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Bubberstation/code/datums/components/omen.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`.proc/whatever` format is no longer valid, so we're replacing it with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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/**
* omen.dm: For when you want someone to have a really bad day
*
* When you attach an omen component to someone, they start running the risk of all sorts of bad environmental injuries, like nearby vending machines randomly falling on you,
* or hitting your head really hard when you slip and fall, or... well, for now those two are all I have. More will come.
*
* Omens are removed once the victim is either maimed by one of the possible injuries, or if they receive a blessing (read: bashing with a bible) from the chaplain.
*/
/datum/component/omen
dupe_mode = COMPONENT_DUPE_UNIQUE
/// Whatever's causing the omen, if there is one. Destroying the vessel won't stop the omen, but we destroy the vessel (if one exists) upon the omen ending
var/obj/vessel
/// Whether this is a permanent omen that cannot be removed by any non-admin means.
var/permanent = FALSE
/datum/component/omen/Initialize(silent = FALSE, _vessel, _permanent = FALSE)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
vessel = _vessel
permanent = _permanent
if(!silent)
var/warning = "You get a bad feeling..."
if(permanent)
warning += " A very bad feeling... As if you are surrounded by a twisted aura of pure malevolence..."
to_chat(parent, span_warning("[warning]"))
/datum/component/omen/Destroy(force, silent)
if(!silent)
var/mob/living/person = parent
to_chat(person, span_nicegreen("You feel a horrible omen lifted off your shoulders!"))
if(vessel)
vessel.visible_message(span_warning("[vessel] burns up in a sinister flash, taking an evil energy with it..."))
vessel = null
return ..()
/datum/component/omen/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(check_accident))
RegisterSignal(parent, COMSIG_LIVING_STATUS_KNOCKDOWN, PROC_REF(check_slip))
RegisterSignal(parent, COMSIG_CARBON_MOOD_UPDATE, PROC_REF(check_bless))
/datum/component/omen/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_LIVING_STATUS_KNOCKDOWN, COMSIG_MOVABLE_MOVED, COMSIG_CARBON_MOOD_UPDATE))
/**
* check_accident() is called each step we take
*
* While we're walking around, roll to see if there's any environmental hazards (currently only vending machines) on one of the adjacent tiles we can trigger.
* We do the prob() at the beginning to A. add some tension for /when/ it will strike, and B. (more importantly) ameliorate the fact that we're checking up to 5 turfs's contents each time
*/
/datum/component/omen/proc/check_accident(atom/movable/our_guy)
SIGNAL_HANDLER
if(!isliving(our_guy))
return
var/mob/living/living_guy = our_guy
if(!prob(15))
return
var/our_guy_pos = get_turf(living_guy)
for(var/turf_content in our_guy_pos)
if(istype(turf_content, /obj/machinery/door/airlock))
to_chat(living_guy, span_warning("A malevolent force launches your body to the floor..."))
var/obj/machinery/door/airlock/darth_airlock = turf_content
living_guy.apply_status_effect(/datum/status_effect/incapacitating/paralyzed, 10)
INVOKE_ASYNC(darth_airlock, TYPE_PROC_REF(/obj/machinery/door/airlock, close), TRUE)
if(!permanent)
qdel(src)
return
for(var/turf/the_turf as anything in get_adjacent_open_turfs(living_guy))
if(the_turf.zPassOut(living_guy, DOWN) && living_guy.can_z_move(DOWN, the_turf, z_move_flags = ZMOVE_FALL_FLAGS))
to_chat(living_guy, span_warning("A malevolent force guides you towards the edge..."))
living_guy.throw_at(the_turf, 1, 10, force = MOVE_FORCE_EXTREMELY_STRONG)
if(!permanent)
qdel(src)
return
for(var/obj/machinery/vending/darth_vendor in the_turf)
if(darth_vendor.tiltable)
to_chat(living_guy, span_warning("A malevolent force tugs at the [darth_vendor]..."))
INVOKE_ASYNC(darth_vendor, TYPE_PROC_REF(/obj/machinery/vending, tilt), living_guy)
if(!permanent)
qdel(src)
return
/// If we get knocked down, see if we have a really bad slip and bash our head hard
/datum/component/omen/proc/check_slip(mob/living/our_guy, amount)
SIGNAL_HANDLER
if(amount <= 0 || prob(50)) // 50% chance to bonk our head
return
var/obj/item/bodypart/the_head = our_guy.get_bodypart(BODY_ZONE_HEAD)
if(!the_head)
return
playsound(get_turf(our_guy), 'sound/effects/tableheadsmash.ogg', 90, TRUE)
our_guy.visible_message(span_danger("[our_guy] hits [our_guy.p_their()] head really badly falling down!"), span_userdanger("You hit your head really badly falling down!"))
the_head.receive_damage(75)
our_guy.adjustOrganLoss(ORGAN_SLOT_BRAIN, 100)
if(!permanent)
qdel(src)
/// Hijack the mood system to see if we get the blessing mood event to cancel the omen
/datum/component/omen/proc/check_bless(mob/living/our_guy, category)
SIGNAL_HANDLER
if(permanent)
return
if (!("blessing" in our_guy.mob_mood.mood_events))
return
qdel(src)