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Bubberstation/code/datums/components/punchcooldown.dm
SkyratBot e65a48e91f [MIRROR] Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#430)
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)

Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl

* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-19 20:17:28 -04:00

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///Your favourite Jojoke. Used for the gloves of the north star.
/datum/component/wearertargeting/punchcooldown
signals = list(COMSIG_HUMAN_MELEE_UNARMED_ATTACK)
mobtype = /mob/living/carbon
proctype = .proc/reducecooldown
valid_slots = list(ITEM_SLOT_GLOVES)
///The warcry this generates
var/warcry = "AT"
/datum/component/wearertargeting/punchcooldown/Initialize()
. = ..()
if(. == COMPONENT_INCOMPATIBLE)
return
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/changewarcry)
///Called on COMSIG_HUMAN_MELEE_UNARMED_ATTACK. Yells the warcry and and reduces punch cooldown.
/datum/component/wearertargeting/punchcooldown/proc/reducecooldown(mob/living/carbon/M, atom/target)
if(M.a_intent == INTENT_HARM && isliving(target))
M.changeNext_move(CLICK_CD_RAPID)
if(warcry)
M.say(warcry, ignore_spam = TRUE, forced = "north star warcry")
///Called on COMSIG_ITEM_ATTACK_SELF. Allows you to change the warcry.
/datum/component/wearertargeting/punchcooldown/proc/changewarcry(datum/source, mob/user)
SIGNAL_HANDLER_DOES_SLEEP
var/input = stripped_input(user,"What do you want your battlecry to be? Max length of 6 characters.", ,"", 7)
if(!QDELETED(src) && !QDELETED(user) && !user.Adjacent(parent))
return
if(input)
warcry = input