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* Deployable Component (Big Dakka Included) (#60554) * Deployable Component (Big Dakka Included) Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
75 lines
3.0 KiB
Plaintext
75 lines
3.0 KiB
Plaintext
/**
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* Deployable - Bring your big guns with you, and smack em' down where you want.
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*
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* Allows items to spawn other items (usually objects) in front of the user after a short delay.
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* If attaching this to something:
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* Set deploy_time to a number in seconds for the deploy delay
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* Set thing_to_be_deployed to an obj path for the thing that gets spawned
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* Lastly, set delete_on_use to TRUE or FALSE if you want the object you're deploying with to get deleted when used
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*/
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/datum/component/deployable
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/// The time it takes to deploy the object
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var/deploy_time = 5 SECONDS
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/// The object that gets spawned if deployed successfully
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var/obj/thing_to_be_deployed
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/// Used in getting the name of the deployed object
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var/deployed_name
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/// If the item used to deploy gets deleted on use or not
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var/delete_on_use = TRUE
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/datum/component/deployable/Initialize(deploy_time, thing_to_be_deployed, delete_on_use)
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. = ..()
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.deploy_time = deploy_time
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src.thing_to_be_deployed = thing_to_be_deployed
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src.delete_on_use = delete_on_use
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examine)
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RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/on_attack_hand)
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var/obj/item/typecast = thing_to_be_deployed
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deployed_name = initial(typecast.name)
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/datum/component/deployable/proc/examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_notice("[source.p_they()] look[source.p_s()] like [source.p_they()] can be deployed into \a [deployed_name].")
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/datum/component/deployable/proc/on_attack_hand(datum/source, mob/user, location, direction)
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SIGNAL_HANDLER
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INVOKE_ASYNC(src, .proc/deploy, source, user, location, direction)
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/datum/component/deployable/proc/deploy(obj/source, mob/user, location, direction) //If there's no user, location and direction are used
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var/obj/deployed_object //Used for spawning the deployed object
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var/turf/deploy_location //Where our deployed_object gets put
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var/new_direction //What direction do we want our deployed object in
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if(user)
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if(!ishuman(user))
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return
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deploy_location = get_step(user, user.dir) //Gets spawn location for thing_to_be_deployed if there is a user
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if(deploy_location.is_blocked_turf(TRUE))
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source.balloon_alert(user, "insufficient room to deploy here.")
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return
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new_direction = user.dir //Gets the direction for thing_to_be_deployed if there is a user
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source.balloon_alert(user, "deploying...")
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playsound(source, 'sound/items/ratchet.ogg', 50, TRUE)
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if(!do_after(user, deploy_time))
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return
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else //If there is for some reason no user, then the location and direction are set here
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deploy_location = location
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new_direction = direction
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deployed_object = new thing_to_be_deployed(deploy_location)
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deployed_object.setDir(new_direction)
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//Sets the integrity of the new deployed machine to that of the object it came from
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deployed_object.modify_max_integrity(source.max_integrity)
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deployed_object.update_icon_state()
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if(delete_on_use)
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qdel(source)
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