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* why no work angy * weird errors shit sucks * fixved it I can spell good * fix? POSSIBLY * nope wasnt this * no more immutable thhanks koffee * ok ok * removes all the pref stuff ""removes"" * remove this idiot * this goes bye bye * these go too genius * bye bye * better night vision * tries to fix camera maybe * ok fuck it we ball we ball * ok lets go back go back go back go back * WORK DAMNIT * ha fuc kyou * this maybe * this doesnt work :( * maybe fix maybe * fucks everything why do i do this * test update test * Revert "tries to fix camera" This reverts commit2d14fbae66. * reverts everything I just did peko pain * bye bitch * oh yeah add this I guess * Fucks up the camera net + chunk why * test maybe revert * Revert "test maybe revert" This reverts commit98c5ef1b93. * Revert "Fucks up the camera net + chunk" This reverts commit0e421ebf5f. * this isnt going well uh oh * Attempts to rework out security camera and probably more * Revert "this isnt going well" This reverts commit1d8ceac867. * Revert "Revert "this isnt going well"" This reverts commite26fb61415. * ok ok * Revert "ok" This reverts commit7e7a7f8372. * Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit" This reverts commit01094731c1, reversing changes made toc0cf69ebf1. * this doesn't need to be redefined I guess * no we need this totally * a familiar pain * 515 is L * yeah yeah * ok god fine * bye bye basemap :( doesnt work on runtime station * Fixes AI statis not working god im good * remove this oh god * Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"" This reverts commitb3fb3ba0db. * proves to god I exist and im pissed * yog exclusive feature (tm) plane master * bring this back from previous push * updates vendor emissives as well as firealarms * Updates barsign and fucks everything up * Fixes barsigns breaks all lights and updates barsigns to be machines and not structures We will address this in a later patch * not sure who changed that oh well * yeah this got moved * this needs updating yeah * turns off the carbon monoxide alarm duh * FIXES IT YES thank you biome * turns this off too yeah * Can't compile yet but ports a ton of shit * L * the game opens ig * extra shit * fixes * signals and smooth queue * look ma im going horribly out of scope * fixes chasms * this fixed nothing * ??? * more barsigns for later * forgive me cowboy. also fuck diagonals * oops we need this apparently * fuck it we ball * Update _lists.dm * Update icon_smoothing.dm * it now works kinda * Update atom_initializing_EXPENSIVE.dm * lighting don't work * we have light * sort turfs better * big fucking reorganize * like everything except templates * boy i sure hope nothing bad happens to these bar templates * we're back * no runtimes baby * no errors * shuttles are almost fixed i think * Revert "shuttles are almost fixed i think" This reverts commit046058827c. * Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing" This reverts commit863e1b776d, reversing changes made to884623e600. * Revert "no errors" This reverts commit884623e600. * too far back i think * midround smoothing runtimes fixed i think * comment cleanup * should fix the component runtimes * Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"" This reverts commita8ff8d63aa. * NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO * please stay fixed icemeta * organizing render dms * woops this too in the reorganizing * cryo fixed * nah, i'd win * parallax isn't my problem * pls don't break icemeta * runtime station gets a cam console * well it compiles * maybe fix the map * woops * man i hate maps * was that it? * PLEASE * missing focus tests * maybe that was it * maybe * let's take the batteries out of the carbon monoxide detector * fuck osha * i hate vending machines * that's not a computer * slot machine fix * PLEASE * that wasn't supposed to be there * fuck it i can't fix everything at once * BLUESPACE LOCKER? * literally why * hhh * does this fix chasms? * that should fix bad index * please? * turf_flags for reservations * haha oops * yolo (kill me) * fix wood walls and other walls * fix stairs * that might have fixed shittles * baseturfs are good now i think * should fix plasma windows * decals fixed * please fix changelog * shuttle lighting still fucky * lighting is stinky slow and doesn't finish updating by the time the server starts guh * lighting seemingly works * slipping works * shuttle sounds, slips, and windoors fixed * why am i here * fuck the changelog * of course someone touched smoothing as i'm almost done * we good? * updating ai_eye and rename * z updates and more ai cam updates * ice fixed * weather and ice fix * clockies can see and other clean up catches * windows fixed * cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor * movable lighting works on multi-z * gps fix * item stacking from drag works * falsewall fix * job panel fixed * AI HANDLED * woops that comment should be gone * i hate ai i hate ai * brass glass visible again * vents on top of tiles now * sigdrobe sprite back * centcomm portals work * portals and see openspace mapping icons fixed * icemeta my behated * kill * is that it * lighting cutoff is old hat * angery overlay * not super necessary * also extra but whatever * ticker but thicker * job fix i hope * this isn't needed anymore * latejoin fix? * laserpointer, pipecrawl, and some consoles fixed * i hate fixing bugs as they're made * we're not ready for that * redef cleanup * gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed * goofy ah gun code * this was a good idea and necessary * should fix caltrop component * does this please the linter * linter please accept this async function * THERE * take the batteries out * make it stop * cowbot stopped me from letting ghosts dab * recycler loc fix * fix border firedoors not blocking movement * should fix screen fade out and fade in on round start and end * darker command tile trim and fixed bronze wall sprites * fuck you linter * railings actually stop you from leaving * probably fixes gibtonite overlay when struck * armaments dispenser and clockwork catwalk * turbine fix probably * pointing at inhand items should be fixed * fix overwatch app * should hopefully fix cable rotation on shuttle move * flashlights have better directionality logic * hopefully fixes shuttle atmos on move * grilles fixed * hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving * ice meta mining area finally not freezing * fix lightbulb icons not updating * lava mask and lighting dots * we actually have this * fuck glowshrooms GC * fix light fixture interactions and icon updates * hopefully catches all the updates * lava lighting good to go * seclite was missing inhands * smoothing in replays * light updates accurate in replays * biome's multi-z requests --------- Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com> Co-authored-by: Molti <gamingjoelouis@gmail.com> Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
405 lines
12 KiB
Plaintext
405 lines
12 KiB
Plaintext
/**
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* Two Handed Component
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*
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* When applied to an item it will make it two handed
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*
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*/
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/datum/component/two_handed
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS // Only one of the component can exist on an item
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/// Reference to the offhand created for the item
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var/obj/item/offhand/offhand_item
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/// Are we holding the two handed item properly
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var/wielded = FALSE
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/// The multiplier applied to force when wielded, does not work with force_wielded, and force_unwielded
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var/force_multiplier = 0
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/// Additional force when wielded
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var/force_wielded = 0
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/// Play sound when wielded
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var/wieldsound = FALSE
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/// Play sound when unwielded
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var/unwieldsound = FALSE
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/// Play sound on attack when wielded
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var/attacksound = FALSE
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/// Does it have to be held in both hands
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var/require_twohands = FALSE
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/// The icon that will be used when wielded
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var/icon_wielded = FALSE
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/// The amount of increase recived from sharpening the item
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var/sharpened_increase = 0
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/// stat list for wielded/unwielded, switches with weapon_stats when wielding or unwielding
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var/list/wielded_stats
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/// keep track of unwielded stats, we'll need it later for properly unwielding without causing runtimes
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var/list/unwielded_stats
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/// A callback on the parent to be called when the item is wielded
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var/datum/callback/wield_callback
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/// A callback on the parent to be called when the item is unwielded
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var/datum/callback/unwield_callback
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/**
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* Two Handed component
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*
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* vars:
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* * require_twohands (optional) Does the item need both hands to be carried
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* * wieldsound (optional) The sound to play when wielded
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* * unwieldsound (optional) The sound to play when unwielded
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* * attacksound (optional) The sound to play when wielded and attacking
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* * force_multiplier (optional) The force multiplier when wielded, do not use with force_wielded, and force_unwielded
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* * force_wielded (optional) The force setting when the item is wielded, do not use with force_multiplier
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* * icon_wielded (optional) The icon to be used when wielded
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*/
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/datum/component/two_handed/Initialize(
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require_twohands = FALSE,
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wieldsound = FALSE,
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unwieldsound = FALSE,
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attacksound = FALSE,
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force_multiplier = 0,
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force_wielded = 0,
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icon_wielded = FALSE,
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datum/callback/wield_callback,
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datum/callback/unwield_callback,
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list/wielded_stats = list(SWING_SPEED = 1, ENCUMBRANCE = 0, ENCUMBRANCE_TIME = 0, REACH = 1, DAMAGE_LOW = 0, DAMAGE_HIGH = 0),
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)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.require_twohands = require_twohands
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src.wieldsound = wieldsound
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src.unwieldsound = unwieldsound
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src.attacksound = attacksound
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src.force_multiplier = force_multiplier
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src.force_wielded = force_wielded
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src.icon_wielded = icon_wielded
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src.wield_callback = wield_callback
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src.unwield_callback = unwield_callback
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src.wielded_stats = wielded_stats
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if(require_twohands)
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ADD_TRAIT(parent, TRAIT_NEEDS_TWO_HANDS, ABSTRACT_ITEM_TRAIT)
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// Inherit the new values passed to the component
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/datum/component/two_handed/InheritComponent(
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datum/component/two_handed/new_comp,
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original,
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require_twohands,
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wieldsound,
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unwieldsound,
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force_multiplier,
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force_wielded,
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icon_wielded,
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datum/callback/wield_callback,
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datum/callback/unwield_callback,
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list/wielded_stats,
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)
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if(!original)
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return
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if(require_twohands)
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src.require_twohands = require_twohands
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if(wieldsound)
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src.wieldsound = wieldsound
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if(unwieldsound)
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src.unwieldsound = unwieldsound
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if(attacksound)
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src.attacksound = attacksound
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if(force_multiplier)
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src.force_multiplier = force_multiplier
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if(force_wielded)
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src.force_wielded = force_wielded
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if(icon_wielded)
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src.icon_wielded = icon_wielded
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if(wield_callback)
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src.wield_callback = wield_callback
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if(unwield_callback)
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src.unwield_callback = unwield_callback
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if(wielded_stats)
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src.wielded_stats = wielded_stats
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// register signals withthe parent item
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/datum/component/two_handed/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
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RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, PROC_REF(on_attack_self))
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RegisterSignal(parent, COMSIG_ITEM_ATTACK, PROC_REF(on_attack))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON, PROC_REF(on_update_icon))
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(on_moved))
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RegisterSignal(parent, COMSIG_ITEM_SHARPEN_ACT, PROC_REF(on_sharpen))
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// Remove all siginals registered to the parent item
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/datum/component/two_handed/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_ITEM_EQUIPPED,
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COMSIG_ITEM_DROPPED,
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COMSIG_ITEM_ATTACK_SELF,
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COMSIG_ITEM_ATTACK,
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COMSIG_ATOM_UPDATE_ICON,
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COMSIG_MOVABLE_MOVED,
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COMSIG_ITEM_SHARPEN_ACT,
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))
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/// Triggered on equip of the item containing the component
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/datum/component/two_handed/proc/on_equip(datum/source, mob/user, slot)
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SIGNAL_HANDLER
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if(require_twohands && (slot & ITEM_SLOT_HANDS)) // force equip the item
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wield(user)
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if(!user.is_holding(parent) && wielded && !require_twohands)
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unwield(user)
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/// Triggered on drop of item containing the component
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/datum/component/two_handed/proc/on_drop(datum/source, mob/user)
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SIGNAL_HANDLER
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if(require_twohands) //Don't let the item fall to the ground and cause bugs if it's actually being equipped on another slot.
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unwield(user, FALSE, FALSE)
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if(wielded)
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unwield(user)
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if(source == offhand_item && !QDELETED(source))
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offhand_item = null
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qdel(source)
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/// Triggered on destroy of the component's offhand
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/datum/component/two_handed/proc/on_destroy(datum/source)
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SIGNAL_HANDLER
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offhand_item = null
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/// Triggered on attack self of the item containing the component
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/datum/component/two_handed/proc/on_attack_self(datum/source, mob/user)
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SIGNAL_HANDLER
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if(!require_twohands)
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if(wielded)
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unwield(user)
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else if(user.is_holding(parent))
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wield(user)
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/**
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* Wield the two handed item in both hands
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*
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* vars:
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* * user The mob/living/carbon that is wielding the item
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*/
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/datum/component/two_handed/proc/wield(mob/living/carbon/user)
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if(wielded)
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return
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if(ismonkey(user))
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if(require_twohands)
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to_chat(user, span_notice("[parent] is too heavy and cumbersome for you to carry!"))
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user.dropItemToGround(parent, force=TRUE)
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else
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to_chat(user, span_notice("It's too heavy for you to wield fully."))
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return
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if(user.get_inactive_held_item())
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if(require_twohands)
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to_chat(user, span_notice("[parent] is too cumbersome to carry in one hand!"))
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user.dropItemToGround(parent, force=TRUE)
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else
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to_chat(user, span_warning("You need your other hand to be empty!"))
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return
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if(user.get_num_arms() < 2)
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if(require_twohands)
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user.dropItemToGround(parent, force=TRUE)
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to_chat(user, span_warning("You don't have enough intact hands."))
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return
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// wield update status
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if(SEND_SIGNAL(parent, COMSIG_TWOHANDED_WIELD, user) & COMPONENT_TWOHANDED_BLOCK_WIELD)
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return // blocked wield from item
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wielded = TRUE
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ADD_TRAIT(parent, TRAIT_WIELDED, REF(src))
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RegisterSignal(user, COMSIG_MOB_SWAPPING_HANDS, PROC_REF(on_swapping_hands))
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if(wield_callback)
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wield_callback.Invoke(parent, user)
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// update item stats and name
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var/obj/item/parent_item = parent
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if(force_multiplier)
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parent_item.force *= force_multiplier
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else if(force_wielded)
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parent_item.force += force_wielded
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unwielded_stats = parent_item.weapon_stats
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parent_item.weapon_stats = wielded_stats
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parent_item.name = "[parent_item.name] (Wielded)"
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parent_item.update_appearance()
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if(iscyborg(user))
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to_chat(user, span_notice("You dedicate your module to [parent]."))
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else
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to_chat(user, span_notice("You grab [parent] with both hands."))
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// Play sound if one is set
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if(wieldsound)
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playsound(parent_item.loc, wieldsound, 50, TRUE)
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// Let's reserve the other hand
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offhand_item = new(user)
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offhand_item.name = "[parent_item.name] - offhand"
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offhand_item.desc = "Your second grip on [parent_item]."
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offhand_item.wielded = TRUE
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RegisterSignal(offhand_item, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
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RegisterSignal(offhand_item, COMSIG_QDELETING, PROC_REF(on_destroy))
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user.put_in_inactive_hand(offhand_item)
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/**
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* Unwield the two handed item
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*
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* vars:
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* * user The mob/living/carbon that is unwielding the item
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* * show_message (option) show a message to chat on unwield
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* * can_drop (option) whether 'dropItemToGround' can be called or not.
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*/
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/datum/component/two_handed/proc/unwield(mob/living/carbon/user, show_message=TRUE, can_drop=TRUE)
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if(!wielded)
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return
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// wield update status
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wielded = FALSE
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UnregisterSignal(user, COMSIG_MOB_SWAPPING_HANDS)
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SEND_SIGNAL(parent, COMSIG_TWOHANDED_UNWIELD, user)
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REMOVE_TRAIT(parent, TRAIT_WIELDED, REF(src))
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unwield_callback?.Invoke(parent, user)
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// update item stats
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var/obj/item/parent_item = parent
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if(force_multiplier)
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parent_item.force /= force_multiplier
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else if(force_wielded)
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parent_item.force -= force_wielded
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parent_item.weapon_stats = unwielded_stats
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unwielded_stats = null
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// update the items name to remove the wielded status
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var/sf = findtext(parent_item.name, " (Wielded)", -10) // 10 == length(" (Wielded)")
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if(sf)
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parent_item.name = copytext(parent_item.name, 1, sf)
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else
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parent_item.name = "[initial(parent_item.name)]"
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// Update icons
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parent_item.update_appearance(UPDATE_ICON)
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if(istype(user)) // tk showed that we might not have a mob here
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if(user.get_item_by_slot(ITEM_SLOT_BACK) == parent)
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user.update_inv_back()
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else
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user.update_inv_hands()
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// if the item requires two handed drop the item on unwield
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if(require_twohands && can_drop)
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user.dropItemToGround(parent, force=TRUE)
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// Show message if requested
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if(show_message)
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if(iscyborg(user))
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to_chat(user, span_notice("You free up your module."))
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else if(require_twohands)
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to_chat(user, span_notice("You drop [parent]."))
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else
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to_chat(user, span_notice("You are now carrying [parent] with one hand."))
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// Play sound if set
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if(unwieldsound)
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playsound(parent_item.loc, unwieldsound, 50, TRUE)
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// Remove the object in the offhand
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if(offhand_item)
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UnregisterSignal(offhand_item, list(COMSIG_ITEM_DROPPED, COMSIG_QDELETING))
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qdel(offhand_item)
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// Clear any old refrence to an item that should be gone now
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offhand_item = null
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/**
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* on_attack triggers on attack with the parent item
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*/
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/datum/component/two_handed/proc/on_attack(obj/item/source, mob/living/target, mob/living/user)
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SIGNAL_HANDLER
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if(wielded && attacksound)
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var/obj/item/parent_item = parent
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playsound(parent_item.loc, attacksound, 50, TRUE)
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/**
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* on_update_icon triggers on call to update parent items icon
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*
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* Updates the icon using icon_wielded if set
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*/
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/datum/component/two_handed/proc/on_update_icon(obj/item/source)
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SIGNAL_HANDLER
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if(!wielded)
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return NONE
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if(!icon_wielded)
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return NONE
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source.icon_state = icon_wielded
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return COMSIG_ATOM_NO_UPDATE_ICON_STATE
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/**
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* on_moved Triggers on item moved
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*/
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/datum/component/two_handed/proc/on_moved(datum/source, mob/user, dir)
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SIGNAL_HANDLER
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unwield(user, can_drop=FALSE)
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/**
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* on_swap_hands Triggers on swapping hands, blocks swap if the other hand is busy
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*/
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/datum/component/two_handed/proc/on_swapping_hands(mob/user, obj/item/held_item)
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SIGNAL_HANDLER
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if(!held_item)
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return
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if(held_item == parent)
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return COMPONENT_BLOCK_SWAP
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/**
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* on_sharpen Triggers on usage of a sharpening stone on the item
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*/
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/datum/component/two_handed/proc/on_sharpen(obj/item/item, amount, max_amount=INFINITY)
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|
SIGNAL_HANDLER
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|
|
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if(!item)
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return COMPONENT_BLOCK_SHARPEN_BLOCKED
|
|
if(sharpened_increase)
|
|
return COMPONENT_BLOCK_SHARPEN_ALREADY
|
|
var/wielded_val = 0
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|
var/obj/item/parent_item = parent
|
|
if(force_multiplier)
|
|
if(wielded)
|
|
wielded_val = parent_item.force
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else
|
|
wielded_val = parent_item.force * force_multiplier
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|
else
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|
wielded_val = parent_item.force + (wielded ? 0 : force_wielded)
|
|
if(wielded_val > max_amount)
|
|
return COMPONENT_BLOCK_SHARPEN_MAXED
|
|
sharpened_increase = min(amount, (max_amount - wielded_val))
|
|
return COMPONENT_BLOCK_SHARPEN_APPLIED
|
|
|
|
/**
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|
* The offhand dummy item for two handed items
|
|
*
|
|
*/
|
|
/obj/item/offhand
|
|
name = "offhand"
|
|
icon_state = "offhand"
|
|
w_class = WEIGHT_CLASS_HUGE
|
|
item_flags = ABSTRACT
|
|
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
|
var/wielded = FALSE // Off Hand tracking of wielded status
|
|
|
|
/obj/item/offhand/Initialize(mapload)
|
|
. = ..()
|
|
ADD_TRAIT(src, TRAIT_NODROP, ABSTRACT_ITEM_TRAIT)
|
|
|
|
/obj/item/offhand/Destroy()
|
|
wielded = FALSE
|
|
return ..()
|
|
|
|
/obj/item/offhand/equipped(mob/user, slot)
|
|
. = ..()
|
|
if(wielded && !user.is_holding(src) && !QDELETED(src))
|
|
qdel(src)
|