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Bubberstation/code/datums/components/death_linked.dm
Tim d6f79f4427 Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()` 
- `spill_organs()`
- `spread_bodyparts()`

And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:

`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`

The code is now much more legible which is important considering it's
used in a lot of places!

Another robust change, is that we had several places in the code where
there were double negatives like so:

```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
	if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
		// do stuff here
```

This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.

Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.

The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.

## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.

## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
2023-10-06 13:12:22 +01:00

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/**
* ## Death link component
*
* When the owner of this component dies it also gibs a linked mob
*/
/datum/component/death_linked
///The mob that also dies when the user dies
var/datum/weakref/linked_mob
/datum/component/death_linked/Initialize(mob/living/target_mob)
. = ..()
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
if(isnull(target_mob))
stack_trace("[type] added to [parent] with no linked mob.")
src.linked_mob = WEAKREF(target_mob)
/datum/component/death_linked/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(on_death))
/datum/component/death_linked/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, COMSIG_LIVING_DEATH)
///signal called by the stat of the target changing
/datum/component/death_linked/proc/on_death(mob/living/target, gibbed)
SIGNAL_HANDLER
var/mob/living/linked_mob_resolved = linked_mob?.resolve()
linked_mob_resolved?.gib(DROP_ALL_REMAINS)