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Bubberstation/code/datums/components/slippery.dm
T
LemonInTheDark ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced)

[Moves signal procs over to their own
file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e)

[And finally passes over the examine
signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00

173 lines
6.0 KiB
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/// Slippery component, for making anything slippery. Of course.
/datum/component/slippery
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
/// If the slip forces you to drop held items.
var/force_drop_items = FALSE
/// How long the slip keeps you knocked down.
var/knockdown_time = 0
/// How long the slip paralyzes for.
var/paralyze_time = 0
/// Flags for how slippery the parent is. See [__DEFINES/mobs.dm]
var/lube_flags
/// Optional callback providing an additional chance to prevent slippage
var/datum/callback/can_slip_callback
/// A proc callback to call on slip.
var/datum/callback/on_slip_callback
/// If parent is an item, this is the person currently holding/wearing the parent (or the parent if no one is holding it)
var/mob/living/holder
/// Whitelist of item slots the parent can be equipped in that make the holder slippery. If null or empty, it will always make the holder slippery.
var/list/slot_whitelist = list(ITEM_SLOT_OCLOTHING, ITEM_SLOT_ICLOTHING, ITEM_SLOT_GLOVES, ITEM_SLOT_FEET, ITEM_SLOT_HEAD, ITEM_SLOT_MASK, ITEM_SLOT_BELT, ITEM_SLOT_NECK)
///what we give to connect_loc by default, makes slippable mobs moving over us slip
var/static/list/default_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(Slip),
)
///what we give to connect_loc if we're an item and get equipped by a mob. makes slippable mobs moving over our holder slip
var/static/list/holder_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(Slip_on_wearer),
)
/// The connect_loc_behalf component for the holder_connections list.
var/datum/weakref/holder_connect_loc_behalf
/datum/component/slippery/Initialize(
knockdown,
lube_flags = NONE,
datum/callback/on_slip_callback,
paralyze,
force_drop = FALSE,
slot_whitelist,
datum/callback/can_slip_callback,
)
src.knockdown_time = max(knockdown, 0)
src.paralyze_time = max(paralyze, 0)
src.force_drop_items = force_drop
src.lube_flags = lube_flags
src.can_slip_callback = can_slip_callback
src.on_slip_callback = on_slip_callback
if(slot_whitelist)
src.slot_whitelist = slot_whitelist
add_connect_loc_behalf_to_parent()
if(ismovable(parent))
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
else
RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(Slip))
/datum/component/slippery/proc/add_connect_loc_behalf_to_parent()
if(ismovable(parent))
AddComponent(/datum/component/connect_loc_behalf, parent, default_connections)
/datum/component/slippery/InheritComponent(
datum/component/slippery/component,
i_am_original,
knockdown,
lube_flags = NONE,
datum/callback/on_slip_callback,
paralyze,
force_drop = FALSE,
slot_whitelist,
datum/callback/can_slip_callback,
)
if(component)
knockdown = component.knockdown_time
lube_flags = component.lube_flags
on_slip_callback = component.on_slip_callback
can_slip_callback = component.on_slip_callback
paralyze = component.paralyze_time
force_drop = component.force_drop_items
slot_whitelist = component.slot_whitelist
src.knockdown_time = max(knockdown, 0)
src.paralyze_time = max(paralyze, 0)
src.force_drop_items = force_drop
src.lube_flags = lube_flags
src.on_slip_callback = on_slip_callback
src.can_slip_callback = can_slip_callback
if(slot_whitelist)
src.slot_whitelist = slot_whitelist
/*
* The proc that does the sliping. Invokes the slip callback we have set.
*
* source - the source of the signal
* AM - the atom/movable that is being slipped.
*/
/datum/component/slippery/proc/Slip(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
if(!isliving(arrived))
return
var/mob/living/victim = arrived
if((victim.movement_type & (FLYING | FLOATING)))
return
if(can_slip_callback && !can_slip_callback.Invoke(holder, victim))
return
if(victim.slip(knockdown_time, parent, lube_flags, paralyze_time, force_drop_items))
on_slip_callback?.Invoke(victim)
/*
* Gets called when COMSIG_ITEM_EQUIPPED is sent to parent.
* This proc register slip signals to the equipper.
* If we have a slot whitelist, we only register the signals if the slot is valid (ex: clown PDA only slips in ID or belt slot).
*
* source - the source of the signal
* equipper - the mob we're equipping the slippery thing to
* slot - the slot we're equipping the slippery thing to on the equipper.
*/
/datum/component/slippery/proc/on_equip(datum/source, mob/equipper, slot)
SIGNAL_HANDLER
if((!LAZYLEN(slot_whitelist) || (slot in slot_whitelist)) && isliving(equipper))
holder = equipper
qdel(GetComponent(/datum/component/connect_loc_behalf))
AddComponent(/datum/component/connect_loc_behalf, holder, holder_connections)
RegisterSignal(holder, COMSIG_QDELETING, PROC_REF(holder_deleted))
/*
* Detects if the holder mob is deleted.
* If our holder mob is the holder set in this component, we null it.
*
* source - the source of the signal
* possible_holder - the mob being deleted.
*/
/datum/component/slippery/proc/holder_deleted(datum/source, datum/possible_holder)
SIGNAL_HANDLER
if(possible_holder == holder)
holder = null
/*
* Gets called when COMSIG_ITEM_DROPPED is sent to parent.
* Makes our holder mob un-slippery.
*
* source - the source of the signal
* user - the mob that was formerly wearing our slippery item.
*/
/datum/component/slippery/proc/on_drop(datum/source, mob/user)
SIGNAL_HANDLER
UnregisterSignal(user, COMSIG_QDELETING)
qdel(GetComponent(/datum/component/connect_loc_behalf))
add_connect_loc_behalf_to_parent()
holder = null
/*
* The slip proc, but for equipped items.
* Slips the person who crossed us if we're lying down and unbuckled.
*
* source - the source of the signal
* AM - the atom/movable that slipped on us.
*/
/datum/component/slippery/proc/Slip_on_wearer(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
if(holder.body_position == LYING_DOWN && !holder.buckled)
Slip(source, arrived)
/datum/component/slippery/UnregisterFromParent()
. = ..()
qdel(GetComponent(/datum/component/connect_loc_behalf))