Files
Bubberstation/code/datums/components/shy.dm
Ghom 7663b39cc8 Refactoring aquariums into components (feat: portable fish tanks) (#87866)
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.

Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.


TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.

## Why It's Good For The Game
This should make handheld aquariums possible.

## Changelog

🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
2024-11-21 09:45:49 +13:00

140 lines
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#define SHY_COMPONENT_CACHE_TIME (0.5 SECONDS)
/// You can't use items on anyone other than yourself if there are other living mobs around you
/datum/component/shy
can_transfer = TRUE
/// How close you are before you get shy
var/shy_range = 4
/// Typecache of mob types you are okay around
var/list/mob_whitelist
/// Typecache of machines you can avoid being shy with
var/list/machine_whitelist = null
/// Message shown when you are is_shy
var/message = "You find yourself too shy to do that around %TARGET!"
/// Are you shy around bodies with no key?
var/keyless_shy = FALSE
/// Are you shy around bodies with no client?
var/clientless_shy = TRUE
/// Are you shy around a dead body?
var/dead_shy = FALSE
/// If dead_shy is false and this is true, you're only shy when right next to a dead target
var/dead_shy_immediate = TRUE
/// Invalidate last_result at this time
COOLDOWN_DECLARE(result_cooldown)
/// What was our last result?
var/last_result = FALSE
/datum/component/shy/Initialize(mob_whitelist, shy_range, message, keyless_shy, clientless_shy, dead_shy, dead_shy_immediate, machine_whitelist)
if(!ismob(parent))
return COMPONENT_INCOMPATIBLE
src.mob_whitelist = mob_whitelist
if(shy_range)
src.shy_range = shy_range
if(message)
src.message = message
if(keyless_shy)
src.keyless_shy = keyless_shy
if(clientless_shy)
src.clientless_shy = clientless_shy
if(dead_shy)
src.dead_shy = dead_shy
if(dead_shy_immediate)
src.dead_shy_immediate = dead_shy_immediate
if(machine_whitelist)
src.machine_whitelist = machine_whitelist
/datum/component/shy/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOB_CLICKON, PROC_REF(on_clickon))
RegisterSignal(parent, COMSIG_LIVING_TRY_PULL, PROC_REF(on_try_pull))
RegisterSignal(parent, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_unarmed_attack))
RegisterSignal(parent, COMSIG_TRY_STRIP, PROC_REF(on_try_strip))
RegisterSignal(parent, COMSIG_TRY_ALT_ACTION, PROC_REF(on_try_alt_action))
/datum/component/shy/UnregisterFromParent()
UnregisterSignal(parent, list(
COMSIG_MOB_CLICKON,
COMSIG_LIVING_TRY_PULL,
COMSIG_LIVING_UNARMED_ATTACK,
COMSIG_TRY_STRIP,
COMSIG_TRY_ALT_ACTION,
))
/datum/component/shy/PostTransfer(datum/new_parent)
if(!ismob(parent))
return COMPONENT_INCOMPATIBLE
/datum/component/shy/InheritComponent(datum/component/shy/friend, i_am_original, list/arguments)
if(i_am_original)
shy_range = friend.shy_range
mob_whitelist = friend.mob_whitelist
message = friend.message
/// Returns TRUE or FALSE if you are within shy_range tiles from a /mob/living
/datum/component/shy/proc/is_shy(atom/target)
var/result = FALSE
var/mob/owner = parent
if(target in owner.DirectAccess())
return
for(var/type in machine_whitelist)
if(istype(target, type))
return
if(!COOLDOWN_FINISHED(src, result_cooldown))
return last_result
var/list/strangers = view(shy_range, get_turf(owner))
if(length(strangers) && locate(/mob/living) in strangers)
for(var/mob/living/person in strangers)
if(person == owner)
continue
if(person.invisibility > owner.see_invisible)
continue
if(HAS_TRAIT(person, TRAIT_MAGICALLY_PHASED))
continue
if(is_type_in_typecache(person, mob_whitelist))
continue
if(!person.key && !keyless_shy)
continue
if(!person.client && !clientless_shy)
continue
if(person.stat == DEAD && !dead_shy)
if(!dead_shy_immediate)
continue
else if(!owner.Adjacent(person))
continue
to_chat(owner, span_warning("[replacetext(message, "%TARGET", person)]"))
result = TRUE
break
last_result = result
COOLDOWN_START(src, result_cooldown, SHY_COMPONENT_CACHE_TIME)
return result
/datum/component/shy/proc/on_clickon(datum/source, atom/target, list/modifiers)
SIGNAL_HANDLER
if(modifiers[SHIFT_CLICK]) //let them examine their surroundings.
return
return is_shy(target) && COMSIG_MOB_CANCEL_CLICKON
/datum/component/shy/proc/on_try_pull(datum/source, atom/movable/target, force)
SIGNAL_HANDLER
return is_shy(target) && COMSIG_LIVING_CANCEL_PULL
/datum/component/shy/proc/on_unarmed_attack(datum/source, atom/target, proximity, modifiers)
SIGNAL_HANDLER
return is_shy(target) && COMPONENT_CANCEL_ATTACK_CHAIN
/datum/component/shy/proc/on_try_strip(datum/source, atom/target, obj/item/equipping)
SIGNAL_HANDLER
return is_shy(target) && COMPONENT_CANT_STRIP
/datum/component/shy/proc/on_try_alt_action(datum/source, atom/target, action_key)
SIGNAL_HANDLER
return is_shy(target) && COMPONENT_CANT_ALT_ACTION
#undef SHY_COMPONENT_CACHE_TIME