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Bane refactor (now uses damage multipliers) (#96003)
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@@ -1,93 +0,0 @@
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/// Deals extra damage to mobs of a certain type, species, or biotype.
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/// This doesn't directly modify the normal damage of the weapon, instead it applies its own damage separately ON TOP of normal damage
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/// ie. a sword that does 10 damage with a bane element attached that has a 0.5 damage_multiplier will do:
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/// 10 damage from the swords normal attack + 5 damage (50%) from the bane element
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/datum/element/bane
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// can be a mob or a species.
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var/target_type
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/// multiplier of the extra damage based on the force of the item.
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var/damage_multiplier
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/// Added after the above.
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var/added_damage
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/// If it requires combat mode on to deal the extra damage or not.
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var/requires_combat_mode
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/// if we want it to only affect a certain mob biotype
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var/mob_biotypes
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/datum/element/bane/Attach(datum/target, target_type = /mob/living, mob_biotypes = NONE, damage_multiplier=1, added_damage = 0, requires_combat_mode = TRUE)
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. = ..()
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if(!ispath(target_type, /mob/living) && !ispath(target_type, /datum/species))
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return ELEMENT_INCOMPATIBLE
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src.target_type = target_type
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src.damage_multiplier = damage_multiplier
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src.added_damage = added_damage
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src.requires_combat_mode = requires_combat_mode
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src.mob_biotypes = mob_biotypes
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target.AddElementTrait(TRAIT_ON_HIT_EFFECT, REF(src), /datum/element/on_hit_effect)
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RegisterSignal(target, COMSIG_ON_HIT_EFFECT, PROC_REF(do_bane))
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/datum/element/bane/Detach(datum/source)
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UnregisterSignal(source, COMSIG_ON_HIT_EFFECT)
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REMOVE_TRAIT(source, TRAIT_ON_HIT_EFFECT, REF(src))
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return ..()
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/datum/element/bane/proc/do_bane(datum/element_owner, mob/living/bane_applier, mob/living/baned_target, hit_zone, throw_hit)
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if(!check_biotype_path(bane_applier, baned_target))
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return
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if(SEND_SIGNAL(element_owner, COMSIG_OBJECT_PRE_BANING, baned_target) & COMPONENT_CANCEL_BANING)
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return
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var/force_boosted
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var/applied_dam_type
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if(isitem(element_owner))
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var/obj/item/item_owner = element_owner
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force_boosted = item_owner.force
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applied_dam_type = item_owner.damtype
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else if(isprojectile(element_owner))
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var/obj/projectile/projectile_owner = element_owner
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force_boosted = projectile_owner.damage
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applied_dam_type = projectile_owner.damage_type
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else if (isliving(element_owner))
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var/mob/living/living_owner = element_owner
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force_boosted = (living_owner.melee_damage_lower + living_owner.melee_damage_upper) / 2
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//commence crying. yes, these really are the same check. FUCK.
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if(isbasicmob(living_owner))
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var/mob/living/basic/basic_owner = living_owner
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applied_dam_type = basic_owner.melee_damage_type
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else if(isanimal(living_owner))
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var/mob/living/simple_animal/simple_owner = living_owner
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applied_dam_type = simple_owner.melee_damage_type
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else
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return
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else
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return
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var/extra_damage = max(0, (force_boosted * damage_multiplier) + added_damage)
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baned_target.apply_damage(extra_damage, applied_dam_type, hit_zone)
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SEND_SIGNAL(baned_target, COMSIG_LIVING_BANED, bane_applier, baned_target) // for extra effects when baned.
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SEND_SIGNAL(element_owner, COMSIG_OBJECT_ON_BANING, baned_target)
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/**
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* Checks typepaths and the mob's biotype, returning TRUE if correct and FALSE if wrong.
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* Additionally checks if combat mode is required, and if so whether it's enabled or not.
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*/
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/datum/element/bane/proc/check_biotype_path(atom/bane_applier, atom/target)
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if(!isliving(target))
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return FALSE
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var/mob/living/living_target = target
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if(isliving(bane_applier) && bane_applier)
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var/mob/living/living_bane_applier = bane_applier
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if(requires_combat_mode && !living_bane_applier.combat_mode)
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return FALSE
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var/is_correct_biotype = living_target.mob_biotypes & mob_biotypes
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if(mob_biotypes && !(is_correct_biotype))
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return FALSE
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if(ispath(target_type, /mob/living))
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return istype(living_target, target_type)
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else //species type
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return is_species(living_target, target_type)
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@@ -19,7 +19,7 @@
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effects_we_clear = list(/obj/effect/rune, /obj/effect/heretic_rune, /obj/effect/cosmic_rune), \
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)
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target.AddComponent(/datum/component/cult_kill_tracker)
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target.AddElement(/datum/element/bane, mob_biotypes = MOB_SPIRIT, damage_multiplier = 0, added_damage = 25, requires_combat_mode = FALSE)
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target.AddComponent(/datum/component/bane, affected_biotypes = MOB_SPIRIT, added_damage = 25)
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ADD_TRAIT(target, TRAIT_NULLROD_ITEM, ELEMENT_TRAIT(type))
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if(!PERFORM_ALL_TESTS(focus_only/nullrod_variants) || !chaplain_spawnable)
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@@ -97,6 +97,8 @@
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if(attached_proc)
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readout += call(source, attached_proc)()
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SEND_SIGNAL(source, COMSIG_ITEM_WEAPON_LABEL_READOUT, readout)
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// Finally bringing the fields together
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return readout.Join("\n")
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