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Bubberstation/code/datums/elements/curse_announcement.dm
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Watermelon914andGitHub 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

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/**
* # curse announcement element!
*
* Bespoke element that sends a harrowing message when you first pick up an item, applying a spooky color outline and renaming the item.
* For most items, it will announce when picked up. If the item can be equipped, though, it will only announce when the item is worn.
* Possible improvements for the future: add an option to allow the cursed affix to be a prefix. right now only coded for suffixes
*/
/datum/element/curse_announcement
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
id_arg_index = 2
///message sent on announce
var/announcement_message
///color of the outline filter on announce
var/filter_color
///new name given to the item on announce
var/new_name
///optional fantasy component, used in building the name if provided
var/datum/weakref/fantasy_component
/datum/element/curse_announcement/Attach(datum/target, announcement_message, filter_color, new_name, datum/component/fantasy/fantasy_component)
. = ..()
if(!isitem(target))
return ELEMENT_INCOMPATIBLE
var/obj/item/cursed_item = target
src.announcement_message = announcement_message
src.filter_color = filter_color
src.new_name = new_name
src.fantasy_component = WEAKREF(fantasy_component)
if(cursed_item.slot_equipment_priority) //if it can equip somewhere, only go active when it is actually done
RegisterSignal(cursed_item, COMSIG_ITEM_EQUIPPED, .proc/on_equipped)
else
RegisterSignal(cursed_item, COMSIG_ITEM_PICKUP, .proc/on_pickup)
/datum/element/curse_announcement/Detach(datum/target)
. = ..()
UnregisterSignal(target, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_PICKUP))
/datum/element/curse_announcement/proc/on_equipped(obj/item/cursed_item, mob/equipper, slot)
SIGNAL_HANDLER
if(cursed_item.slot_flags & slot)
announce(cursed_item, equipper)
/datum/element/curse_announcement/proc/on_pickup(obj/item/cursed_item, mob/grabber)
SIGNAL_HANDLER
announce(cursed_item, grabber)
/datum/element/curse_announcement/proc/announce(obj/item/cursed_item, mob/cursed)
//this is from rpgloot, remove the quality suffix to format the name correctly
var/quality_suffix_text
var/datum/component/fantasy/perchance_to_dream = fantasy_component.resolve()
if(perchance_to_dream)
quality_suffix_text = " [perchance_to_dream.quality]"
cursed_item.name = replacetext(cursed_item.name, quality_suffix_text,"")
//modifications to the item so it looks cursed
to_chat(cursed, span_userdanger("[announcement_message]"))
cursed_item.add_filter("cursed_item", 9, list("type" = "outline", "color" = filter_color, "size" = 1))
cursed_item.name = "[cursed_item][new_name]"
//this is from rpgloot, readd the quality suffix
if(quality_suffix_text)
cursed_item.name += quality_suffix_text
cursed_item.RemoveElement(/datum/element/curse_announcement)