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## About The Pull Request https://github.com/user-attachments/assets/173c1753-3da4-4180-80ea-eb49d19e7b2f Purely visual. Pulling someone from an IV drip is dangerous so it's nice to make it more clear than the current very small appearance change that doesn't give you any more information than that *someone* is connected. If you review tell me on Discord bc I don't check GitHub ## Changelog 🆑 qol: IV drips now create a beam from their spout to your body, and will visually pull you closer. /🆑
136 lines
3.3 KiB
Plaintext
136 lines
3.3 KiB
Plaintext
/// "Tugs" an atom towards another atom. That is to say, it will visually
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/// pixel offset to look like it is close to the point it's tugging to,
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/// but not actually move position.
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/datum/component/tug_towards
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// If multiple are specified, will tug in between them.
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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VAR_PRIVATE
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/// atom -> strength
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list/list/tugging_to_targets = list()
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current_tug_offset_x = 0
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current_tug_offset_y = 0
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/datum/component/tug_towards/Initialize(
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/// The atom we are tugging towards.
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atom/tugging_to,
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/// Strength of the tug, as a number 0 through 1.
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/// 0 means no tug, 1 means that if you're on an adjacent tile
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/// you will be directly at the corner of the tugging_to_target.
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/// Default is 0.8, which provides a healthy amount of
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/// distance.
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strength
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)
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if (!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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ASSERT(istype(tugging_to))
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add_tugging_to_target(tugging_to, strength)
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RegisterSignals(parent, list(
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COMSIG_MOVABLE_MOVED,
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COMSIG_MOB_BUCKLED,
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COMSIG_MOB_UNBUCKLED,
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), PROC_REF(update_tug))
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/datum/component/tug_towards/Destroy(force)
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tugging_to_targets.Cut()
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animate(
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parent,
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pixel_x = -current_tug_offset_x,
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pixel_y = -current_tug_offset_y,
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time = 0.2 SECONDS,
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flags = ANIMATION_RELATIVE
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)
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return ..()
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/datum/component/tug_towards/InheritComponent(
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datum/component/tug_towards/new_tug_towards,
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i_am_original,
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atom/tugging_to,
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strength,
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)
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add_tugging_to_target(tugging_to, strength)
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/datum/component/tug_towards/proc/remove_tug_target(atom/target)
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tugging_to_targets -= target
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if (tugging_to_targets.len == 0)
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qdel(src)
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else
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update_tug()
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/datum/component/tug_towards/proc/add_tugging_to_target(
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atom/tugging_to,
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strength = 0.8,
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)
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PRIVATE_PROC(TRUE)
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tugging_to_targets[tugging_to] = strength
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RegisterSignal(tugging_to, COMSIG_PREQDELETED, PROC_REF(on_tugging_to_qdeleting))
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RegisterSignal(tugging_to, COMSIG_MOVABLE_MOVED, PROC_REF(update_tug))
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update_tug()
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/datum/component/tug_towards/proc/on_tugging_to_qdeleting(datum/target)
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SIGNAL_HANDLER
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PRIVATE_PROC(TRUE)
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tugging_to_targets -= target
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if (tugging_to_targets.len == 0)
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qdel(src)
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else
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update_tug()
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/datum/component/tug_towards/proc/update_tug()
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SIGNAL_HANDLER
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PRIVATE_PROC(TRUE)
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var/atom/atom_parent = parent
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var/mob/mob_parent = parent
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var/total_tug_x = 0
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var/total_tug_y = 0
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if (!istype(mob_parent) || !mob_parent.buckled)
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var/tuggers = 0
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for (var/atom/target as anything in tugging_to_targets)
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if (target.z != atom_parent.z)
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continue
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tuggers += 1
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var/strength = tugging_to_targets[target]
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total_tug_x += SIGN(target.x - atom_parent.x) * strength
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total_tug_y += SIGN(target.y - atom_parent.y) * strength
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// Intentionally not trig--something at a corner with a strength of 1 should have
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// you at the corner, rather than root(2).
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total_tug_x /= tuggers
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total_tug_y /= tuggers
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var/half_size = world.icon_size * 0.5
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total_tug_x *= half_size
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total_tug_y *= half_size
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if (total_tug_x == current_tug_offset_x && total_tug_y == current_tug_offset_y)
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return
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animate(
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atom_parent,
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pixel_x = -current_tug_offset_x + total_tug_x,
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pixel_y = -current_tug_offset_y + total_tug_y,
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time = 0.2 SECONDS,
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flags = ANIMATION_RELATIVE
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)
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current_tug_offset_x = total_tug_x
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current_tug_offset_y = total_tug_y
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