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makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
303 lines
8.7 KiB
Plaintext
303 lines
8.7 KiB
Plaintext
/// The range at which a singularity is considered "contained" to admins
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#define FIELD_CONTAINMENT_DISTANCE 30
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/// What's the chance that, when a singularity moves, it'll go to its target?
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#define CHANCE_TO_MOVE_TO_TARGET 60
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/// Things that maybe move around and does stuff to things around them
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/// Used for the singularity (duh) and Nar'Sie
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/datum/component/singularity
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/// Callback for consuming objects (for example, Nar'Sie replaces this to call narsie_act)
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var/datum/callback/consume_callback
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/// The range to pull in stuff around it
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var/consume_range
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/// Does this singularity move?
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var/roaming
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/// The chosen direction to drift in
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var/drifting_dir
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/// How many tiles out to pull in
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var/grav_pull
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/// The last direction we failed to move in (for example: if we are contained)
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var/last_failed_movement
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/// How big is the singularity?
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var/singularity_size
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/// Should we disregard the possibility of failed movements? Used by stage five singularities
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var/disregard_failed_movements
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/// Can this singularity be BSA'd?
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var/bsa_targetable
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/// Should the admins be alerted when this is created?
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var/notify_admins
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/// If specified, the singularity will slowly move to this target
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var/atom/target
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/datum/component/singularity/Initialize(
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bsa_targetable = TRUE,
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consume_range = 0,
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consume_callback = CALLBACK(src, .proc/default_singularity_act),
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disregard_failed_movements = FALSE,
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grav_pull = 4,
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notify_admins = TRUE,
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singularity_size = STAGE_ONE,
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roaming = TRUE,
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)
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if (!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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src.bsa_targetable = bsa_targetable
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src.consume_callback = consume_callback
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src.consume_range = consume_range
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src.disregard_failed_movements = disregard_failed_movements
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src.grav_pull = grav_pull
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src.notify_admins = notify_admins
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src.roaming = roaming
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src.singularity_size = singularity_size
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/datum/component/singularity/RegisterWithParent()
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START_PROCESSING(SSdcs, src)
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// The singularity stops drifting for no man!
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parent.AddElement(/datum/element/forced_gravity, FALSE)
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parent.AddElement(/datum/element/bsa_blocker)
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RegisterSignal(parent, COMSIG_ATOM_BSA_BEAM, .proc/bluespace_reaction)
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RegisterSignal(parent, COMSIG_ATOM_BLOB_ACT, .proc/block_blob)
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RegisterSignal(parent, list(
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COMSIG_ATOM_ATTACK_ANIMAL,
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COMSIG_ATOM_ATTACK_HAND,
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COMSIG_ATOM_ATTACK_PAW,
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), .proc/consume_attack)
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/consume_attackby)
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RegisterSignal(parent, COMSIG_MOVABLE_PRE_MOVE, .proc/moved)
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RegisterSignal(parent, COMSIG_ATOM_BUMPED, .proc/consume)
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/consume,
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)
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AddElement(/datum/element/connect_loc, parent, loc_connections)
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RegisterSignal(parent, COMSIG_ATOM_BULLET_ACT, .proc/consume_bullets)
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if (notify_admins)
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admin_investigate_setup()
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GLOB.singularities |= src
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/datum/component/singularity/Destroy(force, silent)
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GLOB.singularities -= src
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QDEL_NULL(consume_callback)
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target = null
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return ..()
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/datum/component/singularity/UnregisterFromParent()
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STOP_PROCESSING(SSdcs, src)
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parent.RemoveElement(/datum/element/bsa_blocker)
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parent.RemoveElement(/datum/element/forced_gravity)
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UnregisterSignal(parent, list(
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COMSIG_ATOM_ATTACK_ANIMAL,
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COMSIG_ATOM_ATTACK_HAND,
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COMSIG_ATOM_ATTACK_PAW,
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COMSIG_ATOM_BLOB_ACT,
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COMSIG_ATOM_BSA_BEAM,
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COMSIG_ATOM_BULLET_ACT,
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COMSIG_ATOM_BUMPED,
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COMSIG_MOVABLE_PRE_MOVE,
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COMSIG_PARENT_ATTACKBY,
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))
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/datum/component/singularity/process(delta_time)
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if (roaming)
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move()
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eat()
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/datum/component/singularity/proc/block_blob()
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SIGNAL_HANDLER
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return COMPONENT_CANCEL_BLOB_ACT
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/datum/component/singularity/proc/consume(datum/source, atom/thing)
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if (thing == parent)
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stack_trace("Singularity tried to consume itself.")
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return
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consume_callback?.Invoke(thing, src)
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/datum/component/singularity/proc/consume_attack(datum/source, mob/user)
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SIGNAL_HANDLER
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consume(source, user)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/datum/component/singularity/proc/consume_attackby(datum/source, obj/item/item, mob/user)
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SIGNAL_HANDLER
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consume(source, user)
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// Will there be an impact? Who knows. Will we see it? No.
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/datum/component/singularity/proc/consume_bullets(datum/source, obj/projectile/projectile)
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SIGNAL_HANDLER
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qdel(projectile)
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/// Calls singularity_act on the thing passed, usually destroying the object
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/datum/component/singularity/proc/default_singularity_act(atom/thing)
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thing.singularity_act(singularity_size, parent)
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/datum/component/singularity/proc/eat()
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var/atom/atom_parent = parent
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for (var/_tile in spiral_range_turfs(grav_pull, parent))
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var/turf/tile = _tile
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if (!tile || !isturf(atom_parent.loc))
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continue
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if (get_dist(tile, parent) > consume_range)
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tile.singularity_pull(src, singularity_size)
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else
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consume(src, tile)
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for (var/_thing in tile)
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var/atom/thing = _thing
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// Because we can possibly yield in the middle of iteration, let's make sure what were looking at is still there
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// Without this, you get "Qdeleted thing being thrown around"
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if (QDELETED(thing))
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continue
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if (isturf(atom_parent.loc) && thing != parent)
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var/atom/movable/movable_thing = thing
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if (get_dist(movable_thing, parent) > consume_range)
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movable_thing.singularity_pull(parent, singularity_size)
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else
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consume(src, movable_thing)
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CHECK_TICK
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/datum/component/singularity/proc/move()
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var/drifting_dir = pick(GLOB.alldirs - last_failed_movement)
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if (!QDELETED(target) && prob(CHANCE_TO_MOVE_TO_TARGET))
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drifting_dir = get_dir(parent, target)
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step(parent, drifting_dir)
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/datum/component/singularity/proc/moved(datum/source, atom/new_location)
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SIGNAL_HANDLER
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var/atom/atom_parent = parent
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var/current_direction = atom_parent.dir
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var/turf/current_turf = get_turf(parent)
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for(var/dir in GLOB.cardinals)
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if(current_direction & dir)
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current_turf = get_step(current_turf, dir)
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if(!current_turf)
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break
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// eat the stuff if we're going to move into it so it doesn't mess up our movement
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for(var/atom/thing_on_turf in current_turf.contents)
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consume(src, thing_on_turf)
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consume(src, current_turf)
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if(disregard_failed_movements || check_turfs_in(current_direction))
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last_failed_movement = null
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else
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last_failed_movement = current_direction
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return COMPONENT_MOVABLE_BLOCK_PRE_MOVE
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/datum/component/singularity/proc/can_move(turf/to_move)
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if (!to_move)
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return FALSE
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for (var/_thing in to_move)
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var/atom/thing = _thing
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if (SEND_SIGNAL(thing, COMSIG_ATOM_SINGULARITY_TRY_MOVE) & SINGULARITY_TRY_MOVE_BLOCK)
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return FALSE
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return TRUE
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/// Makes sure we don't move out of the z-level by checking the turfs around us.
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/// Takes in the direction we're going, and optionally how many steps forward to look.
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/// If steps are not provided, it will be inferred by singularity_size.
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/datum/component/singularity/proc/check_turfs_in(direction, steps)
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if (!direction)
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return FALSE
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var/atom/atom_parent = parent
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if (!steps)
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switch (singularity_size)
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if (STAGE_ONE)
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steps = 1
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if (STAGE_TWO)
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steps = 3//Yes this is right
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if (STAGE_THREE)
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steps = 3
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if (STAGE_FOUR)
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steps = 4
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if (STAGE_FIVE)
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steps = 5
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var/list/turfs = list()
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var/turf/farthest_turf = atom_parent.loc
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for (var/_ = 1 to steps)
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farthest_turf = get_step(farthest_turf, direction)
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if (!isturf(farthest_turf))
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return FALSE
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turfs.Add(farthest_turf)
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var/dir2
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var/dir3
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switch (direction)
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if (NORTH || SOUTH)
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dir2 = EAST
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dir3 = WEST
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if (EAST || WEST)
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dir2 = NORTH
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dir3 = SOUTH
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var/turf/farthest_perpendicular_turf = farthest_turf
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for (var/_ = 1 to steps - 1)
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farthest_perpendicular_turf = get_step(farthest_perpendicular_turf, dir2)
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if (!isturf(farthest_perpendicular_turf))
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return FALSE
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turfs.Add(farthest_perpendicular_turf)
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for (var/_ = 1 to steps - 1)
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farthest_turf = get_step(farthest_turf, dir3)
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if (!isturf(farthest_turf))
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return FALSE
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turfs.Add(farthest_turf)
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for (var/turf_in_range in turfs)
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if (isnull(turf_in_range))
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continue
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if (!can_move(turf_in_range))
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return FALSE
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return TRUE
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/// Logs to admins that a singularity was created
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/datum/component/singularity/proc/admin_investigate_setup()
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var/turf/spawned_turf = get_turf(parent)
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message_admins("A singulo has been created at [ADMIN_VERBOSEJMP(spawned_turf)].")
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var/atom/atom_parent = parent
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atom_parent.investigate_log("was made a singularity at [AREACOORD(spawned_turf)].", INVESTIGATE_SINGULO)
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/// Fired when the singularity is fired at with the BSA and deletes it
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/datum/component/singularity/proc/bluespace_reaction()
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SIGNAL_HANDLER
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if (!bsa_targetable)
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return
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var/atom/atom_parent = parent
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atom_parent.investigate_log("has been shot by bluespace artillery and destroyed.", INVESTIGATE_SINGULO)
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qdel(parent)
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#undef CHANCE_TO_MOVE_TO_TARGET
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#undef FIELD_CONTAINMENT_DISTANCE
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