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## About The Pull Request I've been meaning to do this for some time. I need this for portable/handheld aquariums/fishtanks to be possible. I'll sprite and code them before I call this PR ready, however suggestions and code reviews are welcome in the meantime. Being a pretty heavy refactor, some things might break (we have more than a few unit tests so perhaps not) while others, coincidentally, might be fixed without me knowing. Anyway I'm sure this PR fixes aquarium beauty, which wasn't really working to begin with because the code was so fucking bad. Nothing really worth of a CL entry tho. TODO: - [x] handheld aquariums, craftable with a kit and little plastic or buyable from the fun vendor ig. - [x] an aquarium upgrade for handheld aquariums to bypass possible restrictions. - [x] update the beauty element to consider items, which shouldn't contribute to the area beauty when held or otherwise not on a turf. ## Why It's Good For The Game This should make handheld aquariums possible. ## Changelog 🆑 refactor: refactored aquariums heavily. Please report any fishy bug. add: Added portable/handheld fish tanks to the game. They can be crafted with an aquarium kit and 5 sheets of plastic. While portable, they cannot store fish that are too big or if there're too many already. This restriction can be removed by using the new "bluespace fish tank kit" techweb item. map: Replaced the lawyer's stationary pet aquarium with a fish tank, so you can carry McGill around. balance: Reduced the iron cost of stationary aquariums a little. /🆑
140 lines
5.1 KiB
Plaintext
140 lines
5.1 KiB
Plaintext
/datum/component/simple_rotation
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/// Additional stuff to do after rotation
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var/datum/callback/post_rotation
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/// Rotation flags for special behavior
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var/rotation_flags = NONE
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/**
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* Adds the ability to rotate an object by Alt-click or using Right-click verbs.
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*
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* args:
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* * rotation_flags (optional) Bitflags that determine behavior for rotation (defined at the top of this file)
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* * post_rotation (optional) Callback proc that is used after the object is rotated (sound effects, balloon alerts, etc.)
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**/
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/datum/component/simple_rotation/Initialize(rotation_flags = NONE, post_rotation)
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if(!ismovable(parent))
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return COMPONENT_INCOMPATIBLE
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var/atom/movable/source = parent
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source.flags_1 |= HAS_CONTEXTUAL_SCREENTIPS_1
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src.rotation_flags = rotation_flags
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src.post_rotation = post_rotation || CALLBACK(src, PROC_REF(default_post_rotation))
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/datum/component/simple_rotation/RegisterWithParent()
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RegisterSignal(parent, COMSIG_CLICK_ALT, PROC_REF(rotate_left))
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RegisterSignal(parent, COMSIG_CLICK_ALT_SECONDARY, PROC_REF(rotate_right))
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(ExamineMessage))
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RegisterSignal(parent, COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM, PROC_REF(on_requesting_context_from_item))
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return ..()
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/datum/component/simple_rotation/PostTransfer(datum/new_parent)
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//Because of the callbacks which we don't track cleanly we can't transfer this
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//item cleanly, better to let the new of the new item create a new rotation datum
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//instead (there's no real state worth transferring)
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return COMPONENT_NOTRANSFER
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/datum/component/simple_rotation/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_CLICK_ALT,
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COMSIG_CLICK_ALT_SECONDARY,
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COMSIG_ATOM_EXAMINE,
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COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM,
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))
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return ..()
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/datum/component/simple_rotation/Destroy()
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post_rotation = null
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return ..()
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/datum/component/simple_rotation/proc/ExamineMessage(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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if(rotation_flags & ROTATION_REQUIRE_WRENCH)
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examine_list += span_notice("This requires a wrench to be rotated.")
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/datum/component/simple_rotation/proc/rotate_right(datum/source, mob/user)
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SIGNAL_HANDLER
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rotate(user, ROTATION_CLOCKWISE)
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return CLICK_ACTION_SUCCESS
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/datum/component/simple_rotation/proc/rotate_left(datum/source, mob/user)
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SIGNAL_HANDLER
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rotate(user, ROTATION_COUNTERCLOCKWISE)
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return CLICK_ACTION_SUCCESS
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/datum/component/simple_rotation/proc/rotate(mob/user, degrees)
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if(QDELETED(user))
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CRASH("[src] is being rotated [user ? "with a qdeleting" : "without a"] user")
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if(!istype(user))
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CRASH("[src] is being rotated without a user of the wrong type: [user.type]")
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if(!isnum(degrees))
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CRASH("[src] is being rotated without providing the amount of degrees needed")
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if(!can_be_rotated(user, degrees) || !can_user_rotate(user, degrees))
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return
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var/obj/rotated_obj = parent
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rotated_obj.setDir(turn(rotated_obj.dir, degrees))
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if(rotation_flags & ROTATION_REQUIRE_WRENCH)
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playsound(rotated_obj, 'sound/items/tools/ratchet.ogg', 50, TRUE)
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post_rotation.Invoke(user, degrees)
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/datum/component/simple_rotation/proc/can_user_rotate(mob/user, degrees)
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if(isliving(user) && user.can_perform_action(parent, NEED_DEXTERITY))
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return TRUE
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if((rotation_flags & ROTATION_GHOSTS_ALLOWED) && isobserver(user) && CONFIG_GET(flag/ghost_interaction))
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return TRUE
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return FALSE
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/datum/component/simple_rotation/proc/can_be_rotated(mob/user, degrees, silent=FALSE)
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var/obj/rotated_obj = parent
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if(!rotated_obj.Adjacent(user))
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silent = TRUE
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if(rotation_flags & ROTATION_REQUIRE_WRENCH)
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if(!isliving(user))
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return FALSE
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var/obj/item/tool = user.get_active_held_item()
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if(!tool || tool.tool_behaviour != TOOL_WRENCH)
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if(!silent)
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rotated_obj.balloon_alert(user, "need a wrench!")
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return FALSE
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if(!(rotation_flags & ROTATION_IGNORE_ANCHORED) && rotated_obj.anchored)
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if(istype(rotated_obj, /obj/structure/window) && !silent)
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rotated_obj.balloon_alert(user, "need to unscrew!")
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else if(!silent)
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rotated_obj.balloon_alert(user, "need to unwrench!")
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return FALSE
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if(rotation_flags & ROTATION_NEEDS_ROOM)
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var/target_dir = turn(rotated_obj.dir, degrees)
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var/obj/structure/window/rotated_window = rotated_obj
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var/fulltile = istype(rotated_window) ? rotated_window.fulltile : FALSE
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if(!valid_build_direction(rotated_obj.loc, target_dir, is_fulltile = fulltile))
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if(!silent)
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rotated_obj.balloon_alert(user, "can't rotate in that direction!")
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return FALSE
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return TRUE
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/datum/component/simple_rotation/proc/default_post_rotation(mob/user, degrees)
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return
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// maybe we don't need the item context proc but instead the hand one? since we don't need to check held_item
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/datum/component/simple_rotation/proc/on_requesting_context_from_item(atom/source, list/context, obj/item/held_item, mob/user)
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SIGNAL_HANDLER
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var/rotation_screentip = FALSE
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if(can_be_rotated(user, ROTATION_CLOCKWISE, silent=TRUE))
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context[SCREENTIP_CONTEXT_ALT_LMB] = "Rotate left"
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rotation_screentip = TRUE
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if(can_be_rotated(user, ROTATION_COUNTERCLOCKWISE, silent=TRUE))
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context[SCREENTIP_CONTEXT_ALT_RMB] = "Rotate right"
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rotation_screentip = TRUE
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if(rotation_screentip)
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return CONTEXTUAL_SCREENTIP_SET
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return NONE
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