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Fix basic mobs triggering click cooldown erroneously. (#95906)
## About The Pull Request Basic Mobs used to always trigger cooldown on clicks. This resulted in missed attacks causing you to have a delay before you could attack again, this makes it really punishing to play as a basic mob. To resolve this I did a mini-refactor on basic mob's attack chain to allow for the return values to determine whether we go on cooldown or not. Preventing attacks that did nothing (due to not passing checks, or simply not having any behavior) from causing cooldown. This fixes #95605 ## Why It's Good For The Game being able to perform melee with the same rules as /human is only fair ## Changelog 🆑 DresserOnFire fix: Fixes a bug where player-controlled basic mobs would get a cooldown when their attacks miss refactor: basic mob attack chain can now decided whether an attack resulted in a cooldown or not. /🆑
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@@ -232,21 +232,22 @@
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. += span_deadsay("Upon closer examination, [p_they()] appear[p_s()] to be [HAS_MIND_TRAIT(user, TRAIT_NAIVE) ? "asleep" : "dead"].")
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/mob/living/basic/proc/melee_attack(atom/target, list/modifiers, ignore_cooldown = FALSE)
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if(!early_melee_attack(target, modifiers, ignore_cooldown))
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var/early_melee_result = early_melee_attack(target, modifiers, ignore_cooldown)
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if(early_melee_result) //Truthy value means we want to end the chain
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if(!ignore_cooldown && early_melee_result == BASIC_MOB_END_ATTACK_CHAIN_COOLDOWN)
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changeNext_move(melee_attack_cooldown)
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return FALSE
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var/result = target.attack_basic_mob(src, modifiers)
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SEND_SIGNAL(src, COMSIG_HOSTILE_POST_ATTACKINGTARGET, target, result)
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if(!ignore_cooldown)
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changeNext_move(melee_attack_cooldown) // Set it again because objects like to fuck with it in attack_basic_mob
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if(result && !ignore_cooldown) //Only set cooldown if the attack achieved something, which is the case when the value is true-ey. This could definitely be done better but is probably easier once living/simple is gone and we no longer use attack_animal.
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changeNext_move(melee_attack_cooldown)
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return result
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/mob/living/basic/proc/early_melee_attack(atom/target, list/modifiers, ignore_cooldown = FALSE)
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face_atom(target)
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if(!ignore_cooldown)
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changeNext_move(melee_attack_cooldown) // Set cooldown early in case it is cancelled
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if(SEND_SIGNAL(src, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, target, Adjacent(target), modifiers) & COMPONENT_HOSTILE_NO_ATTACK)
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return FALSE //but more importantly return before attack_animal called
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return TRUE
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return BASIC_MOB_END_ATTACK_CHAIN //but more importantly return before attack_animal called
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return BASIC_MOB_CONTINUE_ATTACK_CHAIN
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/mob/living/basic/resolve_unarmed_attack(atom/attack_target, list/modifiers)
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melee_attack(attack_target, modifiers)
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