Files
kiwistation/code/modules/mob/mob_movement.dm
T
kevinz000 3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00

371 lines
10 KiB
Plaintext

/mob/CanPass(atom/movable/mover, turf/target)
return TRUE //There's almost no cases where non /living mobs should be used in game as actual mobs, other than ghosts.
/mob/living/CanPass(atom/movable/mover, turf/target)
if((mover.pass_flags & PASSMOB))
return TRUE
if(istype(mover, /obj/item/projectile) || mover.throwing)
return (!density || !(mobility_flags & MOBILITY_STAND))
if(buckled == mover)
return TRUE
if(ismob(mover))
if (mover in buckled_mobs)
return TRUE
return (!mover.density || !density || !(mobility_flags & MOBILITY_STAND))
//DO NOT USE THIS UNLESS YOU ABSOLUTELY HAVE TO. THIS IS BEING PHASED OUT FOR THE MOVESPEED MODIFICATION SYSTEM.
//See mob_movespeed.dm
/mob/proc/movement_delay() //update /living/movement_delay() if you change this
return cached_multiplicative_slowdown
/client/verb/drop_item()
set hidden = 1
if(!iscyborg(mob) && mob.stat == CONSCIOUS)
mob.dropItemToGround(mob.get_active_held_item())
return
/client/proc/Move_object(direct)
if(mob && mob.control_object)
if(mob.control_object.density)
step(mob.control_object,direct)
if(!mob.control_object)
return
mob.control_object.setDir(direct)
else
mob.control_object.forceMove(get_step(mob.control_object,direct))
#define MOVEMENT_DELAY_BUFFER 0.75
#define MOVEMENT_DELAY_BUFFER_DELTA 1.25
/client/Move(n, direct)
if(world.time < move_delay) //do not move anything ahead of this check please
return FALSE
else
next_move_dir_add = 0
next_move_dir_sub = 0
var/old_move_delay = move_delay
move_delay = world.time + world.tick_lag //this is here because Move() can now be called mutiple times per tick
if(!mob || !mob.loc)
return FALSE
if(!n || !direct)
return FALSE
if(mob.notransform)
return FALSE //This is sota the goto stop mobs from moving var
if(mob.control_object)
return Move_object(direct)
if(!isliving(mob))
return mob.Move(n, direct)
if(mob.stat == DEAD)
mob.ghostize()
return FALSE
if(mob.force_moving)
return FALSE
var/mob/living/L = mob //Already checked for isliving earlier
if(L.incorporeal_move) //Move though walls
Process_Incorpmove(direct)
return FALSE
if(mob.remote_control) //we're controlling something, our movement is relayed to it
return mob.remote_control.relaymove(mob, direct)
if(isAI(mob))
return AIMove(n,direct,mob)
if(Process_Grab()) //are we restrained by someone's grip?
return
if(mob.buckled) //if we're buckled to something, tell it we moved.
return mob.buckled.relaymove(mob, direct)
if(!(L.mobility_flags & MOBILITY_MOVE))
return FALSE
if(isobj(mob.loc) || ismob(mob.loc)) //Inside an object, tell it we moved
var/atom/O = mob.loc
return O.relaymove(mob, direct)
if(!mob.Process_Spacemove(direct))
return FALSE
//We are now going to move
var/add_delay = mob.movement_delay()
if(old_move_delay + (add_delay*MOVEMENT_DELAY_BUFFER_DELTA) + MOVEMENT_DELAY_BUFFER > world.time)
move_delay = old_move_delay
else
move_delay = world.time
if(L.confused)
var/newdir = 0
if(L.confused > 40)
newdir = pick(GLOB.alldirs)
else if(prob(L.confused * 1.5))
newdir = angle2dir(dir2angle(direct) + pick(90, -90))
else if(prob(L.confused * 3))
newdir = angle2dir(dir2angle(direct) + pick(45, -45))
if(newdir)
direct = newdir
n = get_step(L, direct)
. = ..()
if((direct & (direct - 1)) && mob.loc == n) //moved diagonally successfully
add_delay *= 2
move_delay += add_delay
if(.) // If mob is null here, we deserve the runtime
if(mob.throwing)
mob.throwing.finalize(FALSE)
var/atom/movable/P = mob.pulling
if(P && !ismob(P) && P.density)
mob.setDir(turn(mob.dir, 180))
///Process_Grab()
///Called by client/Move()
///Checks to see if you are being grabbed and if so attemps to break it
/client/proc/Process_Grab()
if(mob.pulledby)
if(mob.incapacitated(ignore_restraints = 1))
move_delay = world.time + 10
return TRUE
else if(mob.restrained(ignore_grab = 1))
move_delay = world.time + 10
to_chat(src, "<span class='warning'>You're restrained! You can't move!</span>")
return TRUE
else
return mob.resist_grab(1)
///Process_Incorpmove
///Called by client/Move()
///Allows mobs to run though walls
/client/proc/Process_Incorpmove(direct)
var/turf/mobloc = get_turf(mob)
if(!isliving(mob))
return
var/mob/living/L = mob
switch(L.incorporeal_move)
if(INCORPOREAL_MOVE_BASIC)
var/T = get_step(L,direct)
if(T)
L.forceMove(T)
L.setDir(direct)
if(INCORPOREAL_MOVE_SHADOW)
if(prob(50))
var/locx
var/locy
switch(direct)
if(NORTH)
locx = mobloc.x
locy = (mobloc.y+2)
if(locy>world.maxy)
return
if(SOUTH)
locx = mobloc.x
locy = (mobloc.y-2)
if(locy<1)
return
if(EAST)
locy = mobloc.y
locx = (mobloc.x+2)
if(locx>world.maxx)
return
if(WEST)
locy = mobloc.y
locx = (mobloc.x-2)
if(locx<1)
return
else
return
var/target = locate(locx,locy,mobloc.z)
if(target)
L.loc = target
var/limit = 2//For only two trailing shadows.
for(var/turf/T in getline(mobloc, L.loc))
new /obj/effect/temp_visual/dir_setting/ninja/shadow(T, L.dir)
limit--
if(limit<=0)
break
else
new /obj/effect/temp_visual/dir_setting/ninja/shadow(mobloc, L.dir)
var/T = get_step(L,direct)
if(T)
L.forceMove(T)
L.setDir(direct)
if(INCORPOREAL_MOVE_JAUNT) //Incorporeal move, but blocked by holy-watered tiles and salt piles.
var/turf/open/floor/stepTurf = get_step(L, direct)
if(stepTurf)
for(var/obj/effect/decal/cleanable/salt/S in stepTurf)
to_chat(L, "<span class='warning'>[S] bars your passage!</span>")
if(isrevenant(L))
var/mob/living/simple_animal/revenant/R = L
R.reveal(20)
R.stun(20)
return
if(stepTurf.flags_1 & NOJAUNT_1)
to_chat(L, "<span class='warning'>Some strange aura is blocking the way.</span>")
return
if (locate(/obj/effect/blessing, stepTurf))
to_chat(L, "<span class='warning'>Holy energies block your path!</span>")
return
L.forceMove(stepTurf)
L.setDir(direct)
return TRUE
///Process_Spacemove
///Called by /client/Move()
///For moving in space
///return TRUE for movement 0 for none
/mob/Process_Spacemove(movement_dir = 0)
if(spacewalk || ..())
return TRUE
var/atom/movable/backup = get_spacemove_backup()
if(backup)
if(istype(backup) && movement_dir && !backup.anchored)
if(backup.newtonian_move(turn(movement_dir, 180))) //You're pushing off something movable, so it moves
to_chat(src, "<span class='info'>You push off of [backup] to propel yourself.</span>")
return TRUE
return FALSE
/mob/get_spacemove_backup()
for(var/A in orange(1, get_turf(src)))
if(isarea(A))
continue
else if(isturf(A))
var/turf/turf = A
if(isspaceturf(turf))
continue
if(!turf.density && !mob_negates_gravity())
continue
return A
else
var/atom/movable/AM = A
if(AM == buckled)
continue
if(ismob(AM))
var/mob/M = AM
if(M.buckled)
continue
if(!AM.CanPass(src) || AM.density)
if(AM.anchored)
return AM
if(pulling == AM)
continue
. = AM
/mob/proc/mob_has_gravity()
return has_gravity()
/mob/proc/mob_negates_gravity()
return FALSE
/mob/proc/slip(s_amount, w_amount, obj/O, lube)
return
/mob/proc/update_gravity()
return
//bodypart selection - Cyberboss
//8 toggles through head - eyes - mouth
//4: r-arm 5: chest 6: l-arm
//1: r-leg 2: groin 3: l-leg
/client/proc/check_has_body_select()
return mob && mob.hud_used && mob.hud_used.zone_select && istype(mob.hud_used.zone_select, /obj/screen/zone_sel)
/client/verb/body_toggle_head()
set name = "body-toggle-head"
set hidden = 1
if(!check_has_body_select())
return
var/next_in_line
switch(mob.zone_selected)
if(BODY_ZONE_HEAD)
next_in_line = BODY_ZONE_PRECISE_EYES
if(BODY_ZONE_PRECISE_EYES)
next_in_line = BODY_ZONE_PRECISE_MOUTH
else
next_in_line = BODY_ZONE_HEAD
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(next_in_line, mob)
/client/verb/body_r_arm()
set name = "body-r-arm"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_R_ARM, mob)
/client/verb/body_chest()
set name = "body-chest"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_CHEST, mob)
/client/verb/body_l_arm()
set name = "body-l-arm"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_L_ARM, mob)
/client/verb/body_r_leg()
set name = "body-r-leg"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_R_LEG, mob)
/client/verb/body_groin()
set name = "body-groin"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_PRECISE_GROIN, mob)
/client/verb/body_l_leg()
set name = "body-l-leg"
set hidden = 1
if(!check_has_body_select())
return
var/obj/screen/zone_sel/selector = mob.hud_used.zone_select
selector.set_selected_zone(BODY_ZONE_L_LEG, mob)
/client/verb/toggle_walk_run()
set name = "toggle-walk-run"
set hidden = TRUE
set instant = TRUE
if(mob)
mob.toggle_move_intent(usr)
/mob/proc/toggle_move_intent(mob/user)
if(m_intent == MOVE_INTENT_RUN)
m_intent = MOVE_INTENT_WALK
else
m_intent = MOVE_INTENT_RUN
if(hud_used && hud_used.static_inventory)
for(var/obj/screen/mov_intent/selector in hud_used.static_inventory)
selector.update_icon(src)