mirror of
https://github.com/vgstation-coders/vgstation13.git
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* fix map * Fixing bad syntax * Maybe this will work * Travis wanted me to remove this * Unticking attempt * Unticking attempt 2 * Removing all useless broken zshadow stuff * Maybe now? * Oh weird * Adding up/down pipe sprites * Adding darkness overlay, attempt #1 * Second attempt, now works * Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness * Fix, plus keeps this floor in place * Really bad fix that stops space looking weird * Now everything should work normally, except lighting overlays * Updates the map * Consistency * Adds new fall damage sound * Typo * Jetpack fun * Better * Less bad brackets and parantheses pain * OHhh * These fly too, brooms next whenever I figure those out * Finishing pipe icons * Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake * Bringing back zshadow, but with no icon * Oh it's this issue again * Final fix, better attempt at image relay * Now for it looking nice, vis_contents are bad here too * Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it * Map change * Changing it back, test server stays on box anyways * Removing non-working solution * Removes broken lighting overlays * Finally fixes up floor generation above walls * Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz * More, almost done * Finalised * Cube option * Logic fix * Syntax * Attempting to make item fall on arc * Compile * Now this is no longer needed * BRACE FOR ENABLING MULTI-Z ZAS * Attempt at fixing glass floor tiles * Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink * Missing var * Removing unused var and fixes consistency * Fixing logic and syntax etc, still needs testing before uncomment * Uncommenting, some fixes too * Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING * Client proc to test this * Adds to list * Typo not drawing red on main layer * Here too * Adding debug logs for clarity * Better * Even better * Experimental multi-Z EMP support, cylindrical effect for now * Better distance falloff * Sound/visual support on other layers? * Z cap for EMP sound * Booms too * Adds back accidentally deleted file * Muuuch more sane check * Attempt at connecting heard speech between multi Z * Cleaner * Missing bracket * Removing zshadow mobs entirely again, no need for them whatsoever * Multi-z visible messages * Emotes * Fix? * Wew * K * Much nicer function * I forget about this define * Ohhhh * Comma fix * Aaa * This might fix * Removing visible message one for now * Trying this solution * Typo * RIP location, hope this won't break anything * Actually location gets to come back, fix is here * I give up, the tests are clearly what's borken * Let's see what this does with those nullspaces test items (yes really) * Indent fix, plus nice comments * MULTI-Z SOUND??? * Woops * Jetpack and etc trails over open space now! * No macros, this is why we can't have nice things * Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK * Gotta make leapers not fall somehow * Bad oversight * Fully allows going down stairs with weird border objects * Flying now works properly for humans on open space * Now, fall instantly on stop * Oversight * Oh this function * New helper functions * Oversight again * Replacing lines with abs(), multi z singulo pull attempt * Quick supermatter fix * Don't cut overlays * Move down here * Typo * Now actually works, implementation could be better though * Additional helper function for z distances because BYOND hates comparing z * Reimplementing for sound * abs() to keep positive for max comparisons in line distances * Keeping gas overlays outside of multi-z viewing to stop some glitches * That didn't work * Testing removal from float planes for stuff that never needed to be on it * Fixes gas overlays showing up all wrong in multi Z ZAS * Gutting this controller, no longer needed period, system works fine without it * Now glass floors look mostly perfect on open spaces * Var name change for fun stuff later * Knew I'd miss one * Gravity based fall delay? * Settle with using sleep() for now, what could go wrong? * Lagged the game horribly, so everything * Here all along, huh * Just remove it for now, it kinda works but not ideally at all * Thank you TK code for giving me a nice and working way to do this * Comments, oversights * No wait it was right the first time * Now for the damage multiplier * Knockdown too * Nicer format * This should still be min, plus now have a debug log and shifted around logic * Now for mech stuff * Clamping knockdown * Definition fix * Dusting this off, hopeful fix to things not falling * Probably don't need this, I forget * Hahaha nope, this did nothing * Finally, a way to make fall() call in mid air after a delay without horrible lag * Tunes pipe layering if on same zlevel, getting there * Now fully tuned * Adding bones for pipe item support * Test * z_up pipe item icon state * z_up and z_down pipe item icon state * Adding these to pipe dispensers * Typo * RCDs too * Moved here * Moved back * Makes space work nicer * Oh and here * Fall updates * Don't need this * Oversights everywhere * Fixes * More * More, and new stuff * Even more * Dampening these a bit * So many, so moved to new file * Forgot this * Refactor * Forgot to actually use * Indentation issues * Works better like this * Refactors into nicer proc * One oversight * Stair frames, to construct into stairs * Stack recipe for em * Cutting useless stuff * Fixes * Last fixes * Stops uncrossing at non existant aboves * Better logic * Better logic * Fix * Fixes nullspace checking runtime * Removes redundant check on stairs * Replaces CanPass with Cross, functionality is same and definition is duplicate of it * Missed one * Darkening and falling tweaks * Better call for gravity * Oversight * Stops falling in space, zero-g open space movement fixes etc * Consistency * Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to * Var name fix * Much nicer system with no recursive function or last_fall variable use * Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity * Makes z distances pay attention to multi z support * Maybe this is better * Left this in * Adding visible and hidden variants for mapping * Counts glass floors as open space for the purpose of open space checks * Bracket fix * Makes it a macro for easy viewing * Space looks much better like this honestly * Makes schematics actually show up on RPD in multi-z * Making these tied to WORLD_ICON_SIZE * Changes for someone to test * Now the fix actually works * Removes forceMove(), nicer solution * Giving stairs all their dirs * Fixing stair position problem and other things * Stair deconstruction * Removing redundant enter() check to move() * Some updates as requested * .dme and map/file fixes * .dme and map/file fixes * Updating can_falls * Ladder climb fix * Some port notes updates * Docs itself * Removing unused edge_type var * Removing landmark object, converts it code side * Removing unsimmed walls doing it, not necessary * Updated descs * Fixing observer non-standards in file * More file cleanup * Jetpacks allow z-travelling * Now they really do * Robots too * Updating docs * Code cleanup * Catch one * Indent fix * Not sure what that even is * Catching these * Applying some old fixes * Removing unused file * Moving nodes back to original places, or an attempt to * Here too * Removing unused file * Moving these back too * Some fixes for now * Some more * Even more, almost done * Better pipe icons * More icons * Disposal pipe construction * Mixup * List optimisation, new fixes Co-authored-by: Damian <damian@autistici.org> Co-authored-by: kanef <kanef9x@protonmail.com>
148 lines
4.7 KiB
Plaintext
148 lines
4.7 KiB
Plaintext
/mob/verb/up()
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set name = "Move Upwards"
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set category = "IC"
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if(zMove(UP))
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to_chat(src, "<span class='notice'>You move upwards.</span>")
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/mob/verb/down()
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set name = "Move Down"
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set category = "IC"
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if(zMove(DOWN))
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to_chat(src, "<span class='notice'>You move down.</span>")
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/mob/proc/zMove(direction)
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//if(eyeobj) This probably belongs in AIMove
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// return eyeobj.zMove(direction)
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if(!can_ztravel())
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to_chat(src, "<span class='warning'>You lack means of travel in that direction.</span>")
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return
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var/turf/start = loc
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if(!istype(start))
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to_chat(src, "<span class='notice'>You are unable to move from here.</span>")
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return 0
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var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
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if(!destination)
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to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
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return 0
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if(!start.CanZPass(src, direction))
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to_chat(src, "<span class='warning'>\The [start] is in the way.</span>")
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return 0
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if(!destination.CanZPass(src, direction))
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to_chat(src, "<span class='warning'>\The [destination] blocks your way.</span>")
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return 0
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var/area/area = get_area(src)
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if(direction == UP && area.gravity)
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var/obj/structure/lattice/lattice = locate() in destination.contents
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if(lattice && held_items.len && size != SIZE_TINY) // We need hands and to be big enough
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var/pull_up_time = max(5 SECONDS + (src.movement_delay() * 10), 1)
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to_chat(src, "<span class='notice'>You grab \the [lattice] and start pulling yourself upward...</span>")
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destination.visible_message("<span class='notice'>You hear something climbing up \the [lattice].</span>")
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if(do_after(src, pull_up_time))
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to_chat(src, "<span class='notice'>You pull yourself up.</span>")
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else
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to_chat(src, "<span class='warning'>You gave up on pulling yourself up.</span>")
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return 0
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else if(!flying)
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if(ishuman(src)) // Weird way to handle jetpack stuff
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var/mob/living/carbon/human/H = src
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if(istype(H.back, /obj/item/weapon/tank/jetpack)) // Finally, jetpacks allow it
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var/obj/item/weapon/tank/jetpack/J = H.back
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if(H.lying || (!J.allow_thrust(0.01, src)))
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to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
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return 0
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else
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to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
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return 0
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else if(isrobot(src)) // Weird way to handle jetpack stuff, robot edition
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var/mob/living/silicon/robot/R = src
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if(R.module) // Finally, jetpacks allow it
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for(var/obj/item/weapon/tank/jetpack/J in R.module.modules)
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if(!J || !istype(J, /obj/item/weapon/tank/jetpack) || !J.allow_thrust(0.01, src))
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to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
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return 0
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else
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to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
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return 0
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else
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to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
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return 0
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for(var/atom/A in destination)
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if(!A.Cross(src, start, 1.5, 0))
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to_chat(src, "<span class='warning'>\The [A] blocks you.</span>")
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return 0
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if(!Move(destination))
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return 0
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return 1
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/mob/dead/observer/zMove(direction)
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var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
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if(destination)
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forceMove(destination)
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else
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to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
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/mob/camera/zMove(direction)
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var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
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if(destination)
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forceMove(destination)
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else
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to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
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/mob/proc/can_ztravel()
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return flying
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/mob/dead/observer/can_ztravel()
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return 1
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/mob/living/carbon/human/can_ztravel()
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if(incapacitated())
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return 0
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if(Process_Spacemove())
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return 1
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if(flying)
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return 1
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if(istype(back, /obj/item/weapon/tank/jetpack)) // Finally, jetpacks allow it
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var/obj/item/weapon/tank/jetpack/J = back
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if(!lying && (J.allow_thrust(0.01, src)))
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return 1
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/* This would be really easy to implement but let's talk about if we WANT it.
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if(Check_Shoegrip()) //scaling hull with magboots
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for(var/turf/simulated/T in trange(1,src))
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if(T.density)
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return 1 */
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/mob/living/silicon/robot/can_ztravel()
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if(incapacitated())
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return 0
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if(Process_Spacemove()) //Checks for active jetpack
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return 1
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if(flying)
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return 1
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if(module) // Finally, jetpacks allow it
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for(var/obj/item/weapon/tank/jetpack/J in module.modules)
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if(J && istype(J, /obj/item/weapon/tank/jetpack))
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if(J.allow_thrust(0.01, src))
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return 1
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/* Same as above, hull scaling discussion pending
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for(var/turf/simulated/T in trange(1,src)) //Robots get "magboots"
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if(T.density)
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return 1*/ |