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S.P.L.U.R.T-Station-13/code/game/atoms_movable.dm

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/atom/movable
layer = OBJ_LAYER
var/last_move = null
var/last_move_time = 0
var/anchored = FALSE
var/move_resist = MOVE_RESIST_DEFAULT
var/move_force = MOVE_FORCE_DEFAULT
var/pull_force = PULL_FORCE_DEFAULT
var/datum/thrownthing/throwing = null
var/throw_speed = 2 //How many tiles to move per ds when being thrown. Float values are fully supported
var/throw_range = 7
var/mob/pulledby = null
var/initial_language_holder = /datum/language_holder
var/datum/language_holder/language_holder
var/verb_say = "says"
var/verb_ask = "asks"
var/verb_exclaim = "exclaims"
var/verb_whisper = "whispers"
var/verb_yell = "yells"
var/speech_span
var/inertia_dir = 0
var/atom/inertia_last_loc
var/inertia_moving = 0
var/inertia_next_move = 0
var/inertia_move_delay = 5
var/pass_flags = 0
var/moving_diagonally = 0 //0: not doing a diagonal move. 1 and 2: doing the first/second step of the diagonal move
var/list/client_mobs_in_contents // This contains all the client mobs within this container
var/list/acted_explosions //for explosion dodging
glide_size = 8
appearance_flags = TILE_BOUND|PIXEL_SCALE
var/datum/forced_movement/force_moving = null //handled soley by forced_movement.dm
var/movement_type = GROUND //Incase you have multiple types, you automatically use the most useful one. IE: Skating on ice, flippers on water, flying over chasm/space, etc.
var/atom/movable/pulling
var/grab_state = 0
var/throwforce = 0
var/datum/component/orbiter/orbiting
var/can_be_z_moved = TRUE
var/zfalling = FALSE
/// Either FALSE, [EMISSIVE_BLOCK_GENERIC], or [EMISSIVE_BLOCK_UNIQUE]
var/blocks_emissive = FALSE
///Internal holder for emissive blocker object, do not use directly use blocks_emissive
var/atom/movable/emissive_blocker/em_block
/atom/movable/Initialize(mapload)
. = ..()
switch(blocks_emissive)
if(EMISSIVE_BLOCK_GENERIC)
update_emissive_block()
if(EMISSIVE_BLOCK_UNIQUE)
render_target = ref(src)
em_block = new(src, render_target)
vis_contents += em_block
/atom/movable/Destroy()
QDEL_NULL(em_block)
return ..()
/atom/movable/proc/update_emissive_block()
if(blocks_emissive != EMISSIVE_BLOCK_GENERIC)
return
if(length(managed_vis_overlays))
for(var/a in managed_vis_overlays)
var/obj/effect/overlay/vis/vs
if(vs.plane == EMISSIVE_BLOCKER_PLANE)
SSvis_overlays.remove_vis_overlay(src, list(vs))
break
SSvis_overlays.add_vis_overlay(src, icon, icon_state, EMISSIVE_BLOCKER_LAYER, EMISSIVE_BLOCKER_PLANE)
/atom/movable/proc/can_zFall(turf/source, levels = 1, turf/target, direction)
if(!direction)
direction = DOWN
if(!source)
source = get_turf(src)
if(!source)
return FALSE
if(!target)
target = get_step_multiz(source, direction)
if(!target)
return FALSE
return !(movement_type & FLYING) && has_gravity(source) && !throwing
/atom/movable/proc/onZImpact(turf/T, levels)
var/atom/highest = T
for(var/i in T.contents)
var/atom/A = i
if(!A.density)
continue
if(isobj(A) || ismob(A))
if(A.layer > highest.layer)
highest = A
INVOKE_ASYNC(src, .proc/SpinAnimation, 5, 2)
throw_impact(highest)
return TRUE
//For physical constraints to travelling up/down.
/atom/movable/proc/can_zTravel(turf/destination, direction)
var/turf/T = get_turf(src)
if(!T)
return FALSE
if(!direction)
if(!destination)
return FALSE
direction = get_dir(T, destination)
if(direction != UP && direction != DOWN)
return FALSE
if(!destination)
destination = get_step_multiz(src, direction)
if(!destination)
return FALSE
return T.zPassOut(src, direction, destination) && destination.zPassIn(src, direction, T)
/atom/movable/vv_edit_var(var_name, var_value)
var/static/list/banned_edits = list("step_x", "step_y", "step_size")
var/static/list/careful_edits = list("bound_x", "bound_y", "bound_width", "bound_height")
if(var_name in banned_edits)
return FALSE //PLEASE no.
if((var_name in careful_edits) && (var_value % world.icon_size) != 0)
return FALSE
switch(var_name)
if("x")
var/turf/T = locate(var_value, y, z)
if(T)
forceMove(T)
return TRUE
return FALSE
if("y")
var/turf/T = locate(x, var_value, z)
if(T)
forceMove(T)
return TRUE
return FALSE
if("z")
var/turf/T = locate(x, y, var_value)
if(T)
forceMove(T)
return TRUE
return FALSE
if("loc")
if(istype(var_value, /atom))
forceMove(var_value)
return TRUE
else if(isnull(var_value))
moveToNullspace()
return TRUE
return FALSE
return ..()
/atom/movable/proc/start_pulling(atom/movable/AM, state, force = move_force, supress_message = FALSE)
if(QDELETED(AM))
return FALSE
if(!(AM.can_be_pulled(src, state, force)))
return FALSE
// If we're pulling something then drop what we're currently pulling and pull this instead.
if(pulling)
if(state == 0)
stop_pulling()
return FALSE
// Are we trying to pull something we are already pulling? Then enter grab cycle and end.
if(AM == pulling)
setGrabState(state)
if(istype(AM,/mob/living))
var/mob/living/AMob = AM
AMob.grabbedby(src)
return TRUE
stop_pulling()
if(AM.pulledby)
log_combat(AM, AM.pulledby, "pulled from", src)
AM.pulledby.stop_pulling() //an object can't be pulled by two mobs at once.
pulling = AM
AM.pulledby = src
setGrabState(state)
if(ismob(AM))
var/mob/M = AM
log_combat(src, M, "grabbed", addition="passive grab")
if(!supress_message)
visible_message("<span class='warning'>[src] has grabbed [M] passively!</span>")
return TRUE
/atom/movable/proc/stop_pulling()
if(pulling)
pulling.pulledby = null
var/mob/living/ex_pulled = pulling
pulling = null
setGrabState(0)
if(isliving(ex_pulled))
var/mob/living/L = ex_pulled
L.update_mobility()// mob gets up if it was lyng down in a chokehold
/atom/movable/proc/Move_Pulled(atom/A)
if(!pulling)
return
if(pulling.anchored || pulling.move_resist > move_force || !pulling.Adjacent(src))
stop_pulling()
return
if(isliving(pulling))
var/mob/living/L = pulling
if(L.buckled && L.buckled.buckle_prevents_pull) //if they're buckled to something that disallows pulling, prevent it
stop_pulling()
return
if(A == loc && pulling.density)
return
if(!Process_Spacemove(get_dir(pulling.loc, A)))
return
step(pulling, get_dir(pulling.loc, A))
/atom/movable/proc/check_pulling()
if(pulling)
var/atom/movable/pullee = pulling
if(pullee && get_dist(src, pullee) > 1)
stop_pulling()
return
if(!isturf(loc))
stop_pulling()
return
if(pullee && !isturf(pullee.loc) && pullee.loc != loc) //to be removed once all code that changes an object's loc uses forceMove().
log_game("DEBUG:[src]'s pull on [pullee] wasn't broken despite [pullee] being in [pullee.loc]. Pull stopped manually.")
stop_pulling()
return
if(pulling.anchored || pulling.move_resist > move_force)
stop_pulling()
return
/atom/movable/Destroy(force)
QDEL_NULL(proximity_monitor)
QDEL_NULL(language_holder)
unbuckle_all_mobs(force=1)
. = ..()
if(loc)
//Restore air flow if we were blocking it (movables with ATMOS_PASS_PROC will need to do this manually if necessary)
if(((CanAtmosPass == ATMOS_PASS_DENSITY && density) || CanAtmosPass == ATMOS_PASS_NO) && isturf(loc))
CanAtmosPass = ATMOS_PASS_YES
air_update_turf(TRUE)
loc.handle_atom_del(src)
for(var/atom/movable/AM in contents)
qdel(AM)
moveToNullspace()
invisibility = INVISIBILITY_ABSTRACT
if(pulledby)
pulledby.stop_pulling()
if(orbiting)
orbiting.end_orbit(src)
orbiting = null
/atom/movable/proc/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
set waitfor = 0
var/hitpush = TRUE
var/impact_signal = SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum)
if(impact_signal & COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH)
hitpush = FALSE // hacky, tie this to something else or a proper workaround later
if(impact_signal & ~COMPONENT_MOVABLE_IMPACT_NEVERMIND) // in case a signal interceptor broke or deleted the thing before we could process our hit
return hit_atom.hitby(src, throwingdatum = throwingdatum, hitpush = hitpush)
/atom/movable/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked, datum/thrownthing/throwingdatum)
if(!anchored && hitpush && (!throwingdatum || (throwingdatum.force >= (move_resist * MOVE_FORCE_PUSH_RATIO))))
step(src, AM.dir)
..()
/atom/movable/proc/safe_throw_at(atom/target, range, speed, mob/thrower, spin = TRUE, diagonals_first = FALSE, datum/callback/callback, force = INFINITY, messy_throw = TRUE)
if((force < (move_resist * MOVE_FORCE_THROW_RATIO)) || (move_resist == INFINITY))
return
return throw_at(target, range, speed, thrower, spin, diagonals_first, callback, force, messy_throw)
/atom/movable/proc/throw_at(atom/target, range, speed, mob/thrower, spin = TRUE, diagonals_first = FALSE, datum/callback/callback, force = INFINITY, messy_throw = TRUE) //If this returns FALSE then callback will not be called.
. = FALSE
if (!target || speed <= 0)
return
if(SEND_SIGNAL(src, COMSIG_MOVABLE_PRE_THROW, args) & COMPONENT_CANCEL_THROW)
return
if (pulledby)
pulledby.stop_pulling()
//They are moving! Wouldn't it be cool if we calculated their momentum and added it to the throw?
if (thrower && thrower.last_move && thrower.client && thrower.client.move_delay >= world.time + world.tick_lag*2)
var/user_momentum = thrower.movement_delay()
if (!user_momentum) //no movement_delay, this means they move once per byond tick, lets calculate from that instead.
user_momentum = world.tick_lag
user_momentum = 1 / user_momentum // convert from ds to the tiles per ds that throw_at uses.
if (get_dir(thrower, target) & last_move)
user_momentum = user_momentum //basically a noop, but needed
else if (get_dir(target, thrower) & last_move)
user_momentum = -user_momentum //we are moving away from the target, lets slowdown the throw accordingly
else
user_momentum = 0
if (user_momentum)
//first lets add that momentum to range.
range *= (user_momentum / speed) + 1
//then lets add it to speed
speed += user_momentum
if (speed <= 0)
return//no throw speed, the user was moving too fast.
. = TRUE // No failure conditions past this point.
var/datum/thrownthing/TT = new()
TT.thrownthing = src
TT.target = target
TT.target_turf = get_turf(target)
TT.init_dir = get_dir(src, target)
TT.maxrange = range
TT.speed = speed
TT.thrower = thrower
TT.diagonals_first = diagonals_first
TT.force = force
TT.callback = callback
if(!QDELETED(thrower))
TT.target_zone = thrower.zone_selected
var/dist_x = abs(target.x - src.x)
var/dist_y = abs(target.y - src.y)
var/dx = (target.x > src.x) ? EAST : WEST
var/dy = (target.y > src.y) ? NORTH : SOUTH
if (dist_x == dist_y)
TT.pure_diagonal = 1
else if(dist_x <= dist_y)
var/olddist_x = dist_x
var/olddx = dx
dist_x = dist_y
dist_y = olddist_x
dx = dy
dy = olddx
TT.dist_x = dist_x
TT.dist_y = dist_y
TT.dx = dx
TT.dy = dy
TT.diagonal_error = dist_x/2 - dist_y
TT.start_time = world.time
if(pulledby)
pulledby.stop_pulling()
throwing = TT
if(spin)
SpinAnimation(5, 1)
SEND_SIGNAL(src, COMSIG_MOVABLE_POST_THROW, TT, spin)
SSthrowing.processing[src] = TT
if (SSthrowing.state == SS_PAUSED && length(SSthrowing.currentrun))
SSthrowing.currentrun[src] = TT
TT.tick()
/atom/movable/proc/force_pushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
return FALSE
/atom/movable/proc/force_push(atom/movable/AM, force = move_force, direction, silent = FALSE)
. = AM.force_pushed(src, force, direction)
if(!silent && .)
visible_message("<span class='warning'>[src] forcefully pushes against [AM]!</span>", "<span class='warning'>You forcefully push against [AM]!</span>")
/atom/movable/proc/move_crush(atom/movable/AM, force = move_force, direction, silent = FALSE)
. = AM.move_crushed(src, force, direction)
if(!silent && .)
visible_message("<span class='danger'>[src] crushes past [AM]!</span>", "<span class='danger'>You crush [AM]!</span>")
/atom/movable/proc/move_crushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
return FALSE
/atom/movable/CanPass(atom/movable/mover, turf/target)
if(mover in buckled_mobs)
return TRUE
return ..()
// called when this atom is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called.
/atom/movable/proc/on_exit_storage(datum/component/storage/concrete/S)
return
// called when this atom is added into a storage item, which is passed on as S. The loc variable is already set to the storage item.
/atom/movable/proc/on_enter_storage(datum/component/storage/concrete/S)
return
/atom/movable/proc/get_spacemove_backup()
var/atom/movable/dense_object_backup
for(var/A in orange(1, get_turf(src)))
if(isarea(A))
continue
else if(isturf(A))
var/turf/turf = A
if(!turf.density)
continue
return turf
else
var/atom/movable/AM = A
if(!AM.CanPass(src) || AM.density)
if(AM.anchored)
return AM
dense_object_backup = AM
break
. = dense_object_backup
//called when a mob resists while inside a container that is itself inside something.
/atom/movable/proc/relay_container_resist(mob/living/user, obj/O)
return
/atom/movable/proc/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect)
if(!no_effect && (visual_effect_icon || used_item))
do_item_attack_animation(A, visual_effect_icon, used_item)
if(A == src)
return //don't do an animation if attacking self
var/pixel_x_diff = 0
var/pixel_y_diff = 0
var/direction = get_dir(src, A)
if(direction & NORTH)
pixel_y_diff = 8
else if(direction & SOUTH)
pixel_y_diff = -8
if(direction & EAST)
pixel_x_diff = 8
else if(direction & WEST)
pixel_x_diff = -8
var/matrix/OM = matrix(transform)
var/matrix/M = matrix(transform)
M.Turn(pixel_x_diff ? pixel_x_diff*2 : pick(-16, 16))
animate(src, pixel_x = pixel_x + pixel_x_diff, pixel_y = pixel_y + pixel_y_diff, transform = M, time = 2)
animate(src, pixel_x = pixel_x - pixel_x_diff, pixel_y = pixel_y - pixel_y_diff, transform = OM, time = 2)
/atom/movable/proc/do_item_attack_animation(atom/A, visual_effect_icon, obj/item/used_item)
var/image/I
if(visual_effect_icon)
I = image('icons/effects/effects.dmi', A, visual_effect_icon, A.layer + 0.1)
else if(used_item)
I = image(icon = used_item, loc = A, layer = A.layer + 0.1)
I.plane = GAME_PLANE
// Scale the icon.
I.transform *= 0.75
// The icon should not rotate.
I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
// Set the direction of the icon animation.
var/direction = get_dir(src, A)
if(direction & NORTH)
I.pixel_y = -16
else if(direction & SOUTH)
I.pixel_y = 16
if(direction & EAST)
I.pixel_x = -16
else if(direction & WEST)
I.pixel_x = 16
if(!direction) // Attacked self?!
I.pixel_z = 16
if(!I)
return
flick_overlay(I, GLOB.clients, 5) // 5 ticks/half a second
// And animate the attack!
animate(I, alpha = 175, pixel_x = 0, pixel_y = 0, pixel_z = 0, time = 3)
/atom/movable/vv_get_dropdown()
. = ..()
. += "<option value='?_src_=holder;[HrefToken()];adminplayerobservefollow=[REF(src)]'>Follow</option>"
. += "<option value='?_src_=holder;[HrefToken()];admingetmovable=[REF(src)]'>Get</option>"
/atom/movable/proc/ex_check(ex_id)
if(!ex_id)
return TRUE
LAZYINITLIST(acted_explosions)
if(ex_id in acted_explosions)
return FALSE
acted_explosions += ex_id
return TRUE
//TODO: Better floating
/atom/movable/proc/float(on)
if(throwing)
return
if(on && !(movement_type & FLOATING))
animate(src, pixel_y = pixel_y + 2, time = 10, loop = -1)
sleep(10)
animate(src, pixel_y = pixel_y - 2, time = 10, loop = -1)
setMovetype(movement_type | FLOATING)
else if (!on && (movement_type & FLOATING))
animate(src, pixel_y = initial(pixel_y), time = 10)
setMovetype(movement_type & ~FLOATING)
/* Language procs */
/atom/movable/proc/get_language_holder(shadow=TRUE)
if(language_holder)
return language_holder
else
language_holder = new initial_language_holder(src)
return language_holder
/atom/movable/proc/grant_language(datum/language/dt, body = FALSE)
var/datum/language_holder/H = get_language_holder(!body)
H.grant_language(dt, body)
/atom/movable/proc/grant_all_languages(omnitongue=FALSE)
var/datum/language_holder/H = get_language_holder()
H.grant_all_languages(omnitongue)
/atom/movable/proc/get_random_understood_language()
var/datum/language_holder/H = get_language_holder()
. = H.get_random_understood_language()
/atom/movable/proc/remove_language(datum/language/dt, body = FALSE)
var/datum/language_holder/H = get_language_holder(!body)
H.remove_language(dt, body)
/atom/movable/proc/remove_all_languages()
var/datum/language_holder/H = get_language_holder()
H.remove_all_languages()
/atom/movable/proc/has_language(datum/language/dt)
var/datum/language_holder/H = get_language_holder()
. = H.has_language(dt)
/atom/movable/proc/copy_known_languages_from(thing, replace=FALSE)
var/datum/language_holder/H = get_language_holder()
. = H.copy_known_languages_from(thing, replace)
// Whether an AM can speak in a language or not, independent of whether
// it KNOWS the language
/atom/movable/proc/could_speak_in_language(datum/language/dt)
. = TRUE
/atom/movable/proc/can_speak_in_language(datum/language/dt)
var/datum/language_holder/H = get_language_holder()
if(!H.has_language(dt))
return FALSE
else if(H.omnitongue)
return TRUE
else if(could_speak_in_language(dt) && (!H.only_speaks_language || H.only_speaks_language == dt))
return TRUE
else
return FALSE
/atom/movable/proc/get_default_language()
// if no language is specified, and we want to say() something, which
// language do we use?
var/datum/language_holder/H = get_language_holder()
if(H.selected_default_language)
if(can_speak_in_language(H.selected_default_language))
return H.selected_default_language
else
H.selected_default_language = null
var/datum/language/chosen_langtype
var/highest_priority
for(var/lt in H.languages)
var/datum/language/langtype = lt
if(!can_speak_in_language(langtype))
continue
var/pri = initial(langtype.default_priority)
if(!highest_priority || (pri > highest_priority))
chosen_langtype = langtype
highest_priority = pri
H.selected_default_language = .
. = chosen_langtype
/* End language procs */
/atom/movable/proc/ConveyorMove(movedir)
set waitfor = FALSE
if(!anchored && has_gravity())
step(src, movedir)
//Returns an atom's power cell, if it has one. Overload for individual items.
/atom/movable/proc/get_cell()
return
/atom/movable/proc/can_be_pulled(user, grab_state, force)
if(src == user || !isturf(loc))
return FALSE
if(anchored || throwing)
return FALSE
if(force < (move_resist * MOVE_FORCE_PULL_RATIO))
return FALSE
return TRUE
/// Updates the grab state of the movable
/// This exists to act as a hook for behaviour
/atom/movable/proc/setGrabState(newstate)
grab_state = newstate
/obj/item/proc/do_pickup_animation(atom/target)
set waitfor = FALSE
if(!istype(loc, /turf))
return
var/image/I = image(icon = src, loc = loc, layer = layer + 0.1)
I.plane = GAME_PLANE
I.transform *= 0.75
I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
var/turf/T = get_turf(src)
var/direction
var/to_x = 0
var/to_y = 0
if(!QDELETED(T) && !QDELETED(target))
direction = get_dir(T, target)
if(direction & NORTH)
to_y = 32
else if(direction & SOUTH)
to_y = -32
if(direction & EAST)
to_x = 32
else if(direction & WEST)
to_x = -32
if(!direction)
to_y = 16
flick_overlay(I, GLOB.clients, 6)
var/matrix/M = new
M.Turn(pick(-30, 30))
animate(I, alpha = 175, pixel_x = to_x, pixel_y = to_y, time = 3, transform = M, easing = CUBIC_EASING)
sleep(1)
animate(I, alpha = 0, transform = matrix(), time = 1)