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Bubberstation/code/datums/components/shielded.dm
John Willard 243231eb48 Properly checks flags with & instead of == (#70130)
* Makes flags properly check themselves

Byond ref: https://www.byond.com/docs/ref/#/operator/&
Basically, flags should use & instead of ==
We can have more than 1 slot on any item, so it's preferred that we do this instead. Even if it doesn't immediately fix any problems, it's something that should be the standard anyways to prevent it from ever being a problem.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-09-27 21:51:45 +00:00

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/**
* The shielded component causes the parent item to nullify a certain number of attacks against the wearer, see: shielded vests.
*/
/datum/component/shielded
/// The person currently wearing us
var/mob/living/wearer
/// How many charges we can have max, and how many we start with
var/max_charges
/// How many charges we currently have
var/current_charges
/// How long we have to avoid being hit to replenish charges. If set to 0, we never recharge lost charges
var/recharge_start_delay = 20 SECONDS
/// Once we go unhit long enough to recharge, we replenish charges this often. The floor is effectively 1 second, AKA how often SSdcs processes
var/charge_increment_delay = 1 SECONDS
/// How many charges we recover on each charge increment
var/charge_recovery = 1
/// What .dmi we're pulling the shield icon from
var/shield_icon_file = 'icons/effects/effects.dmi'
/// What icon is used when someone has a functional shield up
var/shield_icon = "shield-old"
/// Do we still shield if we're being held in-hand? If FALSE, it needs to be equipped to a slot to work
var/shield_inhand = FALSE
/// Should the shield lose charges equal to the damage dealt by a hit?
var/lose_multiple_charges = FALSE
/// The item we use for recharging
var/recharge_path
/// The cooldown tracking when we were last hit
COOLDOWN_DECLARE(recently_hit_cd)
/// The cooldown tracking when we last replenished a charge
COOLDOWN_DECLARE(charge_add_cd)
/// A callback for the sparks/message that play when a charge is used, see [/datum/component/shielded/proc/default_run_hit_callback]
var/datum/callback/on_hit_effects
/datum/component/shielded/Initialize(max_charges = 3, recharge_start_delay = 20 SECONDS, charge_increment_delay = 1 SECONDS, charge_recovery = 1, lose_multiple_charges = FALSE, recharge_path = null, starting_charges = null, shield_icon_file = 'icons/effects/effects.dmi', shield_icon = "shield-old", shield_inhand = FALSE, run_hit_callback)
if(!isitem(parent) || max_charges <= 0)
return COMPONENT_INCOMPATIBLE
src.max_charges = max_charges
src.recharge_start_delay = recharge_start_delay
src.charge_increment_delay = charge_increment_delay
src.charge_recovery = charge_recovery
src.lose_multiple_charges = lose_multiple_charges
src.recharge_path = recharge_path
src.shield_icon_file = shield_icon_file
src.shield_icon = shield_icon
src.shield_inhand = shield_inhand
src.on_hit_effects = run_hit_callback || CALLBACK(src, .proc/default_run_hit_callback)
if(isnull(starting_charges))
current_charges = max_charges
else
current_charges = starting_charges
if(recharge_start_delay)
START_PROCESSING(SSdcs, src)
/datum/component/shielded/Destroy(force, silent)
if(wearer)
shield_icon = "broken"
UnregisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS)
wearer.update_appearance(UPDATE_ICON)
wearer = null
QDEL_NULL(on_hit_effects)
return ..()
/datum/component/shielded/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equipped)
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/lost_wearer)
RegisterSignal(parent, COMSIG_ITEM_HIT_REACT, .proc/on_hit_react)
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/check_recharge_rune)
var/atom/shield = parent
if(ismob(shield.loc))
var/mob/holder = shield.loc
if(holder.is_holding(parent) && !shield_inhand)
return
set_wearer(holder)
/datum/component/shielded/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_ITEM_HIT_REACT, COMSIG_PARENT_ATTACKBY))
var/atom/shield = parent
if(shield.loc == wearer)
lost_wearer(src, wearer)
// Handle recharging, if we want to
/datum/component/shielded/process(delta_time)
if(current_charges >= max_charges)
STOP_PROCESSING(SSdcs, src)
return
if(!COOLDOWN_FINISHED(src, recently_hit_cd))
return
if(!COOLDOWN_FINISHED(src, charge_add_cd))
return
var/obj/item/item_parent = parent
COOLDOWN_START(src, charge_add_cd, charge_increment_delay)
adjust_charge(charge_recovery) // set the number of charges to current + recovery per increment, clamped from zero to max_charges
playsound(item_parent, 'sound/magic/charge.ogg', 50, TRUE)
if(current_charges == max_charges)
playsound(item_parent, 'sound/machines/ding.ogg', 50, TRUE)
/datum/component/shielded/proc/adjust_charge(change)
current_charges = clamp(current_charges + change, 0, max_charges)
if(wearer)
wearer.update_appearance(UPDATE_ICON)
/// Check if we've been equipped to a valid slot to shield
/datum/component/shielded/proc/on_equipped(datum/source, mob/user, slot)
SIGNAL_HANDLER
if((slot & ITEM_SLOT_HANDS) && !shield_inhand)
lost_wearer(source, user)
return
set_wearer(source, user)
/// Either we've been dropped or our wearer has been QDEL'd. Either way, they're no longer our problem
/datum/component/shielded/proc/lost_wearer(datum/source, mob/user)
SIGNAL_HANDLER
if(wearer)
UnregisterSignal(wearer, list(COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_PARENT_QDELETING))
wearer.update_appearance(UPDATE_ICON)
wearer = null
/datum/component/shielded/proc/set_wearer(mob/user)
wearer = user
RegisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/on_update_overlays)
RegisterSignal(wearer, COMSIG_PARENT_QDELETING, .proc/lost_wearer)
if(current_charges)
wearer.update_appearance(UPDATE_ICON)
/// Used to draw the shield overlay on the wearer
/datum/component/shielded/proc/on_update_overlays(atom/parent_atom, list/overlays)
SIGNAL_HANDLER
overlays += mutable_appearance(shield_icon_file, (current_charges > 0 ? shield_icon : "broken"), MOB_SHIELD_LAYER)
/**
* This proc fires when we're hit, and is responsible for checking if we're charged, then deducting one + returning that we're blocking if so.
* It then runs the callback in [/datum/component/shielded/var/on_hit_effects] which handles the messages/sparks (so the visuals)
*/
/datum/component/shielded/proc/on_hit_react(datum/source, mob/living/carbon/human/owner, atom/movable/hitby, attack_text, final_block_chance, damage, attack_type)
SIGNAL_HANDLER
COOLDOWN_START(src, recently_hit_cd, recharge_start_delay)
if(current_charges <= 0)
return
. = COMPONENT_HIT_REACTION_BLOCK
var/charge_loss = 1 // how many charges do we lose
if(lose_multiple_charges) // if the shield has health like damage we'll lose charges equal to the damage of the hit
charge_loss = damage
adjust_charge(-charge_loss)
INVOKE_ASYNC(src, .proc/actually_run_hit_callback, owner, attack_text, current_charges)
if(!recharge_start_delay) // if recharge_start_delay is 0, we don't recharge
return
START_PROCESSING(SSdcs, src) // if we DO recharge, start processing so we can do that
/// The wrapper to invoke the on_hit callback, so we don't have to worry about blocking in the signal handler
/datum/component/shielded/proc/actually_run_hit_callback(mob/living/owner, attack_text, current_charges)
on_hit_effects.Invoke(owner, attack_text, current_charges)
/// Default on_hit proc, since cult robes are stupid and have different descriptions/sparks
/datum/component/shielded/proc/default_run_hit_callback(mob/living/owner, attack_text, current_charges)
do_sparks(2, TRUE, owner)
owner.visible_message(span_danger("[owner]'s shields deflect [attack_text] in a shower of sparks!"))
if(current_charges <= 0)
owner.visible_message(span_warning("[owner]'s shield overloads!"))
/datum/component/shielded/proc/check_recharge_rune(datum/source, obj/item/recharge_rune, mob/living/user)
SIGNAL_HANDLER
if(!istype(recharge_rune, recharge_path))
return
. = COMPONENT_NO_AFTERATTACK
adjust_charge(charge_recovery)
to_chat(user, span_notice("You charge \the [parent]. It can now absorb [current_charges] hits."))
qdel(recharge_rune)