Files
Bubberstation/code/datums/components/rotation.dm
Ghom e514f5edfb Removing verbs from the simple_rotation component (#71740)
## About The Pull Request
Likely the most trival issue from the [Dev Cycles
Initiative](https://github.com/orgs/tgstation/projects/11) project:

Closes https://github.com/tgstation/dev-cycles-initiative/issues/20

## Why It's Good For The Game
On the face of how useful they may seem, these verbs are basically
surclassed by the more accessible click shortcuts, while also being an
additional cost, which I cannot readily quantify on my subpar hardware,
but likely to be but a smidge compared to loading the nukie outpost and
wizard shuttle everytime rather than on demand, for example.

## Changelog

🆑
del: Removed object rotation related verbs, overwhelmingly overshadowed
by the click shortcuts anyway.
/🆑
2022-12-12 12:08:01 -08:00

159 lines
6.0 KiB
Plaintext

/// If an object needs to be rotated with a wrench
#define ROTATION_REQUIRE_WRENCH (1<<0)
/// If ghosts can rotate an object (if the ghost config is enabled)
#define ROTATION_GHOSTS_ALLOWED (1<<1)
/// If an object will ignore anchored for rotation (used for chairs)
#define ROTATION_IGNORE_ANCHORED (1<<2)
/// If an object will omit flipping from rotation (used for pipes since they use custom handling)
#define ROTATION_NO_FLIPPING (1<<3)
/// If an object needs to have an empty spot available in target direction (used for windoors and railings)
#define ROTATION_NEEDS_ROOM (1<<4)
/// Rotate an object clockwise
#define ROTATION_CLOCKWISE -90
/// Rotate an object counterclockwise
#define ROTATION_COUNTERCLOCKWISE 90
/// Rotate an object upside down
#define ROTATION_FLIP 180
/datum/component/simple_rotation
/// Additional stuff to do after rotation
var/datum/callback/AfterRotation
/// Rotation flags for special behavior
var/rotation_flags = NONE
/**
* Adds the ability to rotate an object by Alt-click or using Right-click verbs.
*
* args:
* * rotation_flags (optional) Bitflags that determine behavior for rotation (defined at the top of this file)
* * AfterRotation (optional) Callback proc that is used after the object is rotated (sound effects, balloon alerts, etc.)
**/
/datum/component/simple_rotation/Initialize(rotation_flags = NONE, AfterRotation)
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
var/atom/movable/source = parent
source.flags_1 |= HAS_CONTEXTUAL_SCREENTIPS_1
src.rotation_flags = rotation_flags
src.AfterRotation = AfterRotation || CALLBACK(src, PROC_REF(DefaultAfterRotation))
/datum/component/simple_rotation/proc/AddSignals()
RegisterSignal(parent, COMSIG_CLICK_ALT, PROC_REF(RotateLeft))
RegisterSignal(parent, COMSIG_CLICK_ALT_SECONDARY, PROC_REF(RotateRight))
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(ExamineMessage))
RegisterSignal(parent, COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM, PROC_REF(on_requesting_context_from_item))
/datum/component/simple_rotation/proc/RemoveSignals()
UnregisterSignal(parent, list(COMSIG_CLICK_ALT, COMSIG_CLICK_ALT_SECONDARY, COMSIG_PARENT_EXAMINE, COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM))
/datum/component/simple_rotation/RegisterWithParent()
AddSignals()
. = ..()
/datum/component/simple_rotation/PostTransfer()
//Because of the callbacks which we don't track cleanly we can't transfer this
//item cleanly, better to let the new of the new item create a new rotation datum
//instead (there's no real state worth transferring)
return COMPONENT_NOTRANSFER
/datum/component/simple_rotation/UnregisterFromParent()
RemoveSignals()
. = ..()
/datum/component/simple_rotation/Destroy()
QDEL_NULL(AfterRotation)
//Signals + verbs removed via UnRegister
. = ..()
/datum/component/simple_rotation/ClearFromParent()
return ..()
/datum/component/simple_rotation/proc/ExamineMessage(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(rotation_flags & ROTATION_REQUIRE_WRENCH)
examine_list += span_notice("This requires a wrench to be rotated.")
/datum/component/simple_rotation/proc/RotateRight(datum/source, mob/user)
SIGNAL_HANDLER
Rotate(user, ROTATION_CLOCKWISE)
/datum/component/simple_rotation/proc/RotateLeft(datum/source, mob/user)
SIGNAL_HANDLER
Rotate(user, ROTATION_COUNTERCLOCKWISE)
/datum/component/simple_rotation/proc/Rotate(mob/user, degrees)
if(QDELETED(user))
CRASH("[src] is being rotated [user ? "with a qdeleting" : "without a"] user")
if(!istype(user))
CRASH("[src] is being rotated without a user of the wrong type: [user.type]")
if(!isnum(degrees))
CRASH("[src] is being rotated without providing the amount of degrees needed")
if(!CanBeRotated(user, degrees) || !CanUserRotate(user, degrees))
return
var/obj/rotated_obj = parent
rotated_obj.setDir(turn(rotated_obj.dir, degrees))
if(rotation_flags & ROTATION_REQUIRE_WRENCH)
playsound(rotated_obj, 'sound/items/ratchet.ogg', 50, TRUE)
AfterRotation.Invoke(user, degrees)
/datum/component/simple_rotation/proc/CanUserRotate(mob/user, degrees)
if(isliving(user) && user.canUseTopic(parent, be_close = TRUE, no_dexterity = TRUE, no_tk = FALSE, need_hands = !iscyborg(user)))
return TRUE
if((rotation_flags & ROTATION_GHOSTS_ALLOWED) && isobserver(user) && CONFIG_GET(flag/ghost_interaction))
return TRUE
return FALSE
/datum/component/simple_rotation/proc/CanBeRotated(mob/user, degrees, silent=FALSE)
var/obj/rotated_obj = parent
if(rotation_flags & ROTATION_REQUIRE_WRENCH)
if(!isliving(user))
return FALSE
var/obj/item/tool = user.get_active_held_item()
if(!tool || tool.tool_behaviour != TOOL_WRENCH)
if(!silent)
rotated_obj.balloon_alert(user, "need a wrench!")
return FALSE
if(!(rotation_flags & ROTATION_IGNORE_ANCHORED) && rotated_obj.anchored)
if(istype(rotated_obj, /obj/structure/window) && !silent)
rotated_obj.balloon_alert(user, "need to unscrew!")
else if(!silent)
rotated_obj.balloon_alert(user, "need to unwrench!")
return FALSE
if(rotation_flags & ROTATION_NEEDS_ROOM)
var/target_dir = turn(rotated_obj.dir, degrees)
var/obj/structure/window/rotated_window = rotated_obj
var/fulltile = istype(rotated_window) ? rotated_window.fulltile : FALSE
if(!valid_window_location(rotated_obj.loc, target_dir, is_fulltile = fulltile))
if(!silent)
rotated_obj.balloon_alert(user, "can't rotate in that direction!")
return FALSE
return TRUE
/datum/component/simple_rotation/proc/DefaultAfterRotation(mob/user, degrees)
return
// maybe we don't need the item context proc but instead the hand one? since we don't need to check held_item
/datum/component/simple_rotation/proc/on_requesting_context_from_item(atom/source, list/context, obj/item/held_item, mob/user)
SIGNAL_HANDLER
var/rotation_screentip = FALSE
if(CanBeRotated(user, ROTATION_CLOCKWISE, silent=TRUE))
context[SCREENTIP_CONTEXT_ALT_LMB] = "Rotate left"
rotation_screentip = TRUE
if(CanBeRotated(user, ROTATION_COUNTERCLOCKWISE, silent=TRUE))
context[SCREENTIP_CONTEXT_ALT_RMB] = "Rotate right"
rotation_screentip = TRUE
if(rotation_screentip)
return CONTEXTUAL_SCREENTIP_SET
return NONE