328fc7b1f1
If you came here thinking this was some game feature then you are in the wrong place. Here is where I ramble about code. This adds /datum/element as a sort of sibling to components. Only one of each type gets instanced and they do not get tied directly to any particular thing like a component does. Basically they're a very lightweight component for doing simple functionality that doesn't have much state. Originally this concept came about as a kind of component that could be shared between many parents to reduce some resource costs. Doing this would allow us to componentize more behaviors that are a part of too many things to be viable to have a whole component for every single one. For example a component on every space turf would be entirely unviable. With elements it's much more reasonable. This implements a prety bare framework and a couple components are migrated to it. It's ready to be used but I fully expect I'm going to need to refine how it works for all the usecases we'll want it for. Also: this fixes the qdeleted signal. This signal isn't even possible because after qdel is done there's nothing to receive a signal anyway. I've changed it to a qdeling signal instead. I need it to work for some elements to know when to clean themselves up.
37 lines
1.1 KiB
Plaintext
37 lines
1.1 KiB
Plaintext
/datum/element/earhealing
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element_flags = ELEMENT_DETACH
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var/list/user_by_item = list()
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/datum/element/earhealing/New()
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START_PROCESSING(SSdcs, src)
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/datum/element/earhealing/Attach(datum/target)
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. = ..()
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if(!isitem(target))
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return ELEMENT_INCOMPATIBLE
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RegisterSignal(target, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED), .proc/equippedChanged)
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/datum/element/earhealing/Detach(datum/target)
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. = ..()
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UnregisterSignal(target, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED))
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user_by_item -= target
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/datum/element/earhealing/proc/equippedChanged(datum/source, mob/living/carbon/user, slot)
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if(slot == SLOT_EARS && istype(user))
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user_by_item[source] = user
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else
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user_by_item -= source
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/datum/element/earhealing/process()
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for(var/i in user_by_item)
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var/mob/living/carbon/user = user_by_item[i]
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if(HAS_TRAIT(user, TRAIT_DEAF))
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continue
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var/obj/item/organ/ears/ears = user.getorganslot(ORGAN_SLOT_EARS)
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if(!ears)
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continue
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ears.deaf = max(ears.deaf - 0.25, (ears.damage < ears.maxHealth ? 0 : 1)) // Do not clear deafness if our ears are too damaged
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ears.damage = max(ears.damage - 0.025, 0)
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CHECK_TICK
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