/** * Adding this element to an atom will have it automatically render an overlay. */ /datum/element/rust element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH_ON_HOST_DESTROY // Detach for turfs argument_hash_start_idx = 2 /// The rust image itself, since the icon and icon state are only used as an argument var/image/rust_overlay /datum/element/rust/Attach(atom/target, rust_icon = 'icons/effects/rust_overlay.dmi', rust_icon_state = "rust_default") . = ..() if(!isatom(target)) return ELEMENT_INCOMPATIBLE rust_overlay = image(rust_icon, "rust[rand(1, 6)]") ADD_TRAIT(target, TRAIT_RUSTY, "rusted_turf") RegisterSignal(target, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(apply_rust_overlay)) RegisterSignal(target, COMSIG_PARENT_EXAMINE, PROC_REF(handle_examine)) RegisterSignal(target, COMSIG_INTERACT_TARGET, PROC_REF(on_interaction)) RegisterSignal(target, COMSIG_TOOL_ATTACK, PROC_REF(welder_tool_act)) // Unfortunately registering with parent sometimes doesn't cause an overlay update target.update_appearance() /datum/element/rust/Detach(atom/source) . = ..() UnregisterSignal(source, COMSIG_ATOM_UPDATE_OVERLAYS) UnregisterSignal(source, COMSIG_PARENT_EXAMINE) UnregisterSignal(source, COMSIG_TOOL_ATTACK) UnregisterSignal(source, COMSIG_INTERACT_TARGET) REMOVE_TRAIT(source, TRAIT_RUSTY, "rusted_turf") source.cut_overlays() source.update_appearance() /datum/element/rust/proc/handle_examine(datum/source, mob/user, list/examine_list) SIGNAL_HANDLER //COMSIG_PARENT_EXAMINE examine_list += "[source] is very rusty, you could probably burn it off." /datum/element/rust/proc/apply_rust_overlay(atom/parent_atom, list/overlays) SIGNAL_HANDLER //COMSIG_ATOM_UPDATE_OVERLAYS if(rust_overlay) overlays += rust_overlay /// Because do_after sleeps we register the signal here and defer via an async call /datum/element/rust/proc/welder_tool_act(atom/source, obj/item/item, mob/user) SIGNAL_HANDLER // COMSIG_TOOL_ATTACK INVOKE_ASYNC(src, PROC_REF(handle_tool_use), source, item, user) return COMPONENT_CANCEL_TOOLACT /// We call this from secondary_tool_act because we sleep with do_after /datum/element/rust/proc/handle_tool_use(atom/source, obj/item/item, mob/user) switch(item.tool_behaviour) if(TOOL_WELDER) if(!item.tool_start_check(source, user, amount=1)) return to_chat(user, "You start burning off the rust...") if(!item.use_tool(source, user, 5 SECONDS, volume = item.tool_volume)) return to_chat(user, "You burn off the rust!") Detach(source) return /// Prevents placing floor tiles on rusted turf /datum/element/rust/proc/on_interaction(datum/source, mob/living/user, obj/item/tool, list/modifiers) SIGNAL_HANDLER // COMSIG_INTERACT_TARGET if(istype(tool, /obj/item/stack/tile) || istype(tool, /obj/item/stack/rods) || istype(tool, /obj/item/rcd)) to_chat(user, "[source] is too rusted to build on!") return ITEM_INTERACT_COMPLETE /// For rust applied by heretics (if that ever happens) / revenants /datum/element/rust/heretic /datum/element/rust/heretic/Attach(atom/target, rust_icon, rust_icon_state) . = ..() if(. == ELEMENT_INCOMPATIBLE) return . RegisterSignal(target, COMSIG_ATOM_ENTERED, PROC_REF(on_entered)) RegisterSignal(target, COMSIG_ATOM_EXITED, PROC_REF(on_exited)) /datum/element/rust/heretic/Detach(atom/source) . = ..() UnregisterSignal(source, COMSIG_ATOM_ENTERED) UnregisterSignal(source, COMSIG_ATOM_EXITED) for(var/obj/effect/glowing_rune/rune_to_remove in source) qdel(rune_to_remove) for(var/mob/living/victim in source) victim.remove_status_effect(STATUS_EFFECT_RUST_CORRUPTION) /datum/element/rust/heretic/proc/on_entered(turf/source, atom/movable/entered, ...) SIGNAL_HANDLER if(!isliving(entered)) return var/mob/living/victim = entered if(istype(victim, /mob/living/simple_animal/revenant)) return victim.apply_status_effect(STATUS_EFFECT_RUST_CORRUPTION) /datum/element/rust/heretic/proc/on_exited(turf/source, atom/movable/gone) SIGNAL_HANDLER if(!isliving(gone)) return var/mob/living/leaver = gone leaver.remove_status_effect(STATUS_EFFECT_RUST_CORRUPTION) // Small visual effect imparted onto rusted things by revenants. /obj/effect/glowing_rune icon = 'icons/effects/eldritch.dmi' icon_state = "small_rune_1" plane = FLOOR_PLANE layer = SIGIL_LAYER mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/effect/glowing_rune/Initialize(mapload) . = ..() pixel_y = rand(-6, 6) pixel_x = rand(-6, 6) icon_state = "small_rune_[rand(1, 12)]" update_appearance()