Fixes Knockdown signal being incorrect, making knock-off items (and others) trigger when they should again. Also cleans up the knockoff component and unit tests it. (#67720)

At some point, someone did a find and replace over this file, and completely screwed up the signal for Knockdown().

This caused components that relied on it, like the Knockoff component, to work way less often.

This PR fixes that.
It also goes through and cleans up the Knockoff component. More consistent style guide stuff, minor improvements, better documentation.

It also unit tests it.
This commit is contained in:
MrMelbert
2022-06-16 16:39:15 +01:00
committed by GitHub
parent 425a292202
commit b438cc0039
6 changed files with 159 additions and 43 deletions
+68 -40
View File
@@ -1,71 +1,99 @@
///Items with these will have a chance to get knocked off when disarming or being knocked down
/// Items with this component will have a chance to get knocked off
/// (unequipped and sent to the ground) when the wearer is disarmed or knocked down.
/datum/component/knockoff
///Chance to knockoff
/// Chance to knockoff when a knockoff action occurs.
var/knockoff_chance = 100
///Aiming for these zones will cause the knockoff, null means all zones allowed
/// Used in being disarmed.
/// If set, we will only roll the knockoff chance if the disarmer is targeting one of these zones.
/// If unset, any disarm act will cause the knock-off chance to be rolled, no matter the zone targeted.
var/list/target_zones
///Can be only knocked off from these slots, null means all slots allowed
var/list/slots_knockoffable
/// Bitflag used in equip to determine what slots we need to be in to be knocked off.
/// If set, we must be equipped in one of the slots to have a chance of our item being knocked off.
/// If unset / NONE, a disarm or knockdown will have a chance of our item being knocked off regardless of slot, INCLUDING hand slots.
var/slots_knockoffable = NONE
/datum/component/knockoff/Initialize(knockoff_chance,zone_override,slots_knockoffable)
/datum/component/knockoff/Initialize(knockoff_chance = 100, target_zones, slots_knockoffable = NONE)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED,.proc/OnEquipped)
RegisterSignal(parent, COMSIG_ITEM_DROPPED,.proc/OnDropped)
src.knockoff_chance = knockoff_chance
src.target_zones = target_zones
src.slots_knockoffable = slots_knockoffable
if(zone_override)
target_zones = zone_override
/datum/component/knockoff/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equipped)
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_dropped)
if(slots_knockoffable)
src.slots_knockoffable = slots_knockoffable
/datum/component/knockoff/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED))
///Tries to knockoff the item when disarmed
/datum/component/knockoff/proc/Knockoff(mob/living/carbon/human/wearer,mob/living/attacker,zone)
var/obj/item/item_parent = parent
if(ismob(item_parent.loc))
UnregisterSignal(item_parent.loc, list(COMSIG_HUMAN_DISARM_HIT, COMSIG_LIVING_STATUS_KNOCKDOWN))
/// Signal proc for [COMSIG_HUMAN_DISARM_HIT] on the mob who's equipped our parent
/// Rolls a chance for knockoff whenever we're disarmed
/datum/component/knockoff/proc/on_equipped_mob_disarm(mob/living/carbon/human/source, mob/living/attacker, zone)
SIGNAL_HANDLER
var/obj/item/item = parent
if(!istype(wearer))
if(!istype(source))
return
if(target_zones && !(zone in target_zones))
return
if(!prob(knockoff_chance))
return
if(!wearer.dropItemToGround(item))
return
wearer.visible_message(span_warning("[attacker] knocks off [wearer]'s [item.name]!"),span_userdanger("[attacker] knocks off your [item.name]!"))
///Tries to knockoff the item when user is knocked down
/datum/component/knockoff/proc/Knockoff_knockdown(mob/living/carbon/human/wearer,amount)
var/obj/item/item_parent = parent
if(!source.dropItemToGround(item_parent))
return
source.visible_message(
span_warning("[attacker] knocks off [source]'s [item_parent.name]!"),
span_userdanger("[attacker] knocks off your [item_parent.name]!"),
)
/// Signal proc for [COMSIG_LIVING_STATUS_KNOCKDOWN] on the mob who's equipped our parent
/// Rolls a chance for knockoff whenever we're knocked down
/datum/component/knockoff/proc/on_equipped_mob_knockdown(mob/living/carbon/human/source, amount)
SIGNAL_HANDLER
if(amount <= 0)
if(!istype(source))
return
var/obj/item/item = parent
if(!istype(wearer))
// Healing knockdown or setting knockdown to zero or something? Don't knock off.
if(amount <= 0)
return
if(!prob(knockoff_chance))
return
if(!wearer.dropItemToGround(item))
return
wearer.visible_message(span_warning("[wearer]'s [item.name] get[item.p_s()] knocked off!"),span_userdanger("Your [item.name] [item.p_were()] knocked off!"))
/datum/component/knockoff/proc/OnEquipped(datum/source, mob/living/carbon/human/H,slot)
SIGNAL_HANDLER
if(!istype(H))
var/obj/item/item_parent = parent
if(!source.dropItemToGround(item_parent))
return
if(slots_knockoffable && !(slot in slots_knockoffable))
UnregisterSignal(H, COMSIG_HUMAN_DISARM_HIT)
UnregisterSignal(H, COMSIG_LIVING_STATUS_KNOCKDOWN)
return
RegisterSignal(H, COMSIG_HUMAN_DISARM_HIT, .proc/Knockoff, TRUE)
RegisterSignal(H, COMSIG_LIVING_STATUS_KNOCKDOWN, .proc/Knockoff_knockdown, TRUE)
/datum/component/knockoff/proc/OnDropped(datum/source, mob/living/M)
source.visible_message(
span_warning("[source]'s [item_parent.name] get[item_parent.p_s()] knocked off!"),
span_userdanger("Your [item_parent.name] [item_parent.p_were()] knocked off!"),
)
/// Signal proc for [COMSIG_ITEM_EQUIPPED]
/// Registers our signals which can cause a knockdown whenever we're equipped correctly
/datum/component/knockoff/proc/on_equipped(datum/source, mob/living/carbon/human/equipper, slot)
SIGNAL_HANDLER
UnregisterSignal(M, COMSIG_HUMAN_DISARM_HIT)
UnregisterSignal(M, COMSIG_LIVING_STATUS_KNOCKDOWN)
if(!istype(equipper))
return
if(slots_knockoffable && !(slot & slots_knockoffable))
UnregisterSignal(equipper, list(COMSIG_HUMAN_DISARM_HIT, COMSIG_LIVING_STATUS_KNOCKDOWN))
return
RegisterSignal(equipper, COMSIG_HUMAN_DISARM_HIT, .proc/on_equipped_mob_disarm, TRUE)
RegisterSignal(equipper, COMSIG_LIVING_STATUS_KNOCKDOWN, .proc/on_equipped_mob_knockdown, TRUE)
/// Signal proc for [COMSIG_ITEM_DROPPED]
/// Unregisters our signals which can cause a knockdown when we're unequipped (dropped)
/datum/component/knockoff/proc/on_dropped(datum/source, mob/living/dropper)
SIGNAL_HANDLER
UnregisterSignal(dropper, list(COMSIG_HUMAN_DISARM_HIT, COMSIG_LIVING_STATUS_KNOCKDOWN))