Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite (#74811)

## About The Pull Request

### Divine Archer 🏹 


![image](https://user-images.githubusercontent.com/40974010/232647927-aace69ea-bda8-4ec9-9bf1-60140034fbb3.png)

Adds a new chaplain weapon and suit of armor, the divine archer. It's an
orderable set of armor, but provides less armor than the rest, but you
get more pieces of armor (boots, bracer, undersuit).

The divine bow comes with a quiver that holds holy arrows. The holy
arrows come with bane support, dealing critical damage to revenants.

### Bow Features  

- arrows can now be dipped in poison

### Bow Improvements 🔧 

- bows now drop their arrow when you put them on your back while nocking
a bow
- bows give feedback for trying to draw without a nocked arrow
- codewise, bows support subtypes much better. They still have
hard-sprited loaded arrows, but one day that'll change.

## Why It's Good For The Game

Yeah, we could add null rod #2342 that does almost the same as the
others, or we could have a unique bow weapon!

Player Dev Project thread:
https://discord.com/channels/326822144233439242/1093521091957370940/1093521091957370940

## Changelog
🆑 tralezab code, Drag for the commission and player project, cre#0484
for their spritework
add: Divine Archer Armor and Weapon
qol: Bows give more feedback when you're doing something wrong, like
trying to draw without a nocked arrow
code: Sorted files, cleaned bow code up to allow subtypes
/🆑
This commit is contained in:
tralezab
2023-04-29 02:07:44 +00:00
committed by GitHub
parent e5cf268dd5
commit bc813ab93d
57 changed files with 678 additions and 293 deletions
+76
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@@ -0,0 +1,76 @@
/**
* ## On Hit Effect Component!
*
* Component for other elements/components to rely on for on-hit effects without duplicating the on-hit code.
* See Lifesteal, or bane for examples.
*
* THIS COULD EASILY SUPPORT COMPONENT_DUPE_ALLOWED but the getcomponent makes it throw errors. if you can figure that out feel free to readd the dupe types
*/
/datum/component/on_hit_effect
///callback used by other components to apply effects
var/datum/callback/on_hit_callback
///callback optionally used for more checks
var/datum/callback/extra_check_callback
/datum/component/on_hit_effect/Initialize(on_hit_callback, extra_check_callback)
src.on_hit_callback = on_hit_callback
src.extra_check_callback = extra_check_callback
if(!(ismachinery(parent) || isstructure(parent) || isgun(parent) || isprojectilespell(parent) || isitem(parent) || isanimal_or_basicmob(parent) || isprojectile(parent)))
return ELEMENT_INCOMPATIBLE
/datum/component/on_hit_effect/RegisterWithParent()
if(ismachinery(parent) || isstructure(parent) || isgun(parent) || isprojectilespell(parent))
RegisterSignal(parent, COMSIG_PROJECTILE_ON_HIT, PROC_REF(on_projectile_hit))
else if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_AFTERATTACK, PROC_REF(item_afterattack))
else if(isanimal_or_basicmob(parent))
RegisterSignal(parent, COMSIG_HOSTILE_POST_ATTACKINGTARGET, PROC_REF(hostile_attackingtarget))
else if(isprojectile(parent))
RegisterSignal(parent, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_projectile_self_hit))
/datum/component/on_hit_effect/UnregisterFromParent()
UnregisterSignal(parent, list(
COMSIG_PROJECTILE_ON_HIT,
COMSIG_ITEM_AFTERATTACK,
COMSIG_HOSTILE_POST_ATTACKINGTARGET,
COMSIG_PROJECTILE_SELF_ON_HIT,
))
/datum/component/on_hit_effect/proc/item_afterattack(obj/item/source, atom/target, mob/user, proximity_flag, click_parameters)
SIGNAL_HANDLER
if(!proximity_flag)
return
if(extra_check_callback)
if(!extra_check_callback.Invoke(user, target))
return
on_hit_callback.Invoke(source, user, target, user.zone_selected)
return COMPONENT_AFTERATTACK_PROCESSED_ITEM
/datum/component/on_hit_effect/proc/hostile_attackingtarget(mob/living/attacker, atom/target, success)
SIGNAL_HANDLER
if(!success)
return
if(extra_check_callback)
if(!extra_check_callback.Invoke(attacker, target))
return
on_hit_callback.Invoke(attacker, attacker, target, attacker.zone_selected)
/datum/component/on_hit_effect/proc/on_projectile_hit(datum/fired_from, atom/movable/firer, atom/target, angle, obj/item/bodypart/hit_limb)
SIGNAL_HANDLER
if(extra_check_callback)
if(!extra_check_callback.Invoke(firer, target))
return
on_hit_callback.Invoke(fired_from, firer, target, hit_limb.body_zone)
/datum/component/on_hit_effect/proc/on_projectile_self_hit(datum/source, mob/firer, atom/target, angle, obj/item/bodypart/hit_limb)
SIGNAL_HANDLER
if(extra_check_callback)
if(!extra_check_callback.Invoke(firer, target))
return
on_hit_callback.Invoke(source, firer, target, hit_limb.body_zone)
+1 -1
View File
@@ -120,7 +120,7 @@
message_admins("[ADMIN_LOOKUPFLW(usr)] has tried to spawn an item when selecting a sect.")
return
if(user.mind.holy_role != HOLY_ROLE_HIGHPRIEST)
to_chat(user, "<span class='warning'>You are not the high priest, and therefore cannot select a religious sect.")
to_chat(user, span_warning("You are not the high priest, and therefore cannot select a religious sect."))
return
if(!user.can_perform_action(parent, FORBID_TELEKINESIS_REACH))
to_chat(user,span_warning("You cannot select a sect at this time."))
@@ -0,0 +1,35 @@
/**
* sect nullrod bonus component; for sekret rite combos
*
* Good example is the bow and pyre sect. pick the bow, get a special rite in the pyre sect.
*/
/datum/component/sect_nullrod_bonus
/// assoc list of nullrod type -> rites it unlocks
var/list/bonus_rites
/// has this component given the bonus yet
var/bonus_applied = FALSE
/datum/component/sect_nullrod_bonus/Initialize(list/bonus_rites)
if(!istype(parent, /datum/religion_sect))
return COMPONENT_INCOMPATIBLE
src.bonus_rites = bonus_rites
check_bonus_rites()
/datum/component/sect_nullrod_bonus/RegisterWithParent()
RegisterSignal(SSdcs, COMSIG_GLOB_NULLROD_PICKED, PROC_REF(on_nullrod_picked))
/datum/component/sect_nullrod_bonus/UnregisterFromParent()
UnregisterSignal(SSdcs, COMSIG_GLOB_NULLROD_PICKED)
/datum/component/sect_nullrod_bonus/proc/on_nullrod_picked(datum/source)
SIGNAL_HANDLER
check_bonus_rites()
/datum/component/sect_nullrod_bonus/proc/check_bonus_rites()
if(bonus_applied || !GLOB.holy_weapon_type)
return
var/list/unlocked_rites = bonus_rites[GLOB.holy_weapon_type]
if(!unlocked_rites)
return
GLOB.religious_sect.rites_list.Add(unlocked_rites)
bonus_applied = TRUE