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* Ports shuttle clinging and hyperspace drifting * removes something that doesn't seem to work * allows a few things to move freely in hyperspace * fixes conflict * should work --------- Co-authored-by: EvilDragonfiend <[email protected]>
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//This subsystem handles the hyperspace shuttle pull movement loops | ||
MOVEMENT_SUBSYSTEM_DEF(hyperspace_drift) | ||
name = "Hyperspace Drift" | ||
priority = FIRE_PRIORITY_HYPERSPACE_DRIFT | ||
flags = SS_NO_INIT|SS_TICKER | ||
runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME |
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//Below defines are for the is_holding_on proc to see how well they're holding on and respond accordingly | ||
///Instead of a high move force we just get launched away dramatically because we're that hopeless | ||
#define SUPER_NOT_HOLDING_ON 0 | ||
///We're not holdin on and will get thrown off | ||
#define NOT_HOLDING_ON 1 | ||
///We're holding on, but will be pulled slowly | ||
#define CLINGING 2 | ||
///We're holding on really well and aren't suffering from any pull | ||
#define ALL_GOOD 3 | ||
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///Gets added to all movables that enter hyperspace and are supposed to suffer from "hyperspace drift" | ||
///This lets people fly around shuttles during transit using jetpacks, or cling to the side if they got a spacesuit | ||
///Dumping into deepspace is handled by the hyperspace turf, not the component. | ||
///Not giving something this component while on hyperspace is safe, it just means free movement like carps | ||
/datum/component/shuttle_cling | ||
///The direction we push stuff towards | ||
var/direction | ||
///Path to the hyperspace tile, so we know if we're in hyperspace | ||
var/hyperspace_type = /turf/open/space/transit | ||
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///Our moveloop, handles the transit pull | ||
var/datum/move_loop/move/hyperloop | ||
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///If we can "hold on", how often do we move? | ||
var/clinging_move_delay = 1 SECONDS | ||
///If we can't hold onto anything, how fast do we get pulled away? | ||
var/not_clinging_move_delay = 0.2 SECONDS | ||
var/super_not_clinging_move_delay = 0.1 SECONDS | ||
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/datum/component/shuttle_cling/Initialize(direction) | ||
. = ..() | ||
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if(!ismovable(parent)) | ||
return COMPONENT_INCOMPATIBLE | ||
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src.direction = direction | ||
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ADD_TRAIT(parent, TRAIT_HYPERSPACED, src) | ||
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RegisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_UNBUCKLE, COMSIG_MOVABLE_NO_LONGER_PULLED, COMSIG_MOVABLE_POST_THROW), PROC_REF(update_state)) | ||
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//Items have this cool thing where they're first put on the floor if you grab them from storage, and then into your hand, which isn't caught by movement signals that well | ||
if(isitem(parent)) | ||
RegisterSignal(parent, COMSIG_ITEM_PICKUP, PROC_REF(do_remove)) | ||
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hyperloop = SSmove_manager.move(moving = parent, direction = direction, delay = not_clinging_move_delay, subsystem = SShyperspace_drift, priority = MOVEMENT_ABOVE_SPACE_PRIORITY, flags = MOVEMENT_LOOP_NO_DIR_UPDATE) | ||
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update_state(parent) //otherwise we'll get moved 1 tile before we can correct ourselves, which isnt super bad but just looks jank | ||
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///Check if we're in hyperspace and our state in hyperspace | ||
/datum/component/shuttle_cling/proc/update_state() | ||
SIGNAL_HANDLER | ||
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if(!is_on_hyperspace(parent)) | ||
qdel(src) | ||
return | ||
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var/should_loop = FALSE | ||
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switch(is_holding_on(parent)) | ||
if(SUPER_NOT_HOLDING_ON) | ||
hyperloop.set_delay(super_not_clinging_move_delay) | ||
should_loop = TRUE | ||
hyperloop.direction = direction | ||
if(NOT_HOLDING_ON) | ||
hyperloop.set_delay(not_clinging_move_delay) | ||
should_loop = TRUE | ||
hyperloop.direction = direction //we're not close to anything so reset direction if we got diagonalized | ||
if(CLINGING) | ||
hyperloop.set_delay(clinging_move_delay) | ||
should_loop = TRUE | ||
update_drift_direction(parent) | ||
if(ALL_GOOD) | ||
should_loop = FALSE | ||
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//Do pause/unpause/nothing for the hyperloop | ||
if(should_loop && hyperloop.paused) | ||
hyperloop.resume_loop() | ||
else if(!should_loop && !hyperloop.paused) | ||
hyperloop.pause_loop() | ||
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///Check if we're "holding on" to the shuttle | ||
/datum/component/shuttle_cling/proc/is_holding_on(atom/movable/movee) | ||
if(movee.pulledby || !isturf(movee.loc)) | ||
return ALL_GOOD | ||
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if(!isliving(movee)) | ||
if(is_tile_solid(get_step(movee, direction))) //something is blocking us so do the cool drift | ||
return CLINGING | ||
return SUPER_NOT_HOLDING_ON | ||
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var/mob/living/living = movee | ||
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//Check if we can interact with stuff (checks for alive, arms, stun, etc) | ||
if(!living.canUseTopic(living, be_close = TRUE, no_dexterity = FALSE, no_tk = TRUE)) | ||
return NOT_HOLDING_ON | ||
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if(living.buckled) | ||
return ALL_GOOD | ||
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for(var/atom/handlebar in range(living, 1)) | ||
if(isclosedturf(handlebar)) | ||
return CLINGING | ||
if(isobj(handlebar)) | ||
var/obj/object = handlebar | ||
if(object.anchored && object.density) | ||
return CLINGING | ||
return NOT_HOLDING_ON | ||
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///Are we on a hyperspace tile? There's some special bullshit with lattices so we just wrap this check | ||
/datum/component/shuttle_cling/proc/is_on_hyperspace(atom/movable/clinger) | ||
if(istype(clinger.loc, hyperspace_type) && !(locate(/obj/structure/lattice) in clinger.loc)) | ||
return TRUE | ||
return FALSE | ||
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///Check if we arent just being blocked, and if we are give us some diagonal push so we cant just infinitely cling to the front | ||
/datum/component/shuttle_cling/proc/update_drift_direction(atom/movable/clinger) | ||
var/turf/potential_blocker = get_step(clinger, direction) | ||
//We are not being blocked, so just give us cardinal drift | ||
if(!is_tile_solid(potential_blocker)) | ||
hyperloop.direction = direction | ||
return | ||
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//We're already moving diagonally | ||
if(hyperloop.direction != direction) | ||
var/side_dir = hyperloop.direction - direction | ||
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if(is_tile_solid(get_step(clinger, side_dir))) | ||
hyperloop.direction = direction + turn(side_dir, 180) //We're bumping a wall to the side, so switch to the other side_dir (yes this adds pingpong protocol) | ||
return | ||
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//Get the directions from the side of our current drift direction (so if we have drift south, get all cardinals and remove north and south, leaving only east and west) | ||
var/side_dirs = shuffle(GLOB.cardinals - direction - turn(direction, 180)) | ||
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//We check if one side is solid | ||
if(!is_tile_solid(get_step(clinger, side_dirs[1]))) | ||
hyperloop.direction = direction + side_dirs[1] | ||
else //if one side isnt solid, send it to the other side (it can also be solid but we dont care cause we're boxed in then and not like itll matter much then) | ||
hyperloop.direction = direction + side_dirs[2] | ||
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///Check if it's a closed turf or contains a dense object | ||
/datum/component/shuttle_cling/proc/is_tile_solid(turf/maybe_solid) | ||
if(isclosedturf(maybe_solid)) | ||
return TRUE | ||
for(var/obj/blocker in maybe_solid.contents) | ||
if(blocker.density) | ||
return TRUE | ||
return FALSE | ||
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///This is just for signals and doesn't run for most removals, so dont add behaviour here expecting it to do much | ||
/datum/component/shuttle_cling/proc/do_remove() | ||
SIGNAL_HANDLER | ||
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qdel(src) | ||
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/datum/component/shuttle_cling/Destroy(force, silent) | ||
REMOVE_TRAIT(parent, TRAIT_HYPERSPACED, src) | ||
QDEL_NULL(hyperloop) | ||
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return ..() | ||
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#undef SUPER_NOT_HOLDING_ON | ||
#undef NOT_HOLDING_ON | ||
#undef CLINGING | ||
#undef ALL_GOOD |
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