Files
Bubberstation/code/datums/components/rot.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no longer the case has lead to outdated documentation, names, and a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

157 lines
5.8 KiB
Plaintext

#define REAGENT_BLOCKER (1<<0)
#define TEMPERATURE_BLOCKER (1<<1)
#define HUSK_BLOCKER (1<<2)
///Makes a thing rotting, carries with it a start delay and some things that can halt the rot, along with infection logic
/datum/component/rot
///The time we were created, allows for cheese smell
var/start_time = 0
///The delay in ticks between the start of rot and effects kicking in
var/start_delay = 0
///The time in ticks before a rot component reaches its full effectiveness
var/scaling_delay = 0
///How strong is the rot? used for scaling different aspects of the component. Between 0 and 1
var/strength = 0
///Is the component active right now?
var/active = FALSE
///Bitfield of sources preventing the component from rotting
var/blockers = NONE
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
/datum/component/rot/Initialize(delay, scaling, severity)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
if(isliving(parent))
var/mob/living/living_parent = parent
//I think this can break in cases where someone becomes a robot post death, but I uh, I don't know how to account for that
if(!(living_parent.mob_biotypes & (MOB_ORGANIC|MOB_UNDEAD)))
return COMPONENT_INCOMPATIBLE
start_delay = delay
scaling_delay = scaling
strength = severity
RegisterSignals(parent, list(COMSIG_ATOM_HULK_ATTACK, COMSIG_ATOM_ATTACK_ANIMAL, COMSIG_ATOM_ATTACK_HAND), PROC_REF(rot_react_touch))
RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(rot_hit_react))
if(ismovable(parent))
AddComponent(/datum/component/connect_loc_behalf, parent, loc_connections)
RegisterSignal(parent, COMSIG_MOVABLE_BUMP, PROC_REF(rot_react))
if(isliving(parent))
RegisterSignal(parent, COMSIG_LIVING_REVIVE, PROC_REF(react_to_revive)) //mobs stop this when they come to life
RegisterSignal(parent, COMSIG_LIVING_GET_PULLED, PROC_REF(rot_react_touch))
if(iscarbon(parent))
var/mob/living/carbon/carbon_parent = parent
RegisterSignals(carbon_parent.reagents, list(COMSIG_REAGENTS_ADD_REAGENT,
COMSIG_REAGENTS_REM_REAGENT,
COMSIG_REAGENTS_DEL_REAGENT), PROC_REF(check_reagent))
RegisterSignals(parent, list(SIGNAL_ADDTRAIT(TRAIT_HUSK), SIGNAL_REMOVETRAIT(TRAIT_HUSK)), PROC_REF(check_husk_trait))
check_reagent(carbon_parent.reagents, null)
check_husk_trait(null)
if(ishuman(parent))
var/mob/living/carbon/human/human_parent = parent
RegisterSignal(parent, COMSIG_HUMAN_CORETEMP_CHANGE, PROC_REF(check_for_temperature))
check_for_temperature(null, 0, human_parent.coretemperature)
start_up(NONE) //If nothing's blocking it, start
/datum/component/rot/UnregisterFromParent()
. = ..()
if(ismovable(parent))
qdel(GetComponent(/datum/component/connect_loc_behalf))
///One of two procs that modifies blockers, this one handles removing a blocker and potentially restarting the rot
/datum/component/rot/proc/start_up(blocker_type)
blockers &= ~blocker_type //Yeet the type
if(blockers || active) //If it's not empty
return
start_time = world.time
active = TRUE
///One of two procs that modifies blockers, this one handles adding a blocker and potentially ending the rot
/datum/component/rot/proc/rest(blocker_type)
var/old_blockers = blockers
blockers |= blocker_type
if(old_blockers || !active) //If it had anything before this
return
start_delay = max((start_time + start_delay) - world.time, 0) //Account for the time spent rotting
active = FALSE
/datum/component/rot/proc/react_to_revive()
SIGNAL_HANDLER
qdel(src)
/datum/component/rot/proc/check_reagent(datum/reagents/source, datum/reagent/modified)
SIGNAL_HANDLER
if(modified && !istype(modified, /datum/reagent/toxin/formaldehyde) && !istype(modified, /datum/reagent/cryostylane))
return
if(source.has_reagent(/datum/reagent/toxin/formaldehyde, 15) || source.has_reagent(/datum/reagent/cryostylane))
rest(REAGENT_BLOCKER)
return
start_up(REAGENT_BLOCKER)
/datum/component/rot/proc/check_for_temperature(datum/source, old_temp, new_temp)
SIGNAL_HANDLER
if(new_temp <= T0C-10)
rest(TEMPERATURE_BLOCKER)
return
start_up(TEMPERATURE_BLOCKER)
/datum/component/rot/proc/check_husk_trait()
SIGNAL_HANDLER
if(HAS_TRAIT(parent, TRAIT_HUSK))
rest(HUSK_BLOCKER)
return
start_up(HUSK_BLOCKER)
/datum/component/rot/proc/rot_hit_react(datum/source, obj/item/hit_with, mob/living/attacker, params)
SIGNAL_HANDLER
rot_react_touch(source, attacker)
/datum/component/rot/proc/rot_react_touch(datum/source, mob/living/react_to)
SIGNAL_HANDLER
rot_react(source, react_to, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
/// Triggered when something enters the component's parent.
/datum/component/rot/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
rot_react(source, arrived)
///The main bit of logic for the rot component, does a temperature check and has a chance to infect react_to
/datum/component/rot/proc/rot_react(source, mob/living/react_to, target_zone = null)
SIGNAL_HANDLER
if(!isliving(react_to))
return
// Don't infect if you're chilled (I'd like to link this with the signals, but I can't come up with a good way to pull it off)
var/atom/atom_parent = parent
var/datum/gas_mixture/our_mix = atom_parent.return_air()
if(our_mix?.temperature <= T0C-10)
return
if(!active)
return
var/time_delta = world.time - start_time
// Wait a bit before decaying
if(time_delta < start_delay)
return
var/time_scaling = min((time_delta - start_delay) / scaling_delay, 1)
if(!prob(strength * 1 * time_scaling))
return
//We're running just under the "worst disease", since we don't want these to be too strong
var/datum/disease/advance/random/rand_disease = new(rand(4 * strength * time_scaling), rand(strength * 5 * time_scaling))
rand_disease.name = "Unknown"
react_to.ContactContractDisease(rand_disease, target_zone)
#undef REAGENT_BLOCKER
#undef TEMPERATURE_BLOCKER
#undef HUSK_BLOCKER