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* Refactors connect_loc_behalf into a component (#60678) See title. Also refactors caltrops into a component because they use connect_loc_behalf which requires them to hold the state. This also fixes COMPONENT_DUPE_SELECTIVE from just outright not working. connect_loc_behalf doesn't make sense as an element because it tries to hold states. There is also no way to maintain current behaviour and not have the states that it needs. Due to the fact that it tries to hold states, it means the code itself is a lot more buggy because it's a lot harder to successfully manage these states without runtimes or bugs. On metastation, there is only 2519 connect_loc_behalf components at roundstart. MrStonedOne has told me that datums take up this much space: image If we do the (oversimplified) math, there are only ever 5 variables that'll likely be changed on most connect_loc_behalf components at runtime: connections, tracked, signal_atom, parent, signal_procs This means that on metastation at roundstart, we take up this amount: (24 + 16 * 5) * 2519 = 261.97600 kilobytes This is not really significant and the benefits of moving this to a component greatly outweighs the memory cost. (Basically the memory cost is outweighed by the maint cost of tracking down issues with the thing. It's too buggy to be viable longterm basically) * Update glass.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com>
150 lines
5.6 KiB
Plaintext
150 lines
5.6 KiB
Plaintext
/datum/component/squeak
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var/static/list/default_squeak_sounds = list('sound/items/toysqueak1.ogg'=1, 'sound/items/toysqueak2.ogg'=1, 'sound/items/toysqueak3.ogg'=1)
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var/list/override_squeak_sounds
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var/mob/holder
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var/squeak_chance = 100
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var/volume = 30
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// This is so shoes don't squeak every step
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var/steps = 0
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var/step_delay = 1
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// This is to stop squeak spam from inhand usage
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var/last_use = 0
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var/use_delay = 20
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///extra-range for this component's sound
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var/sound_extra_range = -1
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///when sounds start falling off for the squeak
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var/sound_falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE
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///sound exponent for squeak. Defaults to 10 as squeaking is loud and annoying enough.
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var/sound_falloff_exponent = 10
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///what we set connect_loc to if parent is an item
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var/static/list/item_connections = list(
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COMSIG_ATOM_ENTERED = .proc/play_squeak_crossed,
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)
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/datum/component/squeak/Initialize(custom_sounds, volume_override, chance_override, step_delay_override, use_delay_override, extrarange, falloff_exponent, fallof_distance)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_BLOB_ACT, COMSIG_ATOM_HULK_ATTACK, COMSIG_PARENT_ATTACKBY), .proc/play_squeak)
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if(ismovable(parent))
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RegisterSignal(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT, COMSIG_PROJECTILE_BEFORE_FIRE), .proc/play_squeak)
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AddComponent(/datum/component/connect_loc_behalf, parent, item_connections)
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RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react)
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if(isitem(parent))
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RegisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT), .proc/play_squeak)
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RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/use_squeak)
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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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if(istype(parent, /obj/item/clothing/shoes))
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RegisterSignal(parent, COMSIG_SHOES_STEP_ACTION, .proc/step_squeak)
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else if(isstructure(parent))
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RegisterSignal(parent, COMSIG_ATOM_ATTACK_HAND, .proc/use_squeak)
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if(istype(parent, /obj/item/organ/liver))
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// Liver squeaking is depending on them functioning like a clown's liver
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RegisterSignal(parent, SIGNAL_REMOVETRAIT(TRAIT_COMEDY_METABOLISM), .proc/on_comedy_metabolism_removal)
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override_squeak_sounds = custom_sounds
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if(chance_override)
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squeak_chance = chance_override
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if(volume_override)
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volume = volume_override
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if(isnum(step_delay_override))
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step_delay = step_delay_override
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if(isnum(use_delay_override))
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use_delay = use_delay_override
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if(isnum(extrarange))
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sound_extra_range = extrarange
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if(isnum(falloff_exponent))
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sound_falloff_exponent = falloff_exponent
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if(isnum(fallof_distance))
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sound_falloff_distance = fallof_distance
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/datum/component/squeak/UnregisterFromParent()
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. = ..()
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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/datum/component/squeak/proc/play_squeak()
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SIGNAL_HANDLER
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if(prob(squeak_chance))
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if(!override_squeak_sounds)
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playsound(parent, pickweight(default_squeak_sounds), volume, TRUE, sound_extra_range, sound_falloff_exponent, falloff_distance = sound_falloff_distance)
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else
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playsound(parent, pickweight(override_squeak_sounds), volume, TRUE, sound_extra_range, sound_falloff_exponent, falloff_distance = sound_falloff_distance)
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/datum/component/squeak/proc/step_squeak()
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SIGNAL_HANDLER
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if(steps > step_delay)
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play_squeak()
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steps = 0
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else
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steps++
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/datum/component/squeak/proc/play_squeak_crossed(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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if(isitem(arrived))
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var/obj/item/I = arrived
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if(I.item_flags & ABSTRACT)
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return
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if(arrived.movement_type & (FLYING|FLOATING) || !arrived.has_gravity())
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return
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var/atom/current_parent = parent
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if(isturf(current_parent?.loc))
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play_squeak()
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/datum/component/squeak/proc/use_squeak()
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SIGNAL_HANDLER
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if(last_use + use_delay < world.time)
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last_use = world.time
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play_squeak()
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/datum/component/squeak/proc/on_equip(datum/source, mob/equipper, slot)
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SIGNAL_HANDLER
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holder = equipper
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RegisterSignal(holder, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react, override=TRUE)
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RegisterSignal(holder, COMSIG_PARENT_PREQDELETED, .proc/holder_deleted, override=TRUE)
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//override for the preqdeleted is necessary because putting parent in hands sends the signal that this proc is registered towards,
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//so putting an object in hands and then equipping the item on a clothing slot (without dropping it first)
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//will always runtime without override = TRUE
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/datum/component/squeak/proc/on_drop(datum/source, mob/user)
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SIGNAL_HANDLER
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UnregisterSignal(user, COMSIG_MOVABLE_DISPOSING)
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UnregisterSignal(user, COMSIG_PARENT_PREQDELETED)
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holder = null
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///just gets rid of the reference to holder in the case that theyre qdeleted
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/datum/component/squeak/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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// Disposal pipes related shits
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/datum/component/squeak/proc/disposing_react(datum/source, obj/structure/disposalholder/holder, obj/machinery/disposal/source)
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SIGNAL_HANDLER
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//We don't need to worry about unregistering this signal as it will happen for us automaticaly when the holder is qdeleted
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RegisterSignal(holder, COMSIG_ATOM_DIR_CHANGE, .proc/holder_dir_change)
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/datum/component/squeak/proc/holder_dir_change(datum/source, old_dir, new_dir)
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SIGNAL_HANDLER
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//If the dir changes it means we're going through a bend in the pipes, let's pretend we bumped the wall
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if(old_dir != new_dir)
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play_squeak()
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/datum/component/squeak/proc/on_comedy_metabolism_removal(datum/source, trait)
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SIGNAL_HANDLER
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qdel(src)
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