[MIRROR] Facing component (#11763)

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2025-10-01 15:32:36 -07:00
committed by GitHub
parent 3c80dd2df3
commit fa2aaa5293
9 changed files with 196 additions and 35 deletions

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@@ -530,6 +530,10 @@
#define COMSIG_ITEM_EQUIPPED "item_equip"
///from base of obj/item/dropped(): (mob/user)
#define COMSIG_ITEM_DROPPED "item_drop"
/// A mob has just equipped an item. Called on [/mob] from base of [/obj/item/equipped()]: (/obj/item/equipped_item, slot)
#define COMSIG_MOB_EQUIPPED_ITEM "mob_equipped_item"
/// A mob has just unequipped an item.
#define COMSIG_MOB_UNEQUIPPED_ITEM "mob_unequipped_item"
///from base of obj/item/pickup(): (/mob/taker)
#define COMSIG_ITEM_PICKUP "item_pickup"
///from base of mob/living/carbon/attacked_by(): (mob/living/carbon/target, mob/living/user, hit_zone)

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@@ -995,6 +995,20 @@ GLOBAL_LIST_EMPTY(json_cache)
UNTYPED_LIST_ADD(keys, key)
return keys
///compare two lists, returns TRUE if they are the same
/proc/compare_list(list/l,list/d)
if(!islist(l) || !islist(d))
return FALSE
if(l.len != d.len)
return FALSE
for(var/i in 1 to l.len)
if(l[i] != d[i])
return FALSE
return TRUE
//TG sort_list
///uses sort_list() but uses the var's name specifically. This should probably be using mergeAtom() instead
/proc/sort_names(list/list_to_sort, order=1)
@@ -1063,18 +1077,4 @@ GLOBAL_LIST_EMPTY(json_cache)
return_list += bit
return return_list
///compare two lists, returns TRUE if they are the same
/proc/compare_list(list/l,list/d)
if(!islist(l) || !islist(d))
return FALSE
if(l.len != d.len)
return FALSE
for(var/i in 1 to l.len)
if(l[i] != d[i])
return FALSE
return TRUE
//CHOMPAdd end

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@@ -1,6 +1,6 @@
/**
* This component behaves similar to connect_loc_behalf but for all turfs in range, hooking into a signal on each of them.
* Just like connect_loc_behalf, It can react to that signal on behalf of a seperate listener.
* Just like connect_loc_behalf, It can react to that signal on behalf of a separate listener.
* Good for components, though it carries some overhead. Can't be an element as that may lead to bugs.
*/
/datum/component/connect_range
@@ -8,6 +8,8 @@
/// An assoc list of signal -> procpath to register to the loc this object is on.
var/list/connections
/// The turfs currently connected to this component
var/list/turfs = list()
/**
* The atom the component is tracking. The component will delete itself if the tracked is deleted.
* Signals will also be updated whenever it moves (if it's a movable).
@@ -24,8 +26,8 @@
return COMPONENT_INCOMPATIBLE
src.connections = connections
src.range = range
set_tracked(tracked)
src.works_in_containers = works_in_containers
set_tracked(tracked)
/datum/component/connect_range/Destroy()
set_tracked(null)
@@ -41,7 +43,7 @@
if(src.range == range && src.works_in_containers == works_in_containers)
return
//Unregister the signals with the old settings.
unregister_signals(isturf(tracked) ? tracked : tracked.loc)
unregister_signals(isturf(tracked) ? tracked : tracked.loc, turfs)
src.range = range
src.works_in_containers = works_in_containers
//Re-register the signals with the new settings.
@@ -49,7 +51,7 @@
/datum/component/connect_range/proc/set_tracked(atom/new_tracked)
if(tracked) //Unregister the signals from the old tracked and its surroundings
unregister_signals(isturf(tracked) ? tracked : tracked.loc)
unregister_signals(isturf(tracked) ? tracked : tracked.loc, turfs)
UnregisterSignal(tracked, list(
COMSIG_MOVABLE_MOVED,
COMSIG_QDELETING,
@@ -66,28 +68,37 @@
SIGNAL_HANDLER
qdel(src)
/datum/component/connect_range/proc/update_signals(atom/target, atom/old_loc, forced = FALSE)
/datum/component/connect_range/proc/update_signals(atom/target, atom/old_loc)
var/turf/current_turf = get_turf(target)
var/on_same_turf = current_turf == get_turf(old_loc) //Only register/unregister turf signals if it's moved to a new turf.
unregister_signals(old_loc, on_same_turf)
if(isnull(current_turf))
unregister_signals(old_loc, turfs)
turfs = list()
return
if(ismovable(target.loc))
var/loc_is_movable = ismovable(target.loc)
if(loc_is_movable)
if(!works_in_containers)
unregister_signals(old_loc, turfs)
turfs = list()
return
//Only register/unregister turf signals if it's moved to a new turf.
if(current_turf == get_turf(old_loc))
unregister_signals(old_loc, null)
return
var/list/old_turfs = turfs
turfs = RANGE_TURFS(range, current_turf)
unregister_signals(old_loc, old_turfs - turfs)
if(loc_is_movable)
//Keep track of possible movement of all movables the target is in.
for(var/atom/movable/container as anything in get_nested_locs(target))
RegisterSignal(container, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
if(on_same_turf && !forced)
return
for(var/turf/target_turf in RANGE_TURFS(range, current_turf))
for(var/turf/target_turf as anything in turfs - old_turfs)
for(var/signal in connections)
parent.RegisterSignal(target_turf, signal, connections[signal])
/datum/component/connect_range/proc/unregister_signals(atom/location, on_same_turf = FALSE)
/datum/component/connect_range/proc/unregister_signals(atom/location, list/remove_from)
//The location is null or is a container and the component shouldn't have register signals on it
if(isnull(location) || (!works_in_containers && !isturf(location)))
return
@@ -96,10 +107,9 @@
for(var/atom/movable/target as anything in (get_nested_locs(location) + location))
UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
if(on_same_turf)
if(!length(remove_from))
return
var/turf/previous_turf = get_turf(location)
for(var/turf/target_turf in RANGE_TURFS(range, previous_turf))
for(var/turf/target_turf as anything in remove_from)
parent.UnregisterSignal(target_turf, connections)
/datum/component/connect_range/proc/on_moved(atom/movable/movable, atom/old_loc)

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@@ -0,0 +1,140 @@
///Component that updates the icon_state of an item when something approaches.
///NOTE: This uses the initial icon of the object, meaning it will not work properly with items that change their icon_state for other reasons.
/datum/component/reactive_icon_update
dupe_mode = COMPONENT_DUPE_UNIQUE
///What we want to append to our icon_state when our conditions are filled
var/icon_prefix
///List of which directions we want to be valid. Can be NORTH/SOUTH/EAST/WEST along with NORTHEAST/SOUTHEAST/SOUTHWEST/NORTHWEST
var/list/directions
///Range that we want it to look out for.
var/range
///What type of mobs trigger the icon change.
var/list/triggering_mobs = list(/mob/living)
/datum/component/reactive_icon_update/Initialize(icon_prefix, list/directions, range, triggering_mobs)
if(!isobj(parent) || !isnum(range) || (!directions || !LAZYLEN(directions)) || (triggering_mobs && !LAZYLEN(triggering_mobs)))
return COMPONENT_INCOMPATIBLE
src.icon_prefix = icon_prefix
src.directions = directions
src.range = range
if(triggering_mobs)
src.triggering_mobs = triggering_mobs
var/static/list/connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(update_proximity_icon),
)
AddComponent(/datum/component/connect_range, parent, connections, range)
/datum/component/reactive_icon_update/UnregisterFromParent()
directions.Cut()
triggering_mobs.Cut()
/datum/component/reactive_icon_update/proc/update_proximity_icon(atom/current_loc, atom/movable/AM, atom/old_loc)
SIGNAL_HANDLER
SHOULD_NOT_OVERRIDE(TRUE)
var/obj/our_item = parent
if(!ismob(AM) || !mob_check(AM))
return
var/mob/M = AM
if(M == our_item.loc) //Ignore the mob wearing us
return
///What direction the mob is relative to us.
var/mob_direction_x
var/mob_direction_y
var/actual_direction
///First, we get the X and Y coordinates
var/x
var/y
if(our_item.x && our_item.y)
x = our_item.x
y = our_item.y
if(our_item.x == 0 || our_item.y == 0) //We're inside of something! Clothing is a great example of this.
if(our_item.loc)
x = our_item.loc.x
y = our_item.loc.y
if(x == 0 || y == 0) //We're two layers deep, just give up.
return
if(M.x > x)
mob_direction_x = EAST
else if(M.x < x)
mob_direction_x = WEST
else
mob_direction_x = null //Same X as us
if(M.y > y)
mob_direction_y = NORTH
else if(M.y < y)
mob_direction_y = SOUTH
else
mob_direction_y = null //Same Y as us
///Then we combine them to get our actual direction, not just cardinals.
if(mob_direction_x == EAST && mob_direction_y == SOUTH) //Diagonals first
actual_direction = SOUTHEAST
else if(mob_direction_x == EAST && mob_direction_y == NORTH)
actual_direction = NORTHEAST
else if(mob_direction_x == WEST && mob_direction_y == SOUTH)
actual_direction = SOUTHWEST
else if(mob_direction_x == WEST && mob_direction_y == NORTH)
actual_direction = NORTHWEST
else if(mob_direction_x) //Only horizontal
actual_direction = mob_direction_x
else if(mob_direction_y) //Only vertical
actual_direction = mob_direction_y
else //Exactly ontop of us, so we don't care about direction.
return
///We then make sure the actual_direction is in our directions list.
if(actual_direction && !(actual_direction in directions)) //Not a valid direction. Convert to N/E/S/W
//East and west take priority because those are generally the most visually striking.
if((WEST in directions) && (actual_direction == (NORTHWEST || SOUTHWEST)))
actual_direction = WEST
else if((EAST in directions) && (actual_direction == (NORTHEAST || SOUTHEAST)))
actual_direction = EAST
else if((SOUTH in directions) && (actual_direction == (SOUTHWEST || SOUTHEAST)))
actual_direction = SOUTH
else if((NORTH in directions) && (actual_direction == (NORTHWEST || NORTHEAST)))
actual_direction = NORTH
else
return
var/directional_name
switch(actual_direction)
if(NORTH)
directional_name = "north"
if(EAST)
directional_name = "east"
if(SOUTH)
directional_name = "south"
if(WEST)
directional_name = "west"
if(NORTHEAST)
directional_name = "northeast"
if(SOUTHEAST)
directional_name = "southeast"
if(SOUTHWEST)
directional_name = "southwest"
if(NORTHWEST)
directional_name = "northwest"
//We then update our icon state. For example:
//We have an item that has the icon_state of "cloak" and the prefix of "_direction" and we're facing NORTH
//The icon_state will be changed to cloak_direction_north
our_item.icon_state = initial(our_item.icon_state) + icon_prefix + "_" + directional_name
//Example item for testing directions.
/obj/item/tool/screwdriver/test_driver
icon = 'icons/obj/directional_test.dmi'
/obj/item/tool/screwdriver/test_driver/Initialize(mapload)
..()
icon_state = "screwdriver"
AddComponent(/datum/component/reactive_icon_update, directions = list(NORTH, EAST, SOUTH, WEST, SOUTHWEST, SOUTHEAST, NORTHEAST, NORTHWEST), range = 3)
/datum/component/reactive_icon_update/proc/mob_check(mob/triggering_mob)
SHOULD_NOT_OVERRIDE(TRUE)
if(is_type_in_list(triggering_mob, triggering_mobs))
return TRUE
return FALSE

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@@ -477,6 +477,12 @@
else if(slot == slot_l_hand || slot == slot_r_hand)
if(!muffled_by_belly(user))
playsound(src, pickup_sound, 20, preference = /datum/preference/toggle/pickup_sounds)
SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
SEND_SIGNAL(user, COMSIG_MOB_EQUIPPED_ITEM, src, slot)
var/mob/living/M = loc
if(!istype(M))
return
M.update_held_icons()
/// Gives one of our item actions to a mob, when equipped to a certain slot
/obj/item/proc/give_item_action(datum/action/action, mob/to_who, slot)

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@@ -240,6 +240,8 @@ var/list/slot_equipment_priority = list( \
else
I.dropInto(drop_location())
I.dropped(src)
//SEND_SIGNAL(item_dropping, COMSIG_ITEM_POST_UNEQUIP, O, target)
SEND_SIGNAL(src, COMSIG_MOB_UNEQUIPPED_ITEM, O, target)
return TRUE
//Returns the item equipped to the specified slot, if any.

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@@ -211,8 +211,6 @@
else
visible_message(span_danger("[M] has pushed [src]!"))
break_all_grabs(M)
for(var/obj/item/I in holding)
drop_from_inventory(I)
else
visible_message(span_warning("[M] attempted to push [src]!"))
return

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@@ -594,16 +594,17 @@
#include "code\datums\components\connect_containers_ch.dm"
#include "code\datums\components\connect_loc_behalf.dm"
#include "code\datums\components\connect_mob_behalf.dm"
#include "code\datums\components\connect_range_ch.dm"
#include "code\datums\components\connect_range.dm"
#include "code\datums\components\holographic_nature.dm"
#include "code\datums\components\infective.dm"
#include "code\datums\components\orbiter.dm"
#include "code\datums\components\overlay_lighting.dm"
#include "code\datums\components\reactive_icon_update.dm"
#include "code\datums\components\recursive_move.dm"
#include "code\datums\components\resize_guard.dm"
#include "code\datums\components\swarm.dm"
#include "code\datums\components\turfslip.dm"
#include "code\datums\components\tethered_item.dm"
#include "code\datums\components\turfslip.dm"
#include "code\datums\components\animations\dizzy.dm"
#include "code\datums\components\animations\jittery.dm"
#include "code\datums\components\antags\antag.dm"