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Bubberstation/code/datums/components/cleaner.dm
Waterpig d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](4b77cd487d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00

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/**
* Component that can be used to clean things.
* Takes care of duration, cleaning skill and special cleaning interactions.
* A callback can be set by the datum holding the cleaner to add custom functionality.
* Soap uses a callback to decrease the amount of uses it has left after cleaning for example.
*/
/datum/component/cleaner
/// The time it takes to clean something, without reductions from the cleaning skill modifier.
var/base_cleaning_duration
/// Offsets the cleaning duration modifier that you get from your cleaning skill, the duration won't be modified to be more than the base duration.
var/skill_duration_modifier_offset
/// Determines what this cleaner can wash off, [the available options are found here](code/__DEFINES/cleaning.html).
var/cleaning_strength
/// Gets called before you start cleaning, returns TRUE/FALSE whether the clean should actually wash tiles, or DO_NOT_CLEAN to not clean at all.
var/datum/callback/pre_clean_callback
/// Gets called when something is successfully cleaned.
var/datum/callback/on_cleaned_callback
/datum/component/cleaner/Initialize(
base_cleaning_duration = 3 SECONDS,
skill_duration_modifier_offset = 0,
cleaning_strength = CLEAN_SCRUB,
datum/callback/pre_clean_callback = null,
datum/callback/on_cleaned_callback = null,
)
src.base_cleaning_duration = base_cleaning_duration
src.skill_duration_modifier_offset = skill_duration_modifier_offset
src.cleaning_strength = cleaning_strength
src.pre_clean_callback = pre_clean_callback
src.on_cleaned_callback = on_cleaned_callback
/datum/component/cleaner/Destroy(force)
pre_clean_callback = null
on_cleaned_callback = null
return ..()
/datum/component/cleaner/RegisterWithParent()
if(ismob(parent))
RegisterSignal(parent, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_unarmed_attack))
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_INTERACTING_WITH_ATOM, PROC_REF(on_interaction))
/datum/component/cleaner/UnregisterFromParent()
UnregisterSignal(parent, list(
COMSIG_ITEM_INTERACTING_WITH_ATOM,
COMSIG_LIVING_UNARMED_ATTACK,
))
/**
* Handles the COMSIG_LIVING_UNARMED_ATTACK signal used for cleanbots
* Redirects to afterattack, while setting parent (the bot) as user.
*/
/datum/component/cleaner/proc/on_unarmed_attack(datum/source, atom/target, proximity_flags, modifiers)
SIGNAL_HANDLER
if(on_interaction(source, source, target, modifiers) & ITEM_INTERACT_ANY_BLOCKER)
return COMPONENT_CANCEL_ATTACK_CHAIN
return NONE
/**
* Handles the COMSIG_ITEM_INTERACTING_WITH_ATOM signal by calling the clean proc.
*/
/datum/component/cleaner/proc/on_interaction(datum/source, mob/living/user, atom/target, list/modifiers)
SIGNAL_HANDLER
if(isitem(source) && SHOULD_SKIP_INTERACTION(target, source, user))
return NONE
// By default, give XP
var/give_xp = TRUE
if(pre_clean_callback)
var/callback_return = pre_clean_callback.Invoke(source, target, user)
if(callback_return & CLEAN_BLOCKED)
return (callback_return & CLEAN_DONT_BLOCK_INTERACTION) ? NONE : ITEM_INTERACT_BLOCKING
if(callback_return & CLEAN_NO_XP)
give_xp = FALSE
INVOKE_ASYNC(src, PROC_REF(clean), source, target, user, give_xp)
return ITEM_INTERACT_SUCCESS
/**
* Cleans something using this cleaner.
* The cleaning duration is modified by the cleaning skill of the user.
* Successfully cleaning gives cleaning experience to the user and invokes the on_cleaned_callback.
*
* Arguments
* * source the datum that sent the signal to start cleaning
* * target the thing being cleaned
* * user the person doing the cleaning
* * clean_target set this to false if the target should not be washed and if experience should not be awarded to the user
*/
/datum/component/cleaner/proc/clean(datum/source, atom/target, mob/living/user, clean_target = TRUE)
//make sure we don't attempt to clean something while it's already being cleaned
if(HAS_TRAIT(target, TRAIT_CURRENTLY_CLEANING) || (SEND_SIGNAL(target, COMSIG_ATOM_PRE_CLEAN, user) & COMSIG_ATOM_CANCEL_CLEAN))
return
//add the trait and overlay
ADD_TRAIT(target, TRAIT_CURRENTLY_CLEANING, REF(src))
// We need to update our planes on overlay changes
RegisterSignal(target, COMSIG_MOVABLE_Z_CHANGED, PROC_REF(cleaning_target_moved))
var/mutable_appearance/low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, target, GAME_PLANE)
var/mutable_appearance/high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, target, ABOVE_GAME_PLANE)
var/list/icon_offsets = target.get_oversized_icon_offsets()
low_bubble.pixel_w = icon_offsets["x"]
low_bubble.pixel_z = icon_offsets["y"]
high_bubble.pixel_w = icon_offsets["x"]
high_bubble.pixel_z = icon_offsets["y"]
if(target.plane > low_bubble.plane) //check if the higher overlay is necessary
target.add_overlay(high_bubble)
else if(target.plane == low_bubble.plane)
if(target.layer > low_bubble.layer)
target.add_overlay(high_bubble)
else
target.add_overlay(low_bubble)
else //(target.plane < low_bubble.plane)
target.add_overlay(low_bubble)
//set the cleaning duration
var/cleaning_duration = base_cleaning_duration
if(user.mind) //higher cleaning skill can make the duration shorter
//offsets the multiplier you get from cleaning skill, but doesn't allow the duration to be longer than the base duration
cleaning_duration = (cleaning_duration * min(user.mind.get_skill_modifier(/datum/skill/cleaning, SKILL_SPEED_MODIFIER)+skill_duration_modifier_offset, 1))
//do the cleaning
var/clean_succeeded = FALSE
if(do_after(user, cleaning_duration, target = target))
clean_succeeded = TRUE
if(clean_target)
for(var/obj/effect/decal/cleanable/cleanable_decal in target) //it's important to do this before you wash all of the cleanables off
user.mind?.adjust_experience(/datum/skill/cleaning, round(cleanable_decal.beauty / CLEAN_SKILL_BEAUTY_ADJUSTMENT))
if(target.wash(cleaning_strength))
user.mind?.adjust_experience(/datum/skill/cleaning, round(CLEAN_SKILL_GENERIC_WASH_XP))
on_cleaned_callback?.Invoke(source, target, user, clean_succeeded)
//remove the cleaning overlay
target.cut_overlay(low_bubble)
target.cut_overlay(high_bubble)
UnregisterSignal(target, COMSIG_MOVABLE_Z_CHANGED)
REMOVE_TRAIT(target, TRAIT_CURRENTLY_CLEANING, REF(src))
/datum/component/cleaner/proc/cleaning_target_moved(atom/movable/source, turf/old_turf, turf/new_turf, same_z_layer)
if(same_z_layer)
return
// First, get rid of the old overlay
var/mutable_appearance/old_low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, old_turf, GAME_PLANE)
var/mutable_appearance/old_high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, old_turf, ABOVE_GAME_PLANE)
source.cut_overlay(old_low_bubble)
source.cut_overlay(old_high_bubble)
// Now, add the new one
var/mutable_appearance/new_low_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, new_turf, GAME_PLANE)
var/mutable_appearance/new_high_bubble = mutable_appearance('icons/effects/effects.dmi', "bubbles", CLEANABLE_OBJECT_LAYER, new_turf, ABOVE_GAME_PLANE)
source.add_overlay(new_low_bubble)
source.add_overlay(new_high_bubble)