Files
vgstation13/code/game/atoms_movable.dm
2020-03-25 16:20:29 -03:00

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/atom/movable
// Recycling shit
var/w_type = NOT_RECYCLABLE // Waste category for sorters. See setup.dm
plane = OBJ_PLANE
var/last_move = null //Direction in which this atom last moved
var/last_moved = 0 //world.time when this atom last moved
var/anchored = 0
var/move_speed = 10
var/l_move_time = 1
var/m_flag = 1
var/throwing = 0
var/throw_speed = 2
var/throw_range = 7
var/moved_recently = 0
var/mob/pulledby = null
var/pass_flags = 0
var/sound_override = 0 //Do we make a sound when bumping into something?
var/hard_deleted
var/pressure_resistance = ONE_ATMOSPHERE
var/obj/effect/overlay/chain/tether = null
var/tether_pull = 0
//glide_size = 8
//Material datums - the fun way of doing things in a laggy manner
var/datum/materials/materials = null
var/list/starting_materials //starting set of mats - used in New(), you can set this to an empty list to have the datum be generated but not filled
//Atom locking stuff.
var/list/locked_atoms // Assoc list of atom = category.
var/atom/movable/locked_to
var/list/datum/locking_category/locking_categories // List of categories, unorganized.
var/list/datum/locking_category/locking_categories_name // Same as above but assoc with the key being the name or type.
var/lockflags = 0 // Flags for locking. DO NOT CONFUSE WITH /datum/locking_category/flags! These effect being locked.
// Can we send relaymove() if gravity is disabled or we are in space? (Should be handled by relaymove, but shitcode abounds)
var/internal_gravity = 0
var/inertia_dir = null
var/kinetic_acceleration = 0
var/throwpass = 0
var/level = 2
// When this object moves. (args: loc)
var/event/on_moved
var/atom/movable/tether_master
var/list/tether_slaves
var/list/current_tethers
var/obj/shadow/shadow
var/ignore_blocking = 0
var/last_explosion_push = 0
var/list/datum/tracker/trackers = list()
/atom/movable/New()
. = ..()
if((flags & HEAR) && !ismob(src))
getFromPool(/mob/virtualhearer, src)
if(starting_materials)
materials = getFromPool(/datum/materials, src)
for(var/matID in starting_materials)
materials.addAmount(matID, starting_materials[matID])
on_moved = new("owner"=src)
/atom/movable/Destroy()
var/turf/T = loc
if (opacity && istype(T))
T.reconsider_lights()
if(materials)
returnToPool(materials)
materials = null
if(on_moved)
on_moved.holder = null
on_moved = null
var/turf/un_opaque
if (opacity && isturf(loc))
un_opaque = loc
loc = null
if (un_opaque)
un_opaque.recalc_atom_opacity()
for (var/atom/movable/AM in locked_atoms)
unlock_atom(AM)
if (locked_to)
locked_to.unlock_atom(src)
for (var/datum/locking_category/category in locking_categories)
qdel(category)
locking_categories = null
locking_categories_name = null
break_all_tethers()
if((flags & HEAR) && !ismob(src))
for(var/mob/virtualhearer/VH in virtualhearers)
if(VH.attached == src)
returnToPool(VH)
for(var/atom/movable/AM in src)
qdel(AM)
..()
/atom/movable/Del()
if (gcDestroyed)
if (hard_deleted)
delete_profile("[type]", 1)
else
delete_profile("[type]", 2)
else // direct del calls or nulled explicitly.
delete_profile("[type]", 0)
Destroy()
..()
//TODO move this somewhere else
/atom/movable/proc/set_glide_size(glide_size_override = 0, var/min = 0.9, var/max = WORLD_ICON_SIZE/2)
if(!glide_size_override || glide_size_override > max)
glide_size = 0
else
glide_size = max(min, glide_size_override)
/atom/movable/Move(NewLoc, Dir = 0, step_x = 0, step_y = 0, var/glide_size_override = 0)
if(!loc || !NewLoc)
return 0
if(current_tethers && current_tethers.len)
for(var/datum/tether/master_slave/T in current_tethers)
if(T.effective_slave == src)
if(get_exact_dist(T.effective_master, src) > T.tether_distance)
T.break_tether()
break
if(get_exact_dist(T.effective_master, NewLoc) > T.tether_distance)
change_dir(Dir)
return 0
for(var/datum/tether/equal/restrictive/R in current_tethers)
var/atom/movable/AM
if(R.effective_slave == src)
AM = R.effective_master
else
AM = R.effective_slave
if(get_exact_dist(AM, src) > R.tether_distance)
R.break_tether()
break
if(get_exact_dist(AM, NewLoc) > R.tether_distance)
change_dir(Dir)
return 0
if(timestopped)
if(!pulledby || pulledby.timestopped) //being moved by our wizard maybe?
return 0
var/can_pull_tether = 0
if(tether)
if(tether.attempt_to_follow(src,NewLoc))
can_pull_tether = 1
else
return 0
if(glide_size_override > 0)
set_glide_size(glide_size_override)
var/atom/oldloc = loc
if((bound_height != WORLD_ICON_SIZE || bound_width != WORLD_ICON_SIZE) && (loc == NewLoc))
. = ..()
update_dir()
return
//We always split up movements into cardinals for issues with diagonal movements.
if(Dir || (loc != NewLoc))
if (!(Dir & (Dir - 1))) //Cardinal move
. = ..()
else //Diagonal move, split it into cardinal moves
if (Dir & NORTH)
if (Dir & EAST) //Northeast
if (step(src, NORTH))
. = step(src, EAST)
else if (step(src, EAST))
. = step(src, NORTH)
else if (Dir & WEST) //Northwest
if (step(src, NORTH))
. = step(src, WEST)
else if (step(src, WEST))
. = step(src, NORTH)
else if (Dir & SOUTH)
if (Dir & EAST) //Southeast
if (step(src, SOUTH))
. = step(src, EAST)
else if (step(src, EAST))
. = step(src, SOUTH)
else if (Dir & WEST) //Southwest
if (step(src, SOUTH))
. = step(src, WEST)
else if (step(src, WEST))
. = step(src, SOUTH)
if(. && locked_atoms && locked_atoms.len) //The move was succesful, update locked atoms.
spawn(0)
for(var/atom/movable/AM in locked_atoms)
var/datum/locking_category/category = locked_atoms[AM]
category.update_lock(AM)
update_dir()
if(!loc || (loc == oldloc && oldloc != NewLoc))
last_move = 0
return
update_client_hook(loc)
if(tether && can_pull_tether && !tether_pull)
tether.follow(src,oldloc)
var/datum/chain/tether_datum = tether.chain_datum
if(!tether_datum.Check_Integrity())
tether_datum.snap = 1
tether_datum.Delete_Chain()
last_move = (Dir || get_dir(oldloc, NewLoc)) //If direction isn't specified, calculate it ourselves
set_inertia(last_move)
last_moved = world.time
src.move_speed = world.timeofday - src.l_move_time
src.l_move_time = world.timeofday
// Update on_moved listeners.
INVOKE_EVENT(on_moved,list("loc"=NewLoc))
/atom/movable/search_contents_for(path,list/filter_path=null) // For vehicles
var/list/found = ..()
for (var/atom/A in locked_atoms)
found += A.search_contents_for(path,filter_path)
return found
//The reason behind change_dir()
/atom/movable/proc/update_dir()
for(var/atom/movable/AM in locked_atoms)
if(dir != AM.dir)
AM.change_dir(dir, src)
//Like forceMove(), but for dirs!
/atom/movable/proc/change_dir(new_dir, var/changer)
if(locked_to && changer != locked_to)
return
if(new_dir != dir)
dir = new_dir
update_dir()
// Atom locking, lock an atom to another atom, and the locked atom will move when the other atom moves.
// Essentially buckling mobs to chairs. For all atoms.
// Category is the locking category to lock this atom to, see /code/datums/locking_category.dm.
// For category you should pass the typepath of the category, however strings should be used for slots made dynamically at runtime.
/atom/movable/proc/lock_atom(var/atom/movable/AM, var/datum/locking_category/category = /datum/locking_category)
locking_init()
if (AM in locked_atoms || AM.locked_to || !istype(AM))
return FALSE
category = get_lock_cat(category)
if (!category) // String category which didn't exist.
return 0
if (istype(AM, /mob/living)) //checks if the atom is a mob, and removes any grabs from the mob to prevent !!FUN!!
var/mob/living/M = AM
for(var/obj/item/weapon/grab/G in M.grabbed_by)
if (istype(G, /obj/item/weapon/grab))
returnToPool(G)
AM.locked_to = src
locked_atoms[AM] = category
category.lock(AM)
return TRUE
/atom/movable/proc/unlock_atom(var/atom/movable/AM)
if (!locked_atoms || !locked_atoms.Find(AM))
return FALSE
var/datum/locking_category/category = locked_atoms[AM]
locked_atoms -= AM
AM.locked_to = null
category.unlock(AM)
//AM.reset_glide_size() // FIXME: Currently broken.
return TRUE
/atom/movable/proc/unlock_from()
if(!locked_to)
return FALSE
return locked_to.unlock_atom(src)
// Proc for adding an unique locking category with a certain ID.
/atom/movable/proc/add_lock_cat(var/type, var/id)
locking_init()
if(locking_categories_name.Find(id))
return locking_categories_name[id]
var/datum/locking_category/C = getFromPool(type, src)
C.name = id
locking_categories_name[id] = C
locking_categories += C
return C
/atom/movable/proc/get_lock_cat(var/category = /datum/locking_category)
locking_init()
. = locking_categories_name[category]
if (!.)
if (istext(category))
return
. = getFromPool(category, src)
locking_categories_name[category] = .
locking_categories += .
// Returns the locking category for a locked atom.
// Returns null if the object is not locked to this.
/atom/movable/proc/get_lock_cat_for(var/atom/movable/AM)
return locked_atoms && locked_atoms[AM]
// Returns a list (yes, always a list!) of things locked to this category.
/atom/movable/proc/get_locked(var/category, var/subtypes = FALSE)
if (!locked_atoms) // Uninitialized
return list()
if (!category)
return locked_atoms
if (subtypes)
. = list()
for (var/datum/locking_category/C in locking_categories)
if (istype(C, category))
. += C.locked
return
if (locking_categories_name.Find(category))
var/datum/locking_category/C = locking_categories_name[category]
return C.locked
return list()
// Returns the amount of things locked to this category.
// The length of get_locked() with the same arguments will always be equal to this.
/atom/movable/proc/is_locking(var/category, var/subtypes = FALSE)
var/list/atom/movable/locked = get_locked(category, subtypes)
return locked.len
// Checks if this atom is locking anything of a specific type, if category is not provided, search all categories.
/atom/movable/proc/is_locking_type(var/type, var/category, var/subtypes = FALSE)
if (category)
return locate(type) in get_locked(category, subtypes)
else
return locate(type) in locked_atoms
/atom/movable/proc/locking_init()
if (!locked_atoms)
locked_atoms = list()
locking_categories = list()
locking_categories_name = list()
/atom/movable/proc/recycle(var/datum/materials/rec)
if(materials)
rec.addFrom(materials, TRUE)
return 1
return 0
// Previously known as HasEntered()
// This is automatically called when something enters your square
/atom/movable/Crossed(atom/movable/AM)
return
/atom/movable/to_bump(atom/Obstacle)
if(src.throwing)
src.throw_impact(Obstacle)
src.throwing = 0
if (Obstacle)
Obstacle.Bumped(src)
// harderforce is for things like lighting overlays which should only be moved in EXTREMELY specific sitations.
/atom/movable/proc/forceMove(atom/destination,var/no_tp=0, var/harderforce = FALSE, glide_size_override = 0)
if(glide_size_override)
glide_size = glide_size_override
var/atom/old_loc = loc
loc = destination
last_moved = world.time
if(old_loc)
old_loc.Exited(src, destination)
for(var/atom/movable/AM in old_loc)
AM.Uncrossed(src)
if(loc)
last_move = get_dir(old_loc, loc)
loc.Entered(src, old_loc)
if(isturf(loc))
var/area/A = get_area(loc)
A.Entered(src, old_loc)
for(var/atom/movable/AM in loc)
AM.Crossed(src,no_tp)
for(var/atom/movable/AM in locked_atoms)
var/datum/locking_category/category = locked_atoms[AM]
category.update_lock(AM)
update_client_hook(loc)
// Update on_moved listeners.
INVOKE_EVENT(on_moved,list("loc"=loc))
var/turf/T = get_turf(destination)
if(old_loc && T && old_loc.z != T.z)
INVOKE_EVENT(on_z_transition, list("user" = src, "from_z" = old_loc.z, "to_z" = T.z))
return 1
/atom/movable/proc/update_client_hook(atom/destination)
if(locate(/mob) in src)
for(var/client/C in clients)
if((get_turf(C.eye) == destination) && (C.mob.hud_used))
C.update_special_views()
C.mob.set_glide_size(glide_size)
/mob/update_client_hook(atom/destination)
if(locate(/mob) in src)
for(var/client/C in clients)
if((get_turf(C.eye) == destination) && (C.mob.hud_used))
C.update_special_views()
C.mob.set_glide_size(glide_size)
else if(client && hud_used)
var/client/C = client
C.update_special_views()
/atom/movable/proc/forceEnter(atom/destination)
var/atom/movable/old_loc = loc
if(destination)
loc = destination
if(old_loc)
old_loc.Exited(src)
loc.Entered(src)
if(isturf(destination))
var/area/A = get_area(destination)
A.Entered(src)
for(var/atom/movable/AM in locked_atoms)
AM.forceMove(loc)
update_client_hook(destination)
return 1
return 0
//Called below in hit_check to see if it can be hit
//Return TRUE if not hit.
/atom/proc/PreImpact(atom/movable/A, speed)
return TRUE
/atom/movable/proc/hit_check(var/speed, mob/user)
. = 1
if(src.throwing)
for(var/atom/A in get_turf(src))
if(A == src)
continue
if(!A.PreImpact(src,speed))
throw_impact(A,speed,user)
if(throwing==1)
throwing = 0
. = 0
/atom/movable/proc/throw_at(atom/target, range, speed, override = 1, var/fly_speed = 0) //fly_speed parameter: if 0, does nothing. Otherwise, changes how fast the object flies WITHOUT affecting damage!
set waitfor = FALSE
if(!target || !src)
return 0
if(override)
sound_override = 1
//use a modified version of Bresenham's algorithm to get from the atom's current position to that of the target
var/kinetic_sum = 0
throwing = 1
if(!speed)
speed = throw_speed
if(!fly_speed)
fly_speed = speed
var/mob/user
if(usr)
user = usr
if(M_HULK in usr.mutations)
src.throwing = 2 // really strong throw!
if(istype(src,/obj/mecha))
var/obj/mecha/M = src
M.dash_dir = dir
src.throwing = 2// mechas will crash through windows, grilles, tables, people, you name it
var/afterimage = 0
if(istype(src,/mob/living/simple_animal/construct/armoured/perfect))
var/mob/living/simple_animal/construct/armoured/perfect/M = src
M.dash_dir = dir
src.throwing = 2
afterimage = 1
var/dist_x = abs(target.x - src.x)
var/dist_y = abs(target.y - src.y)
var/dx
if (target.x > src.x)
dx = EAST
else
dx = WEST
var/dy
if (target.y > src.y)
dy = NORTH
else
dy = SOUTH
var/dist_travelled = 0
var/dist_since_sleep = 0
var/area/a = get_area(src.loc)
. = 1
if(dist_x > dist_y)
var/error = dist_x/2 - dist_y
var/tS = 0
while(src && target &&((((src.x < target.x && dx == EAST) || (src.x > target.x && dx == WEST)) && dist_travelled < range) || (a && a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
if(tS && dist_travelled)
timestopped = loc.timestopped
tS = 0
if(timestopped && !dist_travelled)
timestopped = 0
tS = 1
while((loc.timestopped || timestopped) && dist_travelled)
sleep(3)
if(kinetic_acceleration>kinetic_sum)
fly_speed += kinetic_acceleration-kinetic_sum
kinetic_sum = kinetic_acceleration
if(afterimage)
new /obj/effect/red_afterimage(loc,src)
if(error < 0)
var/atom/step = get_step(src, dy)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
. = 0
break
src.Move(step, dy, glide_size_override = DELAY2GLIDESIZE(fly_speed))
. = hit_check(speed, user)
error += dist_x
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= fly_speed)
dist_since_sleep = 0
sleep(1)
else
var/atom/step = get_step(src, dx)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
. = 0
break
src.Move(step, dx, glide_size_override = DELAY2GLIDESIZE(fly_speed))
. = hit_check(speed, user)
error -= dist_y
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= fly_speed)
dist_since_sleep = 0
sleep(1)
a = get_area(src.loc)
else
var/error = dist_y/2 - dist_x
while(src && target &&((((src.y < target.y && dy == NORTH) || (src.y > target.y && dy == SOUTH)) && dist_travelled < range) || (a && a.has_gravity == 0) || istype(src.loc, /turf/space)) && src.throwing && istype(src.loc, /turf))
// only stop when we've gone the whole distance (or max throw range) and are on a non-space tile, or hit something, or hit the end of the map, or someone picks it up
if(timestopped)
sleep(1)
continue
if(kinetic_acceleration>0)
fly_speed += kinetic_acceleration
kinetic_acceleration = 0
if(afterimage)
new /obj/effect/red_afterimage(loc,src)
if(error < 0)
var/atom/step = get_step(src, dx)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
. = 0
break
src.Move(step, dx, glide_size_override = DELAY2GLIDESIZE(fly_speed))
. = hit_check(speed, user)
error += dist_y
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= fly_speed)
dist_since_sleep = 0
sleep(1)
else
var/atom/step = get_step(src, dy)
if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
. = 0
break
src.Move(step, dy, glide_size_override = DELAY2GLIDESIZE(fly_speed))
. = hit_check(speed, user)
error -= dist_x
dist_travelled++
dist_since_sleep++
if(dist_since_sleep >= fly_speed)
dist_since_sleep = 0
sleep(1)
a = get_area(src.loc)
//done throwing, either because it hit something or it finished moving
src.throwing = 0
kinetic_acceleration = 0
if(isobj(src))
src.throw_impact(get_turf(src), speed, user)
//Overlays
/atom/movable/overlay
var/atom/master = null
anchored = 1
/atom/movable/overlay/New()
. = ..()
verbs.len = 0
/atom/movable/overlay/blob_act()
return
/atom/movable/overlay/attackby(a, b, c)
if (src.master)
return src.master.attackby(a, b, c)
return
/atom/movable/overlay/attack_paw(a, b, c)
if (src.master)
return src.master.attack_paw(a, b, c)
return
/atom/movable/overlay/attack_hand(a, b, c)
if (src.master)
return src.master.attack_hand(a, b, c)
return
/atom/movable/proc/attempt_to_follow(var/atom/movable/A,var/turf/T)
if(anchored)
return 0
if(get_dist(T,loc) <= 1)
return 1
else
var/turf/U = get_turf(A)
if(!U)
return null
return src.forceMove(U)
/////////////////////////////
// SINGULOTH PULL REFACTOR
/////////////////////////////
/atom/movable/proc/canSingulothPull(var/obj/machinery/singularity/singulo)
return 1
/atom/movable/proc/say_understands(var/mob/other)
return 1
////////////
/// HEAR ///
////////////
/atom/movable/proc/addHear()
flags |= HEAR
getFromPool(/mob/virtualhearer, src)
/atom/movable/proc/removeHear()
flags &= ~HEAR
for(var/mob/virtualhearer/VH in virtualhearers)
if(VH.attached == src)
returnToPool(VH)
//Can it be moved by a shuttle?
/atom/movable/proc/can_shuttle_move(var/datum/shuttle/S)
return 1
/atom/movable/proc/Process_Spacemove(check_drift)
var/dense_object = 0
for(var/turf/turf in orange(1,src))
if(!turf.has_gravity(src))
continue
dense_object++
break
if(!dense_object && (locate(/obj/structure/lattice) in oview(1, src)))
dense_object++
if(!dense_object && (locate(/obj/structure/catwalk) in oview(1, src)))
dense_object++
if(!dense_object && (locate(/obj/effect/blob) in oview(1, src)))
dense_object++
//Lastly attempt to locate any dense objects we could push off of
//TODO: If we implement objects drifing in space this needs to really push them
//Due to a few issues only anchored and dense objects will now work.
if(!dense_object)
for(var/obj/O in oview(1, src))
if((O) && (O.density) && (O.anchored))
dense_object++
break
//Nothing to push off of so end here
if(!dense_object)
return 0
//If not then we can reset inertia and move
inertia_dir = 0
return 1
//INERTIA
/atom/movable/proc/apply_inertia(direction)
if(isturf(loc))
var/turf/T = loc
if(!T.has_gravity())
src.inertia_dir = direction
step(src, src.inertia_dir)
return 1
else if(istype(loc, /atom/movable))
var/atom/movable/AM = loc
return AM.apply_inertia(direction)
/atom/movable/proc/set_inertia(direction)
inertia_dir = direction
/atom/movable/proc/process_inertia(turf/start)
set waitfor = 0
if(Process_Spacemove(1))
inertia_dir = 0
return
sleep(INERTIA_MOVEDELAY)
if(can_apply_inertia() && (src.loc == start))
if(!inertia_dir)
return //inertia_dir = last_move
set_glide_size(DELAY2GLIDESIZE(INERTIA_MOVEDELAY))
step(src, inertia_dir)
/atom/movable/proc/reset_inertia()
inertia_dir = 0
/atom/movable/proc/can_apply_inertia()
return (!src.anchored && !(src.pulledby && src.pulledby.Adjacent(src)))
//Called when somebody begins to pull this atom
/atom/movable/proc/on_pull_start(mob/living/L)
return
/atom/movable/proc/send_to_future(var/duration) //don't override this, only call it
spawn()
actual_send_to_future(duration)
/atom/movable/proc/actual_send_to_future(var/duration) //don't call this, only override it
var/init_invisibility = invisibility
var/init_invuln = flags & INVULNERABLE
var/init_density = density
var/init_anchored = anchored
var/init_timeless = flags & TIMELESS
invisibility = INVISIBILITY_MAXIMUM
flags |= INVULNERABLE
setDensity(FALSE)
anchored = 1
flags |= TIMELESS
if(!ignoreinvert)
invertcolor(src)
timestopped = 1
for(var/atom/movable/AM in contents)
AM.send_to_future(duration)
sleep(duration)
timestopped = 0
if(!init_invuln)
flags &= ~INVULNERABLE
setDensity(init_density)
anchored = init_anchored
if(!init_timeless)
flags &= ~TIMELESS
appearance = falltempoverlays[src]
falltempoverlays -= src
ignoreinvert = initial(ignoreinvert)
invisibility = init_invisibility
/datum/proc/send_to_past(var/duration)
return
/datum/var/being_sent_to_past
/atom/movable/send_to_past(var/duration)
var/current_loc = loc
var/static/list/resettable_vars = list(
"being_sent_to_past",
"invisibility",
"alpha",
"name",
"desc",
"dir",
"pixel_x",
"pixel_y",
"layer",
"transform",
"density",
"last_move",
"last_moved",
"anchored",
"move_speed",
"throw_speed",
"throw_range",
"timestopped",
"flags",
"gcDestroyed")
var/list/stored_vars = list()
for(var/x in resettable_vars)
if(istype(vars[x], /list))
var/list/L = vars[x]
stored_vars[x] = L.Copy()
continue
stored_vars[x] = vars[x]
for(var/atom/movable/AM in contents)
AM.send_to_past(duration)
if(reagents)
reagents.send_to_past(duration)
being_sent_to_past = TRUE
spawn(duration)
if(istype(loc, /mob))
var/mob/M = loc
M.drop_item(src, force_drop = 1)
forceMove(current_loc)
for(var/x in stored_vars)
if(istype(stored_vars[x], /list))
var/list/L = stored_vars[x]
if(!L)
vars[x] = null
continue
else if(!L.len)
vars[x] = list()
continue
vars[x] = stored_vars[x]
update_icon()
/datum/proc/reset_vars_after_duration(var/list/to_reset, var/duration, var/sending_to_past = FALSE)
if(!to_reset || !to_reset.len || !duration)
return
if(sending_to_past)
to_reset.Add("being_sent_to_past")
var/list/stored_vars = list()
for(var/x in to_reset)
if(istype(vars[x], /list))
var/list/L = vars[x]
stored_vars[x] = L.Copy()
continue
stored_vars[x] = vars[x]
if(sending_to_past)
being_sent_to_past = TRUE
spawn(duration)
for(var/x in stored_vars)
if(istype(stored_vars[x], /list))
var/list/L = stored_vars[x]
if(!L)
vars[x] = null
continue
else if(!L.len)
vars[x] = list()
continue
vars[x] = stored_vars[x]
/atom/proc/attack_icon()
return appearance
/atom/movable/proc/do_attack_animation(atom/target, atom/tool)
set waitfor = 0
ASSERT(tool) //If no tool, shut down the proc and call the coder police
if(target == src)
return
var/horizontal = 0
var/vertical = 0
var/direction = get_dir(src, target)
if(direction & NORTH)
vertical = 1
else if(direction & SOUTH)
vertical = -1
if(direction & EAST)
horizontal = 1
else if(direction & WEST)
horizontal = -1
//Attack animation that looks like person being pixel shifted
spawn()
var/image/override_image = image(icon = icon, icon_state = icon_state) //only because byond will not create an image if you do not give it some values
override_image.appearance = appearance
override_image.override = 1
override_image.loc = src
override_image.pixel_x = pixel_x
override_image.pixel_y = pixel_y
override_image.dir = dir
var/adjusted_x = pixel_x + horizontal * 3 * PIXEL_MULTIPLIER
var/adjusted_y = pixel_y + vertical * 3 * PIXEL_MULTIPLIER
var/viewers = person_animation_viewers.Copy()
for(var/client/C in viewers)
C.images += override_image
animate(override_image, pixel_x = adjusted_x, pixel_y = adjusted_y, time = 1)
animate(pixel_x = pixel_x, pixel_y = pixel_y, time = 1)
sleep(2)
for(var/client/C in viewers)
C.images -= override_image
//Attack Animation for ghost object being pixel shifted onto person
var/image/item = image(icon=tool.icon, icon_state = tool.icon_state)
item.appearance = tool.attack_icon()
item.alpha = 128
item.loc = target
item.pixel_x = target.pixel_x - horizontal * 0.5 * WORLD_ICON_SIZE
item.pixel_y = target.pixel_y - vertical * 0.5 * WORLD_ICON_SIZE
item.mouse_opacity = 0
var/viewers = item_animation_viewers.Copy()
for(var/client/C in viewers)
C.images += item
animate(item, pixel_x = target.pixel_x, pixel_y = target.pixel_y, time = 3)
sleep(3)
for(var/client/C in viewers)
C.images -= item
/atom/movable/proc/make_invisible(var/source_define, var/time, var/include_clothing) //Makes things practically invisible, not actually invisible. Alpha is set to 1.
return invisibility || alpha <= 1 //already invisible
/atom/movable/proc/break_all_tethers() //Breaks all tethers
if(current_tethers)
for(var/datum/tether/T in current_tethers)
T.break_tether()
/atom/movable/proc/on_tether_broken(atom/movable/other_end) //To allow for code based on when a tether with a specific thing is broken
return
/atom/movable/proc/area_entered(var/area/A)
return
/atom/movable/proc/can_be_pulled(var/mob/user)
return TRUE
/atom/movable/proc/setPixelOffsetsFromParams(params, mob/user, base_pixx = 0, base_pixy = 0, clamp = TRUE)
if(anchored)
return 0
if(user && (!Adjacent(user) || !src.Adjacent(user) || user.incapacitated() || !src.can_be_pulled(user)))
return 0
var/list/params_list = params2list(params)
if(clamp)
pixel_x = clamp(base_pixx + text2num(params_list["icon-x"]) - WORLD_ICON_SIZE/2, -WORLD_ICON_SIZE/2, WORLD_ICON_SIZE/2)
pixel_y = clamp(base_pixy + text2num(params_list["icon-y"]) - WORLD_ICON_SIZE/2, -WORLD_ICON_SIZE/2, WORLD_ICON_SIZE/2)
else
pixel_x = base_pixx + text2num(params_list["icon-x"]) - WORLD_ICON_SIZE/2
pixel_y = base_pixy + text2num(params_list["icon-y"]) - WORLD_ICON_SIZE/2
return 1
//Overwriting BYOND proc used for simple animal and NPCbot movement, Pomf help me
/atom/movable/proc/start_walk_to(Trg,Min=0,Lag=0,Speed=0)
if(Lag > 0)
set_glide_size(DELAY2GLIDESIZE(Lag))
walk_to(src,Trg,Min,Lag,Speed)
/atom/movable/proc/can_be_pushed(mob/user)
return 1
/atom/movable/proc/ThrowAtStation(var/radius = 30, var/throwspeed = null, var/startside = null) //throws a thing at the station from the edges
var/startx = 0
var/starty = 0
var/endy = 0
var/endx = 0
if (!startside)
startside = pick(cardinal)
switch(startside)
if(NORTH)
starty = world.maxy-TRANSITIONEDGE-5
startx = rand(TRANSITIONEDGE+5,world.maxx-TRANSITIONEDGE-5)
if(EAST)
starty = rand(TRANSITIONEDGE+5,world.maxy-TRANSITIONEDGE-5)
startx = world.maxx-TRANSITIONEDGE-5
if(SOUTH)
starty = TRANSITIONEDGE+5
startx = rand(TRANSITIONEDGE+5,world.maxx-TRANSITIONEDGE-5)
if(WEST)
starty = rand(TRANSITIONEDGE+5,world.maxy-TRANSITIONEDGE-5)
startx = TRANSITIONEDGE+5
//grabs a turf in the center of the z-level
//range of turfs determined by radius var
endx = rand((world.maxx/2)-radius,(world.maxx/2)+radius)
endy = rand((world.maxy/2)-radius,(world.maxy/2)+radius)
var/turf/startzone = locate(startx, starty, 1)
var/turf/endzone = locate(endx, endy, 1)
if(!isspace(get_area(startzone)))
return FALSE
forceMove(startzone)
throw_at(endzone, null, throwspeed)
return TRUE
/mob/living/carbon/human/ThrowAtStation(var/radius = 30, var/throwspeed = null, var/startside = null, var/entry_vehicle = /obj/item/airbag)
var/turf/prev_turf = get_turf(src)
var/obj/AB = new entry_vehicle(null, TRUE)
forceMove(AB)
if(AB.ThrowAtStation(radius, throwspeed, startside))
return TRUE
else
forceMove(prev_turf)
qdel(AB)
return FALSE
/atom/movable/proc/spawn_rand_maintenance()
var/list/potential_locations = list()
for(var/area/maintenance/A in areas)
potential_locations.Add(A)
while(potential_locations.len)
var/area/maintenance/A = pick(potential_locations)
potential_locations.Remove(A)
for(var/turf/simulated/floor/F in A.contents)
if(!F.has_dense_content())
forceMove(F)
return TRUE
return FALSE
// -- trackers
/atom/movable/proc/add_tracker(var/datum/tracker/T)
on_moved.Add(T, "recieve_position")
/datum/tracker
var/name = "Tracker"
var/active = TRUE
var/changed = FALSE
var/turf/target
var/tick_refresh = 5 // The number of moved events before we update the position.
var/current_tick = 1
var/lost_position_probability = 0 // Probability of losing the target
var/lost_position_distance = 0 // Distance at which the tracker loses the target
/datum/tracker/proc/recieve_position(var/list/loc)
ASSERT(loc)
if (!active)
return
if (current_tick < tick_refresh)
current_tick++
return
if (prob(lost_position_probability))
active = FALSE
return
var/target_loc = loc["loc"]
if (target != target_loc)
changed = TRUE
target = get_turf(target_loc)
current_tick = 1