Files
Bubberstation/code/datums/components/wet_floor.dm
Ghom 7663b39cc8 Refactoring aquariums into components (feat: portable fish tanks) (#87866)
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.

Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.


TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.

## Why It's Good For The Game
This should make handheld aquariums possible.

## Changelog

🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
2024-11-21 09:45:49 +13:00

227 lines
8.0 KiB
Plaintext

/datum/component/wet_floor
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
can_transfer = TRUE
var/highest_strength = TURF_DRY
var/lube_flags = NONE //why do we have this?
var/list/time_left_list //In deciseconds.
var/static/mutable_appearance/permafrost_overlay = mutable_appearance('icons/effects/water.dmi', "ice_floor")
var/static/mutable_appearance/ice_overlay = mutable_appearance('icons/turf/overlays.dmi', "snowfloor")
var/static/mutable_appearance/water_overlay = mutable_appearance('icons/effects/water.dmi', "wet_floor_static")
var/static/mutable_appearance/generic_turf_overlay = mutable_appearance('icons/effects/water.dmi', "wet_static")
var/current_overlay
var/permanent = FALSE
var/last_process = 0
/// Should we display an overlay for this component? Useful mainly for turfs
/// that already look wets or just don't need the visuals for any other reason.
var/should_display_overlay = TRUE
/datum/component/wet_floor/InheritComponent(datum/newcomp, orig, strength, duration_minimum, duration_add, duration_maximum, _permanent, _should_display_overlay)
if(!newcomp) //We are getting passed the arguments of a would-be new component, but not a new component
add_wet(arglist(args.Copy(3)))
else //We are being passed in a full blown component
var/datum/component/wet_floor/WF = newcomp //Lets make an assumption
if(WF.gc()) //See if it's even valid, still. Also does LAZYLEN and stuff for us.
CRASH("Wet floor component tried to inherit another, but the other was able to garbage collect while being inherited! What a waste of time!")
for(var/i in WF.time_left_list)
add_wet(text2num(i), WF.time_left_list[i])
/datum/component/wet_floor/Initialize(strength, duration_minimum, duration_add, duration_maximum, _permanent = FALSE, _should_display_overlay = TRUE)
if(!isopenturf(parent))
return COMPONENT_INCOMPATIBLE
should_display_overlay = _should_display_overlay
add_wet(strength, duration_minimum, duration_add, duration_maximum, _permanent, _should_display_overlay)
permanent = _permanent
if(!permanent)
START_PROCESSING(SSwet_floors, src)
addtimer(CALLBACK(src, PROC_REF(gc), TRUE), 1) //GC after initialization.
last_process = world.time
/datum/component/wet_floor/RegisterWithParent()
RegisterSignal(parent, COMSIG_TURF_IS_WET, PROC_REF(is_wet))
RegisterSignal(parent, COMSIG_TURF_MAKE_DRY, PROC_REF(dry))
/datum/component/wet_floor/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_TURF_IS_WET, COMSIG_TURF_MAKE_DRY))
/datum/component/wet_floor/Destroy()
STOP_PROCESSING(SSwet_floors, src)
var/turf/T = parent
qdel(T.GetComponent(/datum/component/slippery))
if(istype(T)) //If this is false there is so many things wrong with it.
T.cut_overlay(current_overlay)
else
stack_trace("Warning: Wet floor component wasn't on a turf when being destroyed! This is really bad!")
return ..()
/datum/component/wet_floor/proc/update_overlay()
if(!should_display_overlay)
if(!current_overlay)
return
var/turf/parent_turf = parent
parent_turf.cut_overlay(current_overlay)
current_overlay = null
return
var/intended
if(!isfloorturf(parent))
intended = generic_turf_overlay
else
switch(highest_strength)
if(TURF_WET_PERMAFROST)
intended = permafrost_overlay
if(TURF_WET_ICE)
intended = ice_overlay
else
intended = water_overlay
if(current_overlay != intended)
var/turf/parent_turf = parent
parent_turf.cut_overlay(current_overlay)
parent_turf.add_overlay(intended)
current_overlay = intended
/datum/component/wet_floor/proc/AfterSlip(mob/living/slipped)
if(highest_strength != TURF_WET_LUBE)
return
slipped.set_confusion_if_lower(8 SECONDS)
/datum/component/wet_floor/proc/update_flags()
var/intensity
lube_flags = SLIPPERY_TURF
switch(highest_strength)
if(TURF_WET_WATER)
intensity = 60
lube_flags |= NO_SLIP_WHEN_WALKING
if(TURF_WET_LUBE)
intensity = 80
lube_flags |= SLIDE | GALOSHES_DONT_HELP
if(TURF_WET_ICE)
intensity = 120
lube_flags |= SLIDE | GALOSHES_DONT_HELP
if(TURF_WET_PERMAFROST)
intensity = 120
lube_flags |= SLIDE_ICE | GALOSHES_DONT_HELP
if(TURF_WET_SUPERLUBE)
intensity = 120
lube_flags |= SLIDE | GALOSHES_DONT_HELP | SLIP_WHEN_CRAWLING
else
qdel(parent.GetComponent(/datum/component/slippery))
return
parent.LoadComponent(/datum/component/slippery, intensity, lube_flags, CALLBACK(src, PROC_REF(AfterSlip)))
/datum/component/wet_floor/proc/dry(datum/source, strength = TURF_WET_WATER, immediate = FALSE, duration_decrease = INFINITY)
SIGNAL_HANDLER
for(var/i in time_left_list)
if(text2num(i) <= strength)
time_left_list[i] = max(0, time_left_list[i] - duration_decrease)
if(immediate)
check()
/datum/component/wet_floor/proc/max_time_left()
. = 0
for(var/i in time_left_list)
. = max(., time_left_list[i])
/datum/component/wet_floor/process()
var/turf/open/T = parent
var/diff = world.time - last_process
var/decrease = 0
var/t = T.GetTemperature()
switch(t)
if(-INFINITY to T0C)
add_wet(TURF_WET_ICE, max_time_left()) //Water freezes into ice!
if(T0C to T0C + 100)
decrease = ((T.air.temperature - T0C) / SSwet_floors.temperature_coeff) * (diff / SSwet_floors.time_ratio)
if(T0C + 100 to INFINITY)
decrease = INFINITY
decrease = max(0, decrease)
if((is_wet() & TURF_WET_ICE) && t > T0C) //Ice melts into water!
for(var/obj/O in T.contents)
O.unfreeze()
add_wet(TURF_WET_WATER, max_time_left())
dry(null, TURF_WET_ICE)
dry(null, ALL, FALSE, decrease)
check()
last_process = world.time
/datum/component/wet_floor/proc/update_strength()
highest_strength = 0 //Not bitflag.
for(var/i in time_left_list)
highest_strength = max(highest_strength, text2num(i))
/datum/component/wet_floor/proc/is_wet()
SIGNAL_HANDLER
. = 0
for(var/i in time_left_list)
. |= text2num(i)
/datum/component/wet_floor/PreTransfer(datum/new_parent)
var/turf/O = parent
O.cut_overlay(current_overlay)
//That turf is no longer slippery, we're out of here
//Slippery components don't transfer due to callbacks
qdel(O.GetComponent(/datum/component/slippery))
/datum/component/wet_floor/PostTransfer(datum/new_parent)
if(!isopenturf(parent))
return COMPONENT_INCOMPATIBLE
var/turf/T = parent
T.add_overlay(current_overlay)
//Make sure to add/update any slippery component on the new turf (update_flags calls LoadComponent)
update_flags()
//NB it's possible we get deleted after this, due to inherit
/datum/component/wet_floor/proc/add_wet(type, duration_minimum = 0, duration_add = 0, duration_maximum = MAXIMUM_WET_TIME, _permanent = FALSE, _should_display_overlay = TRUE)
var/static/list/allowed_types = list(TURF_WET_WATER, TURF_WET_LUBE, TURF_WET_ICE, TURF_WET_PERMAFROST, TURF_WET_SUPERLUBE)
if(duration_minimum <= 0 || !type)
return FALSE
if(type in allowed_types)
return _do_add_wet(type, duration_minimum, duration_add, duration_maximum)
else
. = NONE
for(var/i in allowed_types)
if(!(type & i))
continue
. |= _do_add_wet(i, duration_minimum, duration_add, duration_maximum)
if(_permanent)
permanent = TRUE
STOP_PROCESSING(SSwet_floors, src)
should_display_overlay = _should_display_overlay
/datum/component/wet_floor/proc/_do_add_wet(type, duration_minimum, duration_add, duration_maximum)
var/time = 0
if(LAZYACCESS(time_left_list, "[type]"))
time = clamp(LAZYACCESS(time_left_list, "[type]") + duration_add, duration_minimum, duration_maximum)
else
time = min(duration_minimum, duration_maximum)
LAZYSET(time_left_list, "[type]", time)
check(TRUE)
return TRUE
/datum/component/wet_floor/proc/gc(on_init = FALSE)
if(!LAZYLEN(time_left_list))
if(on_init)
var/turf/T = parent
stack_trace("Warning: Wet floor component gc'd right after initialization! What a waste of time and CPU! Type = [T? T.type : "ERROR - NO PARENT"], Location = [istype(T)? AREACOORD(T) : "ERROR - INVALID PARENT"].")
qdel(src)
return TRUE
return FALSE
/datum/component/wet_floor/proc/check(force_update = FALSE)
var/changed = FALSE
for(var/i in time_left_list)
if(time_left_list[i] <= 0)
time_left_list -= i
changed = TRUE
if(changed || force_update)
update_strength()
update_overlay()
update_flags()
gc()