Files
Yogstation/code/datums/forced_movement.dm
John Willard b5718d1994 You can no longer stack machines on one tile (#19683)
* Ports climbable & blocked turf

Adds the climbable element to replace the copy paste code between machines and structures
Ports the code improvements to blocked turf checks, commenting back in its uses that tattax had added but couldnt get functional (fixes ethereal jaunt & hierophant teleporting)
Ports over LADYADDASSOCLIST code improvements, this has no effect in-game and mostly in the codebase, it's only ever used in two other locations total.
Fixes being able to stack several machines on one tile

* fixes climbing on crates

* Update climbable.dm

* merge conflicts r awesome
2023-07-28 22:29:22 +00:00

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//Just new and forget
/datum/forced_movement
var/atom/movable/victim
var/atom/target
var/last_processed
var/steps_per_tick
var/allow_climbing
var/datum/callback/on_step
var/moved_at_all = FALSE
//as fast as ssfastprocess
/datum/forced_movement/New(atom/movable/_victim, atom/_target, _steps_per_tick = 0.5, _allow_climbing = FALSE, datum/callback/_on_step = null)
victim = _victim
target = _target
steps_per_tick = _steps_per_tick
allow_climbing = _allow_climbing
on_step = _on_step
. = ..()
if(_victim && _target && _steps_per_tick && !_victim.force_moving)
last_processed = world.time
_victim.force_moving = src
START_PROCESSING(SSfastprocess, src)
else
qdel(src) //if you want to overwrite the current forced movement, call qdel(victim.force_moving) before creating this
/datum/forced_movement/Destroy()
if(victim.force_moving == src)
victim.force_moving = null
if(moved_at_all)
victim.forceMove(victim.loc) //get the side effects of moving here that require us to currently not be force_moving aka reslipping on ice
STOP_PROCESSING(SSfastprocess, src)
victim = null
target = null
return ..()
/datum/forced_movement/process()
if(QDELETED(victim) || !victim.loc || QDELETED(target) || !target.loc)
qdel(src)
return
var/steps_to_take = round(steps_per_tick * (world.time - last_processed))
if(steps_to_take)
for(var/i in 1 to steps_to_take)
if(TryMove())
moved_at_all = TRUE
if(on_step)
on_step.InvokeAsync()
else
qdel(src)
return
last_processed = world.time
/datum/forced_movement/proc/TryMove(recursive = FALSE)
if(QDELETED(src)) //Our previous step caused deletion of this datum
return
var/atom/movable/vic = victim //sanic
var/atom/tar = target
if(!recursive)
. = step_towards(vic, tar)
//shit way for getting around corners
if(!.)
if(tar.x > vic.x)
if(step(vic, EAST))
. = TRUE
else if(tar.x < vic.x)
if(step(vic, WEST))
. = TRUE
if(!.)
if(tar.y > vic.y)
if(step(vic, NORTH))
. = TRUE
else if(tar.y < vic.y)
if(step(vic, SOUTH))
. = TRUE
if(!.)
if(recursive)
return FALSE
else
. = TryMove(TRUE)
. = . && (vic.loc != tar.loc)