The Mapping Update
Cleans up the map (again) Makes mining code more better
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@@ -1,22 +1,24 @@
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/**
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* A holder for simple behaviour that can be attached to many different types
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*
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* Only one element of each type is instanced during game init.
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* Otherwise acts basically like a lightweight component.
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*/
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* A holder for simple behaviour that can be attached to many different types
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*
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* Only one element of each type is instanced during game init.
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* Otherwise acts basically like a lightweight component.
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*/
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/datum/element
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/// Option flags for element behaviour
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var/element_flags = NONE
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/**
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* The index of the first attach argument to consider for duplicate elements
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* Is only used when flags contains ELEMENT_BESPOKE
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*
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* Is only used when flags contains [ELEMENT_BESPOKE]
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*
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* This is infinity so you must explicitly set this
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*/
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var/id_arg_index = INFINITY
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/// Activates the functionality defined by the element on the given target datum
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/datum/element/proc/Attach(datum/target)
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SHOULD_CALL_PARENT(1)
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SHOULD_CALL_PARENT(TRUE)
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if(type == /datum/element)
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return ELEMENT_INCOMPATIBLE
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SEND_SIGNAL(target, COMSIG_ELEMENT_ATTACH, src)
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@@ -25,8 +27,10 @@
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/// Deactivates the functionality defines by the element on the given datum
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/datum/element/proc/Detach(datum/source, force)
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SIGNAL_HANDLER
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SEND_SIGNAL(source, COMSIG_ELEMENT_DETACH, src)
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SHOULD_CALL_PARENT(1)
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SHOULD_CALL_PARENT(TRUE)
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UnregisterSignal(source, COMSIG_PARENT_QDELETING)
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/datum/element/Destroy(force)
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@@ -45,9 +49,9 @@
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CRASH("Incompatible [arguments[1]] assigned to a [type]! args: [json_encode(args)]")
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/**
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* Finds the singleton for the element type given and detaches it from src
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* You only need additional arguments beyond the type if you're using ELEMENT_BESPOKE
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*/
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* Finds the singleton for the element type given and detaches it from src
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* You only need additional arguments beyond the type if you're using [ELEMENT_BESPOKE]
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*/
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/datum/proc/_RemoveElement(list/arguments)
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var/datum/element/ele = SSdcs.GetElement(arguments)
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ele.Detach(src)
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