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Bubberstation/code/datums/components/cleaner.dm
MrMelbert 4f2b55d05c Fix potential cleaner component runtimes (#92265)
## About The Pull Request

`pre_clean_callback` is asserted to be nullable, so this would runtime
if you have something with the default cleaner arguments

It probably shouldn't be invoked twice, anyways

## Changelog

Not player visible but could save a future coder or admin a minor
headache
2025-07-30 17:37:30 -04:00

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/**
* Component that can be used to clean things.
* Takes care of duration, cleaning skill and special cleaning interactions.
* A callback can be set by the datum holding the cleaner to add custom functionality.
* Soap uses a callback to decrease the amount of uses it has left after cleaning for example.
*/
/datum/component/cleaner
/// The time it takes to clean something, without reductions from the cleaning skill modifier.
var/base_cleaning_duration
/// Offsets the cleaning duration modifier that you get from your cleaning skill, the duration won't be modified to be more than the base duration.
var/skill_duration_modifier_offset
/// Determines what this cleaner can wash off, [the available options are found here](code/__DEFINES/cleaning.html).
var/cleaning_strength
/// Gets called before you start cleaning, returns TRUE/FALSE whether the clean should actually wash tiles, or DO_NOT_CLEAN to not clean at all.
var/datum/callback/pre_clean_callback
/// Gets called when something is successfully cleaned.
var/datum/callback/on_cleaned_callback
/datum/component/cleaner/Initialize(
base_cleaning_duration = 3 SECONDS,
skill_duration_modifier_offset = 0,
cleaning_strength = CLEAN_SCRUB,
datum/callback/pre_clean_callback = null,
datum/callback/on_cleaned_callback = null,
)
src.base_cleaning_duration = base_cleaning_duration
src.skill_duration_modifier_offset = skill_duration_modifier_offset
src.cleaning_strength = cleaning_strength
src.pre_clean_callback = pre_clean_callback
src.on_cleaned_callback = on_cleaned_callback
/datum/component/cleaner/Destroy(force)
pre_clean_callback = null
on_cleaned_callback = null
return ..()
/datum/component/cleaner/RegisterWithParent()
if(ismob(parent))
RegisterSignal(parent, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_unarmed_attack))
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_INTERACTING_WITH_ATOM, PROC_REF(on_interaction))
/datum/component/cleaner/UnregisterFromParent()
UnregisterSignal(parent, list(
COMSIG_ITEM_INTERACTING_WITH_ATOM,
COMSIG_LIVING_UNARMED_ATTACK,
))
/**
* Handles the COMSIG_LIVING_UNARMED_ATTACK signal used for cleanbots
* Redirects to afterattack, while setting parent (the bot) as user.
*/
/datum/component/cleaner/proc/on_unarmed_attack(datum/source, atom/target, proximity_flags, modifiers)
SIGNAL_HANDLER
if(on_interaction(source, source, target, modifiers) & ITEM_INTERACT_ANY_BLOCKER)
return COMPONENT_CANCEL_ATTACK_CHAIN
return NONE
/**
* Handles the COMSIG_ITEM_INTERACTING_WITH_ATOM signal by calling the clean proc.
*/
/datum/component/cleaner/proc/on_interaction(datum/source, mob/living/user, atom/target, list/modifiers)
SIGNAL_HANDLER
if(isitem(source) && SHOULD_SKIP_INTERACTION(target, source, user))
return NONE
var/call_wash = TRUE
var/give_xp = TRUE
if(pre_clean_callback)
var/callback_return = pre_clean_callback.Invoke(source, target, user)
if(callback_return & CLEAN_BLOCKED)
return (callback_return & CLEAN_DONT_BLOCK_INTERACTION) ? NONE : ITEM_INTERACT_BLOCKING
if(callback_return & CLEAN_NO_WASH)
call_wash = FALSE
if(callback_return & CLEAN_NO_XP)
give_xp = FALSE
INVOKE_ASYNC(src, PROC_REF(clean), source, target, user, call_wash, give_xp)
return ITEM_INTERACT_SUCCESS
/**
* Cleans something using this cleaner.
* The cleaning duration is modified by the cleaning skill of the user.
* Successfully cleaning gives cleaning experience to the user and invokes the on_cleaned_callback.
*
* Arguments
* * source the datum that sent the signal to start cleaning
* * target the thing being cleaned
* * user the person doing the cleaning
* * call_wash set this to false if the target should not be wash()ed
* * grant_xp set this to false if the user should not be granted cleaning experience
*/
/datum/component/cleaner/proc/clean(datum/source, atom/target, mob/living/user, call_wash = TRUE, grant_xp = TRUE)
//make sure we don't attempt to clean something while it's already being cleaned
if(HAS_TRAIT(target, TRAIT_CURRENTLY_CLEANING) || (SEND_SIGNAL(target, COMSIG_ATOM_PRE_CLEAN, user) & COMSIG_ATOM_CANCEL_CLEAN))
return
//add the trait and overlay
ADD_TRAIT(target, TRAIT_CURRENTLY_CLEANING, REF(src))
// We need to update our planes on overlay changes
RegisterSignal(target, COMSIG_MOVABLE_Z_CHANGED, PROC_REF(cleaning_target_moved))
var/mutable_appearance/low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, target, GAME_PLANE)
var/mutable_appearance/high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, target, ABOVE_GAME_PLANE)
var/list/icon_offsets = target.get_oversized_icon_offsets()
low_bubble.pixel_w = icon_offsets["x"]
low_bubble.pixel_z = icon_offsets["y"]
high_bubble.pixel_w = icon_offsets["x"]
high_bubble.pixel_z = icon_offsets["y"]
if(target.plane > low_bubble.plane) //check if the higher overlay is necessary
target.add_overlay(high_bubble)
else if(target.plane == low_bubble.plane)
if(target.layer > low_bubble.layer)
target.add_overlay(high_bubble)
else
target.add_overlay(low_bubble)
else //(target.plane < low_bubble.plane)
target.add_overlay(low_bubble)
//set the cleaning duration
var/cleaning_duration = base_cleaning_duration
if(user.mind) //higher cleaning skill can make the duration shorter
//offsets the multiplier you get from cleaning skill, but doesn't allow the duration to be longer than the base duration
cleaning_duration = (cleaning_duration * min(user.mind.get_skill_modifier(/datum/skill/cleaning, SKILL_SPEED_MODIFIER)+skill_duration_modifier_offset, 1))
// Assoc list, collects all items being cleaned with its value being any blood on it
var/list/all_cleaned = list()
all_cleaned[target] = GET_ATOM_BLOOD_DNA(target) || list()
//do the cleaning
var/clean_succeeded = FALSE
if(do_after(user, cleaning_duration, target = target))
clean_succeeded = TRUE
for(var/obj/effect/decal/cleanable/cleanable_decal in target) //it's important to do this before you wash all of the cleanables off
if(call_wash && grant_xp)
user.mind?.adjust_experience(/datum/skill/cleaning, round(cleanable_decal.beauty / CLEAN_SKILL_BEAUTY_ADJUSTMENT))
all_cleaned[cleanable_decal] = GET_ATOM_BLOOD_DNA(cleanable_decal)
if(call_wash && target.wash(cleaning_strength) && grant_xp)
user.mind?.adjust_experience(/datum/skill/cleaning, round(CLEAN_SKILL_GENERIC_WASH_XP))
on_cleaned_callback?.Invoke(source, target, user, clean_succeeded, all_cleaned)
//remove the cleaning overlay
target.cut_overlay(low_bubble)
target.cut_overlay(high_bubble)
UnregisterSignal(target, COMSIG_MOVABLE_Z_CHANGED)
REMOVE_TRAIT(target, TRAIT_CURRENTLY_CLEANING, REF(src))
/datum/component/cleaner/proc/cleaning_target_moved(atom/movable/source, turf/old_turf, turf/new_turf, same_z_layer)
if(same_z_layer)
return
// First, get rid of the old overlay
var/mutable_appearance/old_low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, old_turf, GAME_PLANE)
var/mutable_appearance/old_high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, old_turf, ABOVE_GAME_PLANE)
source.cut_overlay(old_low_bubble)
source.cut_overlay(old_high_bubble)
// Now, add the new one
var/mutable_appearance/new_low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, new_turf, GAME_PLANE)
var/mutable_appearance/new_high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, new_turf, ABOVE_GAME_PLANE)
source.add_overlay(new_low_bubble)
source.add_overlay(new_high_bubble)