Files
Bubberstation/code/datums/components/tug_towards.dm
Mothblocks b0da42a03d IV drips now pull you closer and create a beam to you (#88217)
## About The Pull Request


https://github.com/user-attachments/assets/173c1753-3da4-4180-80ea-eb49d19e7b2f

Purely visual. Pulling someone from an IV drip is dangerous so it's nice
to make it more clear than the current very small appearance change that
doesn't give you any more information than that *someone* is connected.

If you review tell me on Discord bc I don't check GitHub

## Changelog

🆑
qol: IV drips now create a beam from their spout to your body, and will
visually pull you closer.
/🆑
2024-11-27 11:34:22 -07:00

136 lines
3.3 KiB
Plaintext

/// "Tugs" an atom towards another atom. That is to say, it will visually
/// pixel offset to look like it is close to the point it's tugging to,
/// but not actually move position.
/datum/component/tug_towards
// If multiple are specified, will tug in between them.
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
VAR_PRIVATE
/// atom -> strength
list/list/tugging_to_targets = list()
current_tug_offset_x = 0
current_tug_offset_y = 0
/datum/component/tug_towards/Initialize(
/// The atom we are tugging towards.
atom/tugging_to,
/// Strength of the tug, as a number 0 through 1.
/// 0 means no tug, 1 means that if you're on an adjacent tile
/// you will be directly at the corner of the tugging_to_target.
/// Default is 0.8, which provides a healthy amount of
/// distance.
strength
)
if (!isatom(parent))
return COMPONENT_INCOMPATIBLE
ASSERT(istype(tugging_to))
add_tugging_to_target(tugging_to, strength)
RegisterSignals(parent, list(
COMSIG_MOVABLE_MOVED,
COMSIG_MOB_BUCKLED,
COMSIG_MOB_UNBUCKLED,
), PROC_REF(update_tug))
/datum/component/tug_towards/Destroy(force)
tugging_to_targets.Cut()
animate(
parent,
pixel_x = -current_tug_offset_x,
pixel_y = -current_tug_offset_y,
time = 0.2 SECONDS,
flags = ANIMATION_RELATIVE
)
return ..()
/datum/component/tug_towards/InheritComponent(
datum/component/tug_towards/new_tug_towards,
i_am_original,
atom/tugging_to,
strength,
)
add_tugging_to_target(tugging_to, strength)
/datum/component/tug_towards/proc/remove_tug_target(atom/target)
tugging_to_targets -= target
if (tugging_to_targets.len == 0)
qdel(src)
else
update_tug()
/datum/component/tug_towards/proc/add_tugging_to_target(
atom/tugging_to,
strength = 0.8,
)
PRIVATE_PROC(TRUE)
tugging_to_targets[tugging_to] = strength
RegisterSignal(tugging_to, COMSIG_PREQDELETED, PROC_REF(on_tugging_to_qdeleting))
RegisterSignal(tugging_to, COMSIG_MOVABLE_MOVED, PROC_REF(update_tug))
update_tug()
/datum/component/tug_towards/proc/on_tugging_to_qdeleting(datum/target)
SIGNAL_HANDLER
PRIVATE_PROC(TRUE)
tugging_to_targets -= target
if (tugging_to_targets.len == 0)
qdel(src)
else
update_tug()
/datum/component/tug_towards/proc/update_tug()
SIGNAL_HANDLER
PRIVATE_PROC(TRUE)
var/atom/atom_parent = parent
var/mob/mob_parent = parent
var/total_tug_x = 0
var/total_tug_y = 0
if (!istype(mob_parent) || !mob_parent.buckled)
var/tuggers = 0
for (var/atom/target as anything in tugging_to_targets)
if (target.z != atom_parent.z)
continue
tuggers += 1
var/strength = tugging_to_targets[target]
total_tug_x += SIGN(target.x - atom_parent.x) * strength
total_tug_y += SIGN(target.y - atom_parent.y) * strength
// Intentionally not trig--something at a corner with a strength of 1 should have
// you at the corner, rather than root(2).
total_tug_x /= tuggers
total_tug_y /= tuggers
var/half_size = world.icon_size * 0.5
total_tug_x *= half_size
total_tug_y *= half_size
if (total_tug_x == current_tug_offset_x && total_tug_y == current_tug_offset_y)
return
animate(
atom_parent,
pixel_x = -current_tug_offset_x + total_tug_x,
pixel_y = -current_tug_offset_y + total_tug_y,
time = 0.2 SECONDS,
flags = ANIMATION_RELATIVE
)
current_tug_offset_x = total_tug_x
current_tug_offset_y = total_tug_y