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* if you being throwed, you're not moving * throw block_movement variable * forgot arg here * tether might keep movement * Update code/controllers/subsystem/SSthrowing.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> --------- Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
161 lines
4.7 KiB
Plaintext
161 lines
4.7 KiB
Plaintext
#define MAX_THROWING_DIST 512 // 2 z-levels on default width
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#define MAX_TICKS_TO_MAKE_UP 3 //how many missed ticks will we attempt to make up for this run.
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SUBSYSTEM_DEF(throwing)
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name = "Throwing"
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priority = FIRE_PRIORITY_THROWING
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wait = 1
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flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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offline_implications = "Thrown objects may not react properly. Shuttle call recommended."
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cpu_display = SS_CPUDISPLAY_LOW
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var/list/currentrun
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var/list/processing = list()
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/datum/controller/subsystem/throwing/get_stat_details()
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return "P:[length(processing)]"
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/datum/controller/subsystem/throwing/get_metrics()
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. = ..()
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var/list/cust = list()
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cust["processing"] = length(processing)
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.["custom"] = cust
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/datum/controller/subsystem/throwing/fire(resumed = 0)
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if(!resumed)
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src.currentrun = processing.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(length(currentrun))
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var/atom/movable/AM = currentrun[currentrun.len]
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var/datum/thrownthing/TT = currentrun[AM]
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currentrun.len--
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if(!AM || !TT)
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processing -= AM
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if(MC_TICK_CHECK)
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return
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continue
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TT.tick()
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if(MC_TICK_CHECK)
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return
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currentrun = null
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/datum/thrownthing
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var/atom/movable/thrownthing
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var/atom/target
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var/turf/target_turf
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var/init_dir
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var/maxrange
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var/speed
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var/mob/thrower
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var/diagonals_first
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var/dist_travelled = 0
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var/start_time
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var/dist_x
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var/dist_y
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var/dx
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var/dy
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var/force = MOVE_FORCE_DEFAULT
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var/pure_diagonal
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var/diagonal_error
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var/datum/callback/callback
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var/paused = FALSE
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var/delayed_time = 0
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var/last_move = 0
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///When this variable is false, non dense mobs will be hit by a thrown item. useful for things that you dont want to be cheesed by crawling, EG. gravitational anomalies
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var/dodgeable = TRUE
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/// Can a thrown mob move themselves to stop the throw?
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var/block_movement = TRUE
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/datum/thrownthing/proc/tick()
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var/atom/movable/AM = thrownthing
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if(!isturf(AM.loc) || !AM.throwing)
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finalize()
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return
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if(paused)
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delayed_time += world.time - last_move
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return
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if(dist_travelled && hitcheck()) //to catch sneaky things moving on our tile while we slept
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finalize()
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return
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var/atom/step
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last_move = world.time
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//calculate how many tiles to move, making up for any missed ticks.
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var/tilestomove = CEILING(min(((((world.time + world.tick_lag) - start_time + delayed_time) * speed) - (dist_travelled ? dist_travelled : -1)), speed * MAX_TICKS_TO_MAKE_UP) * (world.tick_lag * SSthrowing.wait), 1)
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while(tilestomove-- > 0)
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if((dist_travelled >= maxrange || AM.loc == target_turf) && has_gravity(AM, AM.loc))
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hitcheck() //Just to be sure
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finalize()
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return
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if(dist_travelled <= max(dist_x, dist_y)) //if we haven't reached the target yet we home in on it, otherwise we use the initial direction
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step = get_step(AM, get_dir(AM, target_turf))
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else
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step = get_step(AM, init_dir)
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if(!pure_diagonal && !diagonals_first) // not a purely diagonal trajectory and we don't want all diagonal moves to be done first
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if(diagonal_error >= 0 && max(dist_x, dist_y) - dist_travelled != 1) //we do a step forward unless we're right before the target
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step = get_step(AM, dx)
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diagonal_error += (diagonal_error < 0) ? dist_x / 2 : -dist_y
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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finalize()
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return
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AM.Move(step, get_dir(AM, step))
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dist_travelled++
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if(dist_travelled > MAX_THROWING_DIST)
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finalize()
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return
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/datum/thrownthing/proc/finalize(hit = FALSE, target = null)
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set waitfor = 0
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SSthrowing.processing -= thrownthing
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//done throwing, either because it hit something or it finished moving
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thrownthing.throwing = null
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if(!hit)
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for(var/thing in get_turf(thrownthing)) //looking for our target on the turf we land on.
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var/atom/A = thing
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if(A == target)
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hit = 1
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thrownthing.throw_impact(A, src)
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break
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if(!hit)
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thrownthing.throw_impact(get_turf(thrownthing), src) // we haven't hit something yet and we still must, let's hit the ground.
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thrownthing.newtonian_move(init_dir)
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else
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thrownthing.newtonian_move(init_dir)
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if(target)
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thrownthing.throw_impact(target, src, speed)
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if(callback)
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callback.Invoke()
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SEND_SIGNAL(thrownthing, COMSIG_MOVABLE_THROW_LANDED, src)
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thrownthing.end_throw()
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/datum/thrownthing/proc/hit_atom(atom/A)
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finalize(hit = TRUE, target = A)
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/datum/thrownthing/proc/hitcheck()
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for(var/thing in get_turf(thrownthing))
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var/atom/movable/AM = thing
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if(AM == thrownthing || AM == thrower)
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continue
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if((AM.density || isliving(AM) && !dodgeable && !HAS_TRAIT(AM, TRAIT_DODGE_ALL_OBJECTS)) && !(AM.pass_flags & LETPASSTHROW) && !(AM.flags & ON_BORDER))
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finalize(hit = TRUE, target = AM)
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return TRUE
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