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https://github.com/Bubberstation/Bubberstation.git
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Co-authored-by: Jared-Fogle <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
130 lines
5.0 KiB
Plaintext
130 lines
5.0 KiB
Plaintext
/// Slippery component, for making anything slippery. Of course.
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/datum/component/slippery
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/// If the slip forces you to drop held items.
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var/force_drop_items = FALSE
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/// How long the slip keeps you knocked down.
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var/knockdown_time = 0
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/// How long the slip paralyzes for.
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var/paralyze_time = 0
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/// Flags for how slippery the parent is. See [__DEFINES/mobs.dm]
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var/lube_flags
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/// A proc callback to call on slip.
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var/datum/callback/callback
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/// If parent is an item, this is the person currently holding/wearing the parent (or the parent if no one is holding it)
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var/mob/living/holder
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/// Whitelist of item slots the parent can be equipped in that make the holder slippery. If null or empty, it will always make the holder slippery.
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var/list/slot_whitelist = list(ITEM_SLOT_OCLOTHING, ITEM_SLOT_ICLOTHING, ITEM_SLOT_GLOVES, ITEM_SLOT_FEET, ITEM_SLOT_HEAD, ITEM_SLOT_MASK, ITEM_SLOT_BELT, ITEM_SLOT_NECK)
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///what we give to connect_loc by default, makes slippable mobs moving over us slip
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var/static/list/default_connections = list(
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COMSIG_ATOM_ENTERED = .proc/Slip,
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)
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///what we give to connect_loc if we're an item and get equipped by a mob. makes slippable mobs moving over our holder slip
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var/static/list/holder_connections = list(
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COMSIG_ATOM_ENTERED = .proc/Slip_on_wearer,
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)
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/datum/component/slippery/Initialize(knockdown, lube_flags = NONE, datum/callback/callback, paralyze, force_drop = FALSE, slot_whitelist)
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src.knockdown_time = max(knockdown, 0)
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src.paralyze_time = max(paralyze, 0)
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src.force_drop_items = force_drop
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src.lube_flags = lube_flags
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src.callback = callback
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if(slot_whitelist)
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src.slot_whitelist = slot_whitelist
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if(ismovable(parent))
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AddElement(/datum/element/connect_loc, parent, default_connections)
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if(isitem(parent))
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
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else
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RegisterSignal(parent, COMSIG_ATOM_ENTERED, .proc/Slip)
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/*
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* The proc that does the sliping. Invokes the slip callback we have set.
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*
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* source - the source of the signal
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* AM - the atom/movable that is being slipped.
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*/
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/datum/component/slippery/proc/Slip(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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var/mob/victim = AM
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if(istype(victim) && !(victim.movement_type & FLYING) && victim.slip(knockdown_time, parent, lube_flags, paralyze_time, force_drop_items) && callback)
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callback.Invoke(victim)
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/*
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* Gets called when COMSIG_ITEM_EQUIPPED is sent to parent.
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* This proc register slip signals to the equipper.
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* If we have a slot whitelist, we only register the signals if the slot is valid (ex: clown PDA only slips in ID or belt slot).
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*
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* source - the source of the signal
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* equipper - the mob we're equipping the slippery thing to
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* slot - the slot we're equipping the slippery thing to on the equipper.
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*/
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/datum/component/slippery/proc/on_equip(datum/source, mob/equipper, slot)
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SIGNAL_HANDLER
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if((!LAZYLEN(slot_whitelist) || (slot in slot_whitelist)) && isliving(equipper))
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holder = equipper
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AddElement(/datum/element/connect_loc, holder, holder_connections)
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RegisterSignal(holder, COMSIG_PARENT_PREQDELETED, .proc/holder_deleted)
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/*
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* Detects if the holder mob is deleted.
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* If our holder mob is the holder set in this component, we null it.
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*
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* source - the source of the signal
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* possible_holder - the mob being deleted.
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*/
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/datum/component/slippery/proc/holder_deleted(datum/source, datum/possible_holder)
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SIGNAL_HANDLER
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if(possible_holder == holder)
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holder = null
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/*
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* Gets called when COMSIG_ITEM_DROPPED is sent to parent.
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* Makes our holder mob un-slippery.
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*
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* source - the source of the signal
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* user - the mob that was formerly wearing our slippery item.
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*/
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/datum/component/slippery/proc/on_drop(datum/source, mob/user)
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SIGNAL_HANDLER
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UnregisterSignal(user, COMSIG_PARENT_PREQDELETED)
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RemoveElement(/datum/element/connect_loc, holder, holder_connections)
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holder = null
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/*
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* The slip proc, but for equipped items.
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* Slips the person who crossed us if we're lying down and unbuckled.
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*
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* source - the source of the signal
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* AM - the atom/movable that slipped on us.
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*/
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/datum/component/slippery/proc/Slip_on_wearer(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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if(holder.body_position == LYING_DOWN && !holder.buckled)
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Slip(source, AM)
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/datum/component/slippery/UnregisterFromParent()
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. = ..()
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if(holder)
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RemoveElement(/datum/element/connect_loc, holder, holder_connections)
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RemoveElement(/datum/element/connect_loc, parent, default_connections)
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/// Used for making the clown PDA only slip if the clown is wearing his shoes and the elusive banana-skin belt
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/datum/component/slippery/clowning
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/datum/component/slippery/clowning/Slip_on_wearer(datum/source, atom/movable/AM)
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var/obj/item/I = holder.get_item_by_slot(ITEM_SLOT_FEET)
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if(holder.body_position == LYING_DOWN && !holder.buckled)
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if(istype(I, /obj/item/clothing/shoes/clown_shoes))
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Slip(source, AM)
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else
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to_chat(holder,"<span class='warning'>[parent] failed to slip anyone. Perhaps I shouldn't have abandoned my legacy...</span>")
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