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Bubberstation/code/datums/components/transforming.dm
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Bloop bd4392ab74 New inhand icons for light tubes, makes latex balloons craftable, and various other fixes/improvements (#74576)
## About The Pull Request

This ended up turning into a bit of a junk drawer of a PR I'll admit,
but there's really not a whole lot to it.

There are three parts:

### Part I - Inhand sprites for light tubes.

Adds inhand sprites for light tubes. No more cardboard tube placeholder.
This is self explanatory-they have unique sprites for all 3 states
(normal, broken, and burnt out). The broken version has sharpness now.

Also refactored light_items.dm a bit, it was using a bespoke proc called
`update` to do icon updates. Now it has been _updated_ to use
`update_appearance` instead.


![dreamseeker_6WC8vJMiBW](https://user-images.githubusercontent.com/13398309/230615134-31c51e94-cee5-4eef-ba63-c348a3b2debc.gif)

### Part II - Latex Balloons

Latex balloons, a very old piece of code that was full of typos, has had
some life breathed back into it. It is a fun little item, and I saw no
reason to let it rot. It can now be crafted using a latex glove and some
cable. Also, you can pop them using anything sharp... such as a broken
light tube! Aha!

We've come full circle.


![image](https://user-images.githubusercontent.com/13398309/230617764-3a304fd2-05d0-4b2f-b420-056a93c0dce3.png)

### Part III - update_inhand_icon proc

A new atom helper function, `/atom/proc/update_inhand_icon(mob/target =
loc)`

I was struggling to find an existing proc that could update inhand icons
of a mob that was holding any given atom, without necessarily having a
ref to the mob yet.

So I ended up writing one that did that, and finding the spots in the
code which were using a similar way of doing it (that is in fact how I
stumbled upon the latex balloon item).

...........But then Iearned of the
`/datum/element/update_icon_updates_onmob` component and ended up using
that instead. There are still some very niche cases where you might not
be able to use the component where the proc would come in handy however
e.g. in transforming.dm--and if anything, I think it could serve as a
good spot to leave a comment informing would be users of
`update_icon_updates_on_mob` as an alternative.

For that reason especially I thought it worth keeping. 

## Why It's Good For The Game

New inhand sprites, and a fun little craftable balloon. What's not to
like?

## Changelog

🆑
add: latex balloons can now be crafted using a latex glove and some
cable. You can fill them with air using a tank. They also have a new
sound effect.
imageadd: light tubes have a new inhand sprite
fix: broken light tubes now actually have sharpness to them as they are
basically spikes of glass.
refactor: refactored latex balloon code
/🆑
2023-04-09 19:51:35 -04:00

273 lines
9.7 KiB
Plaintext

/*
* Transforming weapon component. For weapons that swap between states.
* For example: Energy swords, cleaving saws, switch blades.
*
* Used to easily make an item that can be attack_self'd to gain force or change mode.
*
* Only values passed on initialize will update when the item is activated (except the icon_state).
* The icon_state of the item will swap between "[icon_state]" and "[icon_state]_on".
*/
/datum/component/transforming
/// Whether the weapon is transformed
var/active = FALSE
/// Cooldown on transforming this item back and forth
var/transform_cooldown_time
/// Force of the weapon when active
var/force_on
/// Throwforce of the weapon when active
var/throwforce_on
/// Throw speed of the weapon when active
var/throw_speed_on
/// Weight class of the weapon when active
var/w_class_on
/// The sharpness of the weapon when active
var/sharpness_on
/// Hitsound played when active
var/hitsound_on
/// List of the original continuous attack verbs the item has.
var/list/attack_verb_continuous_off
/// List of the original simple attack verbs the item has.
var/list/attack_verb_simple_off
/// List of continuous attack verbs used when the weapon is enabled
var/list/attack_verb_continuous_on
/// List of simple attack verbs used when the weapon is enabled
var/list/attack_verb_simple_on
/// Whether clumsy people need to succeed an RNG check to turn it on without hurting themselves
var/clumsy_check
/// If we get sharpened with a whetstone, save the bonus here for later use if we un/redeploy
var/sharpened_bonus = 0
/// Dictate whether we change inhands or not
var/inhand_icon_change
/// Cooldown in between transforms
COOLDOWN_DECLARE(transform_cooldown)
/datum/component/transforming/Initialize(
start_transformed = FALSE,
transform_cooldown_time = 0 SECONDS,
force_on = 0,
throwforce_on = 0,
throw_speed_on = 2,
sharpness_on = NONE,
hitsound_on = 'sound/weapons/blade1.ogg',
w_class_on = WEIGHT_CLASS_BULKY,
clumsy_check = TRUE,
list/attack_verb_continuous_on,
list/attack_verb_simple_on,
inhand_icon_change = TRUE,
)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
var/obj/item/item_parent = parent
src.transform_cooldown_time = transform_cooldown_time
src.force_on = force_on
src.throwforce_on = throwforce_on
src.throw_speed_on = throw_speed_on
src.sharpness_on = sharpness_on
src.hitsound_on = hitsound_on
src.w_class_on = w_class_on
src.clumsy_check = clumsy_check
src.inhand_icon_change = inhand_icon_change
if(attack_verb_continuous_on)
src.attack_verb_continuous_on = attack_verb_continuous_on
attack_verb_continuous_off = item_parent.attack_verb_continuous
if(attack_verb_simple_on)
src.attack_verb_simple_on = attack_verb_simple_on
attack_verb_simple_off = item_parent.attack_verb_simple
if(start_transformed)
toggle_active(parent)
/datum/component/transforming/RegisterWithParent()
var/obj/item/item_parent = parent
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, PROC_REF(on_attack_self))
if(item_parent.sharpness || sharpness_on)
RegisterSignal(parent, COMSIG_ITEM_SHARPEN_ACT, PROC_REF(on_sharpen))
RegisterSignal(parent, COMSIG_DETECTIVE_SCANNED, PROC_REF(on_scan))
/datum/component/transforming/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ITEM_ATTACK_SELF, COMSIG_ITEM_SHARPEN_ACT, COMSIG_DETECTIVE_SCANNED))
/datum/component/transforming/proc/on_scan(datum/source, mob/user, list/extra_data)
SIGNAL_HANDLER
LAZYADD(extra_data[DETSCAN_CATEGORY_NOTES], "Readings suggest some form of state changing.")
/*
* Called on [COMSIG_ITEM_ATTACK_SELF].
*
* Check if we can transform our weapon, and if so, call [do_transform].
* Sends signal [COMSIG_TRANSFORMING_PRE_TRANSFORM], and stops the transform action if it returns [COMPONENT_BLOCK_TRANSFORM].
* And, if [do_transform] was successful, do a clumsy effect from [clumsy_transform_effect].
*
* source - source of the signal, the item being transformed / parent
* user - the mob transforming the weapon
*/
/datum/component/transforming/proc/on_attack_self(obj/item/source, mob/user)
SIGNAL_HANDLER
if(!COOLDOWN_FINISHED(src, transform_cooldown))
to_chat(user, span_warning("Wait a bit before trying to use [source] again!"))
return
if(SEND_SIGNAL(source, COMSIG_TRANSFORMING_PRE_TRANSFORM, user, active) & COMPONENT_BLOCK_TRANSFORM)
return
if(do_transform(source, user))
clumsy_transform_effect(user)
. = COMPONENT_CANCEL_ATTACK_CHAIN
/*
* Transform the weapon into its alternate form, calling [toggle_active].
*
* Sends signal [COMSIG_TRANSFORMING_ON_TRANSFORM], and calls [default_transform_message] if it does not return [COMPONENT_NO_DEFAULT_MESSAGE].
* Also starts the [transform_cooldown] if we have a set [transform_cooldown_time].
*
* source - the item being transformed / parent
* user - the mob transforming the item
*
* returns TRUE.
*/
/datum/component/transforming/proc/do_transform(obj/item/source, mob/user)
toggle_active(source)
if(!(SEND_SIGNAL(source, COMSIG_TRANSFORMING_ON_TRANSFORM, user, active) & COMPONENT_NO_DEFAULT_MESSAGE))
default_transform_message(source, user)
if(isnum(transform_cooldown_time))
COOLDOWN_START(src, transform_cooldown, transform_cooldown_time)
if(user)
source.add_fingerprint(user)
return TRUE
/*
* The default feedback message and sound effect for an item transforming.
*
* source - the item being transformed / parent
* user - the mob transforming the item
*/
/datum/component/transforming/proc/default_transform_message(obj/item/source, mob/user)
if(user)
source.balloon_alert(user, "[active ? "enabled" : "disabled"] [source]")
playsound(user ? user : source.loc, 'sound/weapons/batonextend.ogg', 50, TRUE)
/*
* Toggle active between true and false, and call
* either set_active or set_inactive depending on whichever state is toggled.
*
* source - the item being transformed / parent
*/
/datum/component/transforming/proc/toggle_active(obj/item/source)
active = !active
if(active)
set_active(source)
else
set_inactive(source)
/*
* Set our transformed item into its active state.
* Updates all the values that were passed from init and the icon_state.
*
* source - the item being transformed / parent
*/
/datum/component/transforming/proc/set_active(obj/item/source)
if(sharpness_on)
source.sharpness = sharpness_on
if(force_on)
source.force = force_on + (source.sharpness ? sharpened_bonus : 0)
if(throwforce_on)
source.throwforce = throwforce_on + (source.sharpness ? sharpened_bonus : 0)
if(throw_speed_on)
source.throw_speed = throw_speed_on
if(LAZYLEN(attack_verb_continuous_on))
source.attack_verb_continuous = attack_verb_continuous_on
if(LAZYLEN(attack_verb_simple_on))
source.attack_verb_simple = attack_verb_simple_on
source.hitsound = hitsound_on
source.w_class = w_class_on
source.icon_state = "[source.icon_state]_on"
if(inhand_icon_change && source.inhand_icon_state)
source.inhand_icon_state = "[source.inhand_icon_state]_on"
source.update_inhand_icon()
/*
* Set our transformed item into its inactive state.
* Updates all the values back to the item's initial values.
*
* source - the item being un-transformed / parent
*/
/datum/component/transforming/proc/set_inactive(obj/item/source)
if(sharpness_on)
source.sharpness = initial(source.sharpness)
if(force_on)
source.force = initial(source.force) + (source.sharpness ? sharpened_bonus : 0)
if(throwforce_on)
source.throwforce = initial(source.throwforce) + (source.sharpness ? sharpened_bonus : 0)
if(throw_speed_on)
source.throw_speed = initial(source.throw_speed)
if(LAZYLEN(attack_verb_continuous_on))
source.attack_verb_continuous = attack_verb_continuous_off
if(LAZYLEN(attack_verb_simple_off))
source.attack_verb_simple = attack_verb_simple_off
source.hitsound = initial(source.hitsound)
source.w_class = initial(source.w_class)
source.icon_state = initial(source.icon_state)
source.inhand_icon_state = initial(source.inhand_icon_state)
if(ismob(source.loc))
var/mob/loc_mob = source.loc
loc_mob.update_held_items()
/*
* If [clumsy_check] is set to TRUE, attempt to cause a side effect for clumsy people activating this item.
* Called after the transform is done, meaning [active] var has already updated.
*
* user - the clumsy mob, transforming our item (parent)
*
* Returns TRUE if side effects happened, FALSE otherwise
*/
/datum/component/transforming/proc/clumsy_transform_effect(mob/living/user)
if(!clumsy_check)
return FALSE
if(!user || !HAS_TRAIT(user, TRAIT_CLUMSY))
return FALSE
if(active && prob(50))
var/hurt_self_verb_simple = LAZYLEN(attack_verb_simple_on) ? pick(attack_verb_simple_on) : "hit"
var/hurt_self_verb_continuous = LAZYLEN(attack_verb_continuous_on) ? pick(attack_verb_continuous_on) : "hits"
user.visible_message(
span_warning("[user] triggers [parent] while holding it backwards and [hurt_self_verb_continuous] themself, like a doofus!"),
span_warning("You trigger [parent] while holding it backwards and [hurt_self_verb_simple] yourself, like a doofus!")
)
user.take_bodypart_damage(10)
return TRUE
return FALSE
/*
* Called on [COMSIG_ITEM_SHARPEN_ACT].
* We need to track our sharpened bonus here, so we correctly apply and unapply it
* if our item's sharpness state changes from transforming.
*
* source - the item being sharpened / parent
* increment - the amount of force added
* max - the maximum force that the item can be adjusted to.
*
* Does not return naturally [COMPONENT_BLOCK_SHARPEN_APPLIED] as this is only to track our sharpened bonus between transformation.
*/
/datum/component/transforming/proc/on_sharpen(obj/item/source, increment, max)
SIGNAL_HANDLER
if(sharpened_bonus)
return COMPONENT_BLOCK_SHARPEN_ALREADY
if(force_on + increment > max)
return COMPONENT_BLOCK_SHARPEN_MAXED
sharpened_bonus = increment