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https://github.com/Bubberstation/Bubberstation.git
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ae5a4f955d
## 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Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code.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 /🆑
173 lines
6.0 KiB
Plaintext
173 lines
6.0 KiB
Plaintext
/// Slippery component, for making anything slippery. Of course.
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/datum/component/slippery
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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/// If the slip forces you to drop held items.
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var/force_drop_items = FALSE
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/// How long the slip keeps you knocked down.
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var/knockdown_time = 0
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/// How long the slip paralyzes for.
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var/paralyze_time = 0
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/// Flags for how slippery the parent is. See [__DEFINES/mobs.dm]
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var/lube_flags
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/// Optional callback providing an additional chance to prevent slippage
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var/datum/callback/can_slip_callback
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/// A proc callback to call on slip.
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var/datum/callback/on_slip_callback
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/// If parent is an item, this is the person currently holding/wearing the parent (or the parent if no one is holding it)
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var/mob/living/holder
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/// 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.
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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)
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///what we give to connect_loc by default, makes slippable mobs moving over us slip
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var/static/list/default_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(Slip),
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)
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///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
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var/static/list/holder_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(Slip_on_wearer),
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)
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/// The connect_loc_behalf component for the holder_connections list.
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var/datum/weakref/holder_connect_loc_behalf
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/datum/component/slippery/Initialize(
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knockdown,
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lube_flags = NONE,
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datum/callback/on_slip_callback,
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paralyze,
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force_drop = FALSE,
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slot_whitelist,
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datum/callback/can_slip_callback,
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)
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src.knockdown_time = max(knockdown, 0)
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src.paralyze_time = max(paralyze, 0)
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src.force_drop_items = force_drop
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src.lube_flags = lube_flags
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src.can_slip_callback = can_slip_callback
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src.on_slip_callback = on_slip_callback
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if(slot_whitelist)
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src.slot_whitelist = slot_whitelist
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add_connect_loc_behalf_to_parent()
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if(ismovable(parent))
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if(isitem(parent))
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
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else
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RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(Slip))
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/datum/component/slippery/proc/add_connect_loc_behalf_to_parent()
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if(ismovable(parent))
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AddComponent(/datum/component/connect_loc_behalf, parent, default_connections)
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/datum/component/slippery/InheritComponent(
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datum/component/slippery/component,
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i_am_original,
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knockdown,
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lube_flags = NONE,
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datum/callback/on_slip_callback,
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paralyze,
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force_drop = FALSE,
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slot_whitelist,
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datum/callback/can_slip_callback,
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)
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if(component)
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knockdown = component.knockdown_time
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lube_flags = component.lube_flags
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on_slip_callback = component.on_slip_callback
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can_slip_callback = component.on_slip_callback
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paralyze = component.paralyze_time
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force_drop = component.force_drop_items
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slot_whitelist = component.slot_whitelist
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src.knockdown_time = max(knockdown, 0)
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src.paralyze_time = max(paralyze, 0)
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src.force_drop_items = force_drop
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src.lube_flags = lube_flags
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src.on_slip_callback = on_slip_callback
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src.can_slip_callback = can_slip_callback
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if(slot_whitelist)
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src.slot_whitelist = slot_whitelist
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/*
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* The proc that does the sliping. Invokes the slip callback we have set.
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*
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* source - the source of the signal
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* AM - the atom/movable that is being slipped.
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*/
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/datum/component/slippery/proc/Slip(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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if(!isliving(arrived))
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return
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var/mob/living/victim = arrived
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if((victim.movement_type & (FLYING | FLOATING)))
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return
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if(can_slip_callback && !can_slip_callback.Invoke(holder, victim))
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return
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if(victim.slip(knockdown_time, parent, lube_flags, paralyze_time, force_drop_items))
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on_slip_callback?.Invoke(victim)
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/*
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* Gets called when COMSIG_ITEM_EQUIPPED is sent to parent.
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* This proc register slip signals to the equipper.
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* 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).
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*
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* source - the source of the signal
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* equipper - the mob we're equipping the slippery thing to
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* slot - the slot we're equipping the slippery thing to on the equipper.
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*/
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/datum/component/slippery/proc/on_equip(datum/source, mob/equipper, slot)
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SIGNAL_HANDLER
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if((!LAZYLEN(slot_whitelist) || (slot in slot_whitelist)) && isliving(equipper))
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holder = equipper
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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AddComponent(/datum/component/connect_loc_behalf, holder, holder_connections)
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RegisterSignal(holder, COMSIG_QDELETING, PROC_REF(holder_deleted))
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/*
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* Detects if the holder mob is deleted.
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* If our holder mob is the holder set in this component, we null it.
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*
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* source - the source of the signal
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* possible_holder - the mob being deleted.
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*/
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/datum/component/slippery/proc/holder_deleted(datum/source, datum/possible_holder)
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SIGNAL_HANDLER
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if(possible_holder == holder)
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holder = null
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/*
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* Gets called when COMSIG_ITEM_DROPPED is sent to parent.
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* Makes our holder mob un-slippery.
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*
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* source - the source of the signal
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* user - the mob that was formerly wearing our slippery item.
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*/
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/datum/component/slippery/proc/on_drop(datum/source, mob/user)
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SIGNAL_HANDLER
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UnregisterSignal(user, COMSIG_QDELETING)
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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add_connect_loc_behalf_to_parent()
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holder = null
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/*
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* The slip proc, but for equipped items.
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* Slips the person who crossed us if we're lying down and unbuckled.
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*
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* source - the source of the signal
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* AM - the atom/movable that slipped on us.
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*/
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/datum/component/slippery/proc/Slip_on_wearer(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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if(holder.body_position == LYING_DOWN && !holder.buckled)
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Slip(source, arrived)
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/datum/component/slippery/UnregisterFromParent()
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. = ..()
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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