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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
80 lines
2.7 KiB
Plaintext
80 lines
2.7 KiB
Plaintext
/**
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* When attached to something, will make that thing shatter into shards on throw impact or z level falling
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* Or even when used as a weapon if the 'shatters_as_weapon' arg is TRUE
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*/
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/datum/element/can_shatter
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// What type of item is spawned as a 'shard' once the shattering happens
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var/obj/item/shard_type
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/// How many shards total are made when the thing we're attached to shatters
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var/number_of_shards
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/// What sound plays when the thing we're attached to shatters
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var/shattering_sound
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/datum/element/can_shatter/Attach(datum/target,
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shard_type = /obj/item/plate_shard,
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number_of_shards = 5,
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shattering_sound = 'sound/items/ceramic_break.ogg',
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shatters_as_weapon = FALSE,
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)
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. = ..()
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if(!ismovable(target))
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return ELEMENT_INCOMPATIBLE
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src.shard_type = shard_type
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src.number_of_shards = number_of_shards
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src.shattering_sound = shattering_sound
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RegisterSignal(target, COMSIG_MOVABLE_IMPACT, PROC_REF(on_throw_impact))
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RegisterSignal(target, COMSIG_ATOM_ON_Z_IMPACT, PROC_REF(on_z_impact))
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if(shatters_as_weapon)
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RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, PROC_REF(on_post_attack_atom))
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/datum/element/can_shatter/Detach(datum/target)
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. = ..()
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UnregisterSignal(target, list(COMSIG_MOVABLE_IMPACT, COMSIG_ATOM_ON_Z_IMPACT))
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/// Tells the parent to shatter if we impact a lower zlevel
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/datum/element/can_shatter/proc/on_z_impact(datum/source, turf/impacted_turf, levels)
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SIGNAL_HANDLER
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shatter(source, impacted_turf)
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/// Tells the parent to shatter if we are thrown and impact something
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/datum/element/can_shatter/proc/on_throw_impact(datum/source, atom/hit_atom, datum/thrownthing/throwing_datum, caught)
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SIGNAL_HANDLER
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if(caught)
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return
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shatter(source, hit_atom)
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/// Handles the actual shattering part, throwing shards of whatever is defined on the component everywhere
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/datum/element/can_shatter/proc/shatter(atom/movable/source, atom/hit_atom)
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var/generator/scatter_gen = generator(GEN_CIRCLE, 0, 48, NORMAL_RAND)
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var/scatter_turf = get_turf(hit_atom)
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for(var/obj/item/scattered_item as anything in source.contents)
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scattered_item.forceMove(scatter_turf)
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var/list/scatter_vector = scatter_gen.Rand()
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scattered_item.pixel_x = scatter_vector[1]
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scattered_item.pixel_y = scatter_vector[2]
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for(var/iteration in 1 to number_of_shards)
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var/obj/item/shard = new shard_type(scatter_turf)
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shard.pixel_x = rand(-6, 6)
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shard.pixel_y = rand(-6, 6)
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playsound(scatter_turf, shattering_sound, 60, TRUE)
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if(isobj(source))
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var/obj/obj_source = source
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obj_source.deconstruct(FALSE)
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return
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else
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qdel(source)
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/datum/element/can_shatter/proc/on_post_attack_atom(obj/item/source, atom/attacked_atom, mob/living/user)
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SIGNAL_HANDLER
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shatter(source, attacked_atom)
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