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## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
305 lines
11 KiB
Plaintext
305 lines
11 KiB
Plaintext
/**
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* Component which allows you to attach a seclight to an item,
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* be it a piece of clothing or a tool.
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*/
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/datum/component/seclite_attachable
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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/// Whether we can remove the light with a screwdriver or not.
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var/is_light_removable = TRUE
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/// If passed, we wil simply update our item's icon_state when a light is attached.
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/// Formatted as parent_base_state-[light_icon-state]-"on"
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var/light_icon_state
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/// If passed, we will add overlays to the item when a light is attached.
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/// This is the icon file it grabs the overlay from.
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var/light_overlay_icon
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/// The state to take from the light overlay icon if supplied.
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var/light_overlay
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/// The X offset of our overlay if supplied.
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var/overlay_x = 0
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/// The Y offset of our overlay if supplied.
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var/overlay_y = 0
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// Internal vars.
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/// A reference to the actual light that's attached.
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var/obj/item/flashlight/seclite/light
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/// A weakref to the item action we add with the light.
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var/datum/weakref/toggle_action_ref
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/// Static typecache of all lights we consider seclites (all lights we can attach).
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var/static/list/valid_lights = typecacheof(list(/obj/item/flashlight/seclite))
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/datum/component/seclite_attachable/Initialize(
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obj/item/flashlight/seclite/starting_light,
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is_light_removable = TRUE,
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light_icon_state,
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light_overlay_icon,
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light_overlay,
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overlay_x = 0,
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overlay_y = 0,
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)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.is_light_removable = is_light_removable
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src.light_icon_state = light_icon_state
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src.light_overlay_icon = light_overlay_icon
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src.light_overlay = light_overlay
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src.overlay_x = overlay_x
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src.overlay_y = overlay_y
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if(istype(starting_light))
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add_light(starting_light)
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/datum/component/seclite_attachable/Destroy(force)
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if(light)
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remove_light()
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return ..()
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// Inheriting component allows lights to be added externally to things which already have a mount.
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/datum/component/seclite_attachable/InheritComponent(
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datum/component/seclite_attachable/new_component,
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original,
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obj/item/flashlight/seclite/starting_light,
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is_light_removable = TRUE,
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light_icon_state,
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light_overlay_icon,
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light_overlay,
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overlay_x,
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overlay_y,
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)
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if(!original)
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return
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src.is_light_removable = is_light_removable
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// For the rest of these arguments, default to what already exists
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if(light_icon_state)
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src.light_icon_state = light_icon_state
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if(light_overlay_icon)
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src.light_overlay_icon = light_overlay_icon
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if(light_overlay)
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src.light_overlay = light_overlay
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if(overlay_x)
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src.overlay_x = overlay_x
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if(overlay_x)
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src.overlay_y = overlay_y
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if(istype(starting_light))
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add_light(starting_light)
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/datum/component/seclite_attachable/RegisterWithParent()
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RegisterSignal(parent, COMSIG_OBJ_DECONSTRUCT, PROC_REF(on_parent_deconstructed))
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RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(on_light_exit))
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RegisterSignal(parent, COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER), PROC_REF(on_screwdriver))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON_STATE, PROC_REF(on_update_icon_state))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
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RegisterSignal(parent, COMSIG_ITEM_UI_ACTION_CLICK, PROC_REF(on_action_click))
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(parent, COMSIG_ATOM_SABOTEUR_ACT, PROC_REF(on_hit_by_saboteur))
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RegisterSignal(parent, COMSIG_QDELETING, PROC_REF(on_parent_deleted))
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/datum/component/seclite_attachable/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_OBJ_DECONSTRUCT,
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COMSIG_ATOM_EXITED,
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COMSIG_ATOM_TOOL_ACT(TOOL_SCREWDRIVER),
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COMSIG_ATOM_UPDATE_ICON_STATE,
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COMSIG_ATOM_UPDATE_OVERLAYS,
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COMSIG_ITEM_UI_ACTION_CLICK,
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COMSIG_ATOM_ATTACKBY,
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COMSIG_ATOM_EXAMINE,
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COMSIG_ATOM_SABOTEUR_ACT,
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COMSIG_QDELETING,
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))
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/// Sets a new light as our current light for our parent.
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/datum/component/seclite_attachable/proc/add_light(obj/item/flashlight/new_light, mob/attacher)
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if(light)
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CRASH("[type] tried to add a new light when it already had one.")
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light = new_light
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light.set_light_flags(light.light_flags | LIGHT_ATTACHED)
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// We may already exist within in our parent's contents... But if we don't move it over now
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if(light.loc != parent)
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light.forceMove(parent)
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// We already have an action for the light for some reason? Clean it up
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if(toggle_action_ref?.resolve())
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stack_trace("[type] - add_light had an existing toggle action when add_light was called.")
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QDEL_NULL(toggle_action_ref)
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// Make a new toggle light item action for our parent
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var/obj/item/item_parent = parent
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var/datum/action/item_action/toggle_seclight/toggle_action = item_parent.add_item_action(/datum/action/item_action/toggle_seclight)
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toggle_action_ref = WEAKREF(toggle_action)
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update_light()
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/// Removes the current light from our parent.
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/datum/component/seclite_attachable/proc/remove_light()
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// Our action may be linked to our parent,
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// but it's really sourced from our light. Get rid of it.
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QDEL_NULL(toggle_action_ref)
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// It is possible the light was removed by being deleted.
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if(!QDELETED(light))
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light.set_light_flags(light.light_flags & ~LIGHT_ATTACHED)
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light.update_brightness()
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light = null
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update_light()
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/// Toggles the light within on or off.
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/// Returns TRUE if there is a light inside, FALSE otherwise.
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/datum/component/seclite_attachable/proc/toggle_light(mob/user)
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if(!light)
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return FALSE
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var/successful_toggle = light.toggle_light(user)
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if(!successful_toggle)
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return TRUE
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user.balloon_alert(user, "[light.name] toggled [light.light_on ? "on":"off"]")
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update_light()
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return TRUE
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/// Called after the a light is added, removed, or toggles.
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/// Ensures all of our appearances look correct for the new light state.
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/datum/component/seclite_attachable/proc/update_light()
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var/obj/item/item_parent = parent
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item_parent.update_appearance()
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item_parent.update_item_action_buttons()
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/// Signal proc for [COMSIG_ATOM_EXITED] that handles our light being removed or deleted from our parent.
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/datum/component/seclite_attachable/proc/on_light_exit(obj/item/source, atom/movable/gone, direction)
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SIGNAL_HANDLER
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if(gone == light)
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remove_light()
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/// Signal proc for [COMSIG_OBJ_DECONSTRUCT] that drops our light to the ground if our parent is deconstructed.
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/datum/component/seclite_attachable/proc/on_parent_deconstructed(obj/item/source, disassembled)
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SIGNAL_HANDLER
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// Our light is gone already - Probably destroyed by whatever destroyed our parent. Just remove it.
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if(QDELETED(light) || !is_light_removable)
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remove_light()
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return
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// We were deconstructed in any other way, so we can just drop the light on the ground (which removes it via signal).
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light.forceMove(source.drop_location())
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/// Signal proc for [COMSIG_QDELETING] that deletes our light if our parent is deleted.
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/datum/component/seclite_attachable/proc/on_parent_deleted(obj/item/source)
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SIGNAL_HANDLER
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QDEL_NULL(light)
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/// Signal proc for [COMSIG_ITEM_UI_ACTION_CLICK] that toggles our light on and off if our action button is clicked.
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/datum/component/seclite_attachable/proc/on_action_click(obj/item/source, mob/user, datum/action)
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SIGNAL_HANDLER
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// This isn't OUR action specifically, we don't care.
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if(!IS_WEAKREF_OF(action, toggle_action_ref))
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return
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// Toggle light fails = no light attached = shouldn't be possible
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if(!toggle_light(user))
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CRASH("[type] - on_action_click somehow both HAD AN ACTION and also HAD A TRIGGERABLE ACTION, without having an attached light.")
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return COMPONENT_ACTION_HANDLED
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/// Signal proc for [COMSIG_ATOM_ATTACKBY] that allows a user to attach a seclite by hitting our parent with it.
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/datum/component/seclite_attachable/proc/on_attackby(obj/item/source, obj/item/attacking_item, mob/attacker, list/modifiers)
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SIGNAL_HANDLER
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if(!is_type_in_typecache(attacking_item, valid_lights))
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return
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if(light)
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source.balloon_alert(attacker, "already has \a [light]!")
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return
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if(!attacker.transferItemToLoc(attacking_item, source))
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return
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add_light(attacking_item, attacker)
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source.balloon_alert(attacker, "attached [attacking_item]")
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return COMPONENT_NO_AFTERATTACK
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/// Signal proc for [COMSIG_ATOM_TOOL_ACT] via [TOOL_SCREWDRIVER] that removes any attached seclite.
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/datum/component/seclite_attachable/proc/on_screwdriver(obj/item/source, mob/user, obj/item/tool)
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SIGNAL_HANDLER
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if(!light || !is_light_removable)
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return
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INVOKE_ASYNC(src, PROC_REF(unscrew_light), source, user, tool)
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return ITEM_INTERACT_BLOCKING
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/// Invoked asyncronously from [proc/on_screwdriver]. Handles removing the light from our parent.
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/datum/component/seclite_attachable/proc/unscrew_light(obj/item/source, mob/user, obj/item/tool)
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tool?.play_tool_sound(source)
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source.balloon_alert(user, "unscrewed [light]")
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var/obj/item/flashlight/seclite/to_remove = light
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// The forcemove here will call exited on the light, and automatically update our references / etc
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to_remove.forceMove(source.drop_location())
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if(source.Adjacent(user) && !issilicon(user))
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user.put_in_hands(to_remove)
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/// Signal proc for [COMSIG_ATOM_EXAMINE] that shows our item can have / does have a seclite attached.
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/datum/component/seclite_attachable/proc/on_examine(obj/item/source, mob/examiner, list/examine_list)
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SIGNAL_HANDLER
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if(light)
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examine_list += "It has \a [light] [is_light_removable ? "mounted on it with a few <b>screws</b>" : "permanently mounted on it"]."
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else
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examine_list += "It has a mounting point for a <b>seclite</b>."
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/// Signal proc for [COMSIG_ATOM_UPDATE_OVERLAYS] that updates our parent with our seclite overlays, if we have some.
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/datum/component/seclite_attachable/proc/on_update_overlays(obj/item/source, list/overlays)
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SIGNAL_HANDLER
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// No overlays to add, no reason to run
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if(!light_overlay || !light_overlay_icon)
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return
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// No light, nothing to add
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if(!light)
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return
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var/overlay_state = "[light_overlay][light.light_on ? "_on":""]"
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var/mutable_appearance/flashlight_overlay = mutable_appearance(light_overlay_icon, overlay_state)
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flashlight_overlay.pixel_w = overlay_x
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flashlight_overlay.pixel_z = overlay_y
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overlays += flashlight_overlay
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/// Signal proc for [COMSIG_ATOM_UPDATE_ICON_STATE] that updates our parent's icon state, if we have one.
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/datum/component/seclite_attachable/proc/on_update_icon_state(obj/item/source)
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SIGNAL_HANDLER
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// No icon state to set, no reason to run
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if(!light_icon_state)
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return
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// Get the "base icon state" to work on
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var/base_state = source.base_icon_state || initial(source.icon_state)
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// Updates our icon state based on our light state.
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if(light)
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source.icon_state = "[base_state]-[light_icon_state][light.light_on ? "-on":""]"
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// Reset their icon state when if we've got no light.
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else if(source.icon_state != base_state)
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// Yes, this might mess with other icon state alterations,
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// but that's the downside of using icon states over overlays.
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source.icon_state = base_state
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//turns the light off for a few seconds.
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/datum/component/seclite_attachable/proc/on_hit_by_saboteur(datum/source, disrupt_duration)
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. = light.on_saboteur(source, disrupt_duration)
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update_light()
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return .
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