diff --git a/code/defines/obj.dm b/code/defines/obj.dm index 187b69e021..7308083ae6 100644 --- a/code/defines/obj.dm +++ b/code/defines/obj.dm @@ -59,22 +59,11 @@ var/damage = 0.0 var/range = 10.0 - -/obj/effect/list_container - name = "list container" - -/obj/effect/list_container/mobl - name = "mobl" - var/master = null - - var/list/container = list( ) - /obj/effect/projection name = "Projection" desc = "This looks like a projection of something." anchored = 1.0 - /obj/effect/shut_controller name = "shut controller" var/moving = null @@ -114,12 +103,5 @@ user.drop_item() src.throw_at(target, throw_range, throw_speed, user) -/obj/effect/stop - var/victim = null - icon_state = "empty" - name = "Geas" - desc = "You can't resist." - // name = "" - /obj/effect/spawner name = "object spawner" diff --git a/code/modules/mob/living/inventory.dm b/code/modules/mob/living/inventory.dm index 22db034374..24f36f8ac7 100644 --- a/code/modules/mob/living/inventory.dm +++ b/code/modules/mob/living/inventory.dm @@ -127,39 +127,27 @@ onclose(user, "mob[name]") return -/mob/living/ret_grab(obj/effect/list_container/mobl/L as obj, flag) - if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) ))) - if (!( L )) - return null - else - return L.container - else - if (!( L )) - L = new /obj/effect/list_container/mobl( null ) - L.container += src - L.master = src - if (istype(l_hand, /obj/item/weapon/grab)) - var/obj/item/weapon/grab/G = l_hand - if (!( L.container.Find(G.affecting) )) - L.container += G.affecting - if (G.affecting) - G.affecting.ret_grab(L, 1) - if (istype(r_hand, /obj/item/weapon/grab)) - var/obj/item/weapon/grab/G = r_hand - if (!( L.container.Find(G.affecting) )) - L.container += G.affecting - if (G.affecting) - G.affecting.ret_grab(L, 1) - if (!( flag )) - if (L.master == src) - var/list/temp = list( ) - temp += L.container - //L = null - qdel(L) - return temp - else - return L.container - return +/mob/living/ret_grab(var/list/L, var/mobchain_limit = 5) + // We're the first! + if(!L) + L = list() + + // Lefty grab! + if (istype(l_hand, /obj/item/weapon/grab)) + var/obj/item/weapon/grab/G = l_hand + L |= G.affecting + if(mobchain_limit-- > 0) + G.affecting?.ret_grab(L, mobchain_limit) // Recurse! They can update the list. It's the same instance as ours. + + // Righty grab! + if (istype(r_hand, /obj/item/weapon/grab)) + var/obj/item/weapon/grab/G = r_hand + L |= G.affecting + if(mobchain_limit-- > 0) + G.affecting?.ret_grab(L, mobchain_limit) // Same as lefty! + + // On all but the one not called by us, this will just be ignored. Oh well! + return L /mob/living/mode() set name = "Activate Held Object" diff --git a/code/modules/mob/mob_movement.dm b/code/modules/mob/mob_movement.dm index d2fe2ecbd9..1100bd0385 100644 --- a/code/modules/mob/mob_movement.dm +++ b/code/modules/mob/mob_movement.dm @@ -1,8 +1,8 @@ /mob/proc/setMoveCooldown(var/timeout) - move_delay = max(world.time + timeout, move_delay) + next_move = max(world.time + timeout, next_move) -/mob/proc/check_move_cooldown() - if(world.time < src.move_delay) +/mob/proc/checkMoveCooldown() + if(world.time < next_move) return FALSE // Need to wait more. return TRUE @@ -108,206 +108,224 @@ mob.control_object.forceMove(get_step(mob.control_object,direct)) return - +// NB: This is called for 'self movement', not for being pulled or things like that, which COULD be the case for /mob/Move +// But to be honest, A LOT OF THIS CODE should be in /mob/Move /client/Move(n, direct) - //if(!mob) // Clients cannot have a null mob, as enforced by byond - // return // Moved here to avoid nullrefs below + // Prevents a double-datum lookup each time this is referenced + // May seem dumb, but it's faster to look up a var on my_mob than dereferencing mob on client, then dereferencing the var on that mob + // Having it in a var here means it's more available to look up things on. It won't speed up that second dereference, though. + var/mob/my_mob = mob - if(mob.control_object) Move_object(direct) + // Nothing to do in nullspace + if(!my_mob.loc) + return - if(mob.incorporeal_move && isobserver(mob)) + // Used many times below, faster reference. + var/atom/loc = my_mob.loc + + // We're controlling an object which is SOMEHOW DIFFERENT FROM AN EYE?? + if(my_mob.control_object) + Move_object(direct) + + // Ghosty mob movement + if(my_mob.incorporeal_move && isobserver(my_mob)) Process_Incorpmove(direct) return - if(moving) return 0 + // We're in the middle of another move we've already decided to do + if(moving) + return 0 - if(!mob.check_move_cooldown()) + // We're still cooling down from the last move + if(!my_mob.checkMoveCooldown()) return - if(locate(/obj/effect/stop/, mob.loc)) - for(var/obj/effect/stop/S in mob.loc) - if(S.victim == mob) - return - - if(mob.stat==DEAD && isliving(mob) && !mob.forbid_seeing_deadchat) - mob.ghostize() + // If dead and we try to move in our mob, it leaves our body + if(my_mob.stat == DEAD && isliving(my_mob) && !my_mob.forbid_seeing_deadchat) + my_mob.ghostize() return - // handle possible Eye movement - if(mob.eyeobj) - return mob.EyeMove(n,direct) + // If we have an eyeobj, it moves instead + if(my_mob.eyeobj) + return my_mob.EyeMove(n,direct) - if(mob.transforming) return//This is sota the goto stop mobs from moving var + // This is sota the goto stop mobs from moving var (for some reason) + if(my_mob.transforming) + return - if(isliving(mob)) - var/mob/living/L = mob + if(isliving(my_mob)) + var/mob/living/L = my_mob if(L.incorporeal_move)//Move though walls Process_Incorpmove(direct) return - if(mob.client) - if(mob.client.view != world.view) // If mob moves while zoomed in with device, unzoom them. - for(var/obj/item/item in mob.contents) - if(item.zoom) - item.zoom() - break - /* - if(locate(/obj/item/weapon/gun/energy/sniperrifle, mob.contents)) // If mob moves while zoomed in with sniper rifle, unzoom them. - var/obj/item/weapon/gun/energy/sniperrifle/s = locate() in mob - if(s.zoom) - s.zoom() - if(locate(/obj/item/device/binoculars, mob.contents)) // If mob moves while zoomed in with binoculars, unzoom them. - var/obj/item/device/binoculars/b = locate() in mob - if(b.zoom) - b.zoom() - */ + /* TODO observer unzoom + if(view != world.view) // If mob moves while zoomed in with device, unzoom them. + for(var/obj/item/item in mob.contents) + if(item.zoom) + item.zoom() + break + */ - if(Process_Grab()) return - - if(!mob.canmove) + if(Process_Grab()) return - //Relaymove could handle it - if(mob.machine) - var/result = mob.machine.relaymove(mob, direct) + // Can't move + if(!my_mob.canmove) + return + + // Relaymove could handle it + if(my_mob.machine) + var/result = my_mob.machine.relaymove(my_mob, direct) if(result) return result - if(!mob.lastarea) - mob.lastarea = get_area(mob.loc) - - if((istype(mob.loc, /turf/space)) || (mob.lastarea.has_gravity == 0)) - if(!mob.Process_Spacemove(0)) return 0 - - if(isobj(mob.loc) || ismob(mob.loc))//Inside an object, tell it we moved - var/atom/O = mob.loc - return O.relaymove(mob, direct) - - if(isturf(mob.loc)) - - if(mob.restrained())//Why being pulled while cuffed prevents you from moving - for(var/mob/M in range(mob, 1)) - if(M.pulling == mob) - if(!M.restrained() && M.stat == 0 && M.canmove && mob.Adjacent(M)) - to_chat(src, "You're restrained! You can't move!") - return 0 - else - M.stop_pulling() - - if(mob.pinned.len) - to_chat(src, "You're pinned to a wall by [mob.pinned[1]]!") + // Can't control ourselves when drifting + if(isspace(loc) || my_mob.lastarea?.has_gravity == 0) + if(!my_mob.Process_Spacemove(0)) return 0 - mob.move_delay = world.time//set move delay + // Inside an object, tell it we moved + if(isobj(loc) || ismob(loc)) + return loc.relaymove(my_mob, direct) - switch(mob.m_intent) - if("run") - if(mob.drowsyness > 0) - mob.move_delay += 6 - mob.move_delay += config.run_speed - if("walk") - mob.move_delay += config.walk_speed - mob.move_delay += mob.movement_delay(n, direct) + // Can't move unless you're in the world somewhere + if(!isturf(loc)) + return - if(istype(mob.buckled, /obj/vehicle) || istype(mob.buckled, /mob)) //VOREStation Edit: taur riding. I think. - //manually set move_delay for vehicles so we don't inherit any mob movement penalties - //specific vehicle move delays are set in code\modules\vehicles\vehicle.dm - mob.move_delay = world.time - //drunk driving - if(mob.confused && prob(20)) //vehicles tend to keep moving in the same direction - direct = turn(direct, pick(90, -90)) - if(istype(mob.buckled, /mob)) //VOREStation Edit to prevent mob riding speed exploit. - var/mob/M = mob.buckled - if(M.move_delay > mob.move_delay - 10) - return - return mob.buckled.relaymove(mob,direct) - - if(mob.pulledby || mob.buckled) // Wheelchair driving! - if(istype(mob.loc, /turf/space)) - return // No wheelchair driving in space - if(istype(mob.pulledby, /obj/structure/bed/chair/wheelchair)) - return mob.pulledby.relaymove(mob, direct) - else if(istype(mob.buckled, /obj/structure/bed/chair/wheelchair)) - if(ishuman(mob)) - var/mob/living/carbon/human/driver = mob - var/obj/item/organ/external/l_hand = driver.get_organ("l_hand") - var/obj/item/organ/external/r_hand = driver.get_organ("r_hand") - if((!l_hand || l_hand.is_stump()) && (!r_hand || r_hand.is_stump())) - return // No hands to drive your chair? Tough luck! - //drunk wheelchair driving - else if(mob.confused) - switch(mob.m_intent) - if("run") - if(prob(50)) direct = turn(direct, pick(90, -90)) - if("walk") - if(prob(25)) direct = turn(direct, pick(90, -90)) - mob.move_delay += 2 - return mob.buckled.relaymove(mob,direct) - - //We are now going to move - moving = 1 - //Something with pulling things - if(locate(/obj/item/weapon/grab, mob)) - mob.move_delay = max(mob.move_delay, world.time + 7) - var/list/L = mob.ret_grab() - if(istype(L, /list)) - if(L.len == 2) - L -= mob - var/mob/M = L[1] - if(M) - if ((get_dist(mob, M) <= 1 || M.loc == mob.loc)) - var/turf/T = mob.loc - . = ..() - if (isturf(M.loc)) - var/diag = get_dir(mob, M) - if ((diag - 1) & diag) - else - diag = null - if ((get_dist(mob, M) > 1 || diag)) - step(M, get_dir(M.loc, T)) + // Why being pulled while cuffed prevents you from moving + if(my_mob.restrained()) + for(var/mob/M in range(my_mob, 1)) + if(M.pulling == my_mob) + if(!M.restrained() && M.stat == 0 && M.canmove && my_mob.Adjacent(M)) + to_chat(src, "You're restrained! You can't move!") + return 0 else - for(var/mob/M in L) - M.other_mobs = 1 - if(mob != M) - M.animate_movement = 3 - for(var/mob/M in L) - spawn( 0 ) - step(M, direct) - return - spawn( 1 ) - M.other_mobs = null - M.animate_movement = 2 - return + M.stop_pulling() - else - if(mob.confused) - switch(mob.m_intent) + if(my_mob.pinned.len) + to_chat(src, "You're pinned to a wall by [my_mob.pinned[1]]!") + return 0 + + if(istype(my_mob.buckled, /obj/vehicle) || ismob(my_mob.buckled)) + //manually set move_delay for vehicles so we don't inherit any mob movement penalties + //specific vehicle move delays are set in code\modules\vehicles\vehicle.dm + my_mob.next_move = world.time + //drunk driving + if(my_mob.confused && prob(20)) //vehicles tend to keep moving in the same direction + direct = turn(direct, pick(90, -90)) + if(ismob(my_mob.buckled)) + var/mob/M = my_mob.buckled + if(M.next_move > my_mob.next_move) // Don't let piggyback riders move their mob IN ADDITION TO the mob moving + return + return my_mob.buckled.relaymove(my_mob,direct) + + if(my_mob.pulledby || my_mob.buckled) // Wheelchair driving! + if(isspace(loc)) + return // No wheelchair driving in space + if(istype(my_mob.pulledby, /obj/structure/bed/chair/wheelchair)) + return my_mob.pulledby.relaymove(my_mob, direct) + else if(istype(my_mob.buckled, /obj/structure/bed/chair/wheelchair)) + if(ishuman(my_mob)) + var/mob/living/carbon/human/driver = my_mob + var/obj/item/organ/external/l_hand = driver.get_organ("l_hand") + var/obj/item/organ/external/r_hand = driver.get_organ("r_hand") + if((!l_hand || l_hand.is_stump()) && (!r_hand || r_hand.is_stump())) + return // No hands to drive your chair? Tough luck! + //drunk wheelchair driving + else if(my_mob.confused) + switch(my_mob.m_intent) if("run") - if(prob(75)) + if(prob(50)) direct = turn(direct, pick(90, -90)) - n = get_step(mob, direct) if("walk") if(prob(25)) direct = turn(direct, pick(90, -90)) - n = get_step(mob, direct) - . = mob.SelfMove(n, direct) + my_mob.setMoveCooldown(2) + return my_mob.buckled.relaymove(my_mob,direct) - for (var/obj/item/weapon/grab/G in mob) - if (G.state == GRAB_NECK) - mob.set_dir(reverse_dir[direct]) - G.adjust_position() - for (var/obj/item/weapon/grab/G in mob.grabbed_by) - G.adjust_position() + // We are now going to move + moving = 1 + var/total_delay = 0 + var/pre_move_loc = loc - moving = 0 + // Start tally'ing when we can next move + // Grabs slow you down + if(locate(/obj/item/weapon/grab) in my_mob) + total_delay += 7 + + // Movespeed delay based on movement mode + switch(my_mob.m_intent) + if("run") + if(my_mob.drowsyness > 0) + total_delay += 6 + total_delay += config.run_speed + if("walk") + total_delay += config.walk_speed + + // A billion other things can slow you down, ask the mob + total_delay += my_mob.movement_delay(n, direct) - return . + // Confused direction randomization + if(my_mob.confused) + switch(my_mob.m_intent) + if("run") + if(prob(75)) + direct = turn(direct, pick(90, -90)) + n = get_step(my_mob, direct) + if("walk") + if(prob(25)) + direct = turn(direct, pick(90, -90)) + n = get_step(my_mob, direct) + + total_delay = TICKS2DS(-round(-(DS2TICKS(total_delay)))) //Rounded to the next tick in equivalent ds + var/glide_size = WORLD_ICON_SIZE/DS2TICKS(total_delay) //Down to whatever decimal + my_mob.setMoveCooldown(max(total_delay, 1)) + . = my_mob.SelfMove(n, direct, glide_size) - return + // If we have a grab + var/list/grablist = my_mob.ret_grab() + if(grablist.len) + grablist -= my_mob // Just in case we're in a circular grab chain + + // It's just us and another person + if(grablist.len == 1) + var/mob/M = grablist[1] + if(!my_mob.Adjacent(M)) //Oh no, we moved away + M.glide_size = glide_size + step(M, get_dir(M, pre_move_loc)) //Have them step towards where we were + + // It's a grab chain + else + for(var/mob/M in grablist) + my_mob.other_mobs = 1 + M.other_mobs = 1 //Has something to do with people being able or unable to pass a chain of mobs + M.animate_movement = 3 + + //Ugly! + spawn(0) //Step + M.glide_size = glide_size + step(M, direct) + spawn(1) //Unstep + M.other_mobs = null + M.animate_movement = 2 + spawn(1) //Unset + my_mob.other_mobs = null -/mob/proc/SelfMove(turf/n, direct) + // Update all the grabs! + for (var/obj/item/weapon/grab/G in my_mob) + if (G.state == GRAB_NECK) + mob.set_dir(reverse_dir[direct]) + G.adjust_position() + for (var/obj/item/weapon/grab/G in my_mob.grabbed_by) + G.adjust_position() + + // We're not in the middle of a move anymore + moving = 0 + +/mob/proc/SelfMove(turf/n, direct, glide_size = 8) + src.glide_size = glide_size return Move(n, direct) - ///Process_Incorpmove ///Called by client/Move() ///Allows mobs to run though walls