Port /tg/ move manager, drift and jetpack components. (#27698)

* Port /tg/ move manager, drift and jetpack components.

* don't add go through newtonian movement if not moved to a turf

* various cleans for blood drifts and mob speed

* fix slow meteors

* why on fuck's earth aren't speedbikes vehicles

* style lint

* also wtf

* okay i'm an idiot

* fix meaty ore speed and blood decal double stepping

* fix not unbuckling pulled object occupants

* don't bother dealing with immovable rods just yet

* exclude bubblegum and vetus from move manager for now

* fix issues related to null weightless blood icons

* reset blood icon state properly

* fuck it, we'll deal with mobs when basic mobs happen

* break infinite loop in decal splat
This commit is contained in:
warriorstar-orion
2025-01-22 22:49:58 +00:00
committed by GitHub
parent 3954981ff2
commit 157276d6cb
105 changed files with 2366 additions and 538 deletions
+194
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@@ -0,0 +1,194 @@
///Component that handles drifting
///Manages a movement loop that actually does the legwork of moving someone
///Alongside dealing with the post movement input blocking required to make things look nice
/datum/component/drift
var/atom/inertia_last_loc
var/old_dir
var/datum/move_loop/move/drifting_loop
///Should we ignore the next glide rate input we get?
///This is to some extent a hack around the order of operations
///Around COMSIG_MOVELOOP_POSTPROCESS. I'm sorry lad
var/ignore_next_glide = FALSE
///Have we been delayed? IE: active, but not working right this second?
var/delayed = FALSE
var/block_inputs_until
/// Accepts three args. The direction to drift in, if the drift is instant or not, and if it's not instant, the delay on the start
/datum/component/drift/Initialize(direction, instant = FALSE, start_delay = 0)
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
. = ..()
var/flags = MOVEMENT_LOOP_OUTSIDE_CONTROL
if(instant)
flags |= MOVEMENT_LOOP_START_FAST
var/atom/movable/movable_parent = parent
drifting_loop = GLOB.move_manager.move(moving = parent, direction = direction, delay = movable_parent.inertia_move_delay, subsystem = SSspacedrift, priority = MOVEMENT_SPACE_PRIORITY, flags = flags)
if(!drifting_loop) //Really want to qdel here but can't
return COMPONENT_INCOMPATIBLE
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_START, PROC_REF(drifting_start))
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_STOP, PROC_REF(drifting_stop))
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_PREPROCESS_CHECK, PROC_REF(before_move))
RegisterSignal(drifting_loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(after_move))
RegisterSignal(drifting_loop, COMSIG_PARENT_QDELETING, PROC_REF(loop_death))
RegisterSignal(movable_parent, COMSIG_MOVABLE_NEWTONIAN_MOVE, PROC_REF(newtonian_impulse))
if(drifting_loop.status & MOVELOOP_STATUS_RUNNING)
drifting_start(drifting_loop) // There's a good chance it'll autostart, gotta catch that
var/visual_delay = movable_parent.inertia_move_delay
// Start delay is essentially a more granular version of instant
// Isn't used in the standard case, just for things that have odd wants
if(!instant && start_delay)
drifting_loop.pause_for(start_delay)
visual_delay = start_delay
apply_initial_visuals(visual_delay)
/datum/component/drift/Destroy()
inertia_last_loc = null
if(!QDELETED(drifting_loop))
qdel(drifting_loop)
drifting_loop = null
var/atom/movable/movable_parent = parent
movable_parent.inertia_moving = FALSE
return ..()
/datum/component/drift/proc/apply_initial_visuals(visual_delay)
// If something "somewhere" doesn't want us to apply our glidesize delays, don't
if(SEND_SIGNAL(parent, COMSIG_MOVABLE_DRIFT_VISUAL_ATTEMPT) & DRIFT_VISUAL_FAILED)
return
// Ignore the next glide because it's literally just us
ignore_next_glide = TRUE
var/atom/movable/movable_parent = parent
movable_parent.set_glide_size(MOVEMENT_ADJUSTED_GLIDE_SIZE(visual_delay, SSspacedrift.visual_delay))
if(ismob(parent))
var/mob/mob_parent = parent
//Ok this is slightly weird, but basically, we need to force the client to glide at our rate
//Make sure moving into a space move looks like a space move essentially
//There is an inbuilt assumption that gliding will be added as a part of a move call, but eh
//It's ok if it's not, it's just important if it is.
mob_parent.client?.visual_delay = MOVEMENT_ADJUSTED_GLIDE_SIZE(visual_delay, SSspacedrift.visual_delay)
/datum/component/drift/proc/newtonian_impulse(datum/source, inertia_direction)
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
inertia_last_loc = movable_parent.loc
if(drifting_loop)
drifting_loop.direction = inertia_direction
if(!inertia_direction)
qdel(src)
return COMPONENT_MOVABLE_NEWTONIAN_BLOCK
/datum/component/drift/proc/drifting_start()
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
inertia_last_loc = movable_parent.loc
RegisterSignal(movable_parent, COMSIG_MOVABLE_MOVED, PROC_REF(handle_move))
// We will use glide size to intuit how long to delay our loop's next move for
// This way you can't ride two movements at once while drifting, since that'd be dumb as fuck
RegisterSignal(movable_parent, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, PROC_REF(handle_glidesize_update))
// If you stop pulling something mid drift, I want it to retain that momentum
RegisterSignal(movable_parent, COMSIG_ATOM_NO_LONGER_PULLING, PROC_REF(stopped_pulling))
/datum/component/drift/proc/drifting_stop()
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
movable_parent.inertia_moving = FALSE
ignore_next_glide = FALSE
UnregisterSignal(movable_parent, list(COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, COMSIG_ATOM_NO_LONGER_PULLING))
/datum/component/drift/proc/before_move(datum/source)
SIGNAL_HANDLER
var/atom/movable/movable_parent = parent
movable_parent.inertia_moving = TRUE
old_dir = movable_parent.dir
delayed = FALSE
/datum/component/drift/proc/after_move(datum/source, result, visual_delay)
SIGNAL_HANDLER
if(result == MOVELOOP_FAILURE)
qdel(src)
return
var/atom/movable/movable_parent = parent
movable_parent.setDir(old_dir)
movable_parent.inertia_moving = FALSE
if(movable_parent.Process_Spacemove(drifting_loop.direction, continuous_move = TRUE))
glide_to_halt(visual_delay)
return
inertia_last_loc = movable_parent.loc
ignore_next_glide = TRUE
/datum/component/drift/proc/loop_death(datum/source)
SIGNAL_HANDLER
drifting_loop = null
UnregisterSignal(parent, COMSIG_MOVABLE_NEWTONIAN_MOVE) // We won't block a component from replacing us anymore
/datum/component/drift/proc/handle_move(datum/source, old_loc)
SIGNAL_HANDLER
// This can happen, because signals once sent cannot be stopped
if(QDELETED(src))
return
var/atom/movable/movable_parent = parent
if(!isturf(movable_parent.loc))
qdel(src)
return
if(movable_parent.inertia_moving)
return
if(!movable_parent.Process_Spacemove(drifting_loop.direction, continuous_move = TRUE))
return
qdel(src)
/// We're going to take the passed in glide size
/// and use it to manually delay our loop for that period
/// to allow the other movement to complete
/datum/component/drift/proc/handle_glidesize_update(datum/source, glide_size)
SIGNAL_HANDLER
// If we aren't drifting, or this is us, fuck off
var/atom/movable/movable_parent = parent
if(!drifting_loop || movable_parent.inertia_moving)
return
// If we are drifting, but this set came from the moveloop itself, drop the input
// I'm sorry man
if(ignore_next_glide)
ignore_next_glide = FALSE
return
var/glide_delay = round(world.icon_size / glide_size, 1) * world.tick_lag
drifting_loop.pause_for(glide_delay)
delayed = TRUE
/// If we're pulling something and stop, we want it to continue at our rate and such
/datum/component/drift/proc/stopped_pulling(datum/source, atom/movable/was_pulling)
SIGNAL_HANDLER
// This does mean it falls very slightly behind, but otherwise they'll potentially run into us
var/next_move_in = drifting_loop.timer - world.time + world.tick_lag
was_pulling.newtonian_move(drifting_loop.direction, start_delay = next_move_in)
/datum/component/drift/proc/glide_to_halt(glide_for)
if(!ismob(parent))
qdel(src)
return
var/mob/mob_parent = parent
var/client/our_client = mob_parent.client
// If we're not active, don't do the glide because it'll look dumb as fuck
if(!our_client || delayed)
qdel(src)
return
block_inputs_until = world.time + glide_for
QDEL_IN(src, glide_for + 1)
qdel(drifting_loop)
RegisterSignal(parent, COMSIG_MOB_CLIENT_PRE_MOVE, PROC_REF(allow_final_movement))
/datum/component/drift/proc/allow_final_movement(datum/source)
// Some things want to allow movement out of spacedrift, we should let them
if(SEND_SIGNAL(parent, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT) & DRIFT_ALLOW_INPUT)
return
if(world.time < block_inputs_until)
return COMSIG_MOB_CLIENT_BLOCK_PRE_MOVE
+152
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@@ -0,0 +1,152 @@
// Welcome to the jetpack component
// Apply this to something when you want it to be "like a jetpack"
// So propulsion through space on move, that sort of thing
/datum/component/jetpack
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
/// Checks to ensure if we can move & if we can activate
var/datum/callback/check_on_move
/// If we should stabilize ourselves when not drifting
var/stabilize = FALSE
/// The signal we listen for as an activation
var/activation_signal
/// The signal we listen for as a de-activation
var/deactivation_signal
/// The return flag our parent expects for a failed activation
var/return_flag
/// The effect system for the jet pack trail
var/datum/effect_system/trail_follow/trail
/// The typepath to instansiate our trail as, when we need it
var/effect_type
/**
* Arguments:
* * stabilize - If we should drift when we finish moving, or sit stable in space]
* * activation_signal - Signal we activate on
* * deactivation_signal - Signal we deactivate on
* * return_flag - Flag to return if activation fails
* * check_on_move - Callback we call each time we attempt a move, we expect it to retun true if the move is ok, false otherwise. It expects an arg, TRUE if fuel should be consumed, FALSE othewise
* * effect_type - Type of trail_follow to spawn
*/
/datum/component/jetpack/Initialize(stabilize, activation_signal, deactivation_signal, return_flag, datum/callback/check_on_move, datum/effect_system/trail_follow/effect_type)
. = ..()
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
if(!activation_signal) // Can't activate? go away
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, activation_signal, PROC_REF(activate))
if(deactivation_signal)
RegisterSignal(parent, deactivation_signal, PROC_REF(deactivate))
src.stabilize = stabilize
src.check_on_move = check_on_move
src.activation_signal = activation_signal
src.deactivation_signal = deactivation_signal
src.return_flag = return_flag
src.effect_type = effect_type
/datum/component/jetpack/InheritComponent(datum/component/component, original, stabilize, activation_signal, deactivation_signal, return_flag, datum/callback/check_on_move, datum/effect_system/trail_follow/effect_type)
UnregisterSignal(parent, src.activation_signal)
if(src.deactivation_signal)
UnregisterSignal(parent, src.deactivation_signal)
RegisterSignal(parent, activation_signal, PROC_REF(activate))
if(deactivation_signal)
RegisterSignal(parent, deactivation_signal, PROC_REF(deactivate))
src.stabilize = stabilize
src.check_on_move = check_on_move
src.activation_signal = activation_signal
src.deactivation_signal = deactivation_signal
src.return_flag = return_flag
src.effect_type = effect_type
if(trail && trail.effect_type != effect_type)
setup_trail(trail.holder)
/datum/component/jetpack/Destroy(force)
if(trail)
QDEL_NULL(trail)
check_on_move = null
return ..()
/datum/component/jetpack/proc/setup_trail(mob/user)
if(trail)
QDEL_NULL(trail)
trail = new effect_type
trail.auto_process = FALSE
trail.set_up(user)
trail.start()
/datum/component/jetpack/proc/activate(datum/source, mob/user)
SIGNAL_HANDLER
if(!check_on_move.Invoke(TRUE))
return return_flag
RegisterSignal(user, COMSIG_MOVABLE_MOVED, PROC_REF(move_react))
RegisterSignal(user, COMSIG_MOVABLE_PRE_MOVE, PROC_REF(pre_move_react))
RegisterSignal(user, COMSIG_MOVABLE_SPACEMOVE, PROC_REF(spacemove_react))
RegisterSignal(user, COMSIG_MOVABLE_DRIFT_VISUAL_ATTEMPT, PROC_REF(block_starting_visuals))
RegisterSignal(user, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT, PROC_REF(ignore_ending_block))
setup_trail(user)
/datum/component/jetpack/proc/deactivate(datum/source, mob/user)
SIGNAL_HANDLER
UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
UnregisterSignal(user, COMSIG_MOVABLE_PRE_MOVE)
UnregisterSignal(user, COMSIG_MOVABLE_SPACEMOVE)
UnregisterSignal(user, COMSIG_MOVABLE_DRIFT_VISUAL_ATTEMPT)
UnregisterSignal(user, COMSIG_MOVABLE_DRIFT_BLOCK_INPUT)
if(trail)
QDEL_NULL(trail)
/datum/component/jetpack/proc/move_react(mob/user)
SIGNAL_HANDLER
if(!user || !user.client)//Don't allow jet self using
return
if(!isturf(user.loc))//You can't use jet in nowhere or from mecha/closet
return
if(user.mob_has_gravity() || user.buckled)//You don't want use jet in gravity or while buckled.
return
if(user.pulledby)//You can't use jet if someone pull you
return
if(user.throwing)//You can't use jet if you thrown
return
if(user.client.calculate_move_dir())//You use jet when press keys. yes.
thrust()
/datum/component/jetpack/proc/pre_move_react(mob/user)
SIGNAL_HANDLER
if(!trail)
return FALSE
trail.oldposition = get_turf(user)
/datum/component/jetpack/proc/spacemove_react(mob/user, movement_dir, continuous_move)
SIGNAL_HANDLER
if(!continuous_move && movement_dir)
return COMSIG_MOVABLE_STOP_SPACEMOVE
// Check if we have the fuel to stop this. Do NOT cosume any fuel, just check
// This is done because things other then us can use our fuel
if(stabilize && check_on_move.Invoke(FALSE))
return COMSIG_MOVABLE_STOP_SPACEMOVE
/// Returns true if the thrust went well, false otherwise
/datum/component/jetpack/proc/thrust()
if(!check_on_move.Invoke(TRUE))
return FALSE
trail.generate_effect()
return TRUE
/// Basically, tell the drift component not to do its starting visuals, because they look dumb for us
/datum/component/jetpack/proc/block_starting_visuals(datum/source)
SIGNAL_HANDLER
return DRIFT_VISUAL_FAILED
/// If we're on, don't let the drift component block movements at the end since we can speed
/datum/component/jetpack/proc/ignore_ending_block(datum/source)
SIGNAL_HANDLER
return DRIFT_ALLOW_INPUT
@@ -70,7 +70,7 @@
if(!turf_check(next, current))
to_chat(user, "<span class='warning'>[movable_parent] cannot go onto [next]!</span>")
return
if(!Process_Spacemove(direction) || !isturf(movable_parent.loc))
if(GLOB.move_manager.processing_on(user, SSspacedrift) || !isturf(movable_parent.loc))
return
step(movable_parent, direction)