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* QUASO * Apply suggestions from code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * blame lewc for giving me spaces * Update code/datums/uplink_items/uplink_traitor.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/datums/components/boomerang.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/granters/_granters.dm Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> * purge that --------- Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
87 lines
4.6 KiB
Plaintext
87 lines
4.6 KiB
Plaintext
///The cooldown period between last_boomerang_throw and it's methods of implementing a rebound proc.
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#define BOOMERANG_REBOUND_INTERVAL (1 SECONDS)
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/**
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* If an object is given the boomerang component, it should be thrown back to the thrower after either hitting it's target, or landing on the thrown tile.
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* Thrown objects should be thrown back to the original thrower with this component, a number of tiles defined by boomerang_throw_range.
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*/
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/datum/component/boomerang
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///How far should the boomerang try to travel to return to the thrower?
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var/boomerang_throw_range = 3
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///If this boomerang is thrown, does it re-enable the throwers throw mode?
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var/thrower_easy_catch_enabled = FALSE
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///This cooldown prevents our 2 throwing signals from firing too often based on how we implement those signals within thrown impacts.
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var/last_boomerang_throw = 0
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/datum/component/boomerang/Initialize(boomerang_throw_range, thrower_easy_catch_enabled)
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. = ..()
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if(!isitem(parent)) //Only items support being thrown around like a boomerang, feel free to make this apply to humans later on.
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return COMPONENT_INCOMPATIBLE
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//Assignments
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src.boomerang_throw_range = boomerang_throw_range
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src.thrower_easy_catch_enabled = thrower_easy_catch_enabled
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/datum/component/boomerang/RegisterWithParent()
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RegisterSignal(parent, COMSIG_MOVABLE_POST_THROW, PROC_REF(prepare_throw)) //Collect data on current thrower and the throwing datum
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RegisterSignal(parent, COMSIG_MOVABLE_THROW_LANDED, PROC_REF(return_missed_throw))
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RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, PROC_REF(return_hit_throw))
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/datum/component/boomerang/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_MOVABLE_POST_THROW, COMSIG_MOVABLE_THROW_LANDED, COMSIG_MOVABLE_IMPACT))
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/**
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* Proc'd before the first thrown is performed in order to gather information regarding each throw as well as handle throw_mode as necessary.
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* * source: Datum src from original signal call.
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* * thrown_thing: The thrownthing datum from the parent object's latest throw. Updates thrown_boomerang.
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* * spin: Carry over from POST_THROW, the speed of rotation on the boomerang when thrown.
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*/
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/datum/component/boomerang/proc/prepare_throw(datum/source, datum/thrownthing/thrown_thing, spin)
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SIGNAL_HANDLER
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if(thrower_easy_catch_enabled && iscarbon(thrown_thing?.thrower))
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var/mob/living/carbon/C = thrown_thing.thrower
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C.throw_mode_on()
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/**
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* Proc that triggers when the thrown boomerang hits an object.
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* * source: Datum src from original signal call.
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* * hit_atom: The atom that has been hit by the boomerang component.
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* * init_throwing_datum: The thrownthing datum that originally impacted the object, that we use to build the new throwing datum for the rebound.
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*/
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/datum/component/boomerang/proc/return_hit_throw(datum/source, atom/hit_atom, datum/thrownthing/init_throwing_datum)
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SIGNAL_HANDLER
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if(world.time <= last_boomerang_throw)
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return
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var/obj/item/true_parent = parent
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aerodynamic_swing(init_throwing_datum, true_parent)
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/**
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* Proc that triggers when the thrown boomerang does not hit a target.
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* * source: Datum src from original signal call.
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* * throwing_datum: The thrownthing datum that originally impacted the object, that we use to build the new throwing datum for the rebound.
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*/
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/datum/component/boomerang/proc/return_missed_throw(datum/source, datum/thrownthing/throwing_datum)
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SIGNAL_HANDLER
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if(world.time <= last_boomerang_throw)
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return
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var/obj/item/true_parent = parent
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aerodynamic_swing(throwing_datum, true_parent)
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/**
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* Proc that triggers when the thrown boomerang has been fully thrown, rethrowing the boomerang back to the thrower, and producing visible feedback.
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* * throwing_datum: The thrownthing datum that originally impacted the object, that we use to build the new throwing datum for the rebound.
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* * hit_atom: The atom that has been hit by the boomerang'd object.
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*/
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/datum/component/boomerang/proc/aerodynamic_swing(datum/thrownthing/throwing_datum, obj/item/true_parent)
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var/mob/thrown_by = locateUID(true_parent.thrownby)
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if(istype(thrown_by))
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var/dir = get_dir(true_parent, thrown_by)
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var/turf/T = get_ranged_target_turf(thrown_by, dir, 2)
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addtimer(CALLBACK(true_parent, TYPE_PROC_REF(/atom/movable, throw_at), T, boomerang_throw_range, throwing_datum.speed, null, TRUE), 1)
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last_boomerang_throw = world.time + BOOMERANG_REBOUND_INTERVAL
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true_parent.visible_message("<span class='danger'>[true_parent] is flying back at [throwing_datum.thrower]!</span>", \
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"<span class='danger'>You see [true_parent] fly back at you!</span>", \
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"<span class='hear'>You hear an aerodynamic woosh!</span>")
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#undef BOOMERANG_REBOUND_INTERVAL
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