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Bubberstation/code/modules/capture_the_flag/ctf_player_component.dm
klorpa 69176298ed Spelling Fixes (#86056)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-09-10 17:04:59 +02:00

81 lines
3.2 KiB
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///A component added to the mind of anyone who is playing in an ongoing CTF match. Any player specific CTF functionality should be implemented here. (someone should implement score tracking here)
/datum/component/ctf_player
///The team that this player is associated with.
var/team
///A reference to the players mob, cleared after they die, restored on respawn.
var/mob/living/player_mob
///Weather or not the player is currently able to respawn.
var/can_respawn = TRUE
///Reference to the game this player is participating in.
var/datum/ctf_controller/ctf_game
///Item dropped on death,
var/death_drop = /obj/effect/powerup/ammo/ctf
///Reference to players ckey, used for sending messages to them relating to CTF.
var/ckey_reference
/datum/component/ctf_player/Initialize(team, ctf_game, death_drop)
src.team = team
src.ctf_game = ctf_game
src.death_drop = death_drop
if(!istype(parent, /datum/mind))
return COMPONENT_INCOMPATIBLE
var/datum/mind/true_parent = parent
player_mob = true_parent.current
ckey_reference = player_mob.ckey
register_mob()
/datum/component/ctf_player/PostTransfer()
if(!istype(parent, /datum/mind))
return COMPONENT_INCOMPATIBLE
var/datum/mind/true_parent = parent
player_mob = true_parent.current
register_mob()
/// Called when we get a new player mob, register signals and set up the mob.
/datum/component/ctf_player/proc/register_mob()
RegisterSignal(player_mob, COMSIG_MOB_AFTER_APPLY_DAMAGE, PROC_REF(damage_type_check))
RegisterSignal(player_mob, COMSIG_MOB_GHOSTIZED, PROC_REF(ctf_dust))
ADD_TRAIT(player_mob, TRAIT_PERMANENTLY_MORTAL, CTF_TRAIT)
///Stamina and oxygen damage will not dust a player by themself.
/datum/component/ctf_player/proc/damage_type_check(datum/source, damage, damage_type)
SIGNAL_HANDLER
if(damage_type != STAMINA && damage_type != OXY)
ctf_dust()
///Dusts the player and starts a respawn countdown.
/datum/component/ctf_player/proc/ctf_dust()
SIGNAL_HANDLER
if(!HAS_TRAIT(player_mob, TRAIT_CRITICAL_CONDITION) && !player_mob.stat == DEAD && player_mob.client)
return
UnregisterSignal(player_mob, list(COMSIG_MOB_AFTER_APPLY_DAMAGE, COMSIG_MOB_GHOSTIZED))
var/turf/death_turf = get_turf(player_mob)
player_mob.dust()
player_mob = null
can_respawn = FALSE
addtimer(CALLBACK(src, PROC_REF(allow_respawns)), ctf_game.respawn_cooldown, TIMER_UNIQUE)
if(death_drop)
new death_drop(death_turf)
///Called after a period of time pulled from ctf_game, allows the player to respawn in CTF.
/datum/component/ctf_player/proc/allow_respawns()
can_respawn = TRUE
send_message(span_notice("You can now respawn in CTF!"))
///Sends a message to the player.
/datum/component/ctf_player/proc/send_message(message)
to_chat(GLOB.directory[ckey_reference], message)
///Called when the associated CTF game ends or their associated team is deleted, dusts the player and deletes this component to ensure no data from it is carried over to future games.
/datum/component/ctf_player/proc/end_game()
if(player_mob)
for(var/obj/item/ctf_flag/flag in player_mob)
player_mob.dropItemToGround(flag)
player_mob.dust()
qdel(src)
/datum/component/ctf_player/Destroy(force)
if(player_mob)
UnregisterSignal(player_mob, list(COMSIG_MOB_AFTER_APPLY_DAMAGE, COMSIG_MOB_GHOSTIZED))
return ..()