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## About The Pull Request Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23214 This fixes a few bugs and cleans up code a bit: 1) Greyscale colors that were changed via the VV modify greyscale menu will now update the mob's worn clothing accordingly. It wasn't doing this before. Accessories in particular needed a bit of extra work to update in this way because it wasn't coded with this case in mind. 2) Accessories will call `equipped()` and `dropped()` when they get added/removed. This will fix issues like item flags being incorrectly set, action bars not being added, etc. 3) Accessories will now be returned by `get_all_gear()`. This will probably fix a few issues I'm not aware of. ## Why It's Good For The Game <details><summary>Works</summary>  </details> <details><summary>get_all_gear()</summary>  </details> <details><summary>get_equipped_items()</summary>  </details> <details><summary>item_flags get set now, hopefully preventing future issues related to that</summary>  </details> ## Changelog 🆑 fix: greyscale colors will now update on the mob when modifying them via the VV menu /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
49 lines
2.2 KiB
Plaintext
49 lines
2.2 KiB
Plaintext
///An element that forbids mobs without a required skill level from equipping the item.
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/datum/element/skill_reward
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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///The required skill the user has to have to equip the item.
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var/associated_skill
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/datum/element/skill_reward/Attach(datum/target, associated_skill)
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. = ..()
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if(!isitem(target))
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return ELEMENT_INCOMPATIBLE
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src.associated_skill = associated_skill
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RegisterSignal(target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(target, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_attack_hand))
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RegisterSignal(target, COMSIG_ITEM_POST_EQUIPPED, PROC_REF(drop_if_unworthy))
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/datum/element/skill_reward/proc/on_examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_notice("You notice a powerful aura about this item, suggesting that only the truly experienced may wield it.")
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/datum/element/skill_reward/proc/on_attack_hand(datum/source, mob/living/user, list/modifiers)
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SIGNAL_HANDLER
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if(!LAZYACCESS(modifiers, CTRL_CLICK) && !check_equippable(user)) //Allows other players to drag it around at least.
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to_chat(user, span_warning("You feel completely and utterly unworthy to even touch \the [source]."))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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///We check if the item can be equipped, otherwise we drop it.
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/datum/element/skill_reward/proc/drop_if_unworthy(datum/source, mob/living/user)
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SIGNAL_HANDLER
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if(check_equippable(user) | !(source in user.get_equipped_items(include_pockets = TRUE, include_accessories = TRUE)))
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return
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to_chat(user, span_warning("You feel completely and utterly unworthy to even touch \the [source]."))
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user.dropItemToGround(src, TRUE)
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return COMPONENT_EQUIPPED_FAILED
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/datum/element/skill_reward/proc/check_equippable(mob/living/user)
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return user.mind?.get_skill_level(associated_skill) >= SKILL_LEVEL_LEGENDARY
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/**
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* Welp, the code is pretty much the same, except for one tiny detail, I suppose it's ok to make a subtype of this element.
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* That tiny detail is that we don't check for skills, but if the player has played for thousands of hours.
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*/
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/datum/element/skill_reward/veteran
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element_flags = NONE
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/datum/element/skill_reward/veteran/check_equippable(mob/user)
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return user.client?.is_veteran()
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