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_element.dm
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_element.dm
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/**
* A holder for simple behaviour that can be attached to many different types
*
* Only one element of each type is instanced during game init.
* Otherwise acts basically like a lightweight component.
*/
/datum/element
/// Option flags for element behaviour
var/element_flags = NONE
/**
* The index of the first attach argument to consider for duplicate elements
*
* Is only used when flags contains [ELEMENT_BESPOKE]
*
* This is infinity so you must explicitly set this
*/
var/id_arg_index = INFINITY
/// Activates the functionality defined by the element on the given target datum
/datum/element/proc/Attach(datum/target)
SHOULD_CALL_PARENT(1)
if(type == /datum/element)
return ELEMENT_INCOMPATIBLE
SEND_SIGNAL(target, COMSIG_ELEMENT_ATTACH, src)
if(element_flags & ELEMENT_DETACH)
RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/Detach, override = TRUE)
/// Deactivates the functionality defines by the element on the given datum
/datum/element/proc/Detach(datum/source, force)
SIGNAL_HANDLER
SEND_SIGNAL(source, COMSIG_ELEMENT_DETACH, src)
SHOULD_CALL_PARENT(1)
UnregisterSignal(source, COMSIG_PARENT_QDELETING)
/datum/element/Destroy(force)
if(!force)
return QDEL_HINT_LETMELIVE
SSdcs.elements_by_type -= type
return ..()
//DATUM PROCS
/// Finds the singleton for the element type given and attaches it to src
/datum/proc/_AddElement(list/arguments)
var/datum/element/ele = SSdcs.GetElement(arguments)
arguments[1] = src
if(ele.Attach(arglist(arguments)) == ELEMENT_INCOMPATIBLE)
CRASH("Incompatible [arguments[1]] assigned to a [type]! args: [json_encode(args)]")
/**
* Finds the singleton for the element type given and detaches it from src
* You only need additional arguments beyond the type if you're using [ELEMENT_BESPOKE]
*/
/datum/proc/_RemoveElement(list/arguments)
var/datum/element/ele = SSdcs.GetElement(arguments)
ele.Detach(src)