Files
Bubberstation/code/datums/components/engraved.dm
LemonInTheDark ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## 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no longer the case has lead to outdated documentation, names, and a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
/🆑
2023-06-09 06:14:31 +00:00

96 lines
3.8 KiB
Plaintext

/**
* # engraved component!
*
* component for walls that applies an engraved overlay and lets you examine it to read a story (+ art element yay)
* new creations will get a high art value, cross round scrawlings will get a low one.
* MUST be a component, though it doesn't look like it. SSPersistence demandeth
*/
/datum/component/engraved
///the generated story string
var/engraved_description
///whether this is a new engraving, or a persistence loaded one.
var/persistent_save
///what random icon state should the engraving have
var/icon_state_append
///The story value of this piece.
var/story_value
/datum/component/engraved/Initialize(engraved_description, persistent_save, story_value)
. = ..()
if(!isclosedturf(parent))
return COMPONENT_INCOMPATIBLE
var/turf/closed/engraved_wall = parent
src.engraved_description = engraved_description
src.persistent_save = persistent_save
src.story_value = story_value
var/beauty_value
switch(story_value)
if(STORY_VALUE_KEY)
beauty_value = 0 // what is this
if(STORY_VALUE_SHIT)
beauty_value = rand(-50, 50) //Ugly or mediocre at best
if(STORY_VALUE_NONE)
beauty_value = rand(0, 100) //No inherent value
if(STORY_VALUE_MEH)
beauty_value = rand(100, 200) //Its an okay tale
if(STORY_VALUE_OKAY)
beauty_value = rand(150, 300) //Average story! most things are like this
if(STORY_VALUE_AMAZING)
beauty_value = rand(300, 600)//Really impactful stories, seeing a lost limb, losing a loved pet.
if(STORY_VALUE_LEGENDARY)
beauty_value = rand(500, 800) //Almost always a good story! this is for memories you can barely ever get, killing megafauna, doing ultimate feats!
engraved_wall.AddElement(/datum/element/art, beauty_value / ENGRAVING_BEAUTY_TO_ART_FACTOR)
if(persistent_save)
engraved_wall.AddElement(/datum/element/beauty, beauty_value)
else
engraved_wall.AddElement(/datum/element/beauty, beauty_value / ENGRAVING_PERSISTENCE_BEAUTY_LOSS_FACTOR) //Old age does them harm
icon_state_append = rand(1, 2)
//must be here to allow overlays to be updated
RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
engraved_wall.update_appearance()
/datum/component/engraved/Destroy(force, silent)
if(!parent)
return ..()
parent.RemoveElement(/datum/element/art)
//must be here to allow overlays to be updated
UnregisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS)
if(!QDELING(parent))
var/atom/parent_atom = parent
parent_atom.update_appearance()
return ..() //call this after since we null out the parent
/datum/component/engraved/RegisterWithParent()
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
//supporting component transfer means putting these here instead of initialize
SSpersistence.wall_engravings += src
ADD_TRAIT(parent, TRAIT_NOT_ENGRAVABLE, TRAIT_GENERIC)
/datum/component/engraved/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_ATOM_EXAMINE)
//supporting component transfer means putting these here instead of destroy
SSpersistence.wall_engravings -= src
REMOVE_TRAIT(parent, TRAIT_NOT_ENGRAVABLE, TRAIT_GENERIC)
/// Used to maintain the acid overlay on the parent [/atom].
/datum/component/engraved/proc/on_update_overlays(atom/parent_atom, list/overlays)
SIGNAL_HANDLER
overlays += mutable_appearance('icons/turf/wall_overlays.dmi', "engraving[icon_state_append]")
///signal called on parent being examined
/datum/component/engraved/proc/on_examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
examine_list += span_boldnotice(engraved_description)
///returns all the information SSpersistence needs in a list to load up this engraving on a future round!
/datum/component/engraved/proc/save_persistent()
var/list/saved_data = list()
saved_data["story"] = engraved_description
saved_data["story_value"] = story_value
return list(saved_data)