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VOREStation/code/modules/xenoarcheaology/effect_master.dm
SatinIsle 152118c1d4 adds missing SIGNAL_HANDLERs (#17585)
* adds missing SIGNAL_HANDLERs

Added missing SIGNAL_HANDLER lines to many RegisterSignal() proc refs.

* Oopsies
2025-04-26 21:50:50 +02:00

478 lines
15 KiB
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/*
* Here there be the base component for artifacts.
*/
//The reagents used to be a very small list of only certain reagent IDs previously.
//Now, we use modifiable lists that allows /types/ of reagents to be used. Nifty, right?
//Now if you dump reagent/toxin/really_bad_deadly_stuff it'll activate it just like reagent/toxin will.
#define HYDROGEN_PATH /datum/reagent/hydrogen
#define WATER_PATH /datum/reagent/water
#define ACID_PATH /datum/reagent/acid
#define DIETHYLAMINE_PATH /datum/reagent/diethylamine
#define PHORON_PATH /datum/reagent/toxin/phoron
#define HYDROPHORON_PATH /datum/reagent/toxin/hydrophoron
#define THERMITE_PATH /datum/reagent/thermite
#define TOXIN_PATH /datum/reagent/toxin
var/list/water_reagents = list(HYDROGEN_PATH, WATER_PATH)
var/list/acid_reagents = list(ACID_PATH, DIETHYLAMINE_PATH)
var/list/volatile_reagents = list(PHORON_PATH, HYDROPHORON_PATH, THERMITE_PATH)
var/list/toxic_reagents = list(TOXIN_PATH)
/atom/proc/is_anomalous()
return (GetComponent(/datum/component/artifact_master))
/atom/proc/become_anomalous()
if(!is_anomalous())
AddComponent(/datum/component/artifact_master)
if(istype(src, /obj/item))
var/obj/item/I = src
var/list/new_tech
if(I.origin_tech)
new_tech = I.origin_tech.Copy()
else
new_tech = list()
if(prob(50))
new_tech[TECH_PRECURSOR] += 1
else
new_tech[TECH_ARCANE] += 1
var/rand_tech = pick(\
TECH_MATERIAL,\
TECH_ENGINEERING,\
TECH_PHORON,\
TECH_POWER,\
TECH_BLUESPACE,\
TECH_BIO,\
TECH_COMBAT,\
TECH_MAGNET,\
TECH_DATA,\
TECH_ILLEGAL\
)
LAZYSET(new_tech, rand_tech, rand(4,7))
I.origin_tech = new_tech
/datum/component/artifact_master
var/atom/holder
var/list/my_effects
dupe_type = /datum/component/artifact_master
var/effect_generation_chance = 100
var/list/make_effects
var/artifact_id
/datum/component/artifact_master/New()
. = ..()
holder = parent
if(!holder)
qdel(src)
return
my_effects = list()
START_PROCESSING(SSobj, src)
do_setup()
return
// This handles the randomization for large artifacts. This allows them to spawn in and do the 50/50 to see if they'll be activated or not.
/datum/component/artifact_master/proc/do_large_randomization()
for(var/datum/artifact_effect/my_effect in my_effects)
if(my_effect.can_start_activated && prob(50))
my_effect.ToggleActivate(TRUE, TRUE)
/*
* Component System Registry.
* Here be dragons.
*/
/*
* Hi, it's me 3 years in the future
* Why would you do this to us
*/
/datum/component/artifact_master/proc/DoRegistry()
//Melee Hit
RegisterSignal(holder, COMSIG_PARENT_ATTACKBY, /datum/component/artifact_master/proc/on_attackby, override = FALSE)
//Explosions
RegisterSignal(holder, COMSIG_ATOM_EX_ACT, /datum/component/artifact_master/proc/on_exact, override = FALSE)
//Bullets
RegisterSignal(holder, COMSIG_ATOM_BULLET_ACT, /datum/component/artifact_master/proc/on_bullet, override = FALSE)
//Attackhand
RegisterSignal(holder, COMSIG_ATOM_ATTACK_HAND, /datum/component/artifact_master/proc/on_attack_hand, override = FALSE)
//Bumped / Bumping
RegisterSignal(holder, COMSIG_MOVABLE_BUMP, /datum/component/artifact_master/proc/on_bump, override = FALSE)
RegisterSignal(holder, COMSIG_ATOM_BUMPED, /datum/component/artifact_master/proc/on_bumped, override = FALSE)
//Moved
RegisterSignal(holder, COMSIG_MOVABLE_MOVED, /datum/component/artifact_master/proc/on_moved, override = FALSE)
//Splashed with a reagent.
RegisterSignal(holder, COMSIG_REAGENTS_TOUCH, /datum/component/artifact_master/proc/on_reagent, override = FALSE)
/*
*
*/
/datum/component/artifact_master/proc/do_unregister()
UnregisterSignal(holder, COMSIG_PARENT_ATTACKBY)
UnregisterSignal(holder, COMSIG_ATOM_EX_ACT)
UnregisterSignal(holder, COMSIG_ATOM_BULLET_ACT)
UnregisterSignal(holder, COMSIG_ATOM_ATTACK_HAND)
UnregisterSignal(holder, COMSIG_MOVABLE_BUMP)
UnregisterSignal(holder, COMSIG_ATOM_BUMPED)
UnregisterSignal(holder, COMSIG_MOVABLE_MOVED)
UnregisterSignal(holder, COMSIG_REAGENTS_TOUCH)
/datum/component/artifact_master/proc/get_active_effects()
var/list/active_effects = list()
for(var/datum/artifact_effect/my_effect in my_effects)
if(my_effect.activated)
active_effects |= my_effect
return active_effects
/datum/component/artifact_master/proc/get_all_effects()
var/list/effects = list()
for(var/datum/artifact_effect/my_effect in my_effects)
effects |= my_effect
return effects
/datum/component/artifact_master/proc/add_effect()
var/effect_type = tgui_input_list(usr, "What type do you want?", "Effect Type", subtypesof(/datum/artifact_effect))
if(effect_type)
var/datum/artifact_effect/my_effect = new effect_type(src)
if(istype(holder, my_effect.req_type))
my_effects += my_effect
else
to_chat(usr, span_filter_notice("This effect can not be applied to this atom type."))
qdel(my_effect)
/datum/component/artifact_master/proc/remove_effect()
var/to_remove_effect = tgui_input_list(usr, "What effect do you want to remove?", "Remove Effect", my_effects)
if(to_remove_effect)
var/datum/artifact_effect/AE = to_remove_effect
my_effects.Remove(to_remove_effect)
qdel(AE)
/datum/component/artifact_master/Destroy()
do_unregister()
holder = null
for(var/datum/artifact_effect/AE in my_effects)
AE.master = null
my_effects -= AE
qdel(AE)
STOP_PROCESSING(SSobj,src)
. = ..()
/datum/component/artifact_master/proc/do_setup()
if(LAZYLEN(make_effects))
for(var/path in make_effects)
var/datum/artifact_effect/new_effect = new path(src)
if(istype(holder, new_effect.req_type))
my_effects += new_effect
else
generate_effects()
DoRegistry()
/datum/component/artifact_master/proc/generate_effects()
while(effect_generation_chance > 0)
var/chosen_path = pick(subtypesof(/datum/artifact_effect) - blacklisted_artifact_effects)
if(effect_generation_chance >= 100) // If we're above 100 percent, just cut a flat amount and add an effect.
var/datum/artifact_effect/AE = new chosen_path(src)
if(istype(holder, AE.req_type))
my_effects += AE
effect_generation_chance -= 30
else
AE.master = src
qdel(AE)
continue
effect_generation_chance /= 2
if(prob(effect_generation_chance)) // Otherwise, add effects as normal, with decreasing probability.
my_effects += new chosen_path(src)
effect_generation_chance = round(effect_generation_chance)
/datum/component/artifact_master/proc/get_holder() // Returns the holder.
return holder
/datum/component/artifact_master/proc/get_primary()
if(LAZYLEN(my_effects))
return my_effects[1]
return FALSE
/*
* Trigger code.
*/
/datum/component/artifact_master/proc/on_exact()
SIGNAL_HANDLER
var/severity = args[2]
var/triggered = FALSE
for(var/datum/artifact_effect/my_effect in my_effects)
switch(severity)
if(1.0)
if(my_effect.trigger == TRIGGER_FORCE || my_effect.trigger == TRIGGER_HEAT || my_effect.trigger == TRIGGER_ENERGY)
my_effect.ToggleActivate()
triggered = TRUE
if(2.0)
if(my_effect.trigger == TRIGGER_FORCE || my_effect.trigger == TRIGGER_HEAT)
my_effect.ToggleActivate()
triggered = TRUE
if(3.0)
if (my_effect.trigger == TRIGGER_FORCE)
my_effect.ToggleActivate()
triggered = TRUE
if(triggered)
return COMPONENT_IGNORE_EXPLOSION
return
/datum/component/artifact_master/proc/on_bullet()
SIGNAL_HANDLER
var/obj/item/projectile/P = args[2]
var/triggered = TRUE
for(var/datum/artifact_effect/my_effect in my_effects)
if(istype(P,/obj/item/projectile/bullet))
if(my_effect.trigger == TRIGGER_FORCE)
my_effect.ToggleActivate()
triggered = TRUE
else if(istype(P,/obj/item/projectile/beam) ||\
istype(P,/obj/item/projectile/ion) ||\
istype(P,/obj/item/projectile/energy))
if(my_effect.trigger == TRIGGER_ENERGY)
my_effect.ToggleActivate()
triggered = TRUE
if(triggered)
return COMPONENT_CANCEL_ATTACK_CHAIN
return
/datum/component/artifact_master/proc/on_bump()
SIGNAL_HANDLER
var/atom/bumped = args[2]
var/warn = FALSE
for(var/datum/artifact_effect/my_effect in my_effects)
if(istype(bumped,/obj))
if(bumped:throwforce >= 10)
if(my_effect.trigger == TRIGGER_FORCE)
my_effect.ToggleActivate()
else if(ishuman(bumped) && GetAnomalySusceptibility(bumped) >= 0.5)
if (my_effect.trigger == TRIGGER_TOUCH)
my_effect.ToggleActivate()
warn = 1
if(my_effect.activated && my_effect.effect == EFFECT_TOUCH)
my_effect.DoEffectTouch(bumped)
continue //We activated it, go ahead and move on to the next. If we don't continue, we hit them with the effect again.
if(my_effect.effect == EFFECT_TOUCH && my_effect.activated) //We are activated and have a touch effect!
my_effect.DoEffectTouch(bumped)
if(warn && isliving(bumped))
to_chat(bumped, span_filter_notice(span_bold("You accidentally touch \the [holder] as it hits you.")))
/datum/component/artifact_master/proc/on_bumped()
SIGNAL_HANDLER
var/atom/movable/M = args[2]
var/warn = FALSE
for(var/datum/artifact_effect/my_effect in my_effects)
if(istype(M,/obj))
if(M:throwforce >= 10)
if(my_effect.trigger == TRIGGER_FORCE)
my_effect.ToggleActivate()
else if(ishuman(M) && !istype(M:gloves,/obj/item/clothing/gloves))
if(my_effect.trigger == TRIGGER_TOUCH)
my_effect.ToggleActivate(M)
warn = 1
if(my_effect.activated && my_effect.effect == EFFECT_TOUCH)
my_effect.DoEffectTouch(M)
continue //We activated it, go ahead and move on to the next. If we don't continue, we hit them with the effect again.
if(my_effect.effect == EFFECT_TOUCH && my_effect.activated) //We are activated and have a touch effect!
my_effect.DoEffectTouch(M)
if(warn && isliving(M))
to_chat(M, span_filter_notice(span_bold("You accidentally touch \the [holder].")))
/datum/component/artifact_master/proc/on_attack_hand()
SIGNAL_HANDLER
var/mob/living/user = args[2]
if(!istype(user))
return
if (get_dist(user, holder) > 1)
to_chat(user, span_filter_notice("[span_red("You can't reach [holder] from here.")]"))
return
var/triggered = FALSE
if(ishuman(user) && !istype(user:gloves,/obj/item/clothing/gloves))
for(var/datum/artifact_effect/my_effect in my_effects)
if(my_effect.trigger == TRIGGER_TOUCH)
triggered = TRUE
my_effect.ToggleActivate()
if(my_effect.activated && my_effect.effect == EFFECT_TOUCH)
my_effect.DoEffectTouch(user)
continue //We activated it, go ahead and move on to the next. If we don't continue, we hit them with the effect again.
if(my_effect.effect == EFFECT_TOUCH && my_effect.activated) //We are activated and have a touch effect!
my_effect.DoEffectTouch(user)
if(triggered)
to_chat(user, span_filter_notice(span_bold("You touch [holder].")))
else
to_chat(user, span_filter_notice(span_bold("You touch [holder],") + " [pick("but nothing of note happens","but nothing happens","but nothing interesting happens","but you notice nothing different","but nothing seems to have happened")]."))
/datum/component/artifact_master/proc/on_attackby()
SIGNAL_HANDLER
var/obj/item/W = args[2]
for(var/datum/artifact_effect/my_effect in my_effects)
//If we were splashed by a reagent, let's check to see if we have a trigger for that.
if (istype(W, /obj/item/reagent_containers))
if(my_effect.trigger == TRIGGER_WATER)
for(var/datum/reagent/R in W.reagents.reagent_list) //What chems are in the beaker?
var/T = R.type
if(is_path_in_list(T,water_reagents)) //Check the reagent and activate!
my_effect.ToggleActivate()
else if(my_effect.trigger == TRIGGER_ACID)
for(var/datum/reagent/R in W.reagents.reagent_list)
var/T = R.type
if(is_path_in_list(T,acid_reagents))
my_effect.ToggleActivate()
else if(my_effect.trigger == TRIGGER_VOLATILE)
for(var/datum/reagent/R in W.reagents.reagent_list)
var/T = R.type
if(is_path_in_list(T,volatile_reagents))
my_effect.ToggleActivate()
else if(my_effect.trigger == TRIGGER_TOXIN)
for(var/datum/reagent/R in W.reagents.reagent_list)
var/T = R.type
if(is_path_in_list(T,toxic_reagents))
my_effect.ToggleActivate()
//If we weren't splashed, let's see if we were hit by a energy item and if we're energy activation.
else if(istype(W,/obj/item/melee/baton) && W:status ||\
istype(W,/obj/item/melee/energy) ||\
istype(W,/obj/item/melee/cultblade) ||\
istype(W,/obj/item/card/emag) ||\
istype(W,/obj/item/multitool))
if (my_effect.trigger == TRIGGER_ENERGY)
my_effect.ToggleActivate()
//If we weren't hit by energy, let's see if we were hit by a lighter or welding tool and if we are heat.
else if (istype(W,/obj/item/flame) && W:lit ||\
istype(W,/obj/item/weldingtool) && W:welding)
if(my_effect.trigger == TRIGGER_HEAT)
my_effect.ToggleActivate()
//Otherwise, let's see if we were hit with something with enough force to activate us.
else
if (my_effect.trigger == TRIGGER_FORCE && W.force >= 10)
my_effect.ToggleActivate()
/datum/component/artifact_master/proc/on_reagent()
SIGNAL_HANDLER
//A strange bug here is that, when a reagent is splashed on an artifact, it calls this proc twice.
//Why? I have no clue. I only accidentally stumbled upon it during debugging!
//I left one of the debug logs commented out so others can confirm this.
var/datum/reagent/touching = args[2]
var/T = touching.type //What type of reagent is being splashed on it?
for(var/datum/artifact_effect/my_effect in my_effects)
if(is_path_in_list(T,water_reagents))
//log_debug("ON REAGENT T in path = [is_path_in_list(T,water_reagents)]!")
if(my_effect.trigger == TRIGGER_WATER)
my_effect.ToggleActivate()
else if(is_path_in_list(T,acid_reagents))
if(my_effect.trigger == TRIGGER_ACID)
my_effect.ToggleActivate()
else if(is_path_in_list(T,volatile_reagents))
if(my_effect.trigger == TRIGGER_VOLATILE)
my_effect.ToggleActivate()
else if(is_path_in_list(T,toxic_reagents))
if(my_effect.trigger == TRIGGER_TOXIN)
my_effect.ToggleActivate()
/datum/component/artifact_master/proc/on_moved()
SIGNAL_HANDLER
for(var/datum/artifact_effect/my_effect in my_effects)
if(my_effect)
my_effect.UpdateMove()
/datum/component/artifact_master/process()
if(!holder) // Some instances can be created and rapidly lose their holder, if they are destroyed rapidly on creation. IE, during excavation.
STOP_PROCESSING(SSobj, src)
if(!QDELETED(src))
qdel(src)
return
var/turf/L = holder.loc
if(!istype(L) && !isliving(L)) // We're inside a non-mob container or on null turf, either way stop processing effects
return
if(istype(holder, /atom/movable))
var/atom/movable/HA = holder
if(HA.pulledby)
on_bumped(holder, HA.pulledby)
for(var/datum/artifact_effect/my_effect in my_effects)
if(my_effect)
my_effect.UpdateMove()
//if any of our effects rely on environmental factors, work that out
var/trigger_cold = 0
var/trigger_hot = 0
var/turf/T = get_turf(holder)
var/datum/gas_mixture/env = T.return_air()
if(env)
if(env.temperature < ARTIFACT_COLD_TRIGGER)
trigger_cold = 1
else if(env.temperature > ARTIFACT_HEAT_TRIGGER)
trigger_hot = 1
for(var/datum/artifact_effect/my_effect in my_effects)
my_effect.artifact_id = artifact_id
my_effect.process()
//COLD ACTIVATION
if(my_effect.trigger == TRIGGER_COLD && (trigger_cold ^ my_effect.activated))
my_effect.ToggleActivate()
//HEAT ACTIVATION
if(my_effect.trigger == TRIGGER_HEAT && (trigger_hot ^ my_effect.activated))
my_effect.ToggleActivate()
#undef HYDROGEN_PATH
#undef WATER_PATH
#undef ACID_PATH
#undef DIETHYLAMINE_PATH
#undef PHORON_PATH
#undef HYDROPHORON_PATH
#undef THERMITE_PATH
#undef TOXIN_PATH