Files
Yogstation/code/game/objects/buckling.dm
Chubbygummibear 0fda5cfc6a Icon smoothing, and Rendering overhaul, and Camera fix, and mapmerge.py fix, and Multi-z, and THE PLANE CUBE (#21221)
* why no work

angy

* weird errors

shit sucks

* fixved it

I can spell good

* fix?

POSSIBLY

* nope

wasnt this

* no more immutable

thhanks koffee

* ok

ok

* removes all the pref stuff

""removes""

* remove this

idiot

* this goes bye

 bye

* these go too

genius

* bye

bye

* better night vision

* tries to fix camera

maybe

* ok fuck it we ball

we ball

* ok lets go back

go back go back go back

* WORK

DAMNIT

* ha

fuc kyou

* this

maybe

* this doesnt work :(

* maybe fix

maybe

* fucks everything

why do i do this

* test update

test

* Revert "tries to fix camera"

This reverts commit 2d14fbae66.

* reverts everything I just did

peko pain

* bye

bitch

* oh yeah add this

I guess

* Fucks up the camera net + chunk

why

* test maybe revert

* Revert "test maybe revert"

This reverts commit 98c5ef1b93.

* Revert "Fucks up the camera net + chunk"

This reverts commit 0e421ebf5f.

* this isnt going well

uh oh

* Attempts to rework out security camera

and probably more

* Revert "this isnt going well"

This reverts commit 1d8ceac867.

* Revert "Revert "this isnt going well""

This reverts commit e26fb61415.

* ok

ok

* Revert "ok"

This reverts commit 7e7a7f8372.

* Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"

This reverts commit 01094731c1, reversing
changes made to c0cf69ebf1.

* this doesn't need to be redefined

I guess

* no we need this

totally

* a familiar pain

* 515 is L

* yeah

yeah

* ok god

fine

* bye bye basemap :(

doesnt work on runtime station

* Fixes AI statis not working

god im good

* remove this

oh god

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit""

This reverts commit b3fb3ba0db.

* proves to god I exist

and im pissed

* yog exclusive feature (tm)

plane master

* bring this back from previous push

* updates vendor emissives

as well as firealarms

* Updates barsign

and fucks everything up

* Fixes barsigns breaks all lights and updates barsigns to be machines and not structures

We will address this in a later patch

* not sure who changed that

oh well

* yeah

this got moved

* this needs updating

yeah

* turns off the carbon monoxide alarm

duh

* FIXES IT YES

thank you biome

* turns this off too

yeah

* Can't compile yet but ports a ton of shit

* L

* the game opens ig

* extra shit

* fixes

* signals and smooth queue

* look ma im going horribly out of scope

* fixes chasms

* this fixed nothing

* ???

* more barsigns

for later

* forgive me cowboy. also fuck diagonals

* oops

we need this apparently

* fuck it we ball

* Update _lists.dm

* Update icon_smoothing.dm

* it now works kinda

* Update atom_initializing_EXPENSIVE.dm

* lighting don't work

* we have light

* sort turfs better

* big fucking reorganize

* like everything except templates

* boy i sure hope nothing bad happens to these bar templates

* we're back

* no runtimes baby

* no errors

* shuttles are almost fixed i think

* Revert "shuttles are almost fixed i think"

This reverts commit 046058827c.

* Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"

This reverts commit 863e1b776d, reversing
changes made to 884623e600.

* Revert "no errors"

This reverts commit 884623e600.

* too far back i think

* midround smoothing runtimes fixed i think

* comment cleanup

* should fix the component runtimes

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing""

This reverts commit a8ff8d63aa.

* NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO

* please stay fixed icemeta

* organizing render dms

* woops this too in the reorganizing

* cryo fixed

* nah, i'd win

* parallax isn't my problem

* pls don't break icemeta

* runtime station gets a cam console

* well it compiles

* maybe fix the map

* woops

* man i hate maps

* was that it?

* PLEASE

* missing focus tests

* maybe that was it

* maybe

* let's take the batteries out of the carbon monoxide detector

* fuck osha

* i hate vending machines

* that's not a computer

* slot machine fix

* PLEASE

* that wasn't supposed to be there

* fuck it i can't fix everything at once

* BLUESPACE LOCKER?

* literally why

* hhh

* does this fix chasms?

* that should fix bad index

* please?

* turf_flags for reservations

* haha oops

* yolo (kill me)

* fix wood walls and other walls

* fix stairs

* that might have fixed shittles

* baseturfs are good now i think

* should fix plasma windows

* decals fixed

* please fix changelog

* shuttle lighting still fucky

* lighting is stinky slow and doesn't finish updating by the time the server starts guh

* lighting seemingly works

* slipping works

* shuttle sounds, slips, and windoors fixed

* why am i here

* fuck the changelog

* of course someone touched smoothing as i'm almost done

* we good?

* updating ai_eye and rename

* z updates and more ai cam updates

* ice fixed

* weather and ice fix

* clockies can see and other clean up catches

* windows fixed

* cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor

* movable lighting works on multi-z

* gps fix

* item stacking from drag works

* falsewall fix

* job panel fixed

* AI HANDLED

* woops that comment should be gone

* i hate ai i hate ai

* brass glass visible again

* vents on top of tiles now

* sigdrobe sprite back

* centcomm portals work

* portals and see openspace mapping icons fixed

* icemeta my behated

* kill

* is that it

* lighting cutoff is old hat

* angery overlay

* not super necessary

* also extra but whatever

* ticker but thicker

* job fix i hope

* this isn't needed anymore

* latejoin fix?

* laserpointer, pipecrawl, and some consoles fixed

* i hate fixing bugs as they're made

* we're not ready for that

* redef cleanup

* gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed

* goofy ah gun code

* this was a good idea and necessary

* should fix caltrop component

* does this please the linter

* linter please accept this async function

* THERE

* take the batteries out

* make it stop

* cowbot stopped me from letting ghosts dab

* recycler loc fix

* fix border firedoors not blocking movement

* should fix screen fade out and fade in on round start and end

* darker command tile trim and fixed bronze wall sprites

* fuck you linter

* railings actually stop you from leaving

* probably fixes gibtonite overlay when struck

* armaments dispenser and clockwork catwalk

* turbine fix probably

* pointing at inhand items should be fixed

* fix overwatch app

* should hopefully fix cable rotation on shuttle move

* flashlights have better directionality logic

* hopefully fixes shuttle atmos on move

* grilles fixed

* hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving

* ice meta mining area finally not freezing

* fix lightbulb icons not updating

* lava mask and lighting dots

* we actually have this

* fuck glowshrooms GC

* fix light fixture interactions and icon updates

* hopefully catches all the updates

* lava lighting good to go

* seclite was missing inhands

* smoothing in replays

* light updates accurate in replays

* biome's multi-z requests

---------

Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com>
Co-authored-by: Molti <gamingjoelouis@gmail.com>
Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
2024-02-18 13:16:55 -06:00

182 lines
6.1 KiB
Plaintext

/atom/movable
var/can_buckle = 0
var/buckle_lying = -1 //bed-like behaviour, forces mob.lying = buckle_lying if != -1
var/buckle_requires_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes
var/list/mob/living/buckled_mobs = null //list()
var/max_buckled_mobs = 1
var/buckle_prevents_pull = FALSE
//Interaction
/atom/movable/attack_robot(mob/living/user)
. = ..()
if(.)
return
if(Adjacent(user) && can_buckle && has_buckled_mobs())
if(buckled_mobs.len > 1)
var/unbuckled = input(user, "Who do you wish to unbuckle?","Unbuckle Who?") as null|mob in buckled_mobs
if(user_unbuckle_mob(unbuckled, user))
return 1
else
if(user_unbuckle_mob(buckled_mobs[1], user))
return 1
/atom/movable/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(can_buckle && has_buckled_mobs())
if(buckled_mobs.len > 1)
var/unbuckled = input(user, "Who do you wish to unbuckle?","Unbuckle Who?") as null|mob in buckled_mobs
if(user_unbuckle_mob(unbuckled,user))
return 1
else
if(user_unbuckle_mob(buckled_mobs[1],user))
return 1
/atom/movable/MouseDrop_T(mob/living/M, mob/living/user)
. = ..()
if(can_buckle && istype(M) && istype(user))
if(user_buckle_mob(M, user))
return 1
/atom/movable/proc/has_buckled_mobs()
if(!buckled_mobs)
return FALSE
if(buckled_mobs.len)
return TRUE
//procs that handle the actual buckling and unbuckling
/atom/movable/proc/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
if(!buckled_mobs)
buckled_mobs = list()
if(!istype(M))
return FALSE
if(check_loc && M.loc != loc)
return FALSE
if((!can_buckle && !force) || M.buckled || (buckled_mobs.len >= max_buckled_mobs) || (buckle_requires_restraints && !M.restrained()) || M == src)
return FALSE
M.buckling = src
if(!M.can_buckle() && !force)
if(M == usr)
to_chat(M, span_warning("You are unable to buckle yourself to [src]!"))
else
to_chat(usr, span_warning("You are unable to buckle [M] to [src]!"))
M.buckling = null
return FALSE
// This signal will check if the mob is mounting this atom to ride it. There are 3 possibilities for how this goes
// 1. This movable doesn't have a ridable element and can't be ridden, so nothing gets returned, so continue on
// 2. There's a ridable element but we failed to mount it for whatever reason (maybe it has no seats left, for example), so we cancel the buckling
// 3. There's a ridable element and we were successfully able to mount, so keep it going and continue on with buckling
// if(SEND_SIGNAL(src, COMSIG_MOVABLE_PREBUCKLE, M, force, buckle_mob_flags) & COMPONENT_BLOCK_BUCKLE)
// return FALSE
if(M.pulledby)
if(buckle_prevents_pull)
M.pulledby.stop_pulling()
else if(isliving(M.pulledby))
var/mob/living/L = M.pulledby
L.reset_pull_offsets(M, TRUE)
if(!check_loc && M.loc != loc)
M.forceMove(loc)
M.buckling = null
M.buckled = src
M.setDir(dir)
buckled_mobs |= M
M.update_mobility()
M.throw_alert("buckled", /atom/movable/screen/alert/restrained/buckled)
M.set_glide_size(glide_size)
post_buckle_mob(M)
SEND_SIGNAL(src, COMSIG_MOVABLE_BUCKLE, M, force)
return TRUE
/obj/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
. = ..()
if(.)
if(resistance_flags & ON_FIRE) //Sets the mob on fire if you buckle them to a burning atom/movableect
M.adjust_fire_stacks(1)
M.ignite_mob()
/atom/movable/proc/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
if(!isliving(buckled_mob))
CRASH("Non-living [buckled_mob] thing called unbuckle_mob() for source.")
if(buckled_mob.buckled != src)
CRASH("[buckled_mob] called unbuckle_mob() for source while having buckled as [buckled_mob.buckled].")
if(!force && !buckled_mob.can_unbuckle())
return
. = buckled_mob
buckled_mob.buckled = null
buckled_mob.anchored = initial(buckled_mob.anchored)
buckled_mob.update_mobility()
buckled_mob.clear_alert("buckled")
buckled_mob.set_glide_size(DELAY_TO_GLIDE_SIZE(buckled_mob.total_multiplicative_slowdown()))
buckled_mobs -= buckled_mob
SEND_SIGNAL(src, COMSIG_MOVABLE_UNBUCKLE, buckled_mob, force)
if(can_fall)
var/turf/location = buckled_mob.loc
if(istype(location) && !buckled_mob.currently_z_moving)
location.zFall(buckled_mob)
post_unbuckle_mob(.)
if(!QDELETED(buckled_mob) && !buckled_mob.currently_z_moving && isturf(buckled_mob.loc)) // In the case they unbuckled to a flying movable midflight.
var/turf/pitfall = buckled_mob.loc
pitfall?.zFall(buckled_mob)
/atom/movable/proc/unbuckle_all_mobs(force=FALSE)
if(!has_buckled_mobs())
return
for(var/m in buckled_mobs)
unbuckle_mob(m, force)
//Handle any extras after buckling
//Called on buckle_mob()
/atom/movable/proc/post_buckle_mob(mob/living/M)
//same but for unbuckle
/atom/movable/proc/post_unbuckle_mob(mob/living/M)
//Wrapper procs that handle sanity and user feedback
/atom/movable/proc/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
if(!in_range(user, src) || !isturf(user.loc) || user.incapacitated() || M.anchored)
return FALSE
add_fingerprint(user)
. = buckle_mob(M, check_loc = check_loc)
if(.)
if(M == user)
M.visible_message(\
span_notice("[M] buckles [M.p_them()]self to [src]."),\
span_notice("You buckle yourself to [src]."),\
span_italics("You hear metal clanking."))
else
M.visible_message(\
span_warning("[user] buckles [M] to [src]!"),\
span_warning("[user] buckles you to [src]!"),\
span_italics("You hear metal clanking."))
/atom/movable/proc/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
if(unbuckle_mob(buckled_mob))
if(buckled_mob != user)
buckled_mob.visible_message(\
span_notice("[user] unbuckles [buckled_mob] from [src]."),\
span_notice("[user] unbuckles you from [src]."),\
span_italics("You hear metal clanking."))
else
buckled_mob.visible_message(\
span_notice("[buckled_mob] unbuckles [buckled_mob.p_them()]self from [src]."),\
span_notice("You unbuckle yourself from [src]."),\
span_italics("You hear metal clanking."))
add_fingerprint(user)
if(isliving(buckled_mob.pulledby))
var/mob/living/L = buckled_mob.pulledby
L.set_pull_offsets(buckled_mob, L.grab_state)
return buckled_mob