/// Tracks damage to add or remove crack overlays, when none are needed this components is qdeleted /datum/component/cracked dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS var/list/mutable_appearance/crack_appearances var/crack_integrity var/list/applied_cracks = list() /datum/component/cracked/Initialize(list/crack_appearances, crack_integrity) . = ..() if(!isobj(parent)) return COMPONENT_INCOMPATIBLE src.crack_appearances = crack_appearances src.crack_integrity = crack_integrity /datum/component/cracked/Destroy(force) RemoveCracks(parent, length(applied_cracks)) return ..() /datum/component/cracked/RegisterWithParent() . = ..() RegisterSignal(parent, COMSIG_ATOM_INTEGRITY_CHANGED, PROC_REF(IntegrityChanged)) var/obj/master = parent var/integrity = master.get_integrity() IntegrityChanged(parent, integrity, integrity) /datum/component/cracked/UnregisterFromParent() . = ..() UnregisterSignal(parent, COMSIG_ATOM_INTEGRITY_CHANGED) /datum/component/cracked/proc/IntegrityChanged(obj/source, old_value, new_value) SIGNAL_HANDLER var/cracked_max_integrity = source.max_integrity * crack_integrity if(new_value >= cracked_max_integrity) qdel(src) return var/current_percent = 1 - (new_value / cracked_max_integrity) var/cracks = CEILING(10 * current_percent, 1) // 1 crack per 10% integrity lost var/current_cracks = length(applied_cracks) if(!islist(source.filters)) if(isnull(source.filters)) source.filters = list() else source.filters = list(source.filters) if(current_cracks == cracks) return if(current_cracks < cracks) AddCracks(source, cracks - current_cracks) else RemoveCracks(source, current_cracks - cracks) /datum/component/cracked/proc/AddCracks(obj/source, count) for(var/i in 1 to count) var/rand_x = rand(0, 20) - 10 var/rand_y = rand(0, 20) - 10 var/mutable_appearance/new_crack_overlay = new(pick(crack_appearances)) // Now that we have our overlay, we need to give it a unique render source so we can use a filter against it var/static/uuid = 0 uuid++ // * so it doesn't render on its own new_crack_overlay.render_target = "*cracked_overlay_[uuid]" var/render_source = new_crack_overlay.render_target var/list/new_filter_data = alpha_mask_filter(render_source=render_source, x=rand_x, y=rand_y, flags=MASK_INVERSE) applied_cracks[render_source] = new_crack_overlay // We need to add it as an overlay so the render target from the filter knows what to point at source.add_overlay(new_crack_overlay) source.add_filter(render_source, 1, new_filter_data) /datum/component/cracked/proc/RemoveCracks(obj/source, count) for(var/i in 1 to count) var/removed_filter = pick(applied_cracks) source.remove_filter(removed_filter) source.cut_overlay(applied_cracks[removed_filter]) applied_cracks -= removed_filter