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Bubberstation/code/datums/components/slippery.dm

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