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Bubberstation/code/datums/components/deployable.dm
SkyratBot b12153ef00 [MIRROR] Fixes the deployable component rotating things it isnt supposed to [MDB IGNORE] (#26095)
* Fixes the deployable component rotating things it isnt supposed to (#80877)

## About The Pull Request

Actually moves the rotation part of the code under the check for if the
component is supposed to rotate things
## Why It's Good For The Game

Despite setting the variable for rotating stuff to no, the component
would still rotate stuff, this is bad
## Changelog
🆑
fix: The deployable component will now actually stop rotating things
when the variable to not do that is set
/🆑

* Fixes the deployable component rotating things it isnt supposed to

---------

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
2024-01-12 03:54:50 +01:00

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/**
* Deployable - Bring your big guns with you, and smack em' down where you want.
*
* Allows items to spawn other items (usually objects) in front of the user after a short delay.
* If attaching this to something:
* Set deploy_time to a number in seconds for the deploy delay
* Set thing_to_be_deployed to an obj path for the thing that gets spawned
* Multiple deployments and deployments work together to allow a thing to be placed down several times. If multiple deployments is false then don't worry about deployments
* Direction setting true means the object spawned will face the direction of the person who deployed it, false goes to the default direction
*/
/datum/component/deployable
/// The time it takes to deploy the object
var/deploy_time
/// The object that gets spawned if deployed successfully
var/obj/thing_to_be_deployed
/// Can the parent be deployed multiple times
var/multiple_deployments
/// How many times we can deploy the parent, if multiple deployments is set to true and this gets below zero, the parent will be deleted
var/deployments
/// If the component adds a little bit into the parent's description
var/add_description_hint
/// If the direction of the thing we place is changed upon placing
var/direction_setting
/// Used in getting the name of the deployed object
var/deployed_name
/datum/component/deployable/Initialize(deploy_time = 5 SECONDS, thing_to_be_deployed, multiple_deployments = FALSE, deployments = 1, add_description_hint = TRUE, direction_setting = TRUE)
. = ..()
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
src.deploy_time = deploy_time
src.thing_to_be_deployed = thing_to_be_deployed
src.add_description_hint = add_description_hint
src.direction_setting = direction_setting
src.deployments = deployments
src.multiple_deployments = multiple_deployments
if(add_description_hint)
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(examine))
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, PROC_REF(on_attack_hand))
var/obj/item/typecast = thing_to_be_deployed
deployed_name = initial(typecast.name)
/datum/component/deployable/proc/examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
examine_list += span_notice("It can be used <b>in hand</b> to deploy into [((deployments > 1) && multiple_deployments) ? "[deployments]" : "a"] [deployed_name].")
/datum/component/deployable/proc/on_attack_hand(datum/source, mob/user, location, direction)
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(deploy), source, user, location, direction)
/datum/component/deployable/proc/deploy(obj/source, mob/user, location, direction) //If there's no user, location and direction are used
// The object we are going to create
var/atom/deployed_object
// The turf our object is going to be deployed to
var/turf/deploy_location
// What direction will the deployed object be placed facing
var/new_direction
if(user)
deploy_location = get_step(user, user.dir) //Gets spawn location for thing_to_be_deployed if there is a user
if(deploy_location.is_blocked_turf(TRUE, parent))
source.balloon_alert(user, "insufficient room to deploy here.")
return
new_direction = user.dir //Gets the direction for thing_to_be_deployed if there is a user
source.balloon_alert(user, "deploying...")
playsound(source, 'sound/items/ratchet.ogg', 50, TRUE)
if(!do_after(user, deploy_time))
return
else // If there is for some reason no user, then the location and direction are set here
deploy_location = location
new_direction = direction
deployed_object = new thing_to_be_deployed(deploy_location)
if(direction_setting)
deployed_object.setDir(new_direction)
deployed_object.update_icon_state()
deployments -= 1
if(!multiple_deployments || deployments < 1)
qdel(source)