mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
331 lines
10 KiB
Plaintext
331 lines
10 KiB
Plaintext
// File for movement procs for atom/movable
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////////////////////////////////////////
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// Here's where we rewrite how byond handles movement except slightly different
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// To be removed on step_ conversion
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// All this work to prevent a second bump
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/atom/movable/Move(atom/newloc, direct=0, glide_size_override = 0)
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. = FALSE
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if(!newloc || newloc == loc)
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return
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if(!direct)
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direct = get_dir(src, newloc)
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setDir(direct)
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if(!loc.Exit(src, newloc))
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return
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if(!newloc.Enter(src, src.loc))
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return
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if (SEND_SIGNAL(src, COMSIG_MOVABLE_PRE_MOVE, newloc) & COMPONENT_MOVABLE_BLOCK_PRE_MOVE)
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return
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// Past this is the point of no return
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var/atom/oldloc = loc
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var/area/oldarea = get_area(oldloc)
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var/area/newarea = get_area(newloc)
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loc = newloc
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. = TRUE
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oldloc.Exited(src, newloc)
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if(oldarea != newarea)
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oldarea.Exited(src, newloc)
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for(var/i in oldloc)
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if(i == src) // Multi tile objects
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continue
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var/atom/movable/thing = i
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thing.Uncrossed(src)
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newloc.Entered(src, oldloc)
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if(oldarea != newarea)
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newarea.Entered(src, oldloc)
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for(var/i in loc)
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if(i == src) // Multi tile objects
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continue
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var/atom/movable/thing = i
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thing.Crossed(src)
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/**
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* meant for movement with zero side effects. only use for objects that are supposed to move "invisibly" (like camera mobs or ghosts)
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* 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
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* most of the time you want forceMove()
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*/
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/atom/movable/proc/abstract_move(atom/new_loc)
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var/atom/old_loc = loc
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// move_stacks++
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loc = new_loc
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Moved(old_loc)
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/atom/movable/Move(atom/newloc, direct, glide_size_override = 0)
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var/atom/movable/pullee = pulling
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var/turf/T = loc
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if(!moving_from_pull)
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check_pulling()
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if(!loc || !newloc)
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return FALSE
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var/atom/oldloc = loc
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//Early override for some cases like diagonal movement
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if(glide_size_override)
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set_glide_size(glide_size_override, FALSE)
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if(loc != newloc)
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if (!(direct & (direct - 1))) //Cardinal move
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. = ..()
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else //Diagonal move, split it into cardinal moves
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moving_diagonally = FIRST_DIAG_STEP
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var/first_step_dir
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// The `&& moving_diagonally` checks are so that a forceMove taking
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// place due to a Crossed, Bumped, etc. call will interrupt
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// the second half of the diagonal movement, or the second attempt
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// at a first half if step() fails because we hit something.
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if (direct & NORTH)
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if (direct & EAST)
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if (step(src, NORTH) && moving_diagonally)
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first_step_dir = NORTH
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moving_diagonally = SECOND_DIAG_STEP
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. = step(src, EAST)
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else if (moving_diagonally && step(src, EAST))
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first_step_dir = EAST
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moving_diagonally = SECOND_DIAG_STEP
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. = step(src, NORTH)
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else if (direct & WEST)
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if (step(src, NORTH) && moving_diagonally)
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first_step_dir = NORTH
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moving_diagonally = SECOND_DIAG_STEP
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. = step(src, WEST)
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else if (moving_diagonally && step(src, WEST))
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first_step_dir = WEST
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moving_diagonally = SECOND_DIAG_STEP
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. = step(src, NORTH)
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else if (direct & SOUTH)
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if (direct & EAST)
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if (step(src, SOUTH) && moving_diagonally)
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first_step_dir = SOUTH
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moving_diagonally = SECOND_DIAG_STEP
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. = step(src, EAST)
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else if (moving_diagonally && step(src, EAST))
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first_step_dir = EAST
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moving_diagonally = SECOND_DIAG_STEP
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. = step(src, SOUTH)
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else if (direct & WEST)
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if (step(src, SOUTH) && moving_diagonally)
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first_step_dir = SOUTH
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moving_diagonally = SECOND_DIAG_STEP
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. = step(src, WEST)
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else if (moving_diagonally && step(src, WEST))
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first_step_dir = WEST
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moving_diagonally = SECOND_DIAG_STEP
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. = step(src, SOUTH)
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if(moving_diagonally == SECOND_DIAG_STEP)
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if(!.)
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setDir(first_step_dir)
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else if (!inertia_moving)
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inertia_next_move = world.time + inertia_move_delay
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newtonian_move(direct)
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moving_diagonally = 0
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return
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if(!loc || (loc == oldloc && oldloc != newloc))
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last_move = 0
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return
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setDir(direct)
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if(.)
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Moved(oldloc, direct)
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if(. && pulling && pulling == pullee && pulling != moving_from_pull) //we were pulling a thing and didn't lose it during our move.
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if(pulling.anchored)
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stop_pulling()
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else
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var/pull_dir = get_dir(src, pulling)
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//puller and pullee more than one tile away or in diagonal position
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if(get_dist(src, pulling) > 1 || (moving_diagonally != SECOND_DIAG_STEP && ((pull_dir - 1) & pull_dir)))
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pulling.moving_from_pull = src
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pulling.Move(T, get_dir(pulling, T), glide_size) //the pullee tries to reach our previous position
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pulling.moving_from_pull = null
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check_pulling()
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//glide_size strangely enough can change mid movement animation and update correctly while the animation is playing
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//This means that if you don't override it late like this, it will just be set back by the movement update that's called when you move turfs.
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if(glide_size_override)
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set_glide_size(glide_size_override, FALSE)
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last_move = direct
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if(. && has_buckled_mobs() && !handle_buckled_mob_movement(loc, direct, glide_size_override)) //movement failed due to buckled mob(s)
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return FALSE
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/atom/movable/proc/handle_buckled_mob_movement(newloc, direct, glide_size_override)
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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if(!buckled_mob.Move(newloc, direct, glide_size_override))
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forceMove(buckled_mob.loc)
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last_move = buckled_mob.last_move
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inertia_dir = last_move
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buckled_mob.inertia_dir = last_move
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return FALSE
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return TRUE
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//Called after a successful Move(). By this point, we've already moved
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/atom/movable/proc/Moved(atom/OldLoc, Dir, Forced = FALSE)
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SHOULD_CALL_PARENT(TRUE)
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SEND_SIGNAL(src, COMSIG_MOVABLE_MOVED, OldLoc, Dir, Forced)
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if (!inertia_moving)
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inertia_next_move = world.time + inertia_move_delay
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newtonian_move(Dir)
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return TRUE
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// Make sure you know what you're doing if you call this, this is intended to only be called by byond directly.
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// You probably want CanPass()
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/atom/movable/Cross(atom/movable/AM)
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. = TRUE
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SEND_SIGNAL(src, COMSIG_MOVABLE_CROSS, AM)
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return CanPass(AM, AM.loc, TRUE)
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//oldloc = old location on atom, inserted when forceMove is called and ONLY when forceMove is called!
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/atom/movable/Crossed(atom/movable/AM, oldloc)
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// SHOULD_CALL_PARENT(TRUE)
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. = ..()
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SEND_SIGNAL(src, COMSIG_MOVABLE_CROSSED, AM)
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/atom/movable/Uncross(atom/movable/AM, atom/newloc)
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. = ..()
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if(SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSS, AM) & COMPONENT_MOVABLE_BLOCK_UNCROSS)
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return FALSE
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if(isturf(newloc) && !CheckExit(AM, newloc))
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return FALSE
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/atom/movable/Uncrossed(atom/movable/AM)
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SEND_SIGNAL(src, COMSIG_MOVABLE_UNCROSSED, AM)
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/atom/movable/Bump(atom/A)
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if(!A)
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CRASH("Bump was called with no argument.")
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SEND_SIGNAL(src, COMSIG_MOVABLE_BUMP, A)
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. = ..()
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if(!QDELETED(throwing))
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throwing.finalize(hit = TRUE, target = A)
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. = TRUE
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if(QDELETED(A))
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return
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A.Bumped(src)
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/atom/movable/proc/onTransitZ(old_z,new_z)
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SEND_SIGNAL(src, COMSIG_MOVABLE_Z_CHANGED, old_z, new_z)
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for (var/item in src) // Notify contents of Z-transition. This can be overridden IF we know the items contents do not care.
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var/atom/movable/AM = item
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AM.onTransitZ(old_z,new_z)
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///Proc to modify the movement_type and hook behavior associated with it changing.
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/atom/movable/proc/setMovetype(newval)
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if(movement_type == newval)
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return
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. = movement_type
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movement_type = newval
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///////////// FORCED MOVEMENT /////////////
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/atom/movable/proc/forceMove(atom/destination)
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. = FALSE
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if(destination)
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. = doMove(destination)
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else
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CRASH("No valid destination passed into forceMove")
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/atom/movable/proc/moveToNullspace()
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return doMove(null)
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/atom/movable/proc/doMove(atom/destination)
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. = FALSE
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if(destination)
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if(pulledby)
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pulledby.stop_pulling()
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var/atom/oldloc = loc
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var/same_loc = oldloc == destination
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var/area/old_area = get_area(oldloc)
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var/area/destarea = get_area(destination)
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loc = destination
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moving_diagonally = 0
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if(!same_loc)
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if(oldloc)
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oldloc.Exited(src, destination)
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if(old_area && old_area != destarea)
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old_area.Exited(src, destination)
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for(var/atom/movable/AM in oldloc)
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AM.Uncrossed(src)
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var/turf/oldturf = get_turf(oldloc)
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var/turf/destturf = get_turf(destination)
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var/old_z = (oldturf ? oldturf.z : null)
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var/dest_z = (destturf ? destturf.z : null)
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if (old_z != dest_z)
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onTransitZ(old_z, dest_z)
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destination.Entered(src, oldloc)
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if(destarea && old_area != destarea)
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destarea.Entered(src, oldloc)
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for(var/atom/movable/AM in destination)
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if(AM == src)
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continue
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AM.Crossed(src, oldloc)
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Moved(oldloc, NONE, TRUE)
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. = TRUE
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//If no destination, move the atom into nullspace (don't do this unless you know what you're doing)
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else
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. = TRUE
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if (loc)
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var/atom/oldloc = loc
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var/area/old_area = get_area(oldloc)
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oldloc.Exited(src, null)
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if(old_area)
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old_area.Exited(src, null)
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loc = null
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/**
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* Called whenever an object moves and by mobs when they attempt to move themselves through space
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* And when an object or action applies a force on src, see [newtonian_move][/atom/movable/proc/newtonian_move]
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*
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* return FALSE to have src start/keep drifting in a no-grav area and 1 to stop/not start drifting
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*
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* Mobs should return TRUE if they should be able to move of their own volition, see [/client/proc/Move]
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*
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* Arguments:
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* * movement_dir - 0 when stopping or any dir when trying to move
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*/
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/atom/movable/proc/Process_Spacemove(movement_dir = 0)
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if(has_gravity(src))
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return TRUE
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if(pulledby && (pulledby.pulledby != src || moving_from_pull))
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return TRUE
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if(throwing)
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return TRUE
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if(!isturf(loc))
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return TRUE
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if(locate(/obj/structure/lattice) in range(1, get_turf(src))) //Not realistic but makes pushing things in space easier
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return TRUE
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return FALSE
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/// Only moves the object if it's under no gravity
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/atom/movable/proc/newtonian_move(direction)
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if(!isturf(loc) || Process_Spacemove(0))
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inertia_dir = 0
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return FALSE
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inertia_dir = direction
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if(!direction)
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return TRUE
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inertia_last_loc = loc
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SSspacedrift.processing[src] = src
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return TRUE
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