mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-07-19 02:56:14 +01:00
Earlyports Stair fix from Polaris
https://github.com/PolarisSS13/Polaris/pull/7943
This commit is contained in:
+91
-125
@@ -61,6 +61,9 @@
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/obj/structure/stairs/proc/use_stairs(var/atom/movable/AM, var/atom/oldloc)
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return
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/obj/structure/stairs/proc/instant_stairs(var/atom/movable/AM)
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return
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//////////////////////////////////////////////////////////////////////
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// Bottom piece that you step ontor //////////////////////////////////
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//////////////////////////////////////////////////////////////////////
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@@ -133,7 +136,11 @@
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return FALSE
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/obj/structure/stairs/bottom/Crossed(var/atom/movable/AM, var/atom/oldloc)
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use_stairs(AM, oldloc)
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if(isliving(AM))
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var/mob/living/L = AM
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if(L.has_AI())
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use_stairs(AM, oldloc)
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..()
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/obj/structure/stairs/bottom/use_stairs(var/atom/movable/AM, var/atom/oldloc)
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// If we're coming from the top of the stairs, don't trap us in an infinite staircase
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@@ -147,7 +154,9 @@
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if(AM.pulledby) // Animating the movement of pulled things is handled when the puller goes up the stairs
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return
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var/animation_delay = STAIR_MOVE_DELAY // Default value
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if(AM.has_buckled_mobs()) // Similarly, the rider entering the turf will bring along whatever they're buckled to
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return
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var/list/atom/movable/pulling = list() // Will also include grabbed mobs
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if(isliving(AM))
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var/mob/living/L = AM
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@@ -155,8 +164,8 @@
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if(L.grabbed_by.len) // Same as pulledby, whoever's holding you will keep you from going down stairs.
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return
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// If the object has a measurable movement delay, use that
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animation_delay = L.movement_delay()
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if(L.buckled)
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pulling |= L.buckled
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// If the object is pulling or grabbing anything, we'll want to move those too. A grab chain may be disrupted in doing so.
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if(L.pulling && !L.pulling.anchored)
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@@ -167,72 +176,48 @@
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// If the stairs aren't broken, go up.
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if(check_integrity())
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AM.dir = src.dir
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// Animate moving onto M
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switch(src.dir)
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if(NORTH)
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animate(AM, AM.pixel_y += 32, time = animation_delay)
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if(SOUTH)
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animate(AM, AM.pixel_y += -32, time = animation_delay)
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if(EAST)
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animate(AM, AM.pixel_x += 32, time = animation_delay)
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if(WEST)
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animate(AM, AM.pixel_x += -32, time = animation_delay)
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// Bring the pulled/grabbed object(s) along behind us
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for(var/atom/movable/P in pulling)
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P.forceMove(get_turf(src)) // They will move onto the turf but won't get past the check earlier in crossed. Aligns animation more cleanly
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switch(src.dir)
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if(NORTH)
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animate(P, P.pixel_y += 32, time = animation_delay)
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if(SOUTH)
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animate(P, P.pixel_y += -32, time = animation_delay)
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if(EAST)
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animate(P, P.pixel_x += 32, time = animation_delay)
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if(WEST)
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animate(P, P.pixel_x += -32, time = animation_delay)
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// Go up the stairs
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spawn(animation_delay)
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// Move to Top
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AM.forceMove(get_turf(top))
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// Animate moving from O to T
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switch(src.dir)
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if(NORTH)
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AM.pixel_y -= 64
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animate(AM, AM.pixel_y += 32, time = animation_delay)//, easing = SINE_EASING | EASE_OUT)
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if(SOUTH)
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AM.pixel_y -= -64
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animate(AM, AM.pixel_y += -32, time = animation_delay)//, easing = SINE_EASING | EASE_OUT)
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if(EAST)
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AM.pixel_x -= 64
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animate(AM, AM.pixel_x += 32, time = animation_delay)//, easing = SINE_EASING | EASE_OUT)
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if(WEST)
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AM.pixel_x -= -64
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animate(AM, AM.pixel_x += -32, time = animation_delay)//, easing = SINE_EASING | EASE_OUT)
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// If something is being pulled, bring it along directly to avoid the mob being torn away from it due to movement delays
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for(var/atom/movable/P in pulling)
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spawn(animation_delay)
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switch(src.dir)
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if(NORTH)
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P.pixel_y -= 32
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if(SOUTH)
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P.pixel_y -= -32
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if(EAST)
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P.pixel_x -= 32
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if(WEST)
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P.pixel_x -= -32
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P.forceMove(get_turf(top)) // Just bring it along directly, no fussing with animation timing
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if(isliving(P))
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var/mob/living/L = P
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if(L.client)
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L.client.Process_Grab() // Update any miscellanous grabs, possibly break grab-chains
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// Move to Top
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AM.forceMove(get_turf(top))
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// If something is being pulled, bring it along directly to avoid the mob being torn away from it due to movement delays
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for(var/atom/movable/P in pulling)
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P.forceMove(get_turf(top)) // Just bring it along directly, no fussing with animation timing
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if(isliving(P))
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var/mob/living/L = P
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if(L.client)
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L.client.Process_Grab() // Update any miscellanous grabs, possibly break grab-chains
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return TRUE
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/obj/structure/stairs/bottom/instant_stairs(var/atom/movable/AM)
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if(isliving(AM))
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var/mob/living/L = AM
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if(L.grabbed_by.len) // Same as pulledby, whoever's holding you will keep you from going down stairs.
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return
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if(L.has_buckled_mobs())
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return
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if(L.buckled)
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L.buckled.forceMove(get_turf(top))
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// If the object is pulling or grabbing anything, we'll want to move those too. A grab chain may be disrupted in doing so.
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if(L.pulling && !L.pulling.anchored)
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L.pulling.forceMove(get_turf(top))
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for(var/obj/item/weapon/grab/G in list(L.l_hand, L.r_hand))
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G.affecting.forceMove(get_turf(top))
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if(L.client)
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L.client.Process_Grab()
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AM.forceMove(get_turf(top))
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//////////////////////////////////////////////////////////////////////
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// Middle piece that you are animated onto/off of ////////////////////
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//////////////////////////////////////////////////////////////////////
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@@ -318,7 +303,7 @@
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/obj/structure/stairs/middle/Bumped(mob/user)
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if(check_integrity() && bottom && (bottom in get_turf(user))) // Bottom must be enforced because the middle stairs don't actually need the bottom
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user.forceMove(get_turf(top))
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bottom.instant_stairs(user)
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//////////////////////////////////////////////////////////////////////
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// Top piece that you step onto //////////////////////////////////////
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@@ -391,8 +376,11 @@
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return
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/obj/structure/stairs/top/Crossed(var/atom/movable/AM, var/atom/oldloc)
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use_stairs(AM, oldloc)
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. = ..()
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if(isliving(AM))
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var/mob/living/L = AM
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if(L.has_AI())
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use_stairs(AM, oldloc)
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..()
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/obj/structure/stairs/top/use_stairs(var/atom/movable/AM, var/atom/oldloc)
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// If we're coming from the bottom of the stairs, don't trap us in an infinite staircase
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@@ -406,7 +394,9 @@
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if(AM.pulledby) // Animating the movement of pulled things is handled when the puller goes up the stairs
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return
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var/animation_delay = STAIR_MOVE_DELAY // Default value
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if(AM.has_buckled_mobs()) // Similarly, the rider entering the turf will bring along whatever they're buckled to
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return
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var/list/atom/movable/pulling = list() // Will also include grabbed mobs
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if(isliving(AM))
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var/mob/living/L = AM
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@@ -414,8 +404,8 @@
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if(L.grabbed_by.len) // Same as pulledby, whoever's holding you will keep you from going down stairs.
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return
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// If the object has a measurable movement delay, use that
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animation_delay = L.movement_delay()
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if(L.buckled)
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pulling |= L.buckled
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// If the object is pulling or grabbing anything, we'll want to move those too. A grab chain may be disrupted in doing so.
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if(L.pulling && !L.pulling.anchored)
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@@ -426,71 +416,47 @@
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// If the stairs aren't broken, go up.
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if(check_integrity())
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AM.dir = turn(src.dir, 180)
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// Animate moving onto M
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switch(src.dir)
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if(NORTH)
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animate(AM, AM.pixel_y -= 32, time = animation_delay) // Incrementing/decrementing to preserve prior values
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if(SOUTH)
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animate(AM, AM.pixel_y -= -32, time = animation_delay)
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if(EAST)
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animate(AM, AM.pixel_x -= 32, time = animation_delay)
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if(WEST)
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animate(AM, AM.pixel_x -= -32, time = animation_delay)
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// Bring the pulled/grabbed object(s) along behind us
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for(var/atom/movable/P in pulling)
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P.forceMove(get_turf(src)) // They will move onto the turf but won't get past the check earlier in crossed. Aligns animation more cleanly
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switch(src.dir)
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if(NORTH)
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animate(P, P.pixel_y -= 32, time = animation_delay)
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if(SOUTH)
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animate(P, P.pixel_y -= -32, time = animation_delay)
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if(EAST)
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animate(P, P.pixel_x -= 32, time = animation_delay)
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if(WEST)
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animate(P, P.pixel_x -= -32, time = animation_delay)
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// Go up the stairs
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spawn(animation_delay)
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// Move to Top
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AM.forceMove(get_turf(bottom))
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// Animate moving from O to T
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switch(src.dir)
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if(NORTH)
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AM.pixel_y += 64
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animate(AM, AM.pixel_y -= 32, time = animation_delay)//, easing = SINE_EASING | EASE_OUT)
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if(SOUTH)
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AM.pixel_y += -64
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animate(AM, AM.pixel_y -= -32, time = animation_delay)//, easing = SINE_EASING | EASE_OUT)
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if(EAST)
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AM.pixel_x += 64
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animate(AM, AM.pixel_x -= 32, time = animation_delay)//, easing = SINE_EASING | EASE_OUT)
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if(WEST)
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AM.pixel_x += -64
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animate(AM, AM.pixel_x -= -32, time = animation_delay)//, easing = SINE_EASING | EASE_OUT)
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// If something is being pulled, bring it along directly to avoid the mob being torn away from it due to movement delays
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for(var/atom/movable/P in pulling)
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spawn(animation_delay)
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switch(src.dir)
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if(NORTH)
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P.pixel_y += 32
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if(SOUTH)
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P.pixel_y += -32
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if(EAST)
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P.pixel_x += 32
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if(WEST)
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P.pixel_x += -32
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P.forceMove(get_turf(bottom)) // Just bring it along directly, no fussing with animation timing
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if(isliving(P))
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var/mob/living/L = P
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if(L.client)
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L.client.Process_Grab() // Update any miscellanous grabs, possibly break grab-chains
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// Move to Top
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AM.forceMove(get_turf(bottom))
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// If something is being pulled, bring it along directly to avoid the mob being torn away from it due to movement delays
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for(var/atom/movable/P in pulling)
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P.forceMove(get_turf(bottom)) // Just bring it along directly, no fussing with animation timing
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if(isliving(P))
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var/mob/living/L = P
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if(L.client)
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L.client.Process_Grab() // Update any miscellanous grabs, possibly break grab-chains
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return TRUE
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/obj/structure/stairs/top/instant_stairs(var/atom/movable/AM)
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if(isliving(AM))
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var/mob/living/L = AM
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if(L.grabbed_by.len) // Same as pulledby, whoever's holding you will keep you from going down stairs.
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return
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if(L.has_buckled_mobs())
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return
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if(L.buckled)
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L.buckled.forceMove(get_turf(bottom))
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// If the object is pulling or grabbing anything, we'll want to move those too. A grab chain may be disrupted in doing so.
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if(L.pulling && !L.pulling.anchored)
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L.pulling.forceMove(get_turf(bottom))
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for(var/obj/item/weapon/grab/G in list(L.l_hand, L.r_hand))
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G.affecting.forceMove(get_turf(bottom))
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if(L.client)
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L.client.Process_Grab()
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AM.forceMove(get_turf(bottom))
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// Mapping pieces, placed at the bottommost part of the stairs
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/obj/structure/stairs/spawner
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@@ -62,7 +62,7 @@
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// Going down stairs from the topstair piece
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var/obj/structure/stairs/top/T = locate(/obj/structure/stairs/top) in oldloc
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if(T && mover.dir == turn(T.dir, 180) && T.check_integrity())
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T.use_stairs(mover, oldloc)
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T.instant_stairs(mover)
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return
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mover.fall()
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