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On the tin, doing it like this means we can reduce our overall line fingerprint whenever we have to add two or more traits from the same source on the same target. Especially helps when we get to the 4+ range of traits, a breath of fresh air even. Doesn't mean we have to do for loops, as that's already handled within the define as well. I replaced some of the checks with `length()` checks, let me know if I should switch it over to something else (maybe `islist()`)? We stack_trace whenever we're not passed a list reference on purpose, and sometimes var/lists are null by default (or just empty, making this redundant). ## Why It's Good For The Game I commonly feel the urge to write "use `AddTraits()`" or something in reviews, then am sad when I remember it doesn't exist. I will no longer be sad. Can ensure a lot more trait safety as well by using static lists- when both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are confident (from a static point of view) that everything that you want to be adding/removing works. I may have missed a few things where this could be used, but both macros implemented in this PR still use the same framework that was being used in the last four years- so stuff won't break if left untouched. Just a nifty new tool for developers. also fixed up some code in the area, numerous bugs were found and exploded
142 lines
5.5 KiB
Plaintext
142 lines
5.5 KiB
Plaintext
/**
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* # Nuclear Bomb Operator
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*
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* Component applied to handless non-carbon mobs to allow them to perform the function of a nuclear operative.
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* Effectively this means they need to be able to:
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* * Strip people
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* * Pick up the nuke disc, without having hands
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* * Place the nuke disc into the nuke
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* * Activate the nuke
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*
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* Human mobs do not need this component because they can already do all of those things.
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*/
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/datum/component/nuclear_bomb_operator
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/// A weak reference to a held nuclear disk, in place of holding it in our inventory, because we don't have one
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var/datum/weakref/disky
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/// Something to call when we collect the disk
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var/datum/callback/on_disk_collected
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/// Should return some overlays to display on the mob to show they're carrying a disk
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var/datum/callback/add_disk_overlays
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/datum/component/nuclear_bomb_operator/Initialize(datum/callback/on_disk_collected, datum/callback/add_disk_overlays)
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if (!ismob(parent))
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return COMPONENT_INCOMPATIBLE
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if (iscarbon(parent)) // Redundant
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return COMPONENT_INCOMPATIBLE
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src.on_disk_collected = on_disk_collected
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src.add_disk_overlays = add_disk_overlays
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/datum/component/nuclear_bomb_operator/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
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RegisterSignals(parent, list(COMSIG_LIVING_DEATH, COMSIG_PARENT_QDELETING), PROC_REF(on_death))
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RegisterSignal(parent, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(owner_attacked_atom)) // This only works for players, but I am not sure this should have AI anyway
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RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(atom_exited_owner))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
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parent.add_traits(list(TRAIT_DISK_VERIFIER, TRAIT_CAN_STRIP, TRAIT_CAN_USE_NUKE), NUKE_OP_MINION_TRAIT)
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/datum/component/nuclear_bomb_operator/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, list(
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COMSIG_PARENT_EXAMINE,
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COMSIG_LIVING_DEATH,
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COMSIG_PARENT_QDELETING,
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COMSIG_ATOM_ATTACK_HAND,
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COMSIG_ATOM_EXITED,
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COMSIG_ATOM_UPDATE_OVERLAYS,
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))
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parent.remove_traits(list(TRAIT_DISK_VERIFIER, TRAIT_CAN_STRIP, TRAIT_CAN_USE_NUKE), NUKE_OP_MINION_TRAIT)
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/datum/component/nuclear_bomb_operator/Destroy(force, silent)
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QDEL_NULL(disky)
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return ..()
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/// Drop the disk on the floor, if we have it
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/datum/component/nuclear_bomb_operator/proc/drop_disky()
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var/obj/item/disk/nuclear/held_disk = disky?.resolve()
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if (!held_disk)
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return
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var/mob/mob_parent = parent
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held_disk.forceMove(mob_parent.drop_location())
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mob_parent.visible_message(span_danger("[mob_parent] drops [held_disk] onto the ground!"))
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disky = null
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mob_parent.update_appearance(updates = UPDATE_ICON)
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/// Add details about carrying the nuke disc to examination.
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/datum/component/nuclear_bomb_operator/proc/on_examine(atom/parent_atom, mob/examiner, list/examine_list)
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SIGNAL_HANDLER
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var/obj/item/disk/nuclear/held_disk = disky?.resolve()
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if (!held_disk)
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return
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var/mob/mob_parent = parent
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examine_list += span_notice("Wait... [mob_parent.p_are()] [mob_parent.p_they()] holding [held_disk]?")
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/// Drop the disk when we are killed
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/datum/component/nuclear_bomb_operator/proc/on_death(atom/parent_atom)
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SIGNAL_HANDLER
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drop_disky()
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/// Try to pick up the disk, put it down, or open the nuke panel
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/datum/component/nuclear_bomb_operator/proc/owner_attacked_atom(atom/parent_atom, atom/attacked_target, proximity, modifiers)
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SIGNAL_HANDLER
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if (!proximity)
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return
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if (!LAZYACCESS(modifiers, LEFT_CLICK))
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return
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var/obj/item/disk/nuclear/held_disk = disky?.resolve()
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if (held_disk)
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return try_put_down_disk(held_disk, attacked_target)
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if (istype(attacked_target, /obj/item/disk/nuclear))
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return try_pick_up_disk(attacked_target)
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if (istype(attacked_target, /obj/machinery/nuclearbomb))
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attacked_target.ui_interact(parent)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/// Picks up the nuke disk, if it can be picked up
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/datum/component/nuclear_bomb_operator/proc/try_pick_up_disk(obj/item/disk/nuclear/potential_disky)
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if(potential_disky.anchored)
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return
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var/mob/mob_parent = parent
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potential_disky.forceMove(mob_parent)
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disky = WEAKREF(potential_disky)
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mob_parent.update_appearance(updates = UPDATE_ICON)
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mob_parent.balloon_alert(mob_parent, "disk secured!")
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on_disk_collected?.InvokeAsync(potential_disky)
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/// Uses the disk on clicked atom, or places it on the ground
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/datum/component/nuclear_bomb_operator/proc/try_put_down_disk(obj/item/disk/nuclear/held_disk, atom/attacked_target)
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var/mob/mob_parent = parent
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if(!isopenturf(attacked_target))
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INVOKE_ASYNC(held_disk, TYPE_PROC_REF(/obj/item, melee_attack_chain), mob_parent, attacked_target)
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mob_parent.do_item_attack_animation(attacked_target, used_item = held_disk)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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held_disk.forceMove(attacked_target)
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disky = null
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mob_parent.balloon_alert(mob_parent, "disk dropped!")
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mob_parent.update_appearance(updates = UPDATE_ICON)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/// Don't hold onto the reference if we lose the disk somehow
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/datum/component/nuclear_bomb_operator/proc/atom_exited_owner(atom/parent_atom, atom/movable/gone)
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SIGNAL_HANDLER
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var/obj/item/disk/nuclear/held_disk = disky?.resolve()
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if (held_disk != gone)
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return
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disky = null
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var/mob/mob_parent = parent
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mob_parent.update_appearance(updates = UPDATE_ICON)
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/// Display any disk-related overlays which need displaying
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/datum/component/nuclear_bomb_operator/proc/on_update_overlays(atom/parent_atom, list/overlays)
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SIGNAL_HANDLER
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if (!disky?.resolve())
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return
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var/mob/mob_parent = parent
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if (!istype(mob_parent) || mob_parent.stat == DEAD)
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return
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add_disk_overlays?.InvokeAsync(overlays)
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