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CHOMPStation2/code/modules/mob/living/living_movement.dm
CHOMPStation2StaffMirrorBot 16d5b45148 [MIRROR] intent cleanup (#9778)
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-01-03 21:57:25 +01:00

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/mob/CanPass(atom/movable/mover, turf/target)
if(ismob(mover))
var/mob/moving_mob = mover
if ((other_mobs && moving_mob.other_mobs))
return TRUE
if(is_shifted && (abs(pixel_x) >= 8 || abs(pixel_y) >= 8))
// they're wallflowering, let 'em through
return TRUE
if(istype(mover, /obj/item/projectile))
var/obj/item/projectile/P = mover
return !P.can_hit_target(src, P.permutated, src == P.original, TRUE)
return (!mover.density || !density || lying)
/mob/CanZASPass(turf/T, is_zone)
return ATMOS_PASS_YES
/mob/living/SelfMove(turf/n, direct, movetime)
// If on walk intent, don't willingly step into hazardous tiles.
// Unless the walker is confused.
if(m_intent == I_WALK && confused <= 0)
if(!n.is_safe_to_enter(src))
to_chat(src, span_warning("\The [n] is dangerous to move into."))
return FALSE // In case any code wants to know if movement happened.
return ..() // Parent call should make the mob move.
/*one proc, four uses
swapping: if it's 1, the mobs are trying to switch, if 0, non-passive is pushing passive
default behaviour is:
- non-passive mob passes the passive version
- passive mob checks to see if its mob_bump_flag is in the non-passive's mob_bump_flags
- if si, the proc returns
*/
/mob/living/proc/can_move_mob(var/mob/living/swapped, swapping = 0, passive = 0)
if(!swapped)
return 1
if(!passive)
return swapped.can_move_mob(src, swapping, 1)
else
var/context_flags = 0
if(swapping)
context_flags = swapped.mob_swap_flags
else
context_flags = swapped.mob_push_flags
if(!mob_bump_flag) //nothing defined, go wild
return 1
if(mob_bump_flag & context_flags)
return 1
return 0
/mob/living/Bump(atom/movable/AM)
if(now_pushing || !loc || buckled == AM)
return
now_pushing = 1
if (istype(AM, /mob/living))
var/mob/living/tmob = AM
//Even if we don't push/swap places, we "touched" them, so spread fire
spread_fire(tmob)
for(var/mob/living/M in range(tmob, 1))
if(tmob.pinned.len || ((M.pulling == tmob && ( tmob.restrained() && !( M.restrained() ) && M.stat == 0)) || locate(/obj/item/grab, tmob.grabbed_by.len)) )
if ( !(world.time % 5) )
to_chat(src, span_warning("[tmob] is restrained, you cannot push past"))
now_pushing = 0
return
if( tmob.pulling == M && ( M.restrained() && !( tmob.restrained() ) && tmob.stat == 0) )
if ( !(world.time % 5) )
to_chat(src, span_warning("[tmob] is restraining [M], you cannot push past"))
now_pushing = 0
return
//BubbleWrap: people in handcuffs are always switched around as if they were on 'help' intent to prevent a person being pulled from being seperated from their puller
var/can_swap = 1
if(loc.density || tmob.loc.density)
can_swap = 0
if(can_swap)
for(var/atom/movable/A in loc)
if(A == src)
continue
if(!A.CanPass(tmob, loc))
can_swap = 0
if(!can_swap) break
if(can_swap)
for(var/atom/movable/A in tmob.loc)
if(A == tmob)
continue
if(!A.CanPass(src, tmob.loc))
can_swap = 0
if(!can_swap) break
//Leaping mobs just land on the tile, no pushing, no anything.
if(status_flags & LEAPING)
loc = tmob.loc
status_flags &= ~LEAPING
now_pushing = 0
return
if((tmob.mob_always_swap || (tmob.a_intent == I_HELP || tmob.restrained()) && (a_intent == I_HELP || src.restrained())) && tmob.canmove && canmove && !tmob.buckled && !buckled && can_swap && can_move_mob(tmob, 1, 0)) // mutual brohugs all around!
var/turf/oldloc = loc
//VOREstation Edit - Begin
//check bumpnom chance, if it's a simplemob that's doing the bumping
var/mob/living/simple_mob/srcsimp = src
if(istype(srcsimp))
if(srcsimp.tryBumpNom(tmob))
now_pushing = 0
return
//if it's a simplemob being bumped, and the above didn't make them start getting bumpnommed, they get a chance to bumpnom
var/mob/living/simple_mob/tmobsimp = tmob
if(istype(tmobsimp))
if(tmobsimp.tryBumpNom(src))
now_pushing = 0
return
//VOREstation Edit - End
forceMove(tmob.loc)
//CHOMPSTATION Edit - Making macro/micro step mechanics mandatory again for balance, but removing the fetish aspects if pref denied.
//There's nothing fetishistic about politely stepping past someone.
// In case of micros, we don't swap positions; instead occupying the same square!
if(handle_micro_bump_helping(tmob))
now_pushing = 0
return
// TODO - Check if we need to do something about the slime.UpdateFeed() we are skipping below.
// CHOMPSTATION Edit - End
tmob.forceMove(oldloc)
now_pushing = 0
return
//VOREStation Edit - Begin
else if((tmob.mob_always_swap || (tmob.a_intent == I_HELP || tmob.restrained()) && (a_intent == I_HELP || src.restrained())) && canmove && can_swap && handle_micro_bump_helping(tmob))
forceMove(tmob.loc)
now_pushing = 0
return
//VOREStation Edit - End
if(!can_move_mob(tmob, 0, 0))
now_pushing = 0
return
if(a_intent == I_HELP || src.restrained())
now_pushing = 0
return
// VOREStation Edit - Begin
// Plow that nerd.
if(ishuman(tmob))
var/mob/living/carbon/human/H = tmob
if(H.species.lightweight == 1 && prob(50))
H.visible_message(span_warning("[src] bumps into [H], knocking them off balance!"))
H.Weaken(5)
now_pushing = 0
return
//CHOMPSTATION edit Adding alternative to lightweight
if(H.species.lightweight_light == 1 && H.a_intent == I_HELP)
H.visible_message(span_warning("[src] bumps into [H], knocking them off balance!"))
H.Weaken(5)
now_pushing = 0
return
//CHOMPSTATION edit - bringing back mandatory step mechanics, fetish stuff removed if no prefs
// Handle grabbing, stomping, and such of micros!
if(step_mechanics_pref && tmob.step_mechanics_pref)
if(handle_micro_bump_other(tmob)) return
else
if(handle_micro_bump_other(tmob,1)) return
// CHOMPSTATION edit end
if(istype(tmob, /mob/living/carbon/human) && (FAT in tmob.mutations))
if(prob(40) && !(FAT in src.mutations))
to_chat(src, span_danger("You fail to push [tmob]'s fat ass out of the way."))
now_pushing = 0
return
if(tmob.r_hand && istype(tmob.r_hand, /obj/item/shield/riot))
if(prob(99))
now_pushing = 0
return
if(tmob.l_hand && istype(tmob.l_hand, /obj/item/shield/riot))
if(prob(99))
now_pushing = 0
return
if(!(tmob.status_flags & CANPUSH))
now_pushing = 0
return
tmob.LAssailant = src
now_pushing = 0
. = ..()
if (!istype(AM, /atom/movable) || AM.anchored)
//VOREStation Edit - object-specific proc for running into things
if(((confused || is_blind()) && stat == CONSCIOUS && prob(50) && m_intent==I_RUN) || flying)
AM.stumble_into(src)
//VOREStation Edit End
/* VOREStation Removal - See above
if(confused && prob(50) && m_intent==I_RUN)
Weaken(2)
playsound(src, "punch", 25, 1, -1)
visible_message(span_warning("[src] [pick("ran", "slammed")] into \the [AM]!"))
src.apply_damage(5, BRUTE)
to_chat(src, span_warning("You just [pick("ran", "slammed")] into \the [AM]!"))
*/ // VOREStation Removal End
return
if (!now_pushing)
if(isobj(AM))
var/obj/I = AM
if(!can_pull_size || can_pull_size < I.w_class)
return
now_pushing = 1
var/t = get_dir(src, AM)
if (istype(AM, /obj/structure/window))
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
var/turf/T = AM.loc
var/turf/T2 = get_step(AM,t)
if(!T2) // Map edge
now_pushing = 0
return
var/move_time = movement_delay(loc, t)
move_time = DS2NEARESTTICK(move_time)
if(AM.Move(T2, t, move_time))
Move(T, t, move_time)
if(ishuman(AM) && AM:grabbed_by)
for(var/obj/item/grab/G in AM:grabbed_by)
step(G:assailant, get_dir(G:assailant, AM))
G.adjust_position()
now_pushing = 0
/mob/living/CanPass(atom/movable/mover, turf/target)
if(istype(mover, /obj/structure/blob) && faction == "blob") //Blobs should ignore things on their faction.
return TRUE
return ..()
// Called when something steps onto us. This allows for mulebots and vehicles to run things over. <3
/mob/living/Crossed(var/atom/movable/AM) // Transplanting this from /mob/living/carbon/human/Crossed()
if(AM == src || AM.is_incorporeal()) // We're not going to run over ourselves or ghosts
return
if(istype(AM, /mob/living/bot/mulebot))
var/mob/living/bot/mulebot/MB = AM
MB.runOver(src)
if(istype(AM, /obj/vehicle))
var/obj/vehicle/V = AM
V.RunOver(src)
// Almost all of this handles pulling movables behind us
/mob/living/Move(atom/newloc, direct, movetime)
if(buckled && buckled.loc != newloc) //not updating position
if(!buckled.anchored && buckled.buckle_movable)
return buckled.Move(newloc, direct)
else
return 0
var/atom/movable/pullee = pulling
// Prior to our move it's already too far away
if(pullee && get_dist(src, pullee) > 1)
stop_pulling()
// Shenanigans! Pullee closed into locker for eg.
if(pullee && !isturf(pullee.loc) && pullee.loc != loc)
stop_pulling()
// Can't pull with no hands
if(restrained())
stop_pulling()
// Will move our mob (probably)
. = ..() // Moved() called at this point if successful
if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1) //seperated from our puller and not in the middle of a diagonal move
pulledby.stop_pulling()
if(s_active && !(s_active in contents) && get_turf(s_active) != get_turf(src)) //check !( s_active in contents ) first so we hopefully don't have to call get_turf() so much.
s_active.close(src)
/mob/living/proc/dragged(var/mob/living/dragger, var/oldloc)
var/area/A = get_area(src)
if(lying && !buckled && pull_damage() && A.get_gravity() && (prob(getBruteLoss() * 200 / maxHealth)))
adjustBruteLoss(2)
visible_message(span_danger("\The [src]'s [isSynthetic() ? "state" : "wounds"] worsen terribly from being dragged!"))
/mob/living/Moved(var/atom/oldloc, direct, forced, movetime)
. = ..()
handle_footstep(loc)
// Begin VOREstation edit
if(is_shifted)
is_shifted = FALSE
pixel_x = default_pixel_x
pixel_y = default_pixel_y
layer = initial(layer)
plane = initial(plane)
// End VOREstation edit
if(pulling) // we were pulling a thing and didn't lose it during our move.
var/pull_dir = get_dir(src, pulling)
if(pulling.anchored || !isturf(pulling.loc))
stop_pulling()
else if(get_dist(src, pulling) > 1 || (moving_diagonally != SECOND_DIAG_STEP && ((pull_dir - 1) & pull_dir))) // puller and pullee more than one tile away or in diagonal position
// If it is too far away or across z-levels from old location, stop pulling.
if(get_dist(pulling.loc, oldloc) > 1 || pulling.loc.z != oldloc?.z)
stop_pulling()
// living might take damage from drags
else if(isliving(pulling))
var/mob/living/M = pulling
M.dragged(src, oldloc)
if(pulling) // Check it AGAIN after previous steps just in case
pulling.Move(oldloc, 0, movetime) // the pullee tries to reach our previous position
if(get_dist(src, pulling) > 1) // the pullee couldn't keep up
stop_pulling()
if(!isturf(loc))
return
else if(lastarea?.get_gravity() == 0)
inertial_drift()
//VOREStation Edit Start
else if(flying)
inertial_drift()
make_floating(1)
//VOREStation Edit End
else if(!isspace(loc))
inertia_dir = 0
make_floating(0)
/mob/living/proc/inertial_drift()
if(x > 1 && x < (world.maxx) && y > 1 && y < (world.maxy))
if(Process_Spacemove(1))
inertia_dir = 0
return
var/locthen = loc
spawn(5)
if(!anchored && !pulledby && loc == locthen)
var/stepdir = inertia_dir ? inertia_dir : last_move
if(!stepdir)
return
var/turf/T = get_step(src, stepdir)
if(!T)
return
Move(T, stepdir, 5)
/mob/living/proc/handle_footstep(turf/T)
return FALSE