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## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](102b79694f) [Moves signal procs over to their own file](33d07d01fd) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](335ea4ad08) [Does something similar to the attackby comsigs (PARENT -> ATOM)](210e57051d) [And finally passes over the examine signals](65917658fb) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑
96 lines
3.8 KiB
Plaintext
96 lines
3.8 KiB
Plaintext
/**
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* # engraved component!
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*
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* component for walls that applies an engraved overlay and lets you examine it to read a story (+ art element yay)
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* new creations will get a high art value, cross round scrawlings will get a low one.
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* MUST be a component, though it doesn't look like it. SSPersistence demandeth
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*/
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/datum/component/engraved
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///the generated story string
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var/engraved_description
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///whether this is a new engraving, or a persistence loaded one.
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var/persistent_save
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///what random icon state should the engraving have
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var/icon_state_append
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///The story value of this piece.
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var/story_value
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/datum/component/engraved/Initialize(engraved_description, persistent_save, story_value)
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. = ..()
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if(!isclosedturf(parent))
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return COMPONENT_INCOMPATIBLE
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var/turf/closed/engraved_wall = parent
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src.engraved_description = engraved_description
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src.persistent_save = persistent_save
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src.story_value = story_value
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var/beauty_value
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switch(story_value)
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if(STORY_VALUE_KEY)
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beauty_value = 0 // what is this
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if(STORY_VALUE_SHIT)
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beauty_value = rand(-50, 50) //Ugly or mediocre at best
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if(STORY_VALUE_NONE)
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beauty_value = rand(0, 100) //No inherent value
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if(STORY_VALUE_MEH)
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beauty_value = rand(100, 200) //Its an okay tale
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if(STORY_VALUE_OKAY)
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beauty_value = rand(150, 300) //Average story! most things are like this
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if(STORY_VALUE_AMAZING)
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beauty_value = rand(300, 600)//Really impactful stories, seeing a lost limb, losing a loved pet.
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if(STORY_VALUE_LEGENDARY)
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beauty_value = rand(500, 800) //Almost always a good story! this is for memories you can barely ever get, killing megafauna, doing ultimate feats!
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engraved_wall.AddElement(/datum/element/art, beauty_value / ENGRAVING_BEAUTY_TO_ART_FACTOR)
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if(persistent_save)
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engraved_wall.AddElement(/datum/element/beauty, beauty_value)
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else
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engraved_wall.AddElement(/datum/element/beauty, beauty_value / ENGRAVING_PERSISTENCE_BEAUTY_LOSS_FACTOR) //Old age does them harm
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icon_state_append = rand(1, 2)
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//must be here to allow overlays to be updated
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
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engraved_wall.update_appearance()
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/datum/component/engraved/Destroy(force, silent)
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if(!parent)
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return ..()
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parent.RemoveElement(/datum/element/art)
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//must be here to allow overlays to be updated
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UnregisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS)
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if(!QDELING(parent))
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var/atom/parent_atom = parent
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parent_atom.update_appearance()
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return ..() //call this after since we null out the parent
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/datum/component/engraved/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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//supporting component transfer means putting these here instead of initialize
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SSpersistence.wall_engravings += src
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ADD_TRAIT(parent, TRAIT_NOT_ENGRAVABLE, TRAIT_GENERIC)
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/datum/component/engraved/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_ATOM_EXAMINE)
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//supporting component transfer means putting these here instead of destroy
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SSpersistence.wall_engravings -= src
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REMOVE_TRAIT(parent, TRAIT_NOT_ENGRAVABLE, TRAIT_GENERIC)
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/// Used to maintain the acid overlay on the parent [/atom].
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/datum/component/engraved/proc/on_update_overlays(atom/parent_atom, list/overlays)
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SIGNAL_HANDLER
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overlays += mutable_appearance('icons/turf/wall_overlays.dmi', "engraving[icon_state_append]")
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///signal called on parent being examined
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/datum/component/engraved/proc/on_examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_boldnotice(engraved_description)
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///returns all the information SSpersistence needs in a list to load up this engraving on a future round!
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/datum/component/engraved/proc/save_persistent()
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var/list/saved_data = list()
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saved_data["story"] = engraved_description
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saved_data["story_value"] = story_value
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return list(saved_data)
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