Files
CHOMPStation2/code/game/atoms_movable.dm
Leshana 44dc4b7286 Implement SSatoms
* Moves proc/initialize() from being on /atom/movable, /are and /turf/simulated to being on /atom - Now turfs can initialize too
* Added the SSatoms subsystem which controls initialization of atoms at roundstart and during normal conditions.
* Disabled the old auto_init = 0 behavior, ALL atoms should get initialized() called on them now.
* Refactored the way initialize() is called during /New() to utilize SSatoms instead of SScreation
* Removed SScreation, as it was only a stop-gap until SSatoms could be ported.
* Updated the maploader to inform SSatoms when it is loading maps instead of SScreation.
* Updated the template map loader to use SSatoms to perform initTemplateBounds
* Renamed 'initialized' var in seed_storage to deconflict.
* Removed usage of auto_init = 0, replaced with a no-op initialize() proc for atoms that don't need initialization.
2018-02-05 15:50:06 -05:00

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/atom/movable
layer = 3
appearance_flags = TILE_BOUND|PIXEL_SCALE
var/last_move = null
var/anchored = 0
// var/elevation = 2 - not used anywhere
var/move_speed = 10
var/l_move_time = 1
var/m_flag = 1
var/throwing = 0
var/thrower
var/turf/throw_source = null
var/throw_speed = 2
var/throw_range = 7
var/moved_recently = 0
var/mob/pulledby = null
var/item_state = null // Used to specify the item state for the on-mob overlays.
var/icon_scale = 1 // Used to scale icons up or down in update_transform().
var/old_x = 0
var/old_y = 0
/atom/movable/Destroy()
. = ..()
if(reagents)
qdel(reagents)
reagents = null
for(var/atom/movable/AM in contents)
qdel(AM)
var/turf/un_opaque
if(opacity && isturf(loc))
un_opaque = loc
loc = null
if(un_opaque)
un_opaque.recalc_atom_opacity()
if (pulledby)
if (pulledby.pulling == src)
pulledby.pulling = null
pulledby = null
/atom/movable/Bump(var/atom/A, yes)
if(src.throwing)
src.throw_impact(A)
src.throwing = 0
spawn(0)
if ((A && yes))
A.last_bumped = world.time
A.Bumped(src)
return
..()
return
/atom/movable/proc/forceMove(atom/destination)
if(loc == destination)
return 0
var/is_origin_turf = isturf(loc)
var/is_destination_turf = isturf(destination)
// It is a new area if:
// Both the origin and destination are turfs with different areas.
// When either origin or destination is a turf and the other is not.
var/is_new_area = (is_origin_turf ^ is_destination_turf) || (is_origin_turf && is_destination_turf && loc.loc != destination.loc)
var/atom/origin = loc
loc = destination
if(origin)
origin.Exited(src, destination)
if(is_origin_turf)
for(var/atom/movable/AM in origin)
AM.Uncrossed(src)
if(is_new_area && is_origin_turf)
origin.loc.Exited(src, destination)
if(destination)
destination.Entered(src, origin)
if(is_destination_turf) // If we're entering a turf, cross all movable atoms
for(var/atom/movable/AM in loc)
if(AM != src)
AM.Crossed(src)
if(is_new_area && is_destination_turf)
destination.loc.Entered(src, origin)
Moved(origin)
return 1
//called when src is thrown into hit_atom
/atom/movable/proc/throw_impact(atom/hit_atom, var/speed)
if(istype(hit_atom,/mob/living))
var/mob/living/M = hit_atom
if(M.buckled == src)
return // Don't hit the thing we're buckled to.
M.hitby(src,speed)
else if(isobj(hit_atom))
var/obj/O = hit_atom
if(!O.anchored)
step(O, src.last_move)
O.hitby(src,speed)
else if(isturf(hit_atom))
src.throwing = 0
var/turf/T = hit_atom
T.hitby(src,speed)
//decided whether a movable atom being thrown can pass through the turf it is in.
/atom/movable/proc/hit_check(var/speed)
if(src.throwing)
for(var/atom/A in get_turf(src))
if(A == src) continue
if(istype(A,/mob/living))
if(A:lying) continue
src.throw_impact(A,speed)
if(isobj(A))
if(!A.density || A.throwpass)
continue
// Special handling of windows, which are dense but block only from some directions
if(istype(A, /obj/structure/window))
var/obj/structure/window/W = A
if (!W.is_full_window() && !(turn(src.last_move, 180) & A.dir))
continue
// Same thing for (closed) windoors, which have the same problem
else if(istype(A, /obj/machinery/door/window) && !(turn(src.last_move, 180) & A.dir))
continue
src.throw_impact(A,speed)
/atom/movable/proc/throw_at(atom/target, range, speed, thrower)
if(!target || !src) return 0
//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
src.throwing = 1
src.thrower = thrower
src.throw_source = get_turf(src) //store the origin turf
if(usr)
if(HULK in usr.mutations)
src.throwing = 2 // really strong throw!
var/dist_x = abs(target.x - src.x)
var/dist_y = abs(target.y - src.y)
var/dx
if (target.x > src.x)
dx = EAST
else
dx = WEST
var/dy
if (target.y > src.y)
dy = NORTH
else
dy = SOUTH
var/dist_travelled = 0
var/dist_since_sleep = 0
var/area/a = get_area(src.loc)
if(dist_x > dist_y)
var/error = dist_x/2 - dist_y
while(src && target &&((((src.x < target.x && dx == EAST) || (src.x > target.x && dx == WEST)) && dist_travelled < range) || (a && a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
if(error < 0)
var/atom/step = get_step(src, dy)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check(speed)
error += dist_x
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
else
var/atom/step = get_step(src, dx)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check(speed)
error -= dist_y
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
a = get_area(src.loc)
else
var/error = dist_y/2 - dist_x
while(src && target &&((((src.y < target.y && dy == NORTH) || (src.y > target.y && dy == SOUTH)) && dist_travelled < range) || (a && a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
if(error < 0)
var/atom/step = get_step(src, dx)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check(speed)
error += dist_y
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
else
var/atom/step = get_step(src, dy)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
break
src.Move(step)
hit_check(speed)
error -= dist_x
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= speed)
dist_since_sleep = 0
sleep(1)
a = get_area(src.loc)
//done throwing, either because it hit something or it finished moving
if(isobj(src)) src.throw_impact(get_turf(src),speed)
src.throwing = 0
src.thrower = null
src.throw_source = null
//Overlays
/atom/movable/overlay
var/atom/master = null
anchored = 1
/atom/movable/overlay/New()
for(var/x in src.verbs)
src.verbs -= x
..()
/atom/movable/overlay/attackby(a, b)
if (src.master)
return src.master.attackby(a, b)
return
/atom/movable/overlay/attack_hand(a, b, c)
if (src.master)
return src.master.attack_hand(a, b, c)
return
/atom/movable/proc/touch_map_edge()
if(z in using_map.sealed_levels)
return
if(config.use_overmap)
overmap_spacetravel(get_turf(src), src)
return
var/move_to_z = src.get_transit_zlevel()
if(move_to_z)
z = move_to_z
if(x <= TRANSITIONEDGE)
x = world.maxx - TRANSITIONEDGE - 2
y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
else if (x >= (world.maxx - TRANSITIONEDGE + 1))
x = TRANSITIONEDGE + 1
y = rand(TRANSITIONEDGE + 2, world.maxy - TRANSITIONEDGE - 2)
else if (y <= TRANSITIONEDGE)
y = world.maxy - TRANSITIONEDGE -2
x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
else if (y >= (world.maxy - TRANSITIONEDGE + 1))
y = TRANSITIONEDGE + 1
x = rand(TRANSITIONEDGE + 2, world.maxx - TRANSITIONEDGE - 2)
if(ticker && istype(ticker.mode, /datum/game_mode/nuclear)) //only really care if the game mode is nuclear
var/datum/game_mode/nuclear/G = ticker.mode
G.check_nuke_disks()
spawn(0)
if(loc) loc.Entered(src)
//by default, transition randomly to another zlevel
/atom/movable/proc/get_transit_zlevel()
var/list/candidates = using_map.accessible_z_levels.Copy()
candidates.Remove("[src.z]")
if(!candidates.len)
return null
return text2num(pickweight(candidates))
/atom/movable/proc/update_transform()
var/matrix/M = matrix()
M.Scale(icon_scale)
src.transform = M
// Use this to set the object's scale.
/atom/movable/proc/adjust_scale(new_scale)
icon_scale = new_scale
update_transform()