## About The Pull Request
This PR changes how reagents are added from the venomous component.
Currently the component uses `add_reagents` which adds the reagents
instantly to the target.
While this may not seem like a problem, quite a lot of reagents require
the `COMSIG_REAGENT_EXPOSE_MOB` for them to function, so a lot of
reagents do not act as expected, such as in the issue #85386.
* Fixes#85386.
## Why It's Good For The Game
Makes reagents work as intended using the venomous component.
## Changelog
🆑
fix: fixed reagents not being applied correctly by venomous mobs
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Refactored the on_hit_effect into an element. (#85034)
## About The Pull Request
on_hit_effect is now an element, which uses signals instead of
callbacks.
## Why It's Good For The Game
Easy peasy almost lemon squeezy. It's a good thing that I had made the
AddElementTrait proc so we can manage multiple sources of a common
element. It's much better to use signals than callbacks for components
and datums with several possible sources, kinda like how it's been donw
with the relay_attackers element.
## Changelog
N/A
* Refactored the on_hit_effect into an element.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Throwing a bee at someone injects reagents (#80354)
## About The Pull Request
Throwing a bee at someone injects that bee's reagents.
This has a larger code footprint than you might expect because venom
injection is done via an element which in turn gives a callback to a
component.
While I was touching that I also separated `COMSIG_MOVABLE_IMPACT` into
`COMSIG_MOVABLE_PRE_IMPACT` because a lot of effects trigger from
`COMSIG_MOVABLE_IMPACT` despite the fact that the throw impact can be
cancelled after the signal is sent.
I also added an inject check onto the venomous element for mob attacks,
so thick clothing can now protect you from venom injection.
I elected that Giant Spiders have big enough fangs to ignore this such
that this isn't a major balance change, as do moonicorns (that horn is
massive), Fire Sharks, and Clowns (no idea how they are applying chems
at all to be honest).
## Why It's Good For The Game
I thought about someone throwing a bee at someone like a little dart and
thought "hee hee"
## Changelog
🆑
add: If you throw a bee at someone it will hit them sting-first and
inject that bee's reagent
balance: Thick clothing can now protect you from the venom of bees,
snakes, frogs, and (small) spiders
/🆑
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Throwing a bee at someone injects reagents
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
* Improve the naming of the element argument hash index selector (#71319)
So confusing name
* Improve the naming of the element argument hash index selector
* sr sync
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings) (#70972)
ELEMENT_DETACH is **not** a requirement to having `Detach` called.
Detach is always called when the element itself is destroyed.
ELEMENT_DETACH is a flag that when set, makes sure Detach is called when
the atom destroys.
Sometimes you want this, for instance:
```dm
/datum/element/point_of_interest/Detach(datum/target)
SSpoints_of_interest.on_poi_element_removed(target)
return ..()
```
This Detach cleans up a reference that would have hung if target was
destroyed without this being called.
However, most uses of Detach are cleaning up signals. Signals are
automatically cleaned up when something is destroyed. You do not need
ELEMENT_DETACH in this case, and it slows down init. This also includes
somewhat more complex stuff, like removing overlays on the source
object. It's getting deleted anyway, you don't care!
I have removed all uses of ELEMENT_DETACH that seemed superfluous. I
have also renamed it to `ELEMENT_DETACH_ON_HOST_DESTROY` to make its
purpose more clear, as me and a lot of other maintainers misunderstood
what it did,
---
An update to this, ELEMENT_DETACH *is* needed for anything that can
register to a turf, as turfs do not clear their signals on destroy.
* Remove ELEMENT_DETACH on everything that doesn't need it, rename to ELEMENT_DETACH_ON_HOST_DESTROY + a PSA (about 0.2s init time savings)
* skyrat elements
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells (#68238)
expands elements that register COMSIG_PROJECTILE_ON_HIT
* Most compoennts/elements that register COMSIG_PROJECTILE_ON_HIT can now be applied to turrets and projectile spells
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#58882)
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more)
* AAAAAAAA
* Update spellbook.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>