Files
Bubberstation/code/datums/components/on_hit_effect.dm
SkyratBot c529b754fb [MIRROR] Fixes a bunch of callbacks that were being qdeleted, and code cleanup [MDB IGNORE] (#23319)
* Fixes a bunch of callbacks that were being qdeleted, and code cleanup (#77904)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/13398309/559eb50a-461c-4220-b628-55412baaffc3)

Continuing the work of
https://github.com/tgstation/tgstation/pull/77850.

it started with finding one that was being missed and causing a
runtime...then I noticed a whole lot more. While I was doing this I
found callbacks that weren't being nulled in `Destroy()`, so I added
that wherever I found these spots as well as some general code cleanup.

There were a lot more of these than I initially hoped to encounter so
I'm labeling it as a refactor.

## Why It's Good For The Game

Fixes lots of runtimes, improves code resiliency.

## Changelog

🆑
refactor: fixed a bunch of instances of callbacks being qdeleted and
cleaned up related code
/🆑

* Fixes a bunch of callbacks that were being qdeleted, and code cleanup

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-08-25 19:06:07 -04:00

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/**
* ## On Hit Effect Component!
*
* Component for other elements/components to rely on for on-hit effects without duplicating the on-hit code.
* See Lifesteal, or bane for examples.
*
* THIS COULD EASILY SUPPORT COMPONENT_DUPE_ALLOWED but the getcomponent makes it throw errors. if you can figure that out feel free to readd the dupe types
*/
/datum/component/on_hit_effect
///callback used by other components to apply effects
var/datum/callback/on_hit_callback
///callback optionally used for more checks
var/datum/callback/extra_check_callback
/datum/component/on_hit_effect/Initialize(on_hit_callback, extra_check_callback)
src.on_hit_callback = on_hit_callback
src.extra_check_callback = extra_check_callback
if(!(ismachinery(parent) || isstructure(parent) || isgun(parent) || isprojectilespell(parent) || isitem(parent) || isanimal_or_basicmob(parent) || isprojectile(parent)))
return ELEMENT_INCOMPATIBLE
/datum/component/on_hit_effect/Destroy(force, silent)
on_hit_callback = null
extra_check_callback = null
return ..()
/datum/component/on_hit_effect/RegisterWithParent()
if(ismachinery(parent) || isstructure(parent) || isgun(parent) || isprojectilespell(parent))
RegisterSignal(parent, COMSIG_PROJECTILE_ON_HIT, PROC_REF(on_projectile_hit))
else if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_AFTERATTACK, PROC_REF(item_afterattack))
else if(isanimal_or_basicmob(parent))
RegisterSignal(parent, COMSIG_HOSTILE_POST_ATTACKINGTARGET, PROC_REF(hostile_attackingtarget))
else if(isprojectile(parent))
RegisterSignal(parent, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_projectile_self_hit))
/datum/component/on_hit_effect/UnregisterFromParent()
UnregisterSignal(parent, list(
COMSIG_PROJECTILE_ON_HIT,
COMSIG_ITEM_AFTERATTACK,
COMSIG_HOSTILE_POST_ATTACKINGTARGET,
COMSIG_PROJECTILE_SELF_ON_HIT,
))
/datum/component/on_hit_effect/proc/item_afterattack(obj/item/source, atom/target, mob/user, proximity_flag, click_parameters)
SIGNAL_HANDLER
if(!proximity_flag)
return
if(extra_check_callback)
if(!extra_check_callback.Invoke(user, target, source))
return
on_hit_callback.Invoke(source, user, target, user.zone_selected)
return COMPONENT_AFTERATTACK_PROCESSED_ITEM
/datum/component/on_hit_effect/proc/hostile_attackingtarget(mob/living/attacker, atom/target, success)
SIGNAL_HANDLER
if(!success)
return
if(extra_check_callback)
if(!extra_check_callback.Invoke(attacker, target))
return
on_hit_callback.Invoke(attacker, attacker, target, attacker.zone_selected)
/datum/component/on_hit_effect/proc/on_projectile_hit(datum/fired_from, atom/movable/firer, atom/target, angle, body_zone)
SIGNAL_HANDLER
if(extra_check_callback)
if(!extra_check_callback.Invoke(firer, target))
return
on_hit_callback.Invoke(fired_from, firer, target, body_zone)
/datum/component/on_hit_effect/proc/on_projectile_self_hit(datum/source, mob/firer, atom/target, angle, body_zone)
SIGNAL_HANDLER
if(extra_check_callback)
if(!extra_check_callback.Invoke(firer, target))
return
on_hit_callback.Invoke(source, firer, target, body_zone)