj/item/wormhole_jaunter))
var/obj/item/wormhole_jaunter/jaunter = victim.belt
var/turf/chasm = get_turf(victim)
var/fall_into_chasm = jaunter.chasm_react(victim)
if(!fall_into_chasm)
chasm.visible_message(span_boldwarning("[victim] falls into the [chasm]!")) //To freak out any bystanders
return fall_into_chasm ? CHASM_DROPPING : CHASM_NOT_DROPPING
return CHASM_DROPPING
#undef CHASM_NOT_DROPPING
#undef CHASM_DROPPING
#undef CHASM_REGISTER_SIGNALS
/datum/component/chasm/proc/drop(atom/movable/dropped_thing)
var/datum/weakref/falling_ref = WEAKREF(dropped_thing)
//Make sure the item is still there after our sleep
if(!dropped_thing || !falling_ref?.resolve())
falling_atoms -= falling_ref
return
falling_atoms[falling_ref] = (falling_atoms[falling_ref] || 0) + 1
var/turf/below_turf = target_turf
var/atom/parent = src.parent
if(falling_atoms[falling_ref] > 1)
return // We're already handling this
if(below_turf)
if(HAS_TRAIT(dropped_thing, TRAIT_CHASM_DESTROYED))
qdel(dropped_thing)
return
// send to the turf below
dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[fall_message]"))
below_turf.visible_message(span_boldwarning("[dropped_thing] falls from above!"))
dropped_thing.forceMove(below_turf)
if(isliving(dropped_thing))
var/mob/living/fallen = dropped_thing
fallen.Paralyze(100)
fallen.adjustBruteLoss(30)
falling_atoms -= falling_ref
return
// send to oblivion
dropped_thing.visible_message(span_boldwarning("[dropped_thing] falls into [parent]!"), span_userdanger("[oblivion_message]"))
if (isliving(dropped_thing))
var/mob/living/falling_mob = dropped_thing
ADD_TRAIT(falling_mob, TRAIT_NO_TRANSFORM, REF(src))
falling_mob.Paralyze(20 SECONDS)
var/oldtransform = dropped_thing.transform
var/oldcolor = dropped_thing.color
var/oldalpha = dropped_thing.alpha
var/oldoffset = dropped_thing.pixel_y
animate(dropped_thing, transform = matrix() - matrix(), alpha = 0, color = rgb(0, 0, 0), time = 10)
for(var/i in 1 to 5)
//Make sure the item is still there after our sleep
if(!dropped_thing || QDELETED(dropped_thing))
return
dropped_thing.pixel_y--
sleep(0.2 SECONDS)
//Make sure the item is still there after our sleep
if(!dropped_thing || QDELETED(dropped_thing))
return
if(HAS_TRAIT(dropped_thing, TRAIT_CHASM_DESTROYED))
qdel(dropped_thing)
return
if(!storage)
storage = (locate() in parent) || new(parent)
if(storage.contains(dropped_thing))
return
dropped_thing.alpha = oldalpha
dropped_thing.color = oldcolor
dropped_thing.transform = oldtransform
dropped_thing.pixel_y = oldoffset
if(!dropped_thing.forceMove(storage))
parent.visible_message(span_boldwarning("[parent] spits out [dropped_thing]!"))
dropped_thing.throw_at(get_edge_target_turf(parent, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
else if(isliving(dropped_thing))
var/mob/living/fallen_mob = dropped_thing
REMOVE_TRAIT(fallen_mob, TRAIT_NO_TRANSFORM, REF(src))
if (fallen_mob.stat != DEAD)
fallen_mob.investigate_log("has died from falling into a chasm.", INVESTIGATE_DEATHS)
fallen_mob.death(TRUE)
fallen_mob.apply_damage(300)
falling_atoms -= falling_ref
/**
* Called when something has left the chasm depths storage.
* Arguments
*
* * source - Chasm object holder.
* * gone - Item which has just left the chasm contents.
*/
/datum/component/chasm/proc/left_chasm(atom/source, atom/movable/gone)
SIGNAL_HANDLER
UnregisterSignal(gone, COMSIG_LIVING_REVIVE)
///Global list needed to let fishermen with a rescue hook fish fallen mobs from any place
GLOBAL_LIST_EMPTY(chasm_fallen_mobs)
/**
* An abstract object which is basically just a bag that the chasm puts people inside
*/
/obj/effect/abstract/chasm_storage
name = "chasm depths"
desc = "The bottom of a hole. You shouldn't be able to interact with this."
anchored = TRUE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/abstract/chasm_storage/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_SECLUDED_LOCATION, INNATE_TRAIT)
/obj/effect/abstract/chasm_storage/Entered(atom/movable/arrived)
. = ..()
if(isliving(arrived))
RegisterSignal(arrived, COMSIG_LIVING_REVIVE, PROC_REF(on_revive))
GLOB.chasm_fallen_mobs += arrived
/obj/effect/abstract/chasm_storage/Exited(atom/movable/gone)
. = ..()
if(isliving(gone))
UnregisterSignal(gone, COMSIG_LIVING_REVIVE)
GLOB.chasm_fallen_mobs -= gone
#define CHASM_TRAIT "chasm trait"
/**
* Called if something comes back to life inside the pit. Expected sources are badmins and changelings.
* Ethereals should take enough damage to be smashed and not revive.
* Arguments
* escapee - Lucky guy who just came back to life at the bottom of a hole.
*/
/obj/effect/abstract/chasm_storage/proc/on_revive(mob/living/escapee)
SIGNAL_HANDLER
var/turf/turf = get_turf(src)
if(turf.GetComponent(/datum/component/chasm))
turf.visible_message(span_boldwarning("After a long climb, [escapee] leaps out of [turf]!"))
else
playsound(turf, 'sound/effects/bang.ogg', 50, TRUE)
turf.visible_message(span_boldwarning("[escapee] busts through [turf], leaping out of the chasm below"))
turf.ScrapeAway(2, flags = CHANGETURF_INHERIT_AIR)
ADD_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT) //Otherwise they instantly fall back in
escapee.forceMove(turf)
escapee.throw_at(get_edge_target_turf(turf, pick(GLOB.alldirs)), rand(1, 10), rand(1, 10))
REMOVE_TRAIT(escapee, TRAIT_MOVE_FLYING, CHASM_TRAIT)
escapee.Paralyze(20 SECONDS, TRUE)
UnregisterSignal(escapee, COMSIG_LIVING_REVIVE)
#undef CHASM_TRAIT