/atom/movable layer = 3 appearance_flags = TILE_BOUND glide_size = 8 // Default, adjusted when mobs move based on their movement delays var/last_move = null var/anchored = FALSE var/move_resist = MOVE_RESIST_DEFAULT var/move_force = MOVE_FORCE_DEFAULT var/pull_force = PULL_FORCE_DEFAULT // var/elevation = 2 - not used anywhere var/move_speed = 10 var/l_move_time = 1 var/datum/thrownthing/throwing = null var/throw_speed = 2 //How many tiles to move per ds when being thrown. Float values are fully supported var/throw_range = 7 var/no_spin = FALSE var/no_spin_thrown = FALSE var/mob/pulledby = null var/atom/movable/pulling /// Face towards the atom while pulling it var/face_while_pulling = FALSE var/throwforce = 0 var/inertia_dir = 0 var/atom/inertia_last_loc var/inertia_moving = 0 var/inertia_next_move = 0 var/inertia_move_delay = 5 var/moving_diagonally = 0 //0: not doing a diagonal move. 1 and 2: doing the first/second step of the diagonal move var/list/client_mobs_in_contents /// Either FALSE, [EMISSIVE_BLOCK_GENERIC], or [EMISSIVE_BLOCK_UNIQUE] var/blocks_emissive = FALSE ///Internal holder for emissive blocker object, do not use directly use blocks_emissive var/atom/movable/emissive_blocker/em_block /// Icon state for thought bubbles. Normally set by mobs. var/thought_bubble_image = "thought_bubble" // Atmos var/pressure_resistance = 10 var/last_high_pressure_movement_air_cycle = 0 /// UID for the atom which the current atom is orbiting var/orbiting_uid = null /* Buckling Vars */ var/can_buckle = FALSE /// Bed-like behaviour, forces the mob to lie down if buckle_lying != -1 var/buckle_lying = -1 /// Require people to be handcuffed before being able to buckle. eg: pipes var/buckle_requires_restraints = 0 /// Lazylist of the mobs buckled to this object. var/list/buckled_mobs = null /// The Pixel_y to offset the buckled mob by var/buckle_offset = 0 /// The max amount of mobs that can be buckled to this object. Currently set to 1 on every movable var/max_buckled_mobs = 1 /// Can we pull the mob while they're buckled. Currently set to false on every movable var/buckle_prevents_pull = FALSE /// Used for icon smoothing. Won't smooth if it ain't anchored and can be unanchored. Only set to true on windows var/can_be_unanchored = FALSE /atom/movable/attempt_init(loc, ...) var/turf/T = get_turf(src) if(T && SSatoms.initialized != INITIALIZATION_INSSATOMS && GLOB.space_manager.is_zlevel_dirty(T.z)) GLOB.space_manager.postpone_init(T.z, src) return . = ..() /atom/movable/Initialize(mapload) . = ..() switch(blocks_emissive) if(EMISSIVE_BLOCK_GENERIC) var/mutable_appearance/gen_emissive_blocker = mutable_appearance(icon, icon_state, plane = EMISSIVE_PLANE, alpha = src.alpha) gen_emissive_blocker.color = EM_BLOCK_COLOR gen_emissive_blocker.dir = dir gen_emissive_blocker.appearance_flags |= appearance_flags AddComponent(/datum/component/emissive_blocker, gen_emissive_blocker) if(EMISSIVE_BLOCK_UNIQUE) render_target = ref(src) em_block = new(src, render_target) add_overlay(list(em_block)) /atom/movable/proc/update_emissive_block() if(!em_block && !QDELETED(src)) render_target = ref(src) em_block = new(src, render_target) add_overlay(list(em_block)) /atom/movable/Destroy() unbuckle_all_mobs(force = TRUE) QDEL_NULL(em_block) . = ..() if(loc) loc.handle_atom_del(src) for(var/atom/movable/AM in contents) qdel(AM) LAZYCLEARLIST(client_mobs_in_contents) loc = null if(pulledby) pulledby.stop_pulling() var/turf/T = loc if(opacity && istype(T)) var/old_has_opaque_atom = T.has_opaque_atom T.recalc_atom_opacity() if(old_has_opaque_atom != T.has_opaque_atom) T.reconsider_lights() //Returns an atom's power cell, if it has one. Overload for individual items. /atom/movable/proc/get_cell() return /atom/movable/proc/start_pulling(atom/movable/AM, state, force = pull_force, show_message = FALSE) if(QDELETED(AM)) return FALSE if(!(AM.can_be_pulled(src, state, force))) return FALSE // if we're pulling something then drop what we're currently pulling and pull this instead. if(pulling) if(state == 0) stop_pulling() return FALSE // Are we trying to pull something we are already pulling? Then enter grab cycle and end. if(AM == pulling) if(isliving(AM)) var/mob/living/AMob = AM AMob.grabbedby(src) return TRUE stop_pulling() if(AM.pulledby) add_attack_logs(AM, AM.pulledby, "pulled from", ATKLOG_ALMOSTALL) AM.pulledby.stop_pulling() //an object can't be pulled by two mobs at once. pulling = AM AM.pulledby = src if(ismob(AM)) var/mob/M = AM add_attack_logs(src, M, "passively grabbed", ATKLOG_ALMOSTALL) if(show_message) visible_message("[src] has grabbed [M] passively!") return TRUE /atom/movable/proc/stop_pulling() if(pulling) pulling.pulledby = null pulling = null /atom/movable/proc/check_pulling() if(pulling) var/atom/movable/pullee = pulling if(pullee && get_dist(src, pullee) > 1) stop_pulling() return if(!isturf(loc)) stop_pulling() return if(pullee && !isturf(pullee.loc) && pullee.loc != loc) //to be removed once all code that changes an object's loc uses forceMove(). log_game("DEBUG:[src]'s pull on [pullee] wasn't broken despite [pullee] being in [pullee.loc]. Pull stopped manually.") stop_pulling() return if(pulling.anchored || pulling.move_resist > move_force) stop_pulling() return if(pulledby && moving_diagonally != FIRST_DIAG_STEP && get_dist(src, pulledby) > 1) //separated from our puller and not in the middle of a diagonal move. pulledby.stop_pulling() /atom/movable/proc/can_be_pulled(user, grab_state, force, show_message = FALSE) if(src == user || !isturf(loc)) return FALSE if(anchored || move_resist == INFINITY) if(show_message) to_chat(user, "[src] appears to be anchored to the ground!") return FALSE if(throwing) return FALSE if(force < (move_resist * MOVE_FORCE_PULL_RATIO)) if(show_message) to_chat(user, "[src] is too heavy to pull!") return FALSE if(user in buckled_mobs) return FALSE return TRUE // Used in shuttle movement and AI eye stuff. // Primarily used to notify objects being moved by a shuttle/bluespace fuckup. /atom/movable/proc/setLoc(T, teleported=0) var/old_loc = loc loc = T Moved(old_loc, get_dir(old_loc, loc)) /** * meant for movement with zero side effects. only use for objects that are supposed to move "invisibly" (like camera mobs or ghosts) * if you want something to move onto a tile with a beartrap or recycler or tripmine or mouse without that object knowing about it at all, use this * most of the time you want forceMove() */ /atom/movable/proc/abstract_move(atom/new_loc) var/atom/old_loc = loc var/direction = get_dir(old_loc, new_loc) loc = new_loc Moved(old_loc, direction, TRUE) /atom/movable/Move(atom/newloc, direct = 0, movetime) if(!loc || !newloc) return FALSE var/atom/oldloc = loc if(loc != newloc) if(movetime > 0) glide_for(movetime) if(IS_DIR_CARDINAL(direct)) . = ..(newloc, direct) // don't pass up movetime setDir(direct) else //Diagonal move, split it into cardinal moves moving_diagonally = FIRST_DIAG_STEP var/first_step_dir = 0 // For each diagonal direction, we try moving NORTH/SOUTH first, and if it fails, we try moving EAST/WEST first. // As long as either succeeds, we try the other. var/direct_NS = direct & (NORTH | SOUTH) var/direct_EW = direct & (EAST | WEST) var/first_step_target = get_step(src, direct_NS) Move(first_step_target, direct_NS) if(loc == first_step_target) first_step_dir = direct_NS moving_diagonally = SECOND_DIAG_STEP . = Move(get_step(src, direct_EW), direct_EW) else if(loc == oldloc) first_step_target = get_step(src, direct_EW) Move(first_step_target, direct_EW) if(loc == first_step_target) first_step_dir = direct_EW moving_diagonally = SECOND_DIAG_STEP . = Move(get_step(src, direct_NS), direct_NS) if(first_step_dir != 0) if(!.) setDir(first_step_dir) Moved(oldloc, first_step_dir) else if(!inertia_moving) inertia_next_move = world.time + inertia_move_delay newtonian_move(direct) moving_diagonally = 0 return if(!loc || (loc == oldloc && oldloc != newloc)) last_move = 0 return if(.) Moved(oldloc, direct) last_move = direct move_speed = world.time - l_move_time l_move_time = world.time if(. && has_buckled_mobs() && !handle_buckled_mob_movement(loc, direct, movetime)) //movement failed due to buckled mob . = FALSE // Called after a successful Move(). By this point, we've already moved /atom/movable/proc/Moved(atom/OldLoc, Dir, Forced = FALSE) SEND_SIGNAL(src, COMSIG_MOVABLE_MOVED, OldLoc, Dir, Forced) if(!inertia_moving) inertia_next_move = world.time + inertia_move_delay newtonian_move(Dir) if(length(client_mobs_in_contents)) update_parallax_contents() var/datum/light_source/L var/thing for(thing in light_sources) // Cycle through the light sources on this atom and tell them to update. L = thing L.source_atom.update_light() return TRUE // Change glide size for the duration of one movement /atom/movable/proc/glide_for(movetime) if(movetime) glide_size = world.icon_size/max(DS2TICKS(movetime), 1) spawn(movetime) glide_size = initial(glide_size) else glide_size = initial(glide_size) // Previously known as HasEntered() // This is automatically called when something enters your square /atom/movable/Crossed(atom/movable/AM, oldloc) SEND_SIGNAL(src, COMSIG_MOVABLE_CROSSED, AM) SEND_SIGNAL(AM, COMSIG_CROSSED_MOVABLE, src) /atom/movable/Uncrossed(atom/movable/AM) SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSSED, AM) /atom/movable/Bump(atom/bumped_atom, yes) //the "yes" arg is to differentiate our Bump proc from byond's, without it every Bump() call would become a double Bump(). // suffering if(bumped_atom && yes) SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, bumped_atom) if(!QDELETED(throwing)) throwing.finalize(TRUE, bumped_atom) . = TRUE if(QDELETED(bumped_atom)) return bumped_atom.Bumped(src) /atom/movable/proc/forceMove(atom/destination) var/turf/old_loc = loc loc = destination moving_diagonally = 0 if(old_loc) old_loc.Exited(src, destination) for(var/atom/movable/AM in old_loc) AM.Uncrossed(src) if(destination) destination.Entered(src) for(var/atom/movable/AM in destination) if(AM == src) continue AM.Crossed(src, old_loc) var/turf/oldturf = get_turf(old_loc) var/turf/destturf = get_turf(destination) var/old_z = (oldturf ? oldturf.z : null) var/dest_z = (destturf ? destturf.z : null) if(old_z != dest_z) onTransitZ(old_z, dest_z) Moved(old_loc, NONE) return TRUE /atom/movable/proc/onTransitZ(old_z,new_z) for(var/item in src) // Notify contents of Z-transition. This can be overridden if we know the items contents do not care. var/atom/movable/AM = item AM.onTransitZ(old_z,new_z) SEND_SIGNAL(src, COMSIG_MOVABLE_Z_CHANGED) /mob/living/forceMove(atom/destination) if(buckled) addtimer(CALLBACK(src, PROC_REF(check_buckled)), 1, TIMER_UNIQUE) if(has_buckled_mobs()) for(var/m in buckled_mobs) var/mob/living/buckled_mob = m addtimer(CALLBACK(buckled_mob, PROC_REF(check_buckled)), 1, TIMER_UNIQUE) if(pulling) addtimer(CALLBACK(src, PROC_REF(check_pull)), 1, TIMER_UNIQUE) . = ..() if(client) reset_perspective(destination) if(hud_used && length(client.parallax_layers)) hud_used.update_parallax() update_runechat_msg_location() //Called whenever an object moves and by mobs when they attempt to move themselves through space //And when an object or action applies a force on src, see newtonian_move() below //return FALSE to have src start/keep drifting in a no-grav area and TRUE to stop/not start drifting //Mobs should return TRUE if they should be able to move of their own volition, see client/Move() in mob_movement.dm //movement_dir == 0 when stopping or any dir when trying to move /atom/movable/proc/Process_Spacemove(movement_dir = 0) if(has_gravity(src)) return TRUE if(pulledby && !pulledby.pulling) return TRUE if(SEND_SIGNAL(src, COMSIG_MOVABLE_SPACEMOVE, movement_dir) & COMSIG_MOVABLE_STOP_SPACEMOVE) return TRUE if(throwing) return TRUE if(locate(/obj/structure/lattice) in range(1, get_turf(src))) //Not realistic but makes pushing things in space easier return TRUE return FALSE /atom/movable/proc/newtonian_move(direction) //Only moves the object if it's under no gravity if(!loc || Process_Spacemove(0)) inertia_dir = 0 return FALSE inertia_dir = direction if(!direction) return TRUE inertia_last_loc = loc SSspacedrift.processing[src] = src return TRUE //called when src is thrown into hit_atom /atom/movable/proc/throw_impact(atom/hit_atom, throwingdatum) set waitfor = FALSE SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum) if(!QDELETED(hit_atom)) return hit_atom.hitby(src, throwingdatum=throwingdatum) /// called after an items throw is ended. /atom/movable/proc/end_throw() return /atom/movable/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked, datum/thrownthing/throwingdatum) if(!anchored && hitpush && (!throwingdatum || (throwingdatum.force >= (move_resist * MOVE_FORCE_PUSH_RATIO)))) step(src, AM.dir) ..() /atom/movable/proc/throw_at(atom/target, range, speed, mob/thrower, spin = TRUE, diagonals_first = FALSE, datum/callback/callback, force = INFINITY, dodgeable = TRUE, block_movement = TRUE) if(QDELETED(src)) CRASH("Qdeleted thing being thrown around.") if(!target || (flags & NODROP) || speed <= 0) return FALSE if(pulledby) pulledby.stop_pulling() // They are moving! Wouldn't it be cool if we calculated their momentum and added it to the throw? if(istype(thrower) && thrower.last_move && thrower.client && thrower.client.move_delay >= world.time + world.tick_lag * 2) var/user_momentum = thrower.movement_delay() if(!user_momentum) // no movement_delay, this means they move once per byond tick, let's calculate from that instead user_momentum = world.tick_lag user_momentum = 1 / user_momentum // convert from ds to the tiles per ds that throw_at uses if(get_dir(thrower, target) & last_move) user_momentum = user_momentum // basically a noop, but needed else if(get_dir(target, thrower) & last_move) user_momentum = -user_momentum // we are moving away from the target, lets slowdown the throw accordingly else user_momentum = 0 if(user_momentum) // first lets add that momentum to range range *= (user_momentum / speed) + 1 //then lets add it to speed speed += user_momentum if(speed <= 0) return //no throw speed, the user was moving too fast. var/target_zone if(QDELETED(thrower)) thrower = null //Let's not pass a qdeleting reference if any. else target_zone = thrower.zone_selected var/datum/thrownthing/thrown_thing = new(src, target, get_dir(src, target), range, speed, thrower, diagonals_first, force, callback, dodgeable, block_movement, target_zone) var/dist_x = abs(target.x - src.x) var/dist_y = abs(target.y - src.y) var/dx = (target.x > src.x) ? EAST : WEST var/dy = (target.y > src.y) ? NORTH : SOUTH if(dist_x == dist_y) thrown_thing.pure_diagonal = 1 else if(dist_x <= dist_y) var/olddist_x = dist_x var/olddx = dx dist_x = dist_y dist_y = olddist_x dx = dy dy = olddx thrown_thing.dist_x = dist_x thrown_thing.dist_y = dist_y thrown_thing.dx = dx thrown_thing.dy = dy thrown_thing.diagonal_error = dist_x / 2 - dist_y thrown_thing.start_time = world.time if(pulledby) pulledby.stop_pulling() throwing = thrown_thing if(spin && !no_spin && !no_spin_thrown) SpinAnimation(5, 1) SEND_SIGNAL(src, COMSIG_MOVABLE_POST_THROW, thrown_thing, spin) SSthrowing.processing[src] = thrown_thing thrown_thing.tick() return TRUE /// This proc is recursive, and calls itself to constantly set the glide size of an atom/movable /atom/movable/proc/set_glide_size(target = 8) glide_size = target for(var/mob/buckled_mob as anything in buckled_mobs) buckled_mob.set_glide_size(target) //Overlays /atom/movable/overlay var/atom/master = null anchored = TRUE simulated = FALSE /atom/movable/overlay/New() . = ..() verbs.Cut() return /atom/movable/overlay/attackby(a, b, c) if(master) return master.attackby(a, b, c) /atom/movable/overlay/attack_hand(a, b, c) if(master) return master.attack_hand(a, b, c) /atom/movable/proc/handle_buckled_mob_movement(newloc,direct,movetime) for(var/m in buckled_mobs) var/mob/living/buckled_mob = m if(!buckled_mob.Move(newloc, direct, movetime)) forceMove(buckled_mob.loc) last_move = buckled_mob.last_move inertia_dir = last_move buckled_mob.inertia_dir = last_move return FALSE return TRUE /atom/movable/proc/force_pushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction) return FALSE /atom/movable/proc/force_push(atom/movable/AM, force = move_force, direction, silent = FALSE) . = AM.force_pushed(src, force, direction) if(!silent && .) visible_message("[src] forcefully pushes against [AM]!", "You forcefully push against [AM]!") /atom/movable/proc/move_crush(atom/movable/AM, force = move_force, direction, silent = FALSE) . = AM.move_crushed(src, force, direction) if(!silent && .) visible_message("[src] crushes past [AM]!", "You crush [AM]!") /atom/movable/proc/move_crushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction) return FALSE /atom/movable/CanPass(atom/movable/mover, turf/target, height=1.5) // This condition is copied from atom to avoid an extra parent call, because this is a very hot proc. if(!density || !height) return TRUE return LAZYIN(buckled_mobs, mover) /atom/movable/proc/get_spacemove_backup() var/atom/movable/dense_object_backup for(var/A in orange(1, get_turf(src))) if(isarea(A)) continue else if(isturf(A)) var/turf/turf = A if(!turf.density) continue return turf else var/atom/movable/AM = A if(!AM.CanPass(src) || AM.density) if(AM.anchored) return AM dense_object_backup = AM break . = dense_object_backup /atom/movable/proc/transfer_prints_to(atom/movable/target = null, overwrite = FALSE) if(!target) return if(overwrite) target.fingerprints = fingerprints target.fingerprintshidden = fingerprintshidden else target.fingerprints += fingerprints target.fingerprintshidden += fingerprintshidden target.fingerprintslast = fingerprintslast /atom/movable/proc/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect) if(!no_effect && (visual_effect_icon || used_item)) do_item_attack_animation(A, visual_effect_icon, used_item) if(A == src) return //don't do an animation if attacking self var/pixel_x_diff = 0 var/pixel_y_diff = 0 var/turn_dir = 1 var/direction = get_dir(src, A) if(direction & NORTH) pixel_y_diff = 8 turn_dir = prob(50) ? -1 : 1 else if(direction & SOUTH) pixel_y_diff = -8 turn_dir = prob(50) ? -1 : 1 if(direction & EAST) pixel_x_diff = 8 else if(direction & WEST) pixel_x_diff = -8 turn_dir = -1 var/matrix/initial_transform = matrix(transform) var/matrix/rotated_transform = transform.Turn(5 * turn_dir) animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, transform = rotated_transform, time = 0.1 SECONDS, easing = CUBIC_EASING) animate(pixel_x = pixel_x - pixel_x_diff, pixel_y = pixel_y - pixel_y_diff, transform = initial_transform, time = 0.2 SECONDS, easing = SINE_EASING) /atom/movable/proc/do_item_attack_animation(atom/A, visual_effect_icon, obj/item/used_item) var/image/I if(visual_effect_icon) I = image('icons/effects/effects.dmi', A, visual_effect_icon, A.layer + 0.1) else if(used_item) I = image(icon = used_item, loc = A, layer = A.layer + 0.1) I.plane = GAME_PLANE // Scale the icon. I.transform *= 0.75 // The icon should not rotate. I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA // Set the direction of the icon animation. var/direction = get_dir(src, A) if(direction & NORTH) I.pixel_y = -16 else if(direction & SOUTH) I.pixel_y = 16 if(direction & EAST) I.pixel_x = -16 else if(direction & WEST) I.pixel_x = 16 if(!direction) // Attacked self?! I.pixel_z = 16 if(!I) return // Who can see the attack? var/list/viewing = list() for(var/mob/M in viewers(A)) if(M.client && M.client.prefs.toggles2 & PREFTOGGLE_2_ITEMATTACK) viewing |= M.client I.appearance_flags |= RESET_TRANSFORM | KEEP_APART flick_overlay(I, viewing, 7) // 7 ticks/half a second // And animate the attack! var/t_color = "#ffffff" if(ismob(src) && ismob(A) && !used_item) var/mob/M = src t_color = M.a_intent == INTENT_HARM ? "#ff0000" : "#ffffff" animate(I, alpha = 175, pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 0.3 SECONDS, color = t_color) animate(time = 0.1 SECONDS) animate(alpha = 0, time = 0.3 SECONDS, easing = CIRCULAR_EASING | EASE_OUT) /atom/movable/proc/portal_destroyed(obj/effect/portal/P) return /atom/movable/proc/decompile_act(obj/item/matter_decompiler/C, mob/user) // For drones to decompile mobs and objs. See drone for an example. return FALSE /// called when a mob gets shoved into an items turf. false means the mob will be shoved backwards normally, true means the mob will not be moved by the disarm proc. /atom/movable/proc/shove_impact(mob/living/target, mob/living/attacker) return FALSE /** * Adds the deadchat_plays component to this atom with simple movement commands. * * Returns the component added. * Arguments: * * mode - Either DEADCHAT_ANARCHY_MODE or DEADCHAT_DEMOCRACY_MODE passed to the deadchat_control component. See [/datum/component/deadchat_control] for more info. * * cooldown - The cooldown between command inputs passed to the deadchat_control component. See [/datum/component/deadchat_control] for more info. */ /atom/movable/proc/deadchat_plays(mode = DEADCHAT_ANARCHY_MODE, cooldown = 12 SECONDS) return AddComponent(/datum/component/deadchat_control/cardinal_movement, mode, list(), cooldown) /// Easy way to remove the component when the fun has been played out /atom/movable/proc/stop_deadchat_plays() var/datum/component/deadchat_control/comp = GetComponent(/datum/component/deadchat_control) if(!QDELETED(comp)) qdel(comp) /atom/movable/vv_get_dropdown() . = ..() if(!GetComponent(/datum/component/deadchat_control)) .["Give deadchat control"] = "?_src_=vars;grantdeadchatcontrol=[UID()]" else .["Remove deadchat control"] = "?_src_=vars;removedeadchatcontrol=[UID()]" //Update the screentip to reflect what we're hovering over /atom/movable/MouseEntered(location, control, params) if(invisibility > usr.see_invisible) return var/datum/hud/active_hud = usr.hud_used // Don't nullcheck this stuff, if it breaks we wanna know it breaks var/screentip_mode = usr.client.prefs.screentip_mode if(screentip_mode == 0 || (flags & NO_SCREENTIPS)) active_hud.screentip_text.maptext = "" return //We inline a MAPTEXT() here, because there's no good way to statically add to a string like this active_hud.screentip_text.maptext = "[name]" usr.client.moused_over = UID() /atom/movable/MouseExited(location, control, params) usr.hud_used.screentip_text.maptext = "" usr.client.moused_over = null /atom/movable/proc/choose_crush_crit(mob/living/carbon/victim) if(!length(GLOB.tilt_crits)) return for(var/crit_path in shuffle(GLOB.tilt_crits)) var/datum/tilt_crit/C = GLOB.tilt_crits[crit_path] if(C.is_valid(src, victim)) return C /atom/movable/proc/handle_squish_carbon(mob/living/carbon/victim, damage_to_deal, datum/tilt_crit/crit) // Damage points to "refund", if a crit already beats the shit out of you we can shelve some of the extra damage. var/crit_rebate = 0 if(HAS_TRAIT(victim, TRAIT_DWARF)) // also double damage if you're short damage_to_deal *= 2 if(crit) crit_rebate = crit.tip_crit_effect(src, victim) if(crit.harmless) return add_attack_logs(null, victim, "critically crushed by [src] causing [crit]") else add_attack_logs(null, victim, "crushed by [src]") // 30% chance to spread damage across the entire body, 70% chance to target two limbs in particular damage_to_deal = max(damage_to_deal - crit_rebate, 0) if(prob(30)) victim.apply_damage(damage_to_deal, BRUTE, BODY_ZONE_CHEST, spread_damage = TRUE) else var/picked_zone var/num_parts_to_pick = 2 for(var/i in 1 to num_parts_to_pick) picked_zone = pick(BODY_ZONE_CHEST, BODY_ZONE_HEAD, BODY_ZONE_L_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_ARM, BODY_ZONE_R_LEG) victim.apply_damage((damage_to_deal) * (1 / num_parts_to_pick), BRUTE, picked_zone) victim.AddElement(/datum/element/squish, 80 SECONDS) #define NO_CRUSH_DIR "no_dir" /** * Tip over this atom onto a turf, crushing things in its path. * * Arguments: * * target_turf - The turf to fall onto. * * should_crit - If true, we'll try to crit things that we crush. * * crit_damage_factor - If a crit is rolled, crush_damage will be multiplied by this amount. * * forced_crit - If passed, this crit will be applied to everything it crushes. * * weaken_time - The amount of time that weaken will be applied to crushed mobs. * * knockdown_time - The amount of time that knockdown will be applied to crushed mobs. * * ignore_gravity - If false, we won't fall over in zero G. * * should_rotate - If false, we won't rotate when we fall. * * angle - The angle by which we'll rotate. If this is null/0, we'll randomly rotate 90 degrees clockwise or counterclockwise. * * rightable - If true, the tilted component will be applied, allowing people to alt-click to right it. * * block_interactions_until_righted - If true, interactions with the object will be blocked until it's righted. * * crush_dir - An override on the cardinal direction we're crushing. */ /atom/movable/proc/fall_and_crush(turf/target_turf, crush_damage, should_crit = FALSE, crit_damage_factor = 2, datum/tilt_crit/forced_crit, weaken_time = 4 SECONDS, knockdown_time = 10 SECONDS, ignore_gravity = FALSE, should_rotate = TRUE, angle, rightable = FALSE, block_interactions_until_righted = FALSE, crush_dir = NO_CRUSH_DIR) if(QDELETED(src) || isnull(target_turf)) return if(crush_dir == NO_CRUSH_DIR) crush_dir = get_dir(get_turf(src), target_turf) var/has_tried_to_move = FALSE if(is_blocked_turf(target_turf, TRUE, excluded_objs=list(src))) has_tried_to_move = TRUE if(!Move(target_turf, crush_dir)) // we'll try to move, and if we didn't end up going anywhere, then we do nothing. visible_message("[src] seems to rock, but doesn't fall over!") return for(var/atom/target in (target_turf.contents) + target_turf) if(isarea(target) || target == src) // don't crush ourselves continue if(isobserver(target)) continue // ignore things that are under the ground if(isobj(target) && (target.invisibility > SEE_INVISIBLE_LIVING) || iseffect(target) || isitem(target) || target.level == 1) continue var/datum/tilt_crit/crit_case = forced_crit if(isnull(forced_crit) && should_crit) crit_case = choose_crush_crit(target) // note that it could still be null after this point, in which case it won't crit var/damage_to_deal = crush_damage if(isliving(target)) var/mob/living/L = target if(L.incorporeal_move) continue if(crit_case) damage_to_deal *= crit_damage_factor if(iscarbon(L)) handle_squish_carbon(L, damage_to_deal, crit_case) else L.apply_damage(damage_to_deal, BRUTE) L.Weaken(weaken_time) L.emote("scream") L.KnockDown(knockdown_time) playsound(L, 'sound/effects/blobattack.ogg', 40, TRUE) playsound(L, 'sound/effects/splat.ogg', 50, TRUE) add_attack_logs(src, L, "crushed by [src]") else if(isobj(target)) // don't crush things on the floor, that'd probably be annoying var/obj/O = target O.take_damage(damage_to_deal, BRUTE, "", FALSE) else continue target.visible_message( "[target] is crushed by [src]!", "[src] crushes you!", "You hear a loud crunch!" ) tilt_over(target_turf, angle, should_rotate, rightable, block_interactions_until_righted) // for things that trigger on Crossed() if(!has_tried_to_move) Move(target_turf, crush_dir) return TRUE #undef NO_CRUSH_DIR /** * Tip over an atom without too much fuss. This won't cause damage to anything, and just rotates the thing and (optionally) adds the component. * * Arguments: * * target - The turf to tilt over onto * * rotation_angle - The angle to rotate by. If not given, defaults to random rotating by 90 degrees clockwise or counterclockwise * * should_rotate - Whether or not we should rotate at all * * rightable - Whether or not this object should be rightable, attaching the tilted component to it * * block_interactions_until_righted - If true, this object will need to be righted before it can be interacted with */ /atom/movable/proc/tilt_over(turf/target, rotation_angle, should_rotate, rightable, block_interactions_until_righted) visible_message("[src] tips over!", "You hear a loud crash!") playsound(src, "sound/effects/bang.ogg", 100, TRUE) var/rot_angle = rotation_angle ? rotation_angle : pick(90, -90) if(should_rotate) var/matrix/to_turn = turn(transform, rot_angle) animate(src, transform = to_turn, 0.2 SECONDS) if(target && target != get_turf(src)) throw_at(target, 1, 1, spin = FALSE) if(rightable) layer = ABOVE_MOB_LAYER AddComponent(/datum/component/tilted, 14 SECONDS, block_interactions_until_righted, rot_angle) /// Untilt a tilted object. /atom/movable/proc/untilt(mob/living/user, duration = 10 SECONDS) SEND_SIGNAL(src, COMSIG_MOVABLE_TRY_UNTILT, user) /// useful callback for things that want special behavior on crush /atom/movable/proc/on_crush_thing(atom/thing) return