Merge pull request #8659 from Ghommie/Ghommie-cit57
ports "Componentizes orbiting"
This commit is contained in:
@@ -342,10 +342,7 @@
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if(cooldown>world.time)
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to_chat(owner, "<span class='cultbold'>You aren't ready to place another blood mark yet!</span>")
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return
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if(owner.orbiting && owner.orbiting.orbiting)
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target = owner.orbiting.orbiting
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else
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target = get_turf(owner)
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target = owner.orbiting?.parent || get_turf(owner)
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if(!target)
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return
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C.cult_team.blood_target = target
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@@ -273,23 +273,12 @@
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to_chat(user, "<span class='notice'>You release the wisp. It begins to bob around your head.</span>")
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icon_state = "lantern"
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wisp.orbit(user, 20)
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user.update_sight()
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SSblackbox.record_feedback("tally", "wisp_lantern", 1, "Freed")
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else
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to_chat(user, "<span class='notice'>You return the wisp to the lantern.</span>")
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var/mob/target
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if(wisp.orbiting)
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target = wisp.orbiting.orbiting
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wisp.stop_orbit()
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wisp.forceMove(src)
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if (istype(target))
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target.update_sight()
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to_chat(target, "<span class='notice'>Your vision returns to normal.</span>")
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icon_state = "lantern-blue"
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wisp.forceMove(src)
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SSblackbox.record_feedback("tally", "wisp_lantern", 1, "Returned")
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/obj/item/wisp_lantern/Initialize()
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@@ -302,7 +291,7 @@
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qdel(wisp)
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else
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wisp.visible_message("<span class='notice'>[wisp] has a sad feeling for a moment, then it passes.</span>")
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..()
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return ..()
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/obj/effect/wisp
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name = "friendly wisp"
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@@ -314,6 +303,25 @@
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var/sight_flags = SEE_MOBS
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var/lighting_alpha = LIGHTING_PLANE_ALPHA_MOSTLY_VISIBLE
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/obj/effect/wisp/orbit(atom/thing, radius, clockwise, rotation_speed, rotation_segments, pre_rotation, lockinorbit)
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. = ..()
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if(ismob(thing))
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RegisterSignal(thing, COMSIG_MOB_UPDATE_SIGHT, .proc/update_user_sight)
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var/mob/being = thing
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being.update_sight()
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to_chat(thing, "<span class='notice'>The wisp enhances your vision.</span>")
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/obj/effect/wisp/stop_orbit(datum/component/orbiter/orbits)
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. = ..()
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if(ismob(orbits.parent))
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UnregisterSignal(orbits.parent, COMSIG_MOB_UPDATE_SIGHT)
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to_chat(orbits.parent, "<span class='notice'>Your vision returns to normal.</span>")
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/obj/effect/wisp/proc/update_user_sight(mob/user)
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user.sight |= sight_flags
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if(!isnull(lighting_alpha))
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user.lighting_alpha = min(user.lighting_alpha, lighting_alpha)
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//Red/Blue Cubes
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/obj/item/warp_cube
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name = "blue cube"
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@@ -781,19 +789,17 @@
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var/turf/T = get_turf(src)
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var/list/contents = T.GetAllContents()
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var/mob/dead/observer/current_spirits = list()
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var/list/orbiters = list()
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for(var/thing in contents)
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var/atom/A = thing
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if (A.orbiters)
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orbiters += A.orbiters
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A.transfer_observers_to(src)
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for(var/thing in orbiters)
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var/datum/orbit/O = thing
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if (isobserver(O.orbiter))
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var/mob/dead/observer/G = O.orbiter
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ghost_counter++
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G.invisibility = 0
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current_spirits |= G
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for(var/i in orbiters?.orbiters)
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if(!isobserver(i))
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continue
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var/mob/dead/observer/G = i
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ghost_counter++
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G.invisibility = 0
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current_spirits |= G
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for(var/mob/dead/observer/G in spirits - current_spirits)
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G.invisibility = GLOB.observer_default_invisibility
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@@ -26,7 +26,9 @@
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return
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/mob/camera/forceMove(atom/destination)
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var/oldloc = loc
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loc = destination
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Moved(oldloc, NONE, TRUE)
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/mob/camera/emote(act, m_type=1, message = null, intentional = FALSE)
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return
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@@ -34,7 +34,9 @@ INITIALIZE_IMMEDIATE(/mob/dead)
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var/turf/new_turf = get_turf(destination)
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if (old_turf?.z != new_turf?.z)
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onTransitZ(old_turf?.z, new_turf?.z)
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var/oldloc = loc
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loc = destination
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Moved(oldloc, NONE, TRUE)
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/mob/dead/Stat()
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..()
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@@ -429,9 +429,6 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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var/orbitsize = (I.Width()+I.Height())*0.5
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orbitsize -= (orbitsize/world.icon_size)*(world.icon_size*0.25)
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if(orbiting && orbiting.orbiting != target)
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to_chat(src, "<span class='notice'>Now orbiting [target].</span>")
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var/rot_seg
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switch(ghost_orbit)
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@@ -450,10 +447,10 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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/mob/dead/observer/orbit()
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setDir(2)//reset dir so the right directional sprites show up
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..()
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return ..()
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/mob/dead/observer/stop_orbit()
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..()
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/mob/dead/observer/stop_orbit(datum/component/orbiter/orbits)
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. = ..()
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//restart our floating animation after orbit is done.
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pixel_y = 0
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animate(src, pixel_y = 2, time = 10, loop = -1)
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@@ -871,13 +871,7 @@
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return
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/mob/proc/update_sight()
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for(var/O in orbiters)
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var/datum/orbit/orbit = O
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var/obj/effect/wisp/wisp = orbit.orbiter
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if (istype(wisp))
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sight |= wisp.sight_flags
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if(!isnull(wisp.lighting_alpha))
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lighting_alpha = min(lighting_alpha, wisp.lighting_alpha)
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SEND_SIGNAL(src, COMSIG_MOB_UPDATE_SIGHT)
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sync_lighting_plane_alpha()
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@@ -148,7 +148,7 @@
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if(INCORPOREAL_MOVE_BASIC)
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var/T = get_step(L,direct)
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if(T)
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L.loc = T
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L.forceMove(T)
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L.setDir(direct)
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if(INCORPOREAL_MOVE_SHADOW)
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if(prob(50))
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@@ -190,7 +190,7 @@
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new /obj/effect/temp_visual/dir_setting/ninja/shadow(mobloc, L.dir)
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var/T = get_step(L,direct)
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if(T)
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L.loc = T
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L.forceMove(T)
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L.setDir(direct)
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if(INCORPOREAL_MOVE_JAUNT) //Incorporeal move, but blocked by holy-watered tiles and salt piles.
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var/turf/open/floor/stepTurf = get_step(L, direct)
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@@ -209,7 +209,7 @@
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to_chat(L, "<span class='warning'>Holy energies block your path!</span>")
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return
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L.loc = get_step(L, direct)
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L.forceMove(stepTurf)
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L.setDir(direct)
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return TRUE
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@@ -1,135 +0,0 @@
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/datum/orbit
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var/atom/movable/orbiter
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var/atom/orbiting
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var/lock = TRUE
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var/turf/lastloc
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var/lastprocess
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/datum/orbit/New(_orbiter, _orbiting, _lock)
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orbiter = _orbiter
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orbiting = _orbiting
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SSorbit.processing += src
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if (!orbiting.orbiters)
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orbiting.orbiters = list()
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orbiting.orbiters += src
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if (orbiter.orbiting)
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orbiter.stop_orbit()
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orbiter.orbiting = src
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Check()
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lock = _lock
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//do not qdel directly, use stop_orbit on the orbiter. (This way the orbiter can bind to the orbit stopping)
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/datum/orbit/Destroy(force = FALSE)
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SSorbit.processing -= src
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if (orbiter)
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orbiter.orbiting = null
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orbiter = null
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if (orbiting)
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if (orbiting.orbiters)
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orbiting.orbiters -= src
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if (!orbiting.orbiters.len)//we are the last orbit, delete the list
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orbiting.orbiters = null
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orbiting = null
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return ..()
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/datum/orbit/proc/Check(turf/targetloc, list/checked_already = list())
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//Avoid infinite loops for people who end up orbiting themself through another orbiter
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checked_already[src] = TRUE
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if (!orbiter)
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qdel(src)
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return
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if (!orbiting)
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orbiter.stop_orbit()
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return
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if (!orbiter.orbiting) //admin wants to stop the orbit.
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orbiter.orbiting = src //set it back to us first
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orbiter.stop_orbit()
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var/atom/movable/AM = orbiting
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if(istype(AM) && AM.orbiting && AM.orbiting.orbiting == orbiter)
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orbiter.stop_orbit()
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return
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lastprocess = world.time
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if (!targetloc)
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targetloc = get_turf(orbiting)
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if (!targetloc || (!lock && orbiter.loc != lastloc && orbiter.loc != targetloc))
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orbiter.stop_orbit()
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return
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var/turf/old_turf = get_turf(orbiter)
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var/turf/new_turf = get_turf(targetloc)
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if (old_turf?.z != new_turf?.z)
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orbiter.onTransitZ(old_turf?.z, new_turf?.z)
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// DO NOT PORT TO FORCEMOVE - MEMECODE WILL KILL MC
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orbiter.loc = targetloc
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orbiter.update_parallax_contents()
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orbiter.update_light()
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lastloc = orbiter.loc
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for(var/other_orbit in orbiter.orbiters)
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var/datum/orbit/OO = other_orbit
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//Skip if checked already
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if(checked_already[OO])
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continue
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OO.Check(targetloc, checked_already)
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/atom/movable/var/datum/orbit/orbiting = null
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/atom/var/list/orbiters = null
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//A: atom to orbit
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//radius: range to orbit at, radius of the circle formed by orbiting (in pixels)
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//clockwise: whether you orbit clockwise or anti clockwise
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//rotation_speed: how fast to rotate (how many ds should it take for a rotation to complete)
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//rotation_segments: the resolution of the orbit circle, less = a more block circle, this can be used to produce hexagons (6 segments) triangles (3 segments), and so on, 36 is the best default.
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//pre_rotation: Chooses to rotate src 90 degress towards the orbit dir (clockwise/anticlockwise), useful for things to go "head first" like ghosts
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//lockinorbit: Forces src to always be on A's turf, otherwise the orbit cancels when src gets too far away (eg: ghosts)
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/atom/movable/proc/orbit(atom/A, radius = 10, clockwise = FALSE, rotation_speed = 20, rotation_segments = 36, pre_rotation = TRUE, lockinorbit = FALSE)
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if (!istype(A))
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return
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new/datum/orbit(src, A, lockinorbit)
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if (!orbiting) //something failed, and our orbit datum deleted itself
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return
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var/matrix/initial_transform = matrix(transform)
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//Head first!
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if (pre_rotation)
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var/matrix/M = matrix(transform)
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var/pre_rot = 90
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if(!clockwise)
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pre_rot = -90
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M.Turn(pre_rot)
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transform = M
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var/matrix/shift = matrix(transform)
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shift.Translate(0,radius)
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transform = shift
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SpinAnimation(rotation_speed, -1, clockwise, rotation_segments)
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//we stack the orbits up client side, so we can assign this back to normal server side without it breaking the orbit
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transform = initial_transform
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/atom/movable/proc/stop_orbit()
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SpinAnimation(0,0)
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qdel(orbiting)
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/atom/Destroy(force = FALSE)
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. = ..()
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if (orbiters)
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for (var/thing in orbiters)
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var/datum/orbit/O = thing
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if (O.orbiter)
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O.orbiter.stop_orbit()
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/atom/movable/Destroy(force = FALSE)
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. = ..()
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if (orbiting)
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stop_orbit()
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/atom/movable/proc/transfer_observers_to(atom/movable/target)
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if(orbiters)
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for(var/thing in orbiters)
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var/datum/orbit/O = thing
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if(O.orbiter && isobserver(O.orbiter))
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var/mob/dead/observer/D = O.orbiter
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D.ManualFollow(target)
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@@ -33,8 +33,8 @@
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return
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/obj/singularity/energy_ball/Destroy()
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if(orbiting && istype(orbiting.orbiting, /obj/singularity/energy_ball))
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var/obj/singularity/energy_ball/EB = orbiting.orbiting
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if(orbiting && istype(orbiting.parent, /obj/singularity/energy_ball))
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var/obj/singularity/energy_ball/EB = orbiting.parent
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EB.orbiting_balls -= src
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for(var/ball in orbiting_balls)
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@@ -146,12 +146,12 @@
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. = ..()
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/obj/singularity/energy_ball/stop_orbit()
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if (orbiting && istype(orbiting.orbiting, /obj/singularity/energy_ball))
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var/obj/singularity/energy_ball/orbitingball = orbiting.orbiting
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if (orbiting && istype(orbiting.parent, /obj/singularity/energy_ball))
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var/obj/singularity/energy_ball/orbitingball = orbiting.parent
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orbitingball.orbiting_balls -= src
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orbitingball.dissipate_strength = orbitingball.orbiting_balls.len
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..()
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if (!loc && !QDELETED(src))
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. = ..()
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if (!QDELETED(src))
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qdel(src)
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