Files
Bubberstation/code/datums/components/slippery.dm
SkyratBot 169c42a262 [MIRROR] Refactors connect_loc_behalf into a component (#7613)
* Refactors connect_loc_behalf into a component (#60678)

See title. Also refactors caltrops into a component because they use connect_loc_behalf which requires them to hold the state.

This also fixes COMPONENT_DUPE_SELECTIVE from just outright not working.

connect_loc_behalf doesn't make sense as an element because it tries to hold states. There is also no way to maintain current behaviour and not have the states that it needs.
Due to the fact that it tries to hold states, it means the code itself is a lot more buggy because it's a lot harder to successfully manage these states without runtimes or bugs. 

On metastation, there is only 2519 connect_loc_behalf components at roundstart. MrStonedOne has told me that datums take up this much space:
image

If we do the (oversimplified) math, there are only ever 5 variables that'll likely be changed on most connect_loc_behalf components at runtime:
connections,
tracked,
signal_atom,
parent,
signal_procs

This means that on metastation at roundstart, we take up this amount: (24 + 16 * 5) * 2519 = 261.97600 kilobytes
This is not really significant and the benefits of moving this to a component greatly outweighs the memory cost.

(Basically the memory cost is outweighed by the maint cost of tracking down issues with the thing. It's too buggy to be viable longterm basically)

* Update glass.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-08-17 20:29:11 +01:00

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/// Slippery component, for making anything slippery. Of course.
/datum/component/slippery
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
/// If the slip forces you to drop held items.
var/force_drop_items = FALSE
/// How long the slip keeps you knocked down.
var/knockdown_time = 0
/// How long the slip paralyzes for.
var/paralyze_time = 0
/// Flags for how slippery the parent is. See [__DEFINES/mobs.dm]
var/lube_flags
/// A proc callback to call on slip.
var/datum/callback/callback
/// If parent is an item, this is the person currently holding/wearing the parent (or the parent if no one is holding it)
var/mob/living/holder
/// Whitelist of item slots the parent can be equipped in that make the holder slippery. If null or empty, it will always make the holder slippery.
var/list/slot_whitelist = list(ITEM_SLOT_OCLOTHING, ITEM_SLOT_ICLOTHING, ITEM_SLOT_GLOVES, ITEM_SLOT_FEET, ITEM_SLOT_HEAD, ITEM_SLOT_MASK, ITEM_SLOT_BELT, ITEM_SLOT_NECK)
///what we give to connect_loc by default, makes slippable mobs moving over us slip
var/static/list/default_connections = list(
COMSIG_ATOM_ENTERED = .proc/Slip,
)
///what we give to connect_loc if we're an item and get equipped by a mob. makes slippable mobs moving over our holder slip
var/static/list/holder_connections = list(
COMSIG_ATOM_ENTERED = .proc/Slip_on_wearer,
)
/// The connect_loc_behalf component for the holder_connections list.
var/datum/weakref/holder_connect_loc_behalf
/datum/component/slippery/Initialize(knockdown, lube_flags = NONE, datum/callback/callback, paralyze, force_drop = FALSE, slot_whitelist)
src.knockdown_time = max(knockdown, 0)
src.paralyze_time = max(paralyze, 0)
src.force_drop_items = force_drop
src.lube_flags = lube_flags
src.callback = callback
if(slot_whitelist)
src.slot_whitelist = slot_whitelist
add_connect_loc_behalf_to_parent()
if(ismovable(parent))
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
else
RegisterSignal(parent, COMSIG_ATOM_ENTERED, .proc/Slip)
/datum/component/slippery/proc/add_connect_loc_behalf_to_parent()
if(ismovable(parent))
AddComponent(/datum/component/connect_loc_behalf, parent, default_connections)
/datum/component/slippery/InheritComponent(datum/component/slippery/component, i_am_original, knockdown, lube_flags = NONE, datum/callback/callback, paralyze, force_drop = FALSE, slot_whitelist)
if(component)
knockdown = component.knockdown_time
lube_flags = component.lube_flags
callback = component.callback
paralyze = component.paralyze_time
force_drop = component.force_drop_items
slot_whitelist = component.slot_whitelist
src.knockdown_time = max(knockdown, 0)
src.paralyze_time = max(paralyze, 0)
src.force_drop_items = force_drop
src.lube_flags = lube_flags
src.callback = callback
if(slot_whitelist)
src.slot_whitelist = slot_whitelist
/*
* The proc that does the sliping. Invokes the slip callback we have set.
*
* source - the source of the signal
* AM - the atom/movable that is being slipped.
*/
/datum/component/slippery/proc/Slip(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
if(!isliving(arrived))
return
var/mob/living/victim = arrived
if(!(victim.movement_type & FLYING) && victim.slip(knockdown_time, parent, lube_flags, paralyze_time, force_drop_items) && callback)
callback.Invoke(victim)
/*
* Gets called when COMSIG_ITEM_EQUIPPED is sent to parent.
* This proc register slip signals to the equipper.
* If we have a slot whitelist, we only register the signals if the slot is valid (ex: clown PDA only slips in ID or belt slot).
*
* source - the source of the signal
* equipper - the mob we're equipping the slippery thing to
* slot - the slot we're equipping the slippery thing to on the equipper.
*/
/datum/component/slippery/proc/on_equip(datum/source, mob/equipper, slot)
SIGNAL_HANDLER
if((!LAZYLEN(slot_whitelist) || (slot in slot_whitelist)) && isliving(equipper))
holder = equipper
qdel(GetComponent(/datum/component/connect_loc_behalf))
AddComponent(/datum/component/connect_loc_behalf, holder, holder_connections)
RegisterSignal(holder, COMSIG_PARENT_PREQDELETED, .proc/holder_deleted)
/*
* Detects if the holder mob is deleted.
* If our holder mob is the holder set in this component, we null it.
*
* source - the source of the signal
* possible_holder - the mob being deleted.
*/
/datum/component/slippery/proc/holder_deleted(datum/source, datum/possible_holder)
SIGNAL_HANDLER
if(possible_holder == holder)
holder = null
/*
* Gets called when COMSIG_ITEM_DROPPED is sent to parent.
* Makes our holder mob un-slippery.
*
* source - the source of the signal
* user - the mob that was formerly wearing our slippery item.
*/
/datum/component/slippery/proc/on_drop(datum/source, mob/user)
SIGNAL_HANDLER
UnregisterSignal(user, COMSIG_PARENT_PREQDELETED)
qdel(GetComponent(/datum/component/connect_loc_behalf))
add_connect_loc_behalf_to_parent()
holder = null
/*
* The slip proc, but for equipped items.
* Slips the person who crossed us if we're lying down and unbuckled.
*
* source - the source of the signal
* AM - the atom/movable that slipped on us.
*/
/datum/component/slippery/proc/Slip_on_wearer(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
if(holder.body_position == LYING_DOWN && !holder.buckled)
Slip(source, arrived)
/datum/component/slippery/UnregisterFromParent()
. = ..()
qdel(GetComponent(/datum/component/connect_loc_behalf))
/// Used for making the clown PDA only slip if the clown is wearing his shoes and the elusive banana-skin belt
/datum/component/slippery/clowning
/datum/component/slippery/clowning/Slip_on_wearer(datum/source, atom/movable/AM)
var/obj/item/I = holder.get_item_by_slot(ITEM_SLOT_FEET)
if(holder.body_position == LYING_DOWN && !holder.buckled)
if(istype(I, /obj/item/clothing/shoes/clown_shoes))
Slip(source, AM)
else
to_chat(holder,span_warning("[parent] failed to slip anyone. Perhaps I shouldn't have abandoned my legacy..."))