[MIRROR] Componentizes loomability [MDB IGNORE] (#20424)

* Componentizes loomability (#74552)

## About The Pull Request

As shrimple as the title might imply, the ability for an item to be
processed in a loom is now a component.

Behavior on looming cotton, durathread, and wool, should all be the
exact same in terms of cost, time, results, etc.
## Why It's Good For The Game

If, for any reason, someone might want to extend the behavior of "this
thing can be loomed" to other items, it can be done.
## Changelog
🆑
code: The ability for objects to be loomed is now a component, with all
of the looming behavior moved off of the structure and into said
component. The actual behavior for looming cotton (clicking on a loom
with cotton) is completely unchanged.
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* Componentizes loomability

---------

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
This commit is contained in:
SkyratBot
2023-04-09 03:29:51 +02:00
committed by GitHub
parent b11ff5a47d
commit fc5d5a9fe3
4 changed files with 82 additions and 27 deletions
+76
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@@ -0,0 +1,76 @@
/// Component that makes items turn into other items when you use them on a loom (or any other thing really if you change the var)
/datum/component/loomable
/// What will spawn when the parent is loomed
var/resulting_item
/// How much of parent do we need to loom, will be ignored if parent isnt a stack
var/required_amount
/// What thing we look for triggering the loom process (usually a loom)
var/obj/target_thing
/// What verb best fits the action of processing whatever the item is, for example "spun [thing]"
var/process_completion_verb
/// If target_thing needs to be anchored
var/target_needs_anchoring
/// How long it takes to loom the parent
var/loom_time
/datum/component/loomable/Initialize(
resulting_item,
required_amount = 4,
target_thing = /obj/structure/loom,
process_completion_verb = "spun",
target_needs_anchoring = TRUE,
loom_time = 1 SECONDS
)
src.resulting_item = resulting_item
src.required_amount = required_amount
src.target_thing = target_thing
src.process_completion_verb = process_completion_verb
src.target_needs_anchoring = target_needs_anchoring
src.loom_time = loom_time
/datum/component/loomable/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_ATTACK_OBJ, PROC_REF(try_and_loom_me))
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
/datum/component/loomable/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ITEM_ATTACK_OBJ, COMSIG_PARENT_EXAMINE))
/// Checks if the thing we clicked on can be used as a loom, and if we can actually loom the parent at present (an example being does the stack have enough in it (if its a stack))
/datum/component/loomable/proc/try_and_loom_me(datum/source, obj/target, mob/living/user)
SIGNAL_HANDLER
if(!istype(target, target_thing))
return
if(target_needs_anchoring && !(target.anchored))
user.balloon_alert(user, "[target] must be secured!")
return
if((required_amount > 1) && istype(parent, /obj/item/stack))
var/obj/item/stack/parent_stack = parent
if(parent_stack.amount < required_amount)
user.balloon_alert(user, "need [required_amount] of [parent]!")
return
INVOKE_ASYNC(src, PROC_REF(loom_me), user, target)
return COMPONENT_CANCEL_ATTACK_CHAIN
/// If a do_after of the specified loom_time passes, will create a new one of resulting_item and either delete the parent, or .use the required amount if its a stack
/datum/component/loomable/proc/loom_me(mob/living/user, obj/structure/loom/target)
if(!do_after(user, loom_time, target))
return
var/new_thing = new resulting_item(target.drop_location())
user.balloon_alert_to_viewers("[process_completion_verb] [new_thing]")
if(isstack(parent))
var/obj/item/stack/stack_we_use = parent
stack_we_use.use(required_amount)
else
qdel(parent)
/// Adds an examine blurb to the description of any item that can be loomed
/datum/component/loomable/proc/on_examine(mob/living/source, mob/examiner, list/examine_list)
SIGNAL_HANDLER
examine_list += span_notice("You could probably process [parent] at a <b>[initial(target_thing.name)]</b>.")
@@ -520,10 +520,14 @@ GLOBAL_LIST_INIT(durathread_recipes, list ( \
force = 0
throwforce = 0
merge_type = /obj/item/stack/sheet/cotton
var/pull_effort = 10
var/pull_effort = 1 SECONDS
var/loom_result = /obj/item/stack/sheet/cloth
grind_results = list(/datum/reagent/cellulose = 20)
/obj/item/stack/sheet/cotton/Initialize(mapload)
. = ..()
AddComponent(/datum/component/loomable, resulting_item = loom_result, loom_time = pull_effort)
/obj/item/stack/sheet/cotton/durathread
name = "raw durathread bundle"
desc = "A bundle of raw durathread ready to be spun on the loom."
-26
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@@ -1,6 +1,3 @@
#define FABRIC_PER_SHEET 4
///This is a loom. It's usually made out of wood and used to weave fabric like durathread or cotton into their respective cloth types.
/obj/structure/loom
name = "loom"
@@ -21,30 +18,7 @@
AddElement(/datum/element/contextual_screentip_item_typechecks, hovering_item_typechecks)
/obj/structure/loom/attackby(obj/item/I, mob/user)
if(weave(I, user))
return
return ..()
/obj/structure/loom/wrench_act(mob/living/user, obj/item/tool)
. = ..()
default_unfasten_wrench(user, tool, time = 0.5 SECONDS)
return TOOL_ACT_TOOLTYPE_SUCCESS
///Handles the weaving.
/obj/structure/loom/proc/weave(obj/item/stack/sheet/cotton/W, mob/user)
if(!istype(W))
return FALSE
if(!anchored)
user.show_message(span_notice("The loom needs to be wrenched down."), MSG_VISUAL)
return FALSE
if(W.amount < FABRIC_PER_SHEET)
user.show_message(span_notice("You need at least [FABRIC_PER_SHEET] units of fabric before using this."), MSG_VISUAL)
return FALSE
user.show_message(span_notice("You start weaving \the [W.name] through the loom.."), MSG_VISUAL)
while(W.use_tool(src, user, W.pull_effort) && W.use(FABRIC_PER_SHEET))
new W.loom_result(drop_location())
user.show_message(span_notice("You weave \the [W.name] into a workable fabric."), MSG_VISUAL)
return TRUE
#undef FABRIC_PER_SHEET
+1
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@@ -1014,6 +1014,7 @@
#include "code\datums\components\label.dm"
#include "code\datums\components\light_eater.dm"
#include "code\datums\components\lock_on_cursor.dm"
#include "code\datums\components\loomable.dm"
#include "code\datums\components\manual_blinking.dm"
#include "code\datums\components\manual_breathing.dm"
#include "code\datums\components\material_container.dm"