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Paradise/code/datums/components/jetpack_component.dm
warriorstar-orion 157276d6cb 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
2025-01-22 22:49:58 +00:00

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// 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