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## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑
128 lines
4.3 KiB
Plaintext
128 lines
4.3 KiB
Plaintext
/// Component that allows a user to control any object as if it were a mob. Does give the user incorporeal movement.
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/datum/component/object_possession
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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/// Stores a reference to the obj that we are currently possessing.
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var/obj/possessed = null
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/// Ref to the screen object that is currently being displayed.
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var/datum/weakref/screen_alert_ref = null
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/**
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* back up of the real name during user possession
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*
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* When a user possesses an object its real name is set to the user name and this
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* stores whatever the real name was previously. When possession ends, the real name
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* is reset to this value
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*/
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var/stashed_name = null
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/datum/component/object_possession/Initialize(obj/target)
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. = ..()
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if(!isobj(target) || !ismob(parent))
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return COMPONENT_INCOMPATIBLE
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if(!bind_to_new_object(target))
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return COMPONENT_INCOMPATIBLE
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var/mob/user = parent
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screen_alert_ref = WEAKREF(user.throw_alert(ALERT_UNPOSSESS_OBJECT, /atom/movable/screen/alert/unpossess_object))
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// we can expect to be possessed by either a nonliving or a living mob
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RegisterSignals(parent, list(COMSIG_MOB_CLIENT_PRE_LIVING_MOVE, COMSIG_MOB_CLIENT_PRE_NON_LIVING_MOVE), PROC_REF(on_move))
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RegisterSignals(parent, list(COMSIG_MOB_GHOSTIZED, COMSIG_KB_ADMIN_AGHOST_DOWN), PROC_REF(end_possession))
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/datum/component/object_possession/Destroy()
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cleanup_object_binding()
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UnregisterSignal(parent, list(
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COMSIG_KB_ADMIN_AGHOST_DOWN,
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COMSIG_MOB_CLIENT_PRE_LIVING_MOVE,
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COMSIG_MOB_CLIENT_PRE_NON_LIVING_MOVE,
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COMSIG_MOB_GHOSTIZED,
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))
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var/mob/user = parent
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var/atom/movable/screen/alert/alert_to_clear = screen_alert_ref?.resolve()
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if(!QDELETED(alert_to_clear))
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user.clear_alert(ALERT_UNPOSSESS_OBJECT)
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return ..()
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/datum/component/object_possession/InheritComponent(datum/component/object_possession/old_component, i_am_original, obj/target)
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cleanup_object_binding()
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if(!bind_to_new_object(target))
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qdel(src)
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stashed_name = old_component.stashed_name
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/// Binds the mob to the object and sets up the naming and everything.
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/// Returns FALSE if we don't bind, TRUE if we succeed.
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/datum/component/object_possession/proc/bind_to_new_object(obj/target)
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if((target.obj_flags & DANGEROUS_POSSESSION) && CONFIG_GET(flag/forbid_singulo_possession))
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to_chat(parent, "[target] is too powerful for you to possess.", confidential = TRUE)
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return FALSE
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var/mob/user = parent
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stashed_name = user.real_name
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possessed = target
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user.forceMove(target)
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user.real_name = target.name
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user.name = target.name
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user.reset_perspective(target)
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target.AddElement(/datum/element/weather_listener, /datum/weather/ash_storm, ZTRAIT_ASHSTORM, GLOB.ash_storm_sounds)
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RegisterSignal(target, COMSIG_QDELETING, PROC_REF(end_possession))
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return TRUE
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/// Cleans up everything pertinent to the current possessed object.
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/datum/component/object_possession/proc/cleanup_object_binding()
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if(QDELETED(possessed))
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return
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var/mob/poltergeist = parent
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possessed.RemoveElement(/datum/element/weather_listener, /datum/weather/ash_storm, ZTRAIT_ASHSTORM, GLOB.ash_storm_sounds)
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UnregisterSignal(possessed, COMSIG_QDELETING)
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if(!isnull(stashed_name))
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poltergeist.real_name = stashed_name
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poltergeist.name = stashed_name
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if(ishuman(poltergeist))
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var/mob/living/carbon/human/human_user = poltergeist
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human_user.name = human_user.get_visible_name()
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poltergeist.forceMove(get_turf(possessed))
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poltergeist.reset_perspective()
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possessed = null
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/**
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* force move the parent object instead of the source mob.
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*
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* Has no sanity other than checking the possed obj's density. this means it effectively has incorporeal movement, making it only good for badminnery.
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*
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* We always want to return `COMPONENT_MOVABLE_BLOCK_PRE_MOVE` here regardless
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*/
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/datum/component/object_possession/proc/on_move(datum/source, new_loc, direct)
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SIGNAL_HANDLER
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. = COMPONENT_MOVABLE_BLOCK_PRE_MOVE // both signals that invoke this are explicitly tied to listen for this define as the return value
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if(QDELETED(possessed))
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return .
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if(!possessed.density)
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possessed.forceMove(get_step(possessed, direct))
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else
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step(possessed, direct)
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if(QDELETED(possessed))
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return .
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possessed.setDir(direct)
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return .
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/// Just the overall "get me outta here" proc.
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/datum/component/object_possession/proc/end_possession(datum/source)
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SIGNAL_HANDLER
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qdel(src)
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