mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-20 07:12:55 +00:00
This commit ports /tg/'s move refactor. The throwing system has been replaced entirely, removing the necessity of throw_at_fast and resolving multiple outstanding issues, such as crossbows being unusable. Spacedrifting has also been upgraded to function with the new throwing system. It is now it's own process. Tickcomp has been killed, and the config values have been adjusted to more or less match live Paradise. All mobs now share a common Bump() proc. There are only four mobtypes which do not, including humans and simple animals. With the exception of mob types that do not ever want to Bump() or be Bumped(), they should call the parent proc. Human movement slowdown has been moderately tweaked in how it stacks effects; It shouldn't be significantly different from a player perspective. Mobs will now spread fire if they bump into another mob. I don't want to set the world on fiiiire, I just want start a flame in your heart~ For player facing changes: Input delay has been reduced by roughly ~50ms for any direction keys, by advantage of a previously unknown flag on byond verbs which allow them to operate independently from the tick rate of the server. You may need to clear your interface.dmf file if you have a custom skin for this change to function.
138 lines
3.8 KiB
Plaintext
138 lines
3.8 KiB
Plaintext
#define MAX_THROWING_DIST 512 // 2 z-levels on default width
|
|
#define MAX_TICKS_TO_MAKE_UP 3 //how many missed ticks will we attempt to make up for this run.
|
|
|
|
var/global/datum/controller/process/throwing/throw_master
|
|
|
|
/datum/controller/process/throwing
|
|
var/list/processing_list
|
|
|
|
/datum/controller/process/throwing/setup()
|
|
name = "throwing"
|
|
schedule_interval = 1
|
|
start_delay = 20
|
|
log_startup_progress("Throw ticker starting up.")
|
|
|
|
/datum/controller/process/throwing/statProcess()
|
|
..()
|
|
stat(null, "P:[processing_list.len]")
|
|
|
|
/datum/controller/process/throwing/started()
|
|
..()
|
|
if(!processing_list)
|
|
processing_list = list()
|
|
|
|
/datum/controller/process/throwing/doWork()
|
|
for(last_object in processing_list)
|
|
var/atom/movable/AM = last_object
|
|
if(istype(AM) && isnull(AM.gcDestroyed))
|
|
var/datum/thrownthing/TT = processing_list[AM]
|
|
if(istype(TT) && isnull(TT.gcDestroyed))
|
|
TT.tick()
|
|
SCHECK
|
|
else
|
|
catchBadType(TT)
|
|
processing_list -= AM
|
|
AM.throwing = null
|
|
else
|
|
catchBadType(AM)
|
|
processing_list -= AM
|
|
SCHECK
|
|
|
|
DECLARE_GLOBAL_CONTROLLER(throwing, throw_master)
|
|
|
|
/datum/thrownthing
|
|
var/atom/movable/thrownthing
|
|
var/atom/target
|
|
var/turf/target_turf
|
|
var/init_dir
|
|
var/maxrange
|
|
var/speed
|
|
var/mob/thrower
|
|
var/diagonals_first
|
|
var/dist_travelled = 0
|
|
var/start_time
|
|
var/dist_x
|
|
var/dist_y
|
|
var/dx
|
|
var/dy
|
|
var/pure_diagonal
|
|
var/diagonal_error
|
|
var/datum/callback/callback
|
|
|
|
/datum/thrownthing/proc/tick()
|
|
var/atom/movable/AM = thrownthing
|
|
if(!isturf(AM.loc) || !AM.throwing)
|
|
finalize()
|
|
return
|
|
|
|
if(dist_travelled && hitcheck()) //to catch sneaky things moving on our tile while we slept
|
|
finalize()
|
|
return
|
|
|
|
var/atom/step
|
|
|
|
// calculate how many tiles to move, making up for any missed ticks.
|
|
if((dist_travelled >= maxrange || AM.loc == target_turf) && has_gravity(AM, AM.loc))
|
|
finalize()
|
|
return
|
|
|
|
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
|
|
step = get_step(AM, get_dir(AM, target_turf))
|
|
else
|
|
step = get_step(AM, init_dir)
|
|
|
|
if(!pure_diagonal && !diagonals_first) // not a purely diagonal trajectory and we don't want all diagonal moves to be done first
|
|
if(diagonal_error >= 0 && max(dist_x, dist_y) - dist_travelled != 1) // we do a step forward unless we're right before the target
|
|
step = get_step(AM, dx)
|
|
diagonal_error += (diagonal_error < 0) ? dist_x / 2 : -dist_y
|
|
|
|
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
|
|
finalize()
|
|
return
|
|
|
|
AM.Move(step, get_dir(AM, step))
|
|
|
|
if(!AM.throwing) // we hit something during our move
|
|
finalize(hit = TRUE)
|
|
return
|
|
|
|
dist_travelled++
|
|
|
|
if(dist_travelled > MAX_THROWING_DIST)
|
|
finalize()
|
|
return
|
|
|
|
/datum/thrownthing/proc/finalize(hit = FALSE)
|
|
set waitfor = 0
|
|
throw_master.processing_list -= thrownthing
|
|
// done throwning, either because it hit something or it finished moving
|
|
thrownthing.throwing = null
|
|
if(!hit)
|
|
for(var/thing in get_turf(thrownthing)) //looking for our target on the turf we land on.
|
|
var/atom/A = thing
|
|
if(A == target)
|
|
hit = 1
|
|
thrownthing.throw_impact(A, src)
|
|
break
|
|
if(!hit)
|
|
thrownthing.throw_impact(get_turf(thrownthing), src) // we haven't hit something yet and we still must, let's hit the ground.
|
|
thrownthing.newtonian_move(init_dir)
|
|
else
|
|
thrownthing.newtonian_move(init_dir)
|
|
if(callback)
|
|
callback.Invoke()
|
|
|
|
/datum/thrownthing/proc/hit_atom(atom/A)
|
|
thrownthing.throw_impact(A, src)
|
|
thrownthing.newtonian_move(init_dir)
|
|
finalize(TRUE)
|
|
|
|
/datum/thrownthing/proc/hitcheck()
|
|
for(var/thing in get_turf(thrownthing))
|
|
var/atom/movable/AM = thing
|
|
if(AM == thrownthing)
|
|
continue
|
|
if(AM.density && !(AM.pass_flags & LETPASSTHROW) && !(AM.flags & ON_BORDER))
|
|
thrownthing.throwing = null
|
|
thrownthing.throw_impact(AM, src)
|
|
return TRUE |