798bbd3d99
* Smooth movement Squashed commit: [870d550fff] updates a variable name to not shadow a parent variable [65131a9a4b] redundant [7c85f7b87e] override based pulling and pushing [60a9760c4b] unnecessary when it's done via an override [0a67dfb3cb] removes a redundant manual override [7f25104fed] pushing [2bfd9973eb] eh [fca7155245] cast properly [ad4b9ad8ab] compile fix [c28fde4bfb] some wonkiness with pulling fixed [0e028d30b3] buckling fix + finer rounding [8f93df2bbe] dragging + buckling fixes [1541e1ce78] small optimization [bda72345dd] smoother movement fix to dragging being fucky vehicle fix orbiter fix eof newline cleanup comment cleanup stupid hack bunch of tweaks/hacks + 60 fps default oh god potential fix for orbiter issues (in a shitty way) early override for some cases unset orbit multiply instead of add offset no no more timescale scaling and higher multiplier meant to include this in last commit comment * clamp to 6, 1.25 multiplier * (poorly) fixed buckles not always propagating * get rid of some debug prints whoops * fixes an infinite loop * syntax + update savefile instead of interpreting 0 different * uuuh
148 lines
4.8 KiB
Plaintext
148 lines
4.8 KiB
Plaintext
/atom/movable
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var/can_buckle = 0
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var/buckle_lying = -1 //bed-like behaviour, forces mob.lying = buckle_lying if != -1
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var/buckle_requires_restraints = 0 //require people to be handcuffed before being able to buckle. eg: pipes
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var/list/mob/living/buckled_mobs = null //list()
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var/max_buckled_mobs = 1
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var/buckle_prevents_pull = FALSE
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//Interaction
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/atom/movable/attack_hand(mob/living/user)
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. = ..()
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if(.)
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return
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if(can_buckle && has_buckled_mobs())
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if(buckled_mobs.len > 1)
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var/unbuckled = input(user, "Who do you wish to unbuckle?","Unbuckle Who?") as null|mob in sortNames(buckled_mobs)
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if(user_unbuckle_mob(unbuckled,user))
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return 1
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else
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if(user_unbuckle_mob(buckled_mobs[1],user))
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return 1
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/atom/movable/MouseDrop_T(mob/living/M, mob/living/user)
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. = ..()
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return mouse_buckle_handling(M, user)
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/atom/movable/proc/mouse_buckle_handling(mob/living/M, mob/living/user)
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if(can_buckle && istype(M) && istype(user))
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if(user_buckle_mob(M, user))
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return TRUE
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/atom/movable/proc/has_buckled_mobs()
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if(!buckled_mobs)
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return FALSE
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if(buckled_mobs.len)
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return TRUE
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//procs that handle the actual buckling and unbuckling
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/atom/movable/proc/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
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if(!buckled_mobs)
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buckled_mobs = list()
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if(!istype(M))
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return FALSE
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if(check_loc && M.loc != loc)
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return FALSE
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if((!can_buckle && !force) || M.buckled || (buckled_mobs.len >= max_buckled_mobs) || (buckle_requires_restraints && !M.restrained()) || M == src)
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return FALSE
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M.buckling = src
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if(!M.can_buckle() && !force)
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if(M == usr)
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to_chat(M, "<span class='warning'>You are unable to buckle yourself to [src]!</span>")
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else
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to_chat(usr, "<span class='warning'>You are unable to buckle [M] to [src]!</span>")
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M.buckling = null
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return FALSE
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if(M.pulledby)
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if(buckle_prevents_pull)
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M.pulledby.stop_pulling()
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else if(isliving(M.pulledby))
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var/mob/living/L = M.pulledby
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L.reset_pull_offsets(M, TRUE)
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if(!check_loc && M.loc != loc)
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M.forceMove(loc)
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M.buckling = null
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M.buckled = src
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M.setDir(dir)
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buckled_mobs |= M
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M.update_mobility()
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M.throw_alert("buckled", /obj/screen/alert/restrained/buckled)
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M.set_glide_size(glide_size)
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post_buckle_mob(M)
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SEND_SIGNAL(src, COMSIG_MOVABLE_BUCKLE, M, force)
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return TRUE
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/obj/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
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. = ..()
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if(.)
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if(resistance_flags & ON_FIRE) //Sets the mob on fire if you buckle them to a burning atom/movableect
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M.adjust_fire_stacks(1)
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M.IgniteMob()
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/atom/movable/proc/unbuckle_mob(mob/living/buckled_mob, force=FALSE)
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if(istype(buckled_mob) && buckled_mob.buckled == src && (buckled_mob.can_unbuckle() || force))
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. = buckled_mob
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buckled_mob.buckled = null
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buckled_mob.anchored = initial(buckled_mob.anchored)
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buckled_mob.update_mobility()
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buckled_mob.clear_alert("buckled")
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buckled_mob.set_glide_size(DELAY_TO_GLIDE_SIZE(buckled_mob.total_multiplicative_slowdown()))
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buckled_mobs -= buckled_mob
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SEND_SIGNAL(src, COMSIG_MOVABLE_UNBUCKLE, buckled_mob, force)
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post_unbuckle_mob(.)
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/atom/movable/proc/unbuckle_all_mobs(force=FALSE)
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if(!has_buckled_mobs())
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return
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for(var/m in buckled_mobs)
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unbuckle_mob(m, force)
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//Handle any extras after buckling
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//Called on buckle_mob()
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/atom/movable/proc/post_buckle_mob(mob/living/M)
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//same but for unbuckle
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/atom/movable/proc/post_unbuckle_mob(mob/living/M)
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//Wrapper procs that handle sanity and user feedback
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/atom/movable/proc/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
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if(!in_range(user, src) || !isturf(user.loc) || user.incapacitated() || M.anchored)
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return FALSE
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add_fingerprint(user)
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. = buckle_mob(M, check_loc = check_loc)
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if(.)
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if(M == user)
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M.visible_message("<span class='notice'>[M] buckles [M.p_them()]self to [src].</span>",\
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"<span class='notice'>You buckle yourself to [src].</span>",\
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"<span class='hear'>You hear metal clanking.</span>")
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else
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M.visible_message("<span class='warning'>[user] buckles [M] to [src]!</span>",\
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"<span class='warning'>[user] buckles you to [src]!</span>",\
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"<span class='hear'>You hear metal clanking.</span>")
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/atom/movable/proc/user_unbuckle_mob(mob/living/buckled_mob, mob/user)
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var/mob/living/M = unbuckle_mob(buckled_mob)
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if(M)
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if(M != user)
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M.visible_message("<span class='notice'>[user] unbuckles [M] from [src].</span>",\
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"<span class='notice'>[user] unbuckles you from [src].</span>",\
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"<span class='hear'>You hear metal clanking.</span>")
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else
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M.visible_message("<span class='notice'>[M] unbuckles [M.p_them()]self from [src].</span>",\
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"<span class='notice'>You unbuckle yourself from [src].</span>",\
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"<span class='hear'>You hear metal clanking.</span>")
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add_fingerprint(user)
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if(isliving(M.pulledby))
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var/mob/living/L = M.pulledby
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L.set_pull_offsets(M, L.grab_state)
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return M
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