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fixes megafauna not having an attack delay (#89271)
## About The Pull Request i opted to fix this by making the `basic_mob_attack_telegraph` compatible with simple animals for the moment, they now have their short attack delay back. ## Why It's Good For The Game closes #87791 , closes #88984 , ## Changelog 🆑 fix: fixes megafauna instantly attacking people adjacent to them /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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@@ -14,14 +14,17 @@
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/datum/component/basic_mob_attack_telegraph/Initialize(
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telegraph_icon = 'icons/mob/telegraphing/telegraph.dmi',
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telegraph_state = ATTACK_EFFECT_BITE,
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display_telegraph_overlay = TRUE,
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telegraph_duration = 0.4 SECONDS,
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datum/callback/on_began_forecast,
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)
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. = ..()
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if (!isbasicmob(parent))
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if (!isbasicmob(parent) && !ishostile(parent))
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return ELEMENT_INCOMPATIBLE
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target_overlay = mutable_appearance(telegraph_icon, telegraph_state)
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if(display_telegraph_overlay)
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target_overlay = mutable_appearance(telegraph_icon, telegraph_state)
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src.telegraph_duration = telegraph_duration
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src.on_began_forecast = on_began_forecast
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@@ -58,9 +61,13 @@
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return COMPONENT_HOSTILE_NO_ATTACK
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/// Perform an attack after a delay
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/datum/component/basic_mob_attack_telegraph/proc/delayed_attack(mob/living/basic/source, atom/target)
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/datum/component/basic_mob_attack_telegraph/proc/delayed_attack(mob/living/source, atom/target)
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current_target = target
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target.add_overlay(target_overlay)
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if(target_overlay)
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RegisterSignal(target, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_target_overlays_update))
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target.update_appearance()
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RegisterSignal(target, COMSIG_QDELETING, PROC_REF(forget_target))
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RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(target_moved))
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@@ -73,7 +80,12 @@
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return
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ADD_TRAIT(source, TRAIT_BASIC_ATTACK_FORECAST, REF(src))
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forget_target(target)
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source.melee_attack(target, ignore_cooldown = TRUE) // We already started the cooldown when we triggered the forecast
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if(isbasicmob(source))
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var/mob/living/basic/basic_source = source
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basic_source.melee_attack(target, ignore_cooldown = TRUE) // We already started the cooldown when we triggered the forecast
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return
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var/mob/living/simple_animal/hostile/hostile_source = source
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hostile_source.AttackingTarget(target)
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/// The guy we're trying to attack moved, is he still in range?
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/datum/component/basic_mob_attack_telegraph/proc/target_moved(atom/target)
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@@ -86,5 +98,10 @@
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/datum/component/basic_mob_attack_telegraph/proc/forget_target(atom/target)
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SIGNAL_HANDLER
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current_target = null
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target.cut_overlay(target_overlay)
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UnregisterSignal(target, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED))
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target.update_appearance()
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UnregisterSignal(target, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED, COMSIG_ATOM_UPDATE_OVERLAYS))
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/datum/component/basic_mob_attack_telegraph/proc/on_target_overlays_update(atom/parent_atom, list/overlays)
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SIGNAL_HANDLER
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if(parent_atom == current_target)
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overlays += target_overlay
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