Files
vgstation13/code/modules/multiz/movement.dm
kane-f 84bf965ae8 Multi-z 3: With a vengeance (#30178)
* 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>
2021-08-27 08:14:13 -05:00

148 lines
4.7 KiB
Plaintext

/mob/verb/up()
set name = "Move Upwards"
set category = "IC"
if(zMove(UP))
to_chat(src, "<span class='notice'>You move upwards.</span>")
/mob/verb/down()
set name = "Move Down"
set category = "IC"
if(zMove(DOWN))
to_chat(src, "<span class='notice'>You move down.</span>")
/mob/proc/zMove(direction)
//if(eyeobj) This probably belongs in AIMove
// return eyeobj.zMove(direction)
if(!can_ztravel())
to_chat(src, "<span class='warning'>You lack means of travel in that direction.</span>")
return
var/turf/start = loc
if(!istype(start))
to_chat(src, "<span class='notice'>You are unable to move from here.</span>")
return 0
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(!destination)
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
return 0
if(!start.CanZPass(src, direction))
to_chat(src, "<span class='warning'>\The [start] is in the way.</span>")
return 0
if(!destination.CanZPass(src, direction))
to_chat(src, "<span class='warning'>\The [destination] blocks your way.</span>")
return 0
var/area/area = get_area(src)
if(direction == UP && area.gravity)
var/obj/structure/lattice/lattice = locate() in destination.contents
if(lattice && held_items.len && size != SIZE_TINY) // We need hands and to be big enough
var/pull_up_time = max(5 SECONDS + (src.movement_delay() * 10), 1)
to_chat(src, "<span class='notice'>You grab \the [lattice] and start pulling yourself upward...</span>")
destination.visible_message("<span class='notice'>You hear something climbing up \the [lattice].</span>")
if(do_after(src, pull_up_time))
to_chat(src, "<span class='notice'>You pull yourself up.</span>")
else
to_chat(src, "<span class='warning'>You gave up on pulling yourself up.</span>")
return 0
else if(!flying)
if(ishuman(src)) // Weird way to handle jetpack stuff
var/mob/living/carbon/human/H = src
if(istype(H.back, /obj/item/weapon/tank/jetpack)) // Finally, jetpacks allow it
var/obj/item/weapon/tank/jetpack/J = H.back
if(H.lying || (!J.allow_thrust(0.01, src)))
to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
return 0
else
to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
return 0
else if(isrobot(src)) // Weird way to handle jetpack stuff, robot edition
var/mob/living/silicon/robot/R = src
if(R.module) // Finally, jetpacks allow it
for(var/obj/item/weapon/tank/jetpack/J in R.module.modules)
if(!J || !istype(J, /obj/item/weapon/tank/jetpack) || !J.allow_thrust(0.01, src))
to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
return 0
else
to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
return 0
else
to_chat(src, "<span class='warning'>Gravity stops you from moving upward.</span>")
return 0
for(var/atom/A in destination)
if(!A.Cross(src, start, 1.5, 0))
to_chat(src, "<span class='warning'>\The [A] blocks you.</span>")
return 0
if(!Move(destination))
return 0
return 1
/mob/dead/observer/zMove(direction)
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(destination)
forceMove(destination)
else
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
/mob/camera/zMove(direction)
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(destination)
forceMove(destination)
else
to_chat(src, "<span class='notice'>There is nothing of interest in this direction.</span>")
/mob/proc/can_ztravel()
return flying
/mob/dead/observer/can_ztravel()
return 1
/mob/living/carbon/human/can_ztravel()
if(incapacitated())
return 0
if(Process_Spacemove())
return 1
if(flying)
return 1
if(istype(back, /obj/item/weapon/tank/jetpack)) // Finally, jetpacks allow it
var/obj/item/weapon/tank/jetpack/J = back
if(!lying && (J.allow_thrust(0.01, src)))
return 1
/* This would be really easy to implement but let's talk about if we WANT it.
if(Check_Shoegrip()) //scaling hull with magboots
for(var/turf/simulated/T in trange(1,src))
if(T.density)
return 1 */
/mob/living/silicon/robot/can_ztravel()
if(incapacitated())
return 0
if(Process_Spacemove()) //Checks for active jetpack
return 1
if(flying)
return 1
if(module) // Finally, jetpacks allow it
for(var/obj/item/weapon/tank/jetpack/J in module.modules)
if(J && istype(J, /obj/item/weapon/tank/jetpack))
if(J.allow_thrust(0.01, src))
return 1
/* Same as above, hull scaling discussion pending
for(var/turf/simulated/T in trange(1,src)) //Robots get "magboots"
if(T.density)
return 1*/