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## 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. /🆑
186 lines
6.5 KiB
Plaintext
186 lines
6.5 KiB
Plaintext
/datum/component/orbiter
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can_transfer = TRUE
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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var/list/orbiter_list
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var/datum/movement_detector/tracker
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//radius: range to orbit at, radius of the circle formed by orbiting (in pixels)
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//clockwise: whether you orbit clockwise or anti clockwise
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//rotation_speed: how fast to rotate (how many ds should it take for a rotation to complete)
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//rotation_segments: the resolution of the orbit circle, less = a more block circle, this can be used to produce hexagons (6 segments) triangles (3 segments), and so on, 36 is the best default.
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//pre_rotation: Chooses to rotate src 90 degress towards the orbit dir (clockwise/anticlockwise), useful for things to go "head first" like ghosts
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/datum/component/orbiter/Initialize(atom/movable/orbiter, radius, clockwise, rotation_speed, rotation_segments, pre_rotation)
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if(!istype(orbiter) || !isatom(parent) || isarea(parent))
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return COMPONENT_INCOMPATIBLE
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orbiter_list = list()
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begin_orbit(orbiter, radius, clockwise, rotation_speed, rotation_segments, pre_rotation)
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/datum/component/orbiter/RegisterWithParent()
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var/atom/target = parent
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target.orbiters = src
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if(ismovable(target))
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tracker = new(target, CALLBACK(src, PROC_REF(move_react)))
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RegisterSignal(parent, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE, PROC_REF(orbiter_glide_size_update))
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/datum/component/orbiter/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_MOVABLE_UPDATE_GLIDE_SIZE)
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var/atom/target = parent
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target.orbiters = null
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QDEL_NULL(tracker)
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/datum/component/orbiter/Destroy()
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var/atom/master = parent
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if(master.orbiters == src)
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master.orbiters = null
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for(var/i in orbiter_list)
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end_orbit(i)
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orbiter_list = null
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return ..()
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/datum/component/orbiter/InheritComponent(datum/component/orbiter/newcomp, original, atom/movable/orbiter, radius, clockwise, rotation_speed, rotation_segments, pre_rotation)
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if(!newcomp)
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begin_orbit(arglist(args.Copy(3)))
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return
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// The following only happens on component transfers
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for(var/o in newcomp.orbiter_list)
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var/atom/movable/incoming_orbiter = o
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incoming_orbiter.orbiting = src
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// It is important to transfer the signals so we don't get locked to the new orbiter component for all time
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newcomp.UnregisterSignal(incoming_orbiter, COMSIG_MOVABLE_MOVED)
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RegisterSignal(incoming_orbiter, COMSIG_MOVABLE_MOVED, PROC_REF(orbiter_move_react))
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orbiter_list += newcomp.orbiter_list
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newcomp.orbiter_list = null
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/datum/component/orbiter/PostTransfer(datum/new_parent)
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if(!isatom(parent) || isarea(new_parent) || !get_turf(new_parent))
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return COMPONENT_INCOMPATIBLE
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move_react(new_parent)
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/datum/component/orbiter/proc/begin_orbit(atom/movable/orbiter, radius, clockwise, rotation_speed, rotation_segments, pre_rotation)
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if(orbiter.orbiting)
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if(orbiter.orbiting == src)
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orbiter.orbiting.end_orbit(orbiter, TRUE)
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else
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orbiter.orbiting.end_orbit(orbiter)
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orbiter_list[orbiter] = TRUE
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orbiter.orbiting = src
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ADD_TRAIT(orbiter, TRAIT_NO_FLOATING_ANIM, ORBITING_TRAIT)
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RegisterSignal(orbiter, COMSIG_MOVABLE_MOVED, PROC_REF(orbiter_move_react))
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SEND_SIGNAL(parent, COMSIG_ATOM_ORBIT_BEGIN, orbiter)
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var/matrix/initial_transform = matrix(orbiter.transform)
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orbiter_list[orbiter] = initial_transform
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// Head first!
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if(pre_rotation)
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var/matrix/M = matrix(orbiter.transform)
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var/pre_rot = 90
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if(!clockwise)
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pre_rot = -90
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M.Turn(pre_rot)
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orbiter.transform = M
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var/matrix/shift = matrix(orbiter.transform)
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shift.Translate(0, radius)
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orbiter.transform = shift
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orbiter.SpinAnimation(rotation_speed, -1, clockwise, rotation_segments, parallel = FALSE)
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if(ismob(orbiter))
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var/mob/orbiter_mob = orbiter
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orbiter_mob.updating_glide_size = FALSE
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if(ismovable(parent))
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var/atom/movable/movable_parent = parent
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orbiter.glide_size = movable_parent.glide_size
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orbiter.abstract_move(get_turf(parent))
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to_chat(orbiter, span_notice("Now orbiting [parent]."))
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/datum/component/orbiter/proc/end_orbit(atom/movable/orbiter, refreshing=FALSE)
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if(!orbiter_list[orbiter])
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return
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UnregisterSignal(orbiter, COMSIG_MOVABLE_MOVED)
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SEND_SIGNAL(parent, COMSIG_ATOM_ORBIT_STOP, orbiter)
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orbiter.SpinAnimation(0, 0)
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if(istype(orbiter_list[orbiter],/matrix)) //This is ugly.
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orbiter.transform = orbiter_list[orbiter]
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orbiter_list -= orbiter
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orbiter.stop_orbit(src)
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orbiter.orbiting = null
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if(ismob(orbiter))
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var/mob/orbiter_mob = orbiter
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orbiter_mob.updating_glide_size = TRUE
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orbiter_mob.glide_size = 8
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if(isobserver(orbiter))
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var/mob/dead/observer/ghostie = orbiter
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ghostie.orbiting_ref = null
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REMOVE_TRAIT(orbiter, TRAIT_NO_FLOATING_ANIM, ORBITING_TRAIT)
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if(!refreshing && !length(orbiter_list) && !QDELING(src))
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qdel(src)
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// This proc can receive signals by either the thing being directly orbited or anything holding it
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/datum/component/orbiter/proc/move_react(atom/movable/master, atom/mover, atom/oldloc, direction)
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set waitfor = FALSE // Transfer calls this directly and it doesnt care if the ghosts arent done moving
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if(master.loc == oldloc)
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return
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var/turf/newturf = get_turf(master)
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if(!newturf)
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qdel(src)
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var/atom/curloc = master.loc
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for(var/atom/movable/movable_orbiter as anything in orbiter_list)
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if(QDELETED(movable_orbiter) || movable_orbiter.loc == newturf)
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continue
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movable_orbiter.abstract_move(newturf)
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if(CHECK_TICK && master.loc != curloc)
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// We moved again during the checktick, cancel current operation
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break
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/datum/component/orbiter/proc/orbiter_move_react(atom/movable/orbiter, atom/oldloc, direction)
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SIGNAL_HANDLER
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if(orbiter.loc == get_turf(parent))
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return
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end_orbit(orbiter)
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/datum/component/orbiter/proc/orbiter_glide_size_update(datum/source, target)
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SIGNAL_HANDLER
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for(var/orbiter in orbiter_list)
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var/atom/movable/movable_orbiter = orbiter
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movable_orbiter.glide_size = target
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/////////////////////
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/atom/movable/proc/orbit(atom/A, radius = 10, clockwise = FALSE, rotation_speed = 20, rotation_segments = 36, pre_rotation = TRUE)
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if(!istype(A) || !get_turf(A) || A == src)
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return
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if (HAS_TRAIT(A, TRAIT_ORBITING_FORBIDDEN))
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// Stealth-mins have an empty name, don't want "You cannot orbit at this time."
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to_chat(src, span_notice("You cannot orbit ["[A]" || "them"] at this time."))
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return
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orbit_target = A
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return A.AddComponent(/datum/component/orbiter, src, radius, clockwise, rotation_speed, rotation_segments, pre_rotation)
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/atom/movable/proc/stop_orbit(datum/component/orbiter/orbits)
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orbit_target = null
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return // We're just a simple hook
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/atom/proc/transfer_observers_to(atom/target)
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if(!orbiters || !istype(target) || !get_turf(target) || target == src)
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return
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target.TakeComponent(orbiters)
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