Files
Bubberstation/code/datums/components/spin2win.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no longer the case has lead to outdated documentation, names, and a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

126 lines
4.3 KiB
Plaintext

/**
* ### Spin 2 Win component!
*
* Component that attaches to items, making their attack_self begin a spin 2 win
*/
/datum/component/spin2win
///the cooldown for spinning to winning
COOLDOWN_DECLARE(spin_cooldown)
///how long a spin2win takes to recharge.
var/spin_cooldown_time
///whether we are currently spin2winning or not.
var/spinning = FALSE
///Timer id for when we should stop spinning.
var/stop_spinning_timer_id
var/datum/callback/on_spin_callback
var/datum/callback/on_unspin_callback
var/start_spin_message
var/end_spin_message
/datum/component/spin2win/Initialize(
spin_cooldown_time = 10 SECONDS,
on_spin_callback = null,
on_unspin_callback = null,
start_spin_message = "",
end_spin_message = ""
)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
src.spin_cooldown_time = spin_cooldown_time
src.on_spin_callback = on_spin_callback
src.on_unspin_callback = on_unspin_callback
src.start_spin_message = start_spin_message
src.end_spin_message = end_spin_message
/datum/component/spin2win/Destroy(force, silent)
QDEL_NULL(on_spin_callback)
QDEL_NULL(on_unspin_callback)
return ..()
/datum/component/spin2win/RegisterWithParent()
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, PROC_REF(on_attack_self))
/datum/component/spin2win/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ATOM_EXAMINE, COMSIG_ITEM_ATTACK_SECONDARY))
///signal called on parent being examined
/datum/component/spin2win/proc/on_examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
examine_list += span_notice("Using [parent] in your hands will make you spin your weapon around for a few moments, attacking everyone near you repeatedly!")
if(spinning)
examine_list += span_warning("...Of which you are currently doing right now!")
return
if(COOLDOWN_FINISHED(src, spin_cooldown))
examine_list += span_notice("It has a cooldown of [DisplayTimeText(spin_cooldown_time)].")
else
examine_list += span_notice("It will be ready to spin again in [DisplayTimeText(COOLDOWN_TIMELEFT(src, spin_cooldown))].")
/datum/component/spin2win/proc/on_attack_self(datum/source, mob/user, location, direction)
SIGNAL_HANDLER
if(spinning)
user.balloon_alert(user, "already active!")
return
if(!COOLDOWN_FINISHED(src, spin_cooldown))
user.balloon_alert(user, "on cooldown!")
return
start_spinning(user)
/datum/component/spin2win/proc/start_spinning(mob/living/spinning_user)
//user will always exist for the start
spinning = TRUE
spinning_user.changeNext_move(5 SECONDS)
if(on_spin_callback)
on_spin_callback.Invoke(spinning_user)
if(start_spin_message)
var/message = replacetext(start_spin_message, "%USER", spinning_user)
spinning_user.visible_message(message)
playsound(spinning_user, 'sound/weapons/fwoosh.ogg', 75, FALSE)
stop_spinning_timer_id = addtimer(CALLBACK(src, PROC_REF(stop_spinning), spinning_user), 5 SECONDS, TIMER_STOPPABLE|TIMER_DELETE_ME)
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_spin_equipped))
RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_spin_dropped))
START_PROCESSING(SSprocessing, src)
/datum/component/spin2win/proc/stop_spinning(mob/living/user)
//user might not exist for the end
STOP_PROCESSING(SSprocessing, src)
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED))
deltimer(stop_spinning_timer_id)
playsound(user, 'sound/weapons/fwoosh.ogg', 75, FALSE)
if(user && end_spin_message)
var/message = replacetext(end_spin_message, "%USER", user)
user.visible_message(message)
if(on_unspin_callback)
on_unspin_callback.Invoke(user, 5 SECONDS)
COOLDOWN_START(src, spin_cooldown, spin_cooldown_time)
spinning = FALSE
/datum/component/spin2win/process(seconds_per_tick)
var/obj/item/spinning_item = parent
if(!isliving(spinning_item.loc))
stop_spinning()
return PROCESS_KILL
var/mob/living/item_owner = spinning_item.loc
item_owner.emote("spin")
playsound(item_owner, 'sound/weapons/fwoosh.ogg', 75, FALSE)
for(var/mob/living/victim in orange(1, item_owner))
spinning_item.attack(victim, item_owner)
/datum/component/spin2win/proc/on_spin_dropped(datum/source, mob/user)
SIGNAL_HANDLER
stop_spinning(user)
/datum/component/spin2win/proc/on_spin_equipped(datum/source, mob/equipper, slot)
SIGNAL_HANDLER
if(slot != ITEM_SLOT_HANDS)
stop_spinning(equipper)