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CHOMPStation2/code/datums/components/reactive_icon_update.dm
CHOMPStation2StaffMirrorBot fa2aaa5293 [MIRROR] Facing component (#11763)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-10-02 00:32:36 +02:00

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///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