Files
CHOMPStation2/code/modules/mob/mob_movement.dm
Aronai Sieyes 0c2f8cedb5 Add UAV, UAV software
Design placed in mechfab
2020-04-28 23:18:08 -04:00

492 lines
13 KiB
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/mob/proc/setMoveCooldown(var/timeout)
move_delay = max(world.time + timeout, move_delay)
/mob/proc/check_move_cooldown()
if(world.time < src.move_delay)
return FALSE // Need to wait more.
return TRUE
/client/proc/client_dir(input, direction=-1)
return turn(input, direction*dir2angle(dir))
/client/Northeast()
diagonal_action(NORTHEAST)
/client/Northwest()
diagonal_action(NORTHWEST)
/client/Southeast()
diagonal_action(SOUTHEAST)
/client/Southwest()
diagonal_action(SOUTHWEST)
/client/proc/diagonal_action(direction)
switch(client_dir(direction, 1))
if(NORTHEAST)
swap_hand()
return
if(SOUTHEAST)
attack_self()
return
if(SOUTHWEST)
if(isliving(usr))
var/mob/living/carbon/C = usr
C.toggle_throw_mode()
else
to_chat(usr, "<font color='red'>This mob type cannot throw items.</font>")
return
if(NORTHWEST)
if(isliving(usr))
var/mob/living/carbon/C = usr
if(!C.get_active_hand())
to_chat(usr, "<font color='red'>You have nothing to drop in your hand.</font>")
return
drop_item()
else
to_chat(usr, "<font color='red'>This mob type cannot drop items.</font>")
return
//This gets called when you press the delete button.
/client/verb/delete_key_pressed()
set hidden = 1
if(!usr.pulling)
to_chat(usr, "<font color='blue'>You are not pulling anything.</font>")
return
usr.stop_pulling()
/client/verb/swap_hand()
set hidden = 1
if(istype(mob, /mob/living))
var/mob/living/L = mob
L.swap_hand()
if(istype(mob,/mob/living/silicon/robot))
var/mob/living/silicon/robot/R = mob
R.cycle_modules()
return
/client/verb/attack_self()
set hidden = 1
if(mob)
mob.mode()
return
/client/verb/toggle_throw_mode()
set hidden = 1
if(!istype(mob, /mob/living/carbon))
return
if (!mob.stat && isturf(mob.loc) && !mob.restrained())
mob:toggle_throw_mode()
else
return
/client/verb/drop_item()
set hidden = 1
if(!isrobot(mob) && mob.stat == CONSCIOUS && (isturf(mob.loc) || isbelly(mob.loc))) // VOREStation Edit: dropping in bellies
return mob.drop_item()
return
/client/Center()
/* No 3D movement in 2D spessman game. dir 16 is Z Up
if (isobj(mob.loc))
var/obj/O = mob.loc
if (mob.canmove)
return O.relaymove(mob, 16)
*/
return
/client/proc/Move_object(direct)
if(mob && mob.control_object)
if(mob.control_object.density)
step(mob.control_object,direct)
if(!mob.control_object) return
mob.control_object.dir = direct
else
mob.control_object.forceMove(get_step(mob.control_object,direct))
return
/client/Move(n, direct)
//if(!mob) // Clients cannot have a null mob, as enforced by byond
// return // Moved here to avoid nullrefs below
if(mob.control_object) Move_object(direct)
if(mob.incorporeal_move && isobserver(mob))
Process_Incorpmove(direct)
return
if(moving) return 0
if(!mob.check_move_cooldown())
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()
return
// handle possible Eye movement
if(mob.eyeobj)
return mob.EyeMove(n,direct)
if(mob.transforming) return//This is sota the goto stop mobs from moving var
if(isliving(mob))
var/mob/living/L = 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()
*/
if(Process_Grab()) return
if(!mob.canmove)
return
//Relaymove could handle it
if(mob.machine)
var/result = mob.machine.relaymove(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, "<font color='blue'>You're restrained! You can't move!</font>")
return 0
else
M.stop_pulling()
if(mob.pinned.len)
to_chat(src, "<font color='blue'>You're pinned to a wall by [mob.pinned[1]]!</font>")
return 0
mob.move_delay = world.time//set move delay
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)
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))
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
else
if(mob.confused)
switch(mob.m_intent)
if("run")
if(prob(75))
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)
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()
moving = 0
return .
return
/mob/proc/SelfMove(turf/n, direct)
return Move(n, direct)
///Process_Incorpmove
///Called by client/Move()
///Allows mobs to run though walls
/client/proc/Process_Incorpmove(direct)
var/turf/mobloc = get_turf(mob)
switch(mob.incorporeal_move)
if(1)
var/turf/T = get_step(mob, direct)
if(!T)
return
if(mob.check_holy(T))
to_chat(mob, "<span class='warning'>You cannot get past holy grounds while you are in this plane of existence!</span>")
return
else
mob.forceMove(get_step(mob, direct))
mob.dir = direct
if(2)
if(prob(50))
var/locx
var/locy
switch(direct)
if(NORTH)
locx = mobloc.x
locy = (mobloc.y+2)
if(locy>world.maxy)
return
if(SOUTH)
locx = mobloc.x
locy = (mobloc.y-2)
if(locy<1)
return
if(EAST)
locy = mobloc.y
locx = (mobloc.x+2)
if(locx>world.maxx)
return
if(WEST)
locy = mobloc.y
locx = (mobloc.x-2)
if(locx<1)
return
else
return
mob.forceMove(locate(locx,locy,mobloc.z))
spawn(0)
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, mob.loc))
spawn(0)
anim(T,mob,'icons/mob/mob.dmi',,"shadow",,mob.dir)
limit--
if(limit<=0) break
else
spawn(0)
anim(mobloc,mob,'icons/mob/mob.dmi',,"shadow",,mob.dir)
mob.forceMove(get_step(mob, direct))
mob.dir = direct
mob.Post_Incorpmove()
return 1
/mob/proc/Post_Incorpmove()
return
///Process_Spacemove
///Called by /client/Move()
///For moving in space
///Return 1 for movement 0 for none
/mob/proc/Process_Spacemove(var/check_drift = 0)
if(is_incorporeal())
return
if(!Check_Dense_Object()) //Nothing to push off of so end here
update_floating(0)
return 0
update_floating(1)
if(restrained()) //Check to see if we can do things
return 0
//Check to see if we slipped
if(prob(Process_Spaceslipping(5)) && !buckled)
to_chat(src, "<font color='blue'><B>You slipped!</B></font>")
src.inertia_dir = src.last_move
step(src, src.inertia_dir)
return 0
//If not then we can reset inertia and move
inertia_dir = 0
return 1
/mob/proc/Check_Dense_Object() //checks for anything to push off in the vicinity. also handles magboots on gravity-less floors tiles
var/dense_object = 0
var/shoegrip
for(var/turf/turf in oview(1,src))
if(istype(turf,/turf/space))
continue
if(istype(turf,/turf/simulated/floor)) // Floors don't count if they don't have gravity
var/area/A = turf.loc
if(istype(A) && A.has_gravity == 0)
if(shoegrip == null)
shoegrip = Check_Shoegrip() //Shoegrip is only ever checked when a zero-gravity floor is encountered to reduce load
if(!shoegrip)
continue
dense_object++
break
if(!dense_object && (locate(/obj/structure/lattice) in oview(1, src)))
dense_object++
if(!dense_object && (locate(/obj/structure/catwalk) in oview(1, src)))
dense_object++
//Lastly attempt to locate any dense objects we could push off of
//TODO: If we implement objects drifing in space this needs to really push them
//Due to a few issues only anchored and dense objects will now work.
if(!dense_object)
for(var/obj/O in oview(1, src))
if((O) && (O.density) && (O.anchored))
dense_object++
break
return dense_object
/mob/proc/Check_Shoegrip()
if(flying) //VOREStation Edit. Checks to see if they and are flying.
return 1 //VOREStation Edit. Checks to see if they are flying. Mostly for this to be ported to Polaris.
return 0
/mob/proc/Process_Spaceslipping(var/prob_slip = 5)
//Setup slipage
//If knocked out we might just hit it and stop. This makes it possible to get dead bodies and such.
if(stat)
prob_slip = 0 // Changing this to zero to make it line up with the comment.
prob_slip = round(prob_slip)
return(prob_slip)
/mob/proc/mob_has_gravity(turf/T)
return has_gravity(src, T)
/mob/proc/update_gravity()
return
// Called when a mob successfully moves.
// Would've been an /atom/movable proc but it caused issues.
/mob/Moved(atom/oldloc)
. = ..()
for(var/obj/O in contents)
O.on_loc_moved(oldloc)
// Received from Moved(), useful for items that need to know that their loc just moved.
/obj/proc/on_loc_moved(atom/oldloc)
return
/obj/item/weapon/storage/on_loc_moved(atom/oldloc)
for(var/obj/O in contents)
O.on_loc_moved(oldloc)
/client/verb/moveup()
set name = ".moveup"
set instant = 1
Move(get_step(mob, NORTH), NORTH)
/client/verb/movedown()
set name = ".movedown"
set instant = 1
Move(get_step(mob, SOUTH), SOUTH)
/client/verb/moveright()
set name = ".moveright"
set instant = 1
Move(get_step(mob, EAST), EAST)
/client/verb/moveleft()
set name = ".moveleft"
set instant = 1
Move(get_step(mob, WEST), WEST)