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Bubberstation/code/datums/components/stationstuck.dm
Tim d6f79f4427 Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()` 
- `spill_organs()`
- `spread_bodyparts()`

And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:

`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`

The code is now much more legible which is important considering it's
used in a lot of places!

Another robust change, is that we had several places in the code where
there were double negatives like so:

```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
	if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
		// do stuff here
```

This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.

Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.

The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.

## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.

## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
2023-10-06 13:12:22 +01:00

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/*
This component is similar to stationloving in that it is meant to keep something on the z-level
The difference is that stationloving is for objects and stationstuck is for mobs.
It has a punishment variable that is what happens to the parent when they leave the z-level. See punish() documentation
*/
/datum/component/stationstuck
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
var/punishment = PUNISHMENT_GIB //see defines above
var/stuck_zlevel
var/message = ""
/datum/component/stationstuck/Initialize(_punishment = PUNISHMENT_GIB, _message = "")
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
var/mob/living/L = parent
RegisterSignals(L, list(COMSIG_MOVABLE_Z_CHANGED), PROC_REF(punish))
punishment = _punishment
message = _message
stuck_zlevel = L.z
/datum/component/stationstuck/InheritComponent(datum/component/stationstuck/newc, original, _punishment, _message)
if(newc)
punishment = newc.punishment
message = newc.message
else
punishment = _punishment
message = _message
/**
* Called when parent leaves the zlevel this is set to (aka whichever zlevel it was on when it was added)
* Sends a message, then does an effect depending on what the punishment was.
*
* Punishments:
* * PUNISHMENT_MURDER: kills parent
* * PUNISHMENT_GIB: gibs parent
* * PUNISHMENT_TELEPORT: finds a safe turf if possible, or a completely random one if not.
*/
/datum/component/stationstuck/proc/punish()
SIGNAL_HANDLER
var/mob/living/escapee = parent
if(message)
var/span = punishment == PUNISHMENT_TELEPORT ? "danger" : "userdanger"
to_chat(escapee, "<span class='[span]'>[message]</span>")
switch(punishment)
if(PUNISHMENT_MURDER)
if(escapee.stat != DEAD)
escapee.investigate_log("has been killed by stationstuck component.", INVESTIGATE_DEATHS)
escapee.death()
if(PUNISHMENT_GIB)
escapee.investigate_log("has been gibbed by stationstuck component.", INVESTIGATE_DEATHS)
escapee.gib(DROP_ALL_REMAINS)
if(PUNISHMENT_TELEPORT)
var/targetturf = find_safe_turf(stuck_zlevel)
if(!targetturf)
targetturf = locate(world.maxx/2,world.maxy/2,stuck_zlevel)
escapee.forceMove(targetturf)