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* Refactors connect_loc_behalf into a component (#60678) See title. Also refactors caltrops into a component because they use connect_loc_behalf which requires them to hold the state. This also fixes COMPONENT_DUPE_SELECTIVE from just outright not working. connect_loc_behalf doesn't make sense as an element because it tries to hold states. There is also no way to maintain current behaviour and not have the states that it needs. Due to the fact that it tries to hold states, it means the code itself is a lot more buggy because it's a lot harder to successfully manage these states without runtimes or bugs. On metastation, there is only 2519 connect_loc_behalf components at roundstart. MrStonedOne has told me that datums take up this much space: image If we do the (oversimplified) math, there are only ever 5 variables that'll likely be changed on most connect_loc_behalf components at runtime: connections, tracked, signal_atom, parent, signal_procs This means that on metastation at roundstart, we take up this amount: (24 + 16 * 5) * 2519 = 261.97600 kilobytes This is not really significant and the benefits of moving this to a component greatly outweighs the memory cost. (Basically the memory cost is outweighed by the maint cost of tracking down issues with the thing. It's too buggy to be viable longterm basically) * Update glass.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
170 lines
5.7 KiB
Plaintext
170 lines
5.7 KiB
Plaintext
/obj/item/assembly/mousetrap
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name = "mousetrap"
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desc = "A handy little spring-loaded trap for catching pesty rodents."
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icon_state = "mousetrap"
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inhand_icon_state = "mousetrap"
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custom_materials = list(/datum/material/iron=100)
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attachable = TRUE
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var/armed = FALSE
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drop_sound = 'sound/items/handling/component_drop.ogg'
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pickup_sound = 'sound/items/handling/component_pickup.ogg'
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///if we are attached to an assembly holder, we attach a connect_loc element to ourselves that listens to this from the holder
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var/static/list/holder_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_entered,
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)
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/obj/item/assembly/mousetrap/Initialize()
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_entered,
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/item/assembly/mousetrap/examine(mob/user)
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. = ..()
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. += span_notice("The pressure plate is [armed?"primed":"safe"].")
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/obj/item/assembly/mousetrap/activate()
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if(..())
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armed = !armed
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if(!armed)
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if(ishuman(usr))
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var/mob/living/carbon/human/user = usr
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if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
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to_chat(user, span_warning("Your hand slips, setting off the trigger!"))
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pulse(FALSE)
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update_appearance()
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playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
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/obj/item/assembly/mousetrap/update_icon_state()
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icon_state = "mousetrap[armed ? "armed" : ""]"
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return ..()
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/obj/item/assembly/mousetrap/update_icon(updates=ALL)
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. = ..()
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holder?.update_icon(updates)
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/obj/item/assembly/mousetrap/on_attach()
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. = ..()
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AddComponent(/datum/component/connect_loc_behalf, holder, holder_connections)
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/obj/item/assembly/mousetrap/on_detach()
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. = ..()
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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/obj/item/assembly/mousetrap/proc/triggered(mob/target, type = "feet")
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if(!armed)
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return
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var/obj/item/bodypart/affecting = null
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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if(HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
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playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
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armed = FALSE
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update_appearance()
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pulse(FALSE)
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return FALSE
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switch(type)
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if("feet")
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if(!H.shoes)
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affecting = H.get_bodypart(pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
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H.Paralyze(60)
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if(BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND)
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if(!H.gloves)
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affecting = H.get_bodypart(type)
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H.Stun(60)
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if(affecting)
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if(affecting.receive_damage(1, 0))
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H.update_damage_overlays()
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else if(ismouse(target))
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var/mob/living/simple_animal/mouse/M = target
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visible_message(span_boldannounce("SPLAT!"))
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M.splat()
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else if(israt(target))
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var/mob/living/simple_animal/hostile/rat/ratt = target
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visible_message(span_boldannounce("Clink!"))
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ratt.apply_damage(5) //Not lethal, but just enought to make a mark.
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ratt.Stun(1 SECONDS)
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else if(isregalrat(target))
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visible_message(span_boldannounce("Skreeeee!")) //He's simply too large to be affected by a tiny mouse trap.
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playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
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armed = FALSE
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update_appearance()
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pulse(FALSE)
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/obj/item/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
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if(!armed)
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to_chat(user, span_notice("You arm [src]."))
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else
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if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
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var/which_hand = BODY_ZONE_PRECISE_L_HAND
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if(!(user.active_hand_index % 2))
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which_hand = BODY_ZONE_PRECISE_R_HAND
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triggered(user, which_hand)
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user.visible_message(span_warning("[user] accidentally sets off [src], breaking their fingers."), \
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span_warning("You accidentally trigger [src]!"))
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return
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to_chat(user, span_notice("You disarm [src]."))
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armed = !armed
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update_appearance()
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playsound(src, 'sound/weapons/handcuffs.ogg', 30, TRUE, -3)
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//ATTACK HAND IGNORING PARENT RETURN VALUE
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/obj/item/assembly/mousetrap/attack_hand(mob/living/carbon/human/user, list/modifiers)
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if(armed)
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if((HAS_TRAIT(user, TRAIT_DUMB) || HAS_TRAIT(user, TRAIT_CLUMSY)) && prob(50))
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var/which_hand = BODY_ZONE_PRECISE_L_HAND
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if(!(user.active_hand_index % 2))
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which_hand = BODY_ZONE_PRECISE_R_HAND
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triggered(user, which_hand)
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user.visible_message(span_warning("[user] accidentally sets off [src], breaking their fingers."), \
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span_warning("You accidentally trigger [src]!"))
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return
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return ..()
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/obj/item/assembly/mousetrap/proc/on_entered(datum/source, atom/movable/AM as mob|obj)
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SIGNAL_HANDLER
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if(armed)
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if(ismob(AM))
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var/mob/MM = AM
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if(!(MM.movement_type & FLYING))
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if(ishuman(AM))
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var/mob/living/carbon/H = AM
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if(H.m_intent == MOVE_INTENT_RUN)
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INVOKE_ASYNC(src, .proc/triggered, H)
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H.visible_message(span_warning("[H] accidentally steps on [src]."), \
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span_warning("You accidentally step on [src]"))
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else if(ismouse(MM) || israt(MM) || isregalrat(MM))
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INVOKE_ASYNC(src, .proc/triggered, MM)
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else if(AM.density) // For mousetrap grenades, set off by anything heavy
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INVOKE_ASYNC(src, .proc/triggered, AM)
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/obj/item/assembly/mousetrap/on_found(mob/finder)
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if(armed)
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if(finder)
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finder.visible_message(span_warning("[finder] accidentally sets off [src], breaking their fingers."), \
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span_warning("You accidentally trigger [src]!"))
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triggered(finder, (finder.active_hand_index % 2 == 0) ? BODY_ZONE_PRECISE_R_HAND : BODY_ZONE_PRECISE_L_HAND)
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return TRUE //end the search!
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else
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visible_message(span_warning("[src] snaps shut!"))
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triggered(loc)
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return FALSE
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return FALSE
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/obj/item/assembly/mousetrap/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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if(!armed)
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return ..()
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visible_message(span_warning("[src] is triggered by [AM]."))
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triggered(null)
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/obj/item/assembly/mousetrap/armed
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icon_state = "mousetraparmed"
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armed = TRUE
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