Files
Bubberstation/code/datums/elements/openspace_item_click_handler.dm
Mothblocks 60ee087b16 Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings) (#70972)
ELEMENT_DETACH is **not** a requirement to having `Detach` called.
Detach is always called when the element itself is destroyed.

ELEMENT_DETACH is a flag that when set, makes sure Detach is called when
the atom destroys.

Sometimes you want this, for instance:

```dm
/datum/element/point_of_interest/Detach(datum/target)
	SSpoints_of_interest.on_poi_element_removed(target)
	return ..()
```

This Detach cleans up a reference that would have hung if target was
destroyed without this being called.

However, most uses of Detach are cleaning up signals. Signals are
automatically cleaned up when something is destroyed. You do not need
ELEMENT_DETACH in this case, and it slows down init. This also includes
somewhat more complex stuff, like removing overlays on the source
object. It's getting deleted anyway, you don't care!

I have removed all uses of ELEMENT_DETACH that seemed superfluous. I
have also renamed it to `ELEMENT_DETACH_ON_HOST_DESTROY` to make its
purpose more clear, as me and a lot of other maintainers misunderstood
what it did,

---

An update to this, ELEMENT_DETACH *is* needed for anything that can
register to a turf, as turfs do not clear their signals on destroy.
2022-11-05 15:00:59 +01:00

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/**
* allow players to easily use items such as iron rods, rcds on open space without
* having to pixelhunt for portions not occupied by object or mob visuals.
*/
/datum/element/openspace_item_click_handler
/datum/element/openspace_item_click_handler/Attach(datum/target)
. = ..()
if(!isitem(target))
return ELEMENT_INCOMPATIBLE
RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, .proc/on_afterattack)
/datum/element/openspace_item_click_handler/Detach(datum/source)
UnregisterSignal(source, COMSIG_ITEM_AFTERATTACK)
return ..()
//Invokes the proctype with a turf above as target.
/datum/element/openspace_item_click_handler/proc/on_afterattack(obj/item/source, atom/target, mob/user, proximity_flag, click_parameters)
SIGNAL_HANDLER
if(target.z == user.z)
return
var/turf/turf_above = get_step_multiz(target, UP)
if(turf_above?.z == user.z)
INVOKE_ASYNC(source, /obj/item.proc/handle_openspace_click, turf_above, user, user.CanReach(turf_above, source), click_parameters)