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Bubberstation/code/datums/elements/can_shatter.dm
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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

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575

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600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

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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
2024-10-19 08:04:33 -07:00

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/**
* When attached to something, will make that thing shatter into shards on throw impact or z level falling
* Or even when used as a weapon if the 'shatters_as_weapon' arg is TRUE
*/
/datum/element/can_shatter
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
/// What type of item is spawned as a 'shard' once the shattering happens
var/obj/item/shard_type
/// How many shards total are made when the thing we're attached to shatters
var/number_of_shards
/// What sound plays when the thing we're attached to shatters
var/shattering_sound
/datum/element/can_shatter/Attach(datum/target,
shard_type = /obj/item/plate_shard,
number_of_shards = 5,
shattering_sound = 'sound/items/ceramic_break.ogg',
shatters_as_weapon = FALSE,
)
. = ..()
if(!ismovable(target))
return ELEMENT_INCOMPATIBLE
src.shard_type = shard_type
src.number_of_shards = number_of_shards
src.shattering_sound = shattering_sound
RegisterSignal(target, COMSIG_MOVABLE_IMPACT, PROC_REF(on_throw_impact))
RegisterSignal(target, COMSIG_ATOM_ON_Z_IMPACT, PROC_REF(on_z_impact))
if(shatters_as_weapon)
RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, PROC_REF(on_post_attack_atom))
/datum/element/can_shatter/Detach(datum/target)
. = ..()
UnregisterSignal(target, list(COMSIG_MOVABLE_IMPACT, COMSIG_ATOM_ON_Z_IMPACT))
/// Tells the parent to shatter if we impact a lower zlevel
/datum/element/can_shatter/proc/on_z_impact(datum/source, turf/impacted_turf, levels)
SIGNAL_HANDLER
shatter(source, impacted_turf)
/// Tells the parent to shatter if we are thrown and impact something
/datum/element/can_shatter/proc/on_throw_impact(datum/source, atom/hit_atom, datum/thrownthing/throwing_datum, caught)
SIGNAL_HANDLER
if(caught)
return
shatter(source, hit_atom)
/// Handles the actual shattering part, throwing shards of whatever is defined on the component everywhere
/datum/element/can_shatter/proc/shatter(atom/movable/source, atom/hit_atom)
var/generator/scatter_gen = generator(GEN_CIRCLE, 0, 48, NORMAL_RAND)
var/scatter_turf = get_turf(hit_atom)
for(var/obj/item/scattered_item as anything in source.contents)
scattered_item.forceMove(scatter_turf)
var/list/scatter_vector = scatter_gen.Rand()
scattered_item.pixel_x = scatter_vector[1]
scattered_item.pixel_y = scatter_vector[2]
for(var/iteration in 1 to number_of_shards)
var/obj/item/shard = new shard_type(scatter_turf)
shard.pixel_x = rand(-6, 6)
shard.pixel_y = rand(-6, 6)
playsound(scatter_turf, shattering_sound, 60, TRUE)
if(isobj(source))
var/obj/obj_source = source
obj_source.deconstruct(FALSE)
return
else
qdel(source)
/datum/element/can_shatter/proc/on_post_attack_atom(obj/item/source, atom/attacked_atom, mob/living/user)
SIGNAL_HANDLER
shatter(source, attacked_atom)