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Facing component (#18574)
* save this because im afraid * Directions * Triggering list * don't * Update reactive_icon_update.dm * Update vorestation.dme * Update reactive_icon_update.dm * Update reactive_icon_update.dm * this can be an obj as well!
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/**
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* This component behaves similar to connect_loc_behalf but for all turfs in range, hooking into a signal on each of them.
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* Just like connect_loc_behalf, It can react to that signal on behalf of a separate listener.
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* Good for components, though it carries some overhead. Can't be an element as that may lead to bugs.
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*/
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/datum/component/connect_range
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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/// An assoc list of signal -> procpath to register to the loc this object is on.
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var/list/connections
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/// The turfs currently connected to this component
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var/list/turfs = list()
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/**
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* The atom the component is tracking. The component will delete itself if the tracked is deleted.
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* Signals will also be updated whenever it moves (if it's a movable).
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*/
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var/atom/tracked
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/// The component will hook into signals only on turfs not farther from tracked than this.
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var/range
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/// Whether the component works when the movable isn't directly located on a turf.
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var/works_in_containers
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/datum/component/connect_range/Initialize(atom/tracked, list/connections, range, works_in_containers = TRUE)
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if(!isatom(tracked) || isarea(tracked) || range < 0)
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return COMPONENT_INCOMPATIBLE
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src.connections = connections
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src.range = range
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src.works_in_containers = works_in_containers
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set_tracked(tracked)
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/datum/component/connect_range/Destroy()
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set_tracked(null)
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return ..()
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/datum/component/connect_range/InheritComponent(datum/component/component, original, atom/tracked, list/connections, range, works_in_containers)
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// Not equivalent. Checks if they are not the same list via shallow comparison.
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if(!compare_list(src.connections, connections))
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stack_trace("connect_range component attached to [parent] tried to inherit another connect_range component with different connections")
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return
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if(src.tracked != tracked)
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set_tracked(tracked)
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if(src.range == range && src.works_in_containers == works_in_containers)
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return
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//Unregister the signals with the old settings.
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unregister_signals(isturf(tracked) ? tracked : tracked.loc, turfs)
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src.range = range
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src.works_in_containers = works_in_containers
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//Re-register the signals with the new settings.
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update_signals(src.tracked)
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/datum/component/connect_range/proc/set_tracked(atom/new_tracked)
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if(tracked) //Unregister the signals from the old tracked and its surroundings
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unregister_signals(isturf(tracked) ? tracked : tracked.loc, turfs)
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UnregisterSignal(tracked, list(
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COMSIG_MOVABLE_MOVED,
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COMSIG_QDELETING,
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))
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tracked = new_tracked
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if(!tracked)
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return
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//Register signals on the new tracked atom and its surroundings.
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RegisterSignal(tracked, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
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RegisterSignal(tracked, COMSIG_QDELETING, PROC_REF(handle_tracked_qdel))
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update_signals(tracked)
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/datum/component/connect_range/proc/handle_tracked_qdel()
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SIGNAL_HANDLER
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qdel(src)
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/datum/component/connect_range/proc/update_signals(atom/target, atom/old_loc)
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var/turf/current_turf = get_turf(target)
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if(isnull(current_turf))
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unregister_signals(old_loc, turfs)
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turfs = list()
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return
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var/loc_is_movable = ismovable(target.loc)
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if(loc_is_movable)
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if(!works_in_containers)
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unregister_signals(old_loc, turfs)
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turfs = list()
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return
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//Only register/unregister turf signals if it's moved to a new turf.
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if(current_turf == get_turf(old_loc))
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unregister_signals(old_loc, null)
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return
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var/list/old_turfs = turfs
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turfs = RANGE_TURFS(range, current_turf)
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unregister_signals(old_loc, old_turfs - turfs)
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if(loc_is_movable)
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//Keep track of possible movement of all movables the target is in.
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for(var/atom/movable/container as anything in get_nested_locs(target))
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RegisterSignal(container, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
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for(var/turf/target_turf as anything in turfs - old_turfs)
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for(var/signal in connections)
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parent.RegisterSignal(target_turf, signal, connections[signal])
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/datum/component/connect_range/proc/unregister_signals(atom/location, list/remove_from)
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//The location is null or is a container and the component shouldn't have register signals on it
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if(isnull(location) || (!works_in_containers && !isturf(location)))
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return
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if(ismovable(location))
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for(var/atom/movable/target as anything in (get_nested_locs(location) + location))
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UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
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if(!length(remove_from))
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return
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for(var/turf/target_turf as anything in remove_from)
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parent.UnregisterSignal(target_turf, connections)
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/datum/component/connect_range/proc/on_moved(atom/movable/movable, atom/old_loc)
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SIGNAL_HANDLER
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update_signals(movable, old_loc)
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@@ -0,0 +1,140 @@
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///Component that updates the icon_state of an item when something approaches.
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///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.
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/datum/component/reactive_icon_update
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dupe_mode = COMPONENT_DUPE_UNIQUE
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///What we want to append to our icon_state when our conditions are filled
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var/icon_prefix
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///List of which directions we want to be valid. Can be NORTH/SOUTH/EAST/WEST along with NORTHEAST/SOUTHEAST/SOUTHWEST/NORTHWEST
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var/list/directions
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///Range that we want it to look out for.
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var/range
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///What type of mobs trigger the icon change.
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var/list/triggering_mobs = list(/mob/living)
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/datum/component/reactive_icon_update/Initialize(icon_prefix, list/directions, range, triggering_mobs)
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if(!isobj(parent) || !isnum(range) || (!directions || !LAZYLEN(directions)) || (triggering_mobs && !LAZYLEN(triggering_mobs)))
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return COMPONENT_INCOMPATIBLE
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src.icon_prefix = icon_prefix
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src.directions = directions
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src.range = range
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if(triggering_mobs)
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src.triggering_mobs = triggering_mobs
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var/static/list/connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(update_proximity_icon),
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)
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AddComponent(/datum/component/connect_range, parent, connections, range)
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/datum/component/reactive_icon_update/UnregisterFromParent()
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directions.Cut()
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triggering_mobs.Cut()
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/datum/component/reactive_icon_update/proc/update_proximity_icon(atom/current_loc, atom/movable/AM, atom/old_loc)
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SIGNAL_HANDLER
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SHOULD_NOT_OVERRIDE(TRUE)
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var/obj/our_item = parent
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if(!ismob(AM) || !mob_check(AM))
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return
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var/mob/M = AM
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if(M == our_item.loc) //Ignore the mob wearing us
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return
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///What direction the mob is relative to us.
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var/mob_direction_x
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var/mob_direction_y
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var/actual_direction
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///First, we get the X and Y coordinates
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var/x
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var/y
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if(our_item.x && our_item.y)
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x = our_item.x
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y = our_item.y
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if(our_item.x == 0 || our_item.y == 0) //We're inside of something! Clothing is a great example of this.
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if(our_item.loc)
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x = our_item.loc.x
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y = our_item.loc.y
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if(x == 0 || y == 0) //We're two layers deep, just give up.
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return
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if(M.x > x)
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mob_direction_x = EAST
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else if(M.x < x)
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mob_direction_x = WEST
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else
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mob_direction_x = null //Same X as us
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if(M.y > y)
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mob_direction_y = NORTH
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else if(M.y < y)
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mob_direction_y = SOUTH
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else
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mob_direction_y = null //Same Y as us
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///Then we combine them to get our actual direction, not just cardinals.
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if(mob_direction_x == EAST && mob_direction_y == SOUTH) //Diagonals first
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actual_direction = SOUTHEAST
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else if(mob_direction_x == EAST && mob_direction_y == NORTH)
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actual_direction = NORTHEAST
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else if(mob_direction_x == WEST && mob_direction_y == SOUTH)
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actual_direction = SOUTHWEST
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else if(mob_direction_x == WEST && mob_direction_y == NORTH)
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actual_direction = NORTHWEST
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else if(mob_direction_x) //Only horizontal
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actual_direction = mob_direction_x
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else if(mob_direction_y) //Only vertical
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actual_direction = mob_direction_y
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else //Exactly ontop of us, so we don't care about direction.
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return
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///We then make sure the actual_direction is in our directions list.
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if(actual_direction && !(actual_direction in directions)) //Not a valid direction. Convert to N/E/S/W
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//East and west take priority because those are generally the most visually striking.
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if((WEST in directions) && (actual_direction == (NORTHWEST || SOUTHWEST)))
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actual_direction = WEST
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else if((EAST in directions) && (actual_direction == (NORTHEAST || SOUTHEAST)))
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actual_direction = EAST
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else if((SOUTH in directions) && (actual_direction == (SOUTHWEST || SOUTHEAST)))
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actual_direction = SOUTH
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else if((NORTH in directions) && (actual_direction == (NORTHWEST || NORTHEAST)))
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actual_direction = NORTH
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else
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return
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var/directional_name
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switch(actual_direction)
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if(NORTH)
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directional_name = "north"
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if(EAST)
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directional_name = "east"
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if(SOUTH)
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directional_name = "south"
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if(WEST)
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directional_name = "west"
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if(NORTHEAST)
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directional_name = "northeast"
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if(SOUTHEAST)
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directional_name = "southeast"
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if(SOUTHWEST)
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directional_name = "southwest"
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if(NORTHWEST)
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directional_name = "northwest"
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//We then update our icon state. For example:
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//We have an item that has the icon_state of "cloak" and the prefix of "_direction" and we're facing NORTH
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//The icon_state will be changed to cloak_direction_north
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our_item.icon_state = initial(our_item.icon_state) + icon_prefix + "_" + directional_name
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//Example item for testing directions.
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/obj/item/tool/screwdriver/test_driver
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icon = 'icons/obj/directional_test.dmi'
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/obj/item/tool/screwdriver/test_driver/Initialize(mapload)
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..()
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icon_state = "screwdriver"
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AddComponent(/datum/component/reactive_icon_update, directions = list(NORTH, EAST, SOUTH, WEST, SOUTHWEST, SOUTHEAST, NORTHEAST, NORTHWEST), range = 3)
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/datum/component/reactive_icon_update/proc/mob_check(mob/triggering_mob)
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SHOULD_NOT_OVERRIDE(TRUE)
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if(is_type_in_list(triggering_mob, triggering_mobs))
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return TRUE
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return FALSE
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