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Bubberstation/code/datums/components/deployable.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

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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
* Lastly, set delete_on_use to TRUE or FALSE if you want the object you're deploying with to get deleted when used
*/
/datum/component/deployable
/// The time it takes to deploy the object
var/deploy_time = 5 SECONDS
/// The object that gets spawned if deployed successfully
var/obj/thing_to_be_deployed
/// Used in getting the name of the deployed object
var/deployed_name
/// If the item used to deploy gets deleted on use or not
var/delete_on_use = TRUE
/datum/component/deployable/Initialize(deploy_time, thing_to_be_deployed, delete_on_use)
. = ..()
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
src.deploy_time = deploy_time
src.thing_to_be_deployed = thing_to_be_deployed
src.delete_on_use = delete_on_use
RegisterSignal(parent, COMSIG_PARENT_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("[source.p_they()] look[source.p_s()] like [source.p_they()] can be deployed into \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
var/obj/deployed_object //Used for spawning the deployed object
var/turf/deploy_location //Where our deployed_object gets put
var/new_direction //What direction do we want our deployed object in
if(user)
if(!ishuman(user))
return
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))
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)
deployed_object.setDir(new_direction)
//Sets the integrity of the new deployed machine to that of the object it came from
deployed_object.modify_max_integrity(source.max_integrity)
deployed_object.update_icon_state()
if(delete_on_use)
qdel(source)