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S.P.L.U.R.T-Station-13/code/modules/orbit/orbit.dm
Poojawa 73b6b33f79 TG sync Sunday (#201)
* stage one

* datums and shit

* game stuff

* modules

* tgstation.dme

* tools

* these things for icons

* compiling fixes

* merge spree on TG

* other updates

* updated maps with deepfryers

* My helpers were not helping
2017-02-06 00:36:56 -06:00

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/datum/orbit
var/atom/movable/orbiter
var/atom/orbiting
var/lock = TRUE
var/turf/lastloc
var/lastprocess
/datum/orbit/New(_orbiter, _orbiting, _lock)
orbiter = _orbiter
orbiting = _orbiting
SSorbit.processing += src
if (!orbiting.orbiters)
orbiting.orbiters = list()
orbiting.orbiters += src
if (orbiter.orbiting)
orbiter.stop_orbit()
orbiter.orbiting = src
Check()
lock = _lock
//do not qdel directly, use stop_orbit on the orbiter. (This way the orbiter can bind to the orbit stopping)
/datum/orbit/Destroy(force = FALSE)
SSorbit.processing -= src
if (orbiter)
orbiter.orbiting = null
orbiter = null
if (orbiting)
if (orbiting.orbiters)
orbiting.orbiters -= src
if (!orbiting.orbiters.len)//we are the last orbit, delete the list
orbiting.orbiters = null
orbiting = null
return ..()
/datum/orbit/proc/Check(turf/targetloc)
if (!orbiter)
qdel(src)
return
if (!orbiting)
orbiter.stop_orbit()
return
if (!orbiter.orbiting) //admin wants to stop the orbit.
orbiter.orbiting = src //set it back to us first
orbiter.stop_orbit()
lastprocess = world.time
if (!targetloc)
targetloc = get_turf(orbiting)
if (!targetloc || (!lock && orbiter.loc != lastloc && orbiter.loc != targetloc))
orbiter.stop_orbit()
return
orbiter.loc = targetloc
orbiter.update_parallax_contents()
lastloc = orbiter.loc
/atom/movable/var/datum/orbit/orbiting = null
/atom/var/list/orbiters = null
//A: atom to orbit
//radius: range to orbit at, radius of the circle formed by orbiting (in pixels)
//clockwise: whether you orbit clockwise or anti clockwise
//rotation_speed: how fast to rotate (how many ds should it take for a rotation to complete)
//rotation_segments: the resolution of the orbit circle, less = a more block circle, this can be used to produce hexagons (6 segments) triangles (3 segments), and so on, 36 is the best default.
//pre_rotation: Chooses to rotate src 90 degress towards the orbit dir (clockwise/anticlockwise), useful for things to go "head first" like ghosts
//lockinorbit: Forces src to always be on A's turf, otherwise the orbit cancels when src gets too far away (eg: ghosts)
/atom/movable/proc/orbit(atom/A, radius = 10, clockwise = FALSE, rotation_speed = 20, rotation_segments = 36, pre_rotation = TRUE, lockinorbit = FALSE)
if (!istype(A))
return
new/datum/orbit(src, A, lockinorbit)
if (!orbiting) //something failed, and our orbit datum deleted itself
return
var/matrix/initial_transform = matrix(transform)
//Head first!
if (pre_rotation)
var/matrix/M = matrix(transform)
var/pre_rot = 90
if(!clockwise)
pre_rot = -90
M.Turn(pre_rot)
transform = M
var/matrix/shift = matrix(transform)
shift.Translate(0,radius)
transform = shift
SpinAnimation(rotation_speed, -1, clockwise, rotation_segments)
//we stack the orbits up client side, so we can assign this back to normal server side without it breaking the orbit
transform = initial_transform
/atom/movable/proc/stop_orbit()
SpinAnimation(0,0)
qdel(orbiting)
/atom/Destroy(force = FALSE)
. = ..()
if (orbiters)
for (var/thing in orbiters)
var/datum/orbit/O = thing
if (O.orbiter)
O.orbiter.stop_orbit()
/atom/movable/Destroy(force = FALSE)
. = ..()
if (orbiting)
stop_orbit()