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[MIRROR] Refactors connect_loc_behalf into a component (#7613)
* Refactors connect_loc_behalf into a component (#60678) See title. Also refactors caltrops into a component because they use connect_loc_behalf which requires them to hold the state. This also fixes COMPONENT_DUPE_SELECTIVE from just outright not working. connect_loc_behalf doesn't make sense as an element because it tries to hold states. There is also no way to maintain current behaviour and not have the states that it needs. Due to the fact that it tries to hold states, it means the code itself is a lot more buggy because it's a lot harder to successfully manage these states without runtimes or bugs. On metastation, there is only 2519 connect_loc_behalf components at roundstart. MrStonedOne has told me that datums take up this much space: image If we do the (oversimplified) math, there are only ever 5 variables that'll likely be changed on most connect_loc_behalf components at runtime: connections, tracked, signal_atom, parent, signal_procs This means that on metastation at roundstart, we take up this amount: (24 + 16 * 5) * 2519 = 261.97600 kilobytes This is not really significant and the benefits of moving this to a component greatly outweighs the memory cost. (Basically the memory cost is outweighed by the maint cost of tracking down issues with the thing. It's too buggy to be viable longterm basically) * Update glass.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
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@@ -1,112 +0,0 @@
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/**
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* Caltrop element; for hurting people when they walk over this.
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*
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* Used for broken glass, cactuses and four sided dice.
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*/
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/datum/element/caltrop
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element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH
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id_arg_index = 2
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///Minimum damage done when crossed
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var/min_damage
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///Maximum damage done when crossed
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var/max_damage
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///Probability of actually "firing", stunning and doing damage
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var/probability
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///Miscelanous caltrop flags; shoe bypassing, walking interaction, silence
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var/flags
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///The sound that plays when a caltrop is triggered.
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var/soundfile
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///given to connect_loc to listen for something moving over target
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var/static/list/crossed_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_entered,
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)
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/datum/element/caltrop/Attach(datum/target, min_damage = 0, max_damage = 0, probability = 100, flags = NONE, soundfile = null)
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. = ..()
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if(!isatom(target))
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return ELEMENT_INCOMPATIBLE
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src.min_damage = min_damage
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src.max_damage = max(min_damage, max_damage)
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src.probability = probability
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src.flags = flags
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src.soundfile = soundfile
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if(ismovable(target))
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AddElement(/datum/element/connect_loc_behalf, target, crossed_connections)
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else
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RegisterSignal(get_turf(target), COMSIG_ATOM_ENTERED, .proc/on_entered)
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/datum/element/caltrop/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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if(!prob(probability))
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return
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if(!ishuman(arrived))
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return
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var/mob/living/carbon/human/H = arrived
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if(HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
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return
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if((flags & CALTROP_IGNORE_WALKERS) && H.m_intent == MOVE_INTENT_WALK)
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return
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if(H.movement_type & (FLOATING|FLYING)) //check if they are able to pass over us
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//gravity checking only our parent would prevent us from triggering they're using magboots / other gravity assisting items that would cause them to still touch us.
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return
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if(H.buckled) //if they're buckled to something, that something should be checked instead.
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return
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if(H.body_position == LYING_DOWN && !(flags & CALTROP_NOCRAWL)) //if we're not standing we cant step on the caltrop
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return
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var/picked_def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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var/obj/item/bodypart/O = H.get_bodypart(picked_def_zone)
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if(!istype(O))
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return
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if(O.status == BODYPART_ROBOTIC)
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return
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if (!(flags & CALTROP_BYPASS_SHOES))
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// SKYRAT EDIT ADDITION BEGIN - Hardened Soles Quirk
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if(HAS_TRAIT(H, TRAIT_HARD_SOLES))
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return
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// SKYRAT EDIT ADDITION END
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if ((H.wear_suit?.body_parts_covered | H.w_uniform?.body_parts_covered | H.shoes?.body_parts_covered) & FEET)
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return
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var/damage = rand(min_damage, max_damage)
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if(HAS_TRAIT(H, TRAIT_LIGHT_STEP))
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damage *= 0.75
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if(!(flags & CALTROP_SILENT) && !H.has_status_effect(/datum/status_effect/caltropped))
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H.apply_status_effect(/datum/status_effect/caltropped)
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H.visible_message(
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span_danger("[H] steps on [source]."),
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span_userdanger("You step on [source]!")
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)
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H.apply_damage(damage, BRUTE, picked_def_zone, wound_bonus = CANT_WOUND)
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if(!(flags & CALTROP_NOSTUN)) // Won't set off the paralysis.
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H.Paralyze(60)
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if(!soundfile)
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return
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playsound(H, soundfile, 15, TRUE, -3)
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/datum/element/caltrop/Detach(datum/target)
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. = ..()
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if(ismovable(target))
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RemoveElement(/datum/element/connect_loc_behalf, target, crossed_connections)
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@@ -42,94 +42,3 @@
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SIGNAL_HANDLER
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unregister_signals(listener, old_loc)
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update_signals(listener)
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/// This element behaves the same as connect_loc, hooking into a signal on a tracked object's turf
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/// It has the ability to react to that signal on behalf of a seperate listener however
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/// This has great use, primarially for components, but it carries with it some overhead
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/// So we do it seperately rather then intigrating the behavior with the main element
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/datum/element/connect_loc_behalf
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element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH | ELEMENT_COMPLEX_DETACH
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id_arg_index = 3
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/// An assoc list of signal -> procpath to register to the loc this object is on.
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var/list/connections
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/// An assoc list of locs that are being occupied and a list of targets that occupy them.
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var/list/targets = list()
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/datum/element/connect_loc_behalf/Attach(datum/listener, atom/movable/tracked, list/connections)
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. = ..()
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if (!istype(tracked))
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return ELEMENT_INCOMPATIBLE
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src.connections = connections
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RegisterSignal(tracked, COMSIG_MOVABLE_MOVED, .proc/on_moved, override = TRUE)
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update_signals(listener, tracked)
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/datum/element/connect_loc_behalf/Detach(datum/listener, atom/movable/tracked, list/connections)
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. = ..()
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if(!tracked)
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unregister_all(listener)
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else if(targets[tracked.loc]) // Detach can happen multiple times due to qdel
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unregister_signals(listener, tracked, tracked.loc)
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UnregisterSignal(tracked, COMSIG_MOVABLE_MOVED)
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/datum/element/connect_loc_behalf/proc/update_signals(datum/listener, atom/movable/tracked)
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var/existing = length(targets[tracked.loc])
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if(!existing)
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targets[tracked.loc] = list()
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targets[tracked.loc][tracked] = listener
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if(isnull(tracked.loc))
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return
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for (var/signal in connections)
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listener.RegisterSignal(tracked.loc, signal, connections[signal], override=TRUE)
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//override=TRUE because more than one connect_loc element instance tracked object can be on the same loc
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/datum/element/connect_loc_behalf/proc/unregister_all(datum/listener)
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for(var/atom/location as anything in targets)
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var/list/loc_targets = targets[location]
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for(var/atom/movable/tracked as anything in loc_targets)
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if(tracked == listener)
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unregister_signals(loc_targets[tracked], tracked, location)
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else if(loc_targets[tracked] == listener)
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unregister_signals(listener, tracked, location)
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else
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continue
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UnregisterSignal(tracked, COMSIG_MOVABLE_MOVED)
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/datum/element/connect_loc_behalf/proc/unregister_signals(datum/listener, atom/movable/tracked, atom/old_loc)
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if (length(targets[old_loc]) <= 1)
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targets -= old_loc
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else
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targets[old_loc] -= tracked
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// Yes this is after the above because we use null as a key when objects are in nullspace
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if(isnull(old_loc))
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return
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for (var/signal in connections)
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listener.UnregisterSignal(old_loc, signal)
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/datum/element/connect_loc_behalf/proc/on_moved(atom/movable/tracked, atom/old_loc)
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SIGNAL_HANDLER
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var/list/objects_in_old_loc = targets[old_loc]
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//You may ask yourself, isn't this just silencing an error?
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//The answer is yes, but there's no good cheap way to fix it
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//What happens is the tracked object or hell the listener gets say, deleted, which makes targets[old_loc] return a null
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//The null results in a bad index, because of course it does
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//It's not a solvable problem though, since both actions, the destroy and the move, are sourced from the same signal send
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//And sending a signal should be agnostic of the order of listeners
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//So we need to either pick the order agnositic, or destroy safe
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//And I picked destroy safe. Let's hope this is the right path!
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if(!objects_in_old_loc)
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return
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var/datum/listener = objects_in_old_loc[tracked]
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if(!listener) //See above
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return
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unregister_signals(listener, tracked, old_loc)
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update_signals(listener, tracked)
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@@ -1,75 +0,0 @@
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///This component allows something to be when crossed, for example for cockroaches.
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/datum/component/squashable
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///Chance on crossed to be squashed
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var/squash_chance = 50
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///How much brute is applied when mob is squashed
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var/squash_damage = 1
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///Squash flags, for extra checks etcetera.
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var/squash_flags = NONE
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///Special callback to call on squash instead, for things like hauberoach
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var/datum/callback/on_squash_callback
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///signal list given to connect_loc
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_entered,
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)
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/datum/component/squashable/Initialize(squash_chance, squash_damage, squash_flags, squash_callback)
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. = ..()
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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if(squash_chance)
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src.squash_chance = squash_chance
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if(squash_damage)
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src.squash_damage = squash_damage
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if(squash_flags)
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src.squash_flags = squash_flags
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if(!src.on_squash_callback && squash_callback)
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on_squash_callback = CALLBACK(parent, squash_callback)
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AddElement(/datum/element/connect_loc_behalf, parent, loc_connections)
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///Handles the squashing of the mob
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/datum/component/squashable/proc/on_entered(turf/source_turf, atom/movable/crossing_movable)
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SIGNAL_HANDLER
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if(parent == crossing_movable)
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return
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var/mob/living/parent_as_living = parent
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if(squash_flags & SQUASHED_SHOULD_BE_DOWN && parent_as_living.body_position != LYING_DOWN)
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return
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var/should_squash = prob(squash_chance)
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if(should_squash && on_squash_callback)
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if(on_squash_callback.Invoke(parent_as_living, crossing_movable))
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return //Everything worked, we're done!
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if(isliving(crossing_movable))
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var/mob/living/crossing_mob = crossing_movable
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if(crossing_mob.mob_size > MOB_SIZE_SMALL && !(crossing_mob.movement_type & FLYING))
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if(HAS_TRAIT(crossing_mob, TRAIT_PACIFISM))
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crossing_mob.visible_message(span_notice("[crossing_mob] carefully steps over [parent_as_living]."), span_notice("You carefully step over [parent_as_living] to avoid hurting it."))
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return
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if(should_squash)
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crossing_mob.visible_message(span_notice("[crossing_mob] squashed [parent_as_living]."), span_notice("You squashed [parent_as_living]."))
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Squish(parent_as_living)
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else
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parent_as_living.visible_message(span_notice("[parent_as_living] avoids getting crushed."))
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else if(isstructure(crossing_movable))
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if(should_squash)
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crossing_movable.visible_message(span_notice("[parent_as_living] is crushed under [crossing_movable]."))
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Squish(parent_as_living)
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else
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parent_as_living.visible_message(span_notice("[parent_as_living] avoids getting crushed."))
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/datum/component/squashable/proc/Squish(mob/living/target)
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if(squash_flags & SQUASHED_SHOULD_BE_GIBBED)
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target.gib()
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else
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target.adjustBruteLoss(squash_damage)
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/datum/component/squashable/UnregisterFromParent()
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. = ..()
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RemoveElement(/datum/element/connect_loc_behalf, parent, loc_connections)
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