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Bubberstation/code/datums/components/throwbonus_on_windup.dm
T
d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00

172 lines
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/datum/component/throwbonus_on_windup
///the maximum windup bonus
var/maximum_bonus = 20
///additional behavior if we exceed the maximum bonus
var/datum/callback/pass_maximum_callback
///the player currently winding up their throw
var/datum/weakref/holder
///the current bonus we are at
var/throwforce_bonus = 0
///the bar relaying feedback to the player
var/obj/effect/overlay/windup_bar/our_bar
///any additional behavior we should look for before applying the bonus
var/datum/callback/apply_bonus_callback
///sound we play after successfully damaging the enemy with a bonus
var/sound_on_success
///effect we play after successfully damaging the enemy with a bonus
var/effect_on_success
///how fast we increase the wind up counter on process
var/windup_increment_speed
///text we display when we start winding up
var/throw_text
/datum/component/throwbonus_on_windup/Initialize(maximum_bonus = 20, windup_increment_speed = 1, pass_maximum_callback, apply_bonus_callback, sound_on_success, effect_on_success, throw_text)
. = ..()
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
src.maximum_bonus = maximum_bonus
src.pass_maximum_callback = pass_maximum_callback
src.apply_bonus_callback = apply_bonus_callback
src.sound_on_success = sound_on_success
src.effect_on_success = effect_on_success
src.windup_increment_speed = windup_increment_speed
src.throw_text = throw_text
/datum/component/throwbonus_on_windup/proc/on_equip(datum/source, mob/living/equipper, slot)
SIGNAL_HANDLER
if(!(slot & ITEM_SLOT_HANDS) || holder?.resolve())
return
holder = WEAKREF(equipper)
RegisterSignal(equipper, COMSIG_LIVING_THROW_MODE_TOGGLE, PROC_REF(throw_change))
RegisterSignal(equipper, COMSIG_MOB_SWAP_HANDS, PROC_REF(on_hands_swap))
if(equipper.throw_mode)
start_windup()
/datum/component/throwbonus_on_windup/proc/start_windup()
throwforce_bonus = initial(throwforce_bonus)
var/mob/living/our_holder = holder?.resolve()
if(isnull(holder))
return
if(throw_text)
to_chat(our_holder, span_warning(throw_text))
var/x_position = CEILING(our_holder.get_visual_width() * 0.5, 1)
our_bar = new()
our_bar.maximum_count = maximum_bonus
our_bar.pixel_x = x_position
our_holder.vis_contents += our_bar
START_PROCESSING(SSfastprocess, src)
/datum/component/throwbonus_on_windup/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
RegisterSignal(parent, COMSIG_MOVABLE_PRE_IMPACT, PROC_REF(on_thrown))
/datum/component/throwbonus_on_windup/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_PRE_IMPACT))
var/atom/our_holder = holder?.resolve()
if(!isnull(our_holder))
UnregisterSignal(our_holder, list(COMSIG_LIVING_THROW_MODE_TOGGLE, COMSIG_MOB_SWAP_HANDS))
/datum/component/throwbonus_on_windup/Destroy()
STOP_PROCESSING(SSfastprocess, src)
QDEL_NULL(our_bar)
holder = null
return ..()
/datum/component/throwbonus_on_windup/proc/throw_change(datum/source, throw_mode)
SIGNAL_HANDLER
if(throw_mode)
start_windup()
else
end_windup()
/datum/component/throwbonus_on_windup/proc/on_hands_swap(mob/living/source)
SIGNAL_HANDLER
if(source.get_active_held_item() != parent)
end_windup()
return
if(source.throw_mode)
start_windup()
/datum/component/throwbonus_on_windup/process(seconds_per_tick)
if(throwforce_bonus > maximum_bonus)
var/mob/living/our_holder = holder?.resolve()
pass_maximum_callback?.Invoke(our_holder)
end_windup()
return PROCESS_KILL
our_bar.recalculate_position(min(throwforce_bonus, maximum_bonus))
throwforce_bonus += windup_increment_speed
/datum/component/throwbonus_on_windup/proc/on_move(obj/item/source, atom/entering_loc)
SIGNAL_HANDLER
end_windup()
var/mob/living/our_holder = holder?.resolve()
if(isnull(our_holder))
return
holder = null
UnregisterSignal(our_holder, list(COMSIG_LIVING_THROW_MODE_TOGGLE, COMSIG_MOB_SWAP_HANDS))
/datum/component/throwbonus_on_windup/proc/end_windup()
QDEL_NULL(our_bar)
STOP_PROCESSING(SSfastprocess, src)
/datum/component/throwbonus_on_windup/proc/on_thrown(datum/source, atom/hit_atom, datum/thrownthing/throwingdatum)
SIGNAL_HANDLER
var/damage_to_apply = throwforce_bonus
throwforce_bonus = initial(throwforce_bonus)
if(!isliving(hit_atom))
return
if(apply_bonus_callback && !apply_bonus_callback.Invoke(hit_atom, damage_to_apply))
return
if(effect_on_success)
new effect_on_success(get_turf(hit_atom))
if(sound_on_success)
playsound(hit_atom, sound_on_success, 50, TRUE)
var/mob/living/living_target = hit_atom
living_target.apply_damage(damage_to_apply)
/obj/effect/overlay/windup_bar
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = TRUE
vis_flags = VIS_INHERIT_DIR | VIS_INHERIT_PLANE
icon = 'icons/effects/effects.dmi'
icon_state = "windup_bar"
layer = ABOVE_ALL_MOB_LAYER
///the maximum windup bonus
var/maximum_count = INFINITY
///the current count we are at
var/current_count = 0
/obj/effect/overlay/windup_bar/proc/recalculate_position(input_count)
current_count = input_count
update_appearance(UPDATE_OVERLAYS)
/obj/effect/overlay/windup_bar/update_overlays()
. = ..()
var/static/list/bar_positions = list(0, 2, 4, 6, 8)
var/current_percentage = current_count / maximum_count
var/bars_to_add = CEILING(length(bar_positions) * current_percentage, 1)
for(var/curr_number in 1 to bars_to_add)
var/bar_color
switch(curr_number)
if(1 to 2)
bar_color = "windup_red"
if(2 to 4)
bar_color = "windup_green"
if(4 to 5)
bar_color = "windup_purple"
var/mutable_appearance/bar_overlay = mutable_appearance(icon = icon, icon_state = bar_color, layer = ABOVE_HUD_PLANE)
bar_overlay.pixel_z = bar_positions[curr_number]
. += bar_overlay