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My original plan was to just implement materials into crafting so that items would inherit the materials of their components, allowing for some interesting stuff if the material flags of the item allow it. However to my dismay crafting is a pile of old tech debt, starting from the old `del_reqs` and `CheckParts` which still contain lines about old janky bandaids that are no longer in use nor reachable, up to the `customizable_reagent_holder` component which has some harddel issues when your custom food is sliced, and items used in food recipes not being deleted and instead stored inside the result with no purpose as well as other inconsistencies like stack recipes that transfer materials having counterparts in the UI that don't do that. EDIT: Several things have come up while working on this, so I apologise that it ended up changing over 100+ files. I managed to atomize some of the changes, but it's a bit tedious. EDIT: TLDR because I was told this section is too vague and there's too much going on. This PR: - Improves the dated crafting code (not the UI). - replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion` with `atom/on_craft_completion`. - Reqs used in food recipes are now deleted by default and not stored inside the result (they did nothing). - Renames the customizable_reagent_holder comp and improves it (No harddels/ref issues). - Adds a unit test that tries to craft all recipes to see what's wrong (it skips some of the much more specific reqs for now). - In the unit test is also the code to make sure materials of the crafted item and a non-crafted item of the same type are roughly the same, so far only applied to food. - Some mild material/food refactoring around the fact that food item code has been changed to support materials. Improving the backbone of the crafting system. Also materials and food code. 🆑 refactor: Refactored crafting backend. Report possible pesky bugs. balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge different because of code standardization. /🆑
248 lines
11 KiB
Plaintext
248 lines
11 KiB
Plaintext
/**
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* Manages the elevation of the turf the source is on
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* The atom with the highest pixel_shift gets to set the elevation of the turf to that value.
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*/
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/datum/element/elevation
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element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH_ON_HOST_DESTROY
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argument_hash_start_idx = 2
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///The amount of pixel_z applied to the mob standing on the turf
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var/pixel_shift
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/datum/element/elevation/Attach(datum/target, pixel_shift)
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. = ..()
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if(!ismovable(target))
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return ELEMENT_INCOMPATIBLE
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ADD_TRAIT(target, TRAIT_ELEVATING_OBJECT, ref(src))
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src.pixel_shift = pixel_shift
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
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var/atom/atom_target = target
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register_turf(atom_target, atom_target.loc)
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/datum/element/elevation/Detach(atom/movable/source)
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unregister_turf(source, source.loc)
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REMOVE_TRAIT(source, TRAIT_ELEVATING_OBJECT, ref(src))
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return ..()
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/datum/element/elevation/proc/reset_elevation(turf/target)
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var/list/current_values[2]
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SEND_SIGNAL(target, COMSIG_TURF_RESET_ELEVATION, current_values)
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var/current_pixel_shift = current_values[ELEVATION_CURRENT_PIXEL_SHIFT]
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var/new_pixel_shift = current_values[ELEVATION_MAX_PIXEL_SHIFT]
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if(new_pixel_shift == current_pixel_shift)
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return
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if(current_pixel_shift)
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target.RemoveElement(/datum/element/elevation_core, current_pixel_shift)
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if(new_pixel_shift)
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target.AddElement(/datum/element/elevation_core, new_pixel_shift)
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/datum/element/elevation/proc/check_elevation(turf/source, list/current_values)
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SIGNAL_HANDLER
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current_values[ELEVATION_MAX_PIXEL_SHIFT] = max(current_values[ELEVATION_MAX_PIXEL_SHIFT], pixel_shift)
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/datum/element/elevation/proc/on_moved(atom/movable/source, atom/oldloc)
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SIGNAL_HANDLER
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unregister_turf(source, oldloc)
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register_turf(source, source.loc)
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/datum/element/elevation/proc/register_turf(atom/movable/source, atom/location)
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if(!isturf(location))
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return
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if(!HAS_TRAIT(location, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift)))
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RegisterSignal(location, COMSIG_TURF_RESET_ELEVATION, PROC_REF(check_elevation))
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RegisterSignal(location, COMSIG_TURF_CHANGE, PROC_REF(pre_change_turf))
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reset_elevation(location)
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ADD_TRAIT(location, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift), ref(source))
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/datum/element/elevation/proc/unregister_turf(atom/movable/source, atom/location)
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if(!isturf(location))
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return
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REMOVE_TRAIT(location, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift), ref(source))
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if(!HAS_TRAIT(location, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift)))
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UnregisterSignal(location, list(COMSIG_TURF_RESET_ELEVATION, COMSIG_TURF_CHANGE))
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reset_elevation(location)
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///Changing or destroying the turf detaches the element, also we need to reapply the traits since they don't get passed down.
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/datum/element/elevation/proc/pre_change_turf(turf/changed, path, list/new_baseturfs, flags, list/post_change_callbacks)
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SIGNAL_HANDLER
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var/list/trait_sources = GET_TRAIT_SOURCES(changed, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift))
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trait_sources = trait_sources.Copy()
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post_change_callbacks += CALLBACK(src, PROC_REF(post_change_turf), trait_sources)
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/datum/element/elevation/proc/post_change_turf(list/trait_sources, turf/changed)
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for(var/source in trait_sources)
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ADD_TRAIT(changed, TRAIT_TURF_HAS_ELEVATED_OBJ(pixel_shift), source)
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reset_elevation(changed)
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#define ELEVATE_TIME 0.2 SECONDS
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#define ELEVATION_SOURCE(datum) "elevation_[REF(datum)]"
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/**
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* The core element attached to the turf itself. Do not use this directly!
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*
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* Causes mobs walking over a turf with this element to be pixel shifted vertically by the pixel_shift amount.
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* Because of the way it's structured, it should only be added through the elevation element (without the core suffix).
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*
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* To explain: in the case of multiple objects with (different instances of) the element being stacked on one turf somehow,
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* we only want that with the highest pixel shift value to apply it to the turf, so that the mobs standing on top of it all
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* doesn't look like it's floating off the pile.
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*/
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/datum/element/elevation_core
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element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH_ON_HOST_DESTROY
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argument_hash_start_idx = 2
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///The amount of pixel_z applied to the mob standing on the turf.
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var/pixel_shift
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/datum/element/elevation_core/Attach(datum/target, pixel_shift)
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. = ..()
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if(!isturf(target))
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return ELEMENT_INCOMPATIBLE
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if(!pixel_shift)
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CRASH("attempted attaching /datum/element/elevation_core with a pixel_shift value of [isnull(pixel_shift) ? "null" : 0]")
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RegisterSignal(target, COMSIG_ATOM_ABSTRACT_ENTERED, PROC_REF(on_entered))
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RegisterSignal(target, COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON, PROC_REF(on_initialized_on))
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RegisterSignal(target, COMSIG_ATOM_ABSTRACT_EXITED, PROC_REF(on_exited))
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RegisterSignal(target, COMSIG_TURF_RESET_ELEVATION, PROC_REF(on_reset_elevation))
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src.pixel_shift = pixel_shift
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ADD_TRAIT(target, TRAIT_ELEVATED_TURF, ELEVATION_SOURCE(src))
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for(var/mob/living/living in target)
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register_new_mob(living)
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/datum/element/elevation_core/Detach(datum/source)
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/**
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* Since the element can be removed outside of Destroy(),
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* and even then, signals are passed down to the new turf,
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* it's necessary to clear them here.
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*/
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UnregisterSignal(source, list(
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COMSIG_ATOM_ABSTRACT_ENTERED,
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COMSIG_ATOM_ABSTRACT_EXITED,
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COMSIG_ATOM_AFTER_SUCCESSFUL_INITIALIZED_ON,
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COMSIG_TURF_RESET_ELEVATION,
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))
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REMOVE_TRAIT(source, TRAIT_ELEVATED_TURF, ELEVATION_SOURCE(src))
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for(var/mob/living/living in source)
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deelevate_mob(living)
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UnregisterSignal(living, list(COMSIG_LIVING_SET_BUCKLED, SIGNAL_ADDTRAIT(TRAIT_IGNORE_ELEVATION), SIGNAL_REMOVETRAIT(TRAIT_IGNORE_ELEVATION)))
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return ..()
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/datum/element/elevation_core/proc/on_entered(turf/source, atom/movable/entered, atom/old_loc)
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SIGNAL_HANDLER
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if((isnull(old_loc) || !HAS_TRAIT_FROM(old_loc, TRAIT_ELEVATED_TURF, ELEVATION_SOURCE(src))) && isliving(entered))
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register_new_mob(entered, elevate_time = isturf(old_loc) && source.Adjacent(old_loc) ? ELEVATE_TIME : 0)
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/datum/element/elevation_core/proc/on_initialized_on(turf/source, atom/movable/spawned)
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SIGNAL_HANDLER
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if(isliving(spawned))
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register_new_mob(spawned, elevate_time = 0)
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/datum/element/elevation_core/proc/on_exited(turf/source, atom/movable/gone)
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SIGNAL_HANDLER
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if((isnull(gone.loc) || !HAS_TRAIT_FROM(gone.loc, TRAIT_ELEVATED_TURF, ELEVATION_SOURCE(src))) && isliving(gone))
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// Always unregister the signals, we're still leaving even if not affected by elevation.
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UnregisterSignal(gone, list(COMSIG_LIVING_SET_BUCKLED, SIGNAL_ADDTRAIT(TRAIT_IGNORE_ELEVATION), SIGNAL_REMOVETRAIT(TRAIT_IGNORE_ELEVATION)))
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deelevate_mob(gone, isturf(gone.loc) && source.Adjacent(gone.loc) ? ELEVATE_TIME : 0)
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/// Registers a new mob to be elevated, and elevates it.
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/datum/element/elevation_core/proc/register_new_mob(mob/living/new_mob, elevate_time = ELEVATE_TIME)
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elevate_mob(new_mob, elevate_time = elevate_time)
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// mobs can reasonably be reigstered twice if the element is attached and then their init finishes
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RegisterSignal(new_mob, COMSIG_LIVING_SET_BUCKLED, PROC_REF(on_set_buckled), override = TRUE)
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RegisterSignal(new_mob, SIGNAL_ADDTRAIT(TRAIT_IGNORE_ELEVATION), PROC_REF(on_ignore_elevation_add), override = TRUE)
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RegisterSignal(new_mob, SIGNAL_REMOVETRAIT(TRAIT_IGNORE_ELEVATION), PROC_REF(on_ignore_elevation_remove), override = TRUE)
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/**
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* Elevates the mob by pixel_shift amount.
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*
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* If the mob has the TRAIT_IGNORE_ELEVATION trait, it will not be elevated.
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*
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* If the mob is buckled to something...
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* ...And that something is a vehicle, it will also be elevated.
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* ...And that something is an object, neither the mob nor the object will be elevated.
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* ...And that something is a mob, we will be elevated (but not the other mob).
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*/
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/datum/element/elevation_core/proc/elevate_mob(mob/living/target, elevate_time = ELEVATE_TIME, force = FALSE)
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if(HAS_TRAIT(target, TRAIT_IGNORE_ELEVATION) && !force)
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return
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// while the offset system can natively handle this,
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// we want to avoid accidentally double-elevating anything they're buckled to (namely vehicles)
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if(target.has_offset(source = ELEVATION_SOURCE(src)))
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return
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ADD_TRAIT(target, TRAIT_MOB_ELEVATED, ELEVATION_SOURCE(src))
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// We are buckled to something
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if(target.buckled)
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// We are buckled to a vehicle, so it also must be elevated
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if(isvehicle(target.buckled))
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animate(target.buckled, pixel_z = pixel_shift, time = elevate_time, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
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// We are buckled to a mob - they're elevated so we're elevated
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else if(isliving(target.buckled))
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pass()
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// We are buckled to some other object - perhaps the object itself - so skip
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else
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return
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target.add_offsets(ELEVATION_SOURCE(src), z_add = pixel_shift, animate = elevate_time > 0)
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/// Reverts elevation of the mob.
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/datum/element/elevation_core/proc/deelevate_mob(mob/living/target, elevate_time = ELEVATE_TIME)
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REMOVE_TRAIT(target, TRAIT_MOB_ELEVATED, ELEVATION_SOURCE(src))
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target.remove_offsets(ELEVATION_SOURCE(src), animate = elevate_time > 0)
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if(isvehicle(target.buckled))
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animate(target.buckled, pixel_z = -pixel_shift, time = elevate_time, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
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/**
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* If the mob is buckled or unbuckled to/from a vehicle, shift it up/down
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*.
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* Null the pixel shift if the mob is buckled to something different that's not a mob or vehicle
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*
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* The reason is that it's more important for a mob to look like they're actually buckled to a bed
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* or something anchored to the floor than atop of whatever else is on the same turf.
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*/
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/datum/element/elevation_core/proc/on_set_buckled(mob/living/source, atom/movable/new_buckled)
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SIGNAL_HANDLER
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if(HAS_TRAIT(source, TRAIT_IGNORE_ELEVATION))
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return
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// We were buckled to something
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if(source.buckled)
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// It was a vehicle, so reset its pixel_z
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if(isvehicle(source.buckled))
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animate(source.buckled, pixel_z = -pixel_shift, time = ELEVATE_TIME, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
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// It was a mob, so revert our pixel_z
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else if(isliving(source.buckled))
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deelevate_mob(source)
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// It was some object, maybe the object itself, elevate us
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else
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source.add_offsets(ELEVATION_SOURCE(src), z_add = pixel_shift)
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// We are now buckled to something
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if(new_buckled)
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// It's a vehicle, so elevate it
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if(isvehicle(new_buckled))
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animate(new_buckled, pixel_z = pixel_shift, time = ELEVATE_TIME, flags = ANIMATION_RELATIVE|ANIMATION_PARALLEL)
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// It's a mob, so elevate us
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else if(isliving(new_buckled))
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elevate_mob(source)
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// It's some object, maybe the object itself, so clear elevation
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else
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source.remove_offsets(ELEVATION_SOURCE(src))
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/datum/element/elevation_core/proc/on_ignore_elevation_add(mob/living/source, trait)
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SIGNAL_HANDLER
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deelevate_mob(source)
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/datum/element/elevation_core/proc/on_ignore_elevation_remove(mob/living/source, trait)
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SIGNAL_HANDLER
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elevate_mob(source)
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/datum/element/elevation_core/proc/on_reset_elevation(turf/source, list/current_values)
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SIGNAL_HANDLER
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current_values[ELEVATION_CURRENT_PIXEL_SHIFT] = pixel_shift
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#undef ELEVATE_TIME
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#undef ELEVATION_SOURCE
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