/
crackable.dm
27 lines (25 loc) · 1.17 KB
/
crackable.dm
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/// Adds crack overlays to an object when integrity gets low
/datum/element/crackable
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
var/list/mutable_appearance/crack_appearances
/// The level at which the object starts showing cracks, 1 being at full health and 0.5 being at half health
var/crack_integrity = 1
/datum/element/crackable/Attach(datum/target, icon/crack_icon, list/crack_states, crack_integrity)
. = ..()
if(!isobj(target))
return ELEMENT_INCOMPATIBLE
src.crack_integrity = crack_integrity || src.crack_integrity
if(!crack_appearances) // This is the first attachment and we need to do first time setup
crack_appearances = list()
for(var/state in crack_states)
for(var/i in 1 to 35)
var/mutable_appearance/crack = mutable_appearance(crack_icon, state)
crack.transform.Turn(i * 10)
crack_appearances += crack
RegisterSignal(target, COMSIG_ATOM_INTEGRITY_CHANGED, PROC_REF(IntegrityChanged))
/datum/element/crackable/proc/IntegrityChanged(obj/source, old_value, new_value)
SIGNAL_HANDLER
if(new_value >= source.max_integrity * crack_integrity)
return
source.AddComponent(/datum/component/cracked, crack_appearances, crack_integrity)