#define MEND_REPLACE_KEY_SOURCE "%SOURCE%" #define MEND_REPLACE_KEY_TARGET "%TARGET%" /** * # Healing Touch component * * A mob with this component will be able to heal certain targets by attacking them. * This intercepts the attack and starts a do_after if the target is in its allowed type list. */ /datum/component/healing_touch /// How much brute damage to heal var/heal_brute /// How much burn damage to heal var/heal_burn /// How much stamina damage to heal var/heal_stamina /// Interaction will use this key, and be blocked while this key is in use var/interaction_key /// Any extra conditions which need to be true to permit healing. Returning TRUE permits the healing, FALSE or null cancels it. var/datum/callback/extra_checks /// Time it takes to perform the healing action var/heal_time /// Typecache of mobs we can heal var/list/valid_targets_typecache /// How targetting yourself works, expects one of HEALING_TOUCH_ANYONE, HEALING_TOUCH_NOT_SELF, or HEALING_TOUCH_SELF_ONLY var/self_targetting /// Text to print when action starts, replaces %SOURCE% with healer and %TARGET% with healed mob var/action_text /// Text to print when action completes, replaces %SOURCE% with healer and %TARGET% with healed mob var/complete_text /datum/component/healing_touch/Initialize( heal_brute = 20, heal_burn = 20, heal_stamina = 0, heal_time = 2 SECONDS, interaction_key = DOAFTER_SOURCE_HEAL_TOUCH, datum/callback/extra_checks = null, list/valid_targets_typecache = list(), self_targetting = HEALING_TOUCH_NOT_SELF, action_text = "%SOURCE% begins healing %TARGET%", complete_text = "%SOURCE% finishes healing %TARGET%", ) if (!isliving(parent)) return COMPONENT_INCOMPATIBLE src.heal_brute = heal_brute src.heal_burn = heal_burn src.heal_stamina = heal_stamina src.heal_time = heal_time src.interaction_key = interaction_key src.extra_checks = extra_checks src.valid_targets_typecache = valid_targets_typecache.Copy() src.self_targetting = self_targetting src.action_text = action_text src.complete_text = complete_text RegisterSignal(parent, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(try_healing)) // Players RegisterSignal(parent, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, PROC_REF(try_healing)) // NPCs /datum/component/healing_touch/UnregisterFromParent() UnregisterSignal(parent, list(COMSIG_LIVING_UNARMED_ATTACK, COMSIG_HOSTILE_PRE_ATTACKINGTARGET)) return ..() /datum/component/healing_touch/Destroy(force, silent) QDEL_NULL(extra_checks) return ..() /// Validate our target, and interrupt the attack chain to start healing it if it is allowed /datum/component/healing_touch/proc/try_healing(mob/living/healer, atom/target) SIGNAL_HANDLER if (!isliving(target)) return if (!is_type_in_typecache(target, valid_targets_typecache)) return // Fall back to attacking it if (extra_checks && !extra_checks.Invoke(healer, target)) return COMPONENT_CANCEL_ATTACK_CHAIN if (DOING_INTERACTION(healer, interaction_key)) healer.balloon_alert(healer, "busy!") return COMPONENT_CANCEL_ATTACK_CHAIN switch (self_targetting) if (HEALING_TOUCH_NOT_SELF) if (target == healer) healer.balloon_alert(healer, "can't heal yourself!") return COMPONENT_CANCEL_ATTACK_CHAIN if (HEALING_TOUCH_SELF_ONLY) if (target != healer) healer.balloon_alert(healer, "can only heal yourself!") return COMPONENT_CANCEL_ATTACK_CHAIN var/mob/living/living_target = target if (living_target.health >= living_target.maxHealth) target.balloon_alert(healer, "not hurt!") return COMPONENT_CANCEL_ATTACK_CHAIN if (!has_healable_damage(living_target)) target.balloon_alert(healer, "can't heal that!") return COMPONENT_CANCEL_ATTACK_CHAIN if (living_target.stat == DEAD) target.balloon_alert(healer, "they're dead!") return COMPONENT_CANCEL_ATTACK_CHAIN INVOKE_ASYNC(src, PROC_REF(heal_target), healer, target) return COMPONENT_CANCEL_ATTACK_CHAIN /// Returns true if the target has a kind of damage which we can heal /datum/component/healing_touch/proc/has_healable_damage(mob/living/target) return (target.getBruteLoss() > 0 && heal_brute) || (target.getFireLoss() > 0 && heal_burn) || (target.getStaminaLoss() > 0 && heal_stamina) /// Perform a do_after and then heal our target /datum/component/healing_touch/proc/heal_target(mob/living/healer, mob/living/target) if (action_text) healer.visible_message(span_notice("[format_string(action_text, healer, target)]")) if (heal_time && !do_after(healer, heal_time, target = target, interaction_key = interaction_key)) healer.balloon_alert(healer, "interrupted!") return if (complete_text) healer.visible_message(span_notice("[format_string(complete_text, healer, target)]")) target.heal_overall_damage(brute = heal_brute, burn = heal_burn, stamina = heal_stamina) new /obj/effect/temp_visual/heal(get_turf(target), COLOR_HEALING_CYAN) /// Reformats the passed string with the replacetext keys /datum/component/healing_touch/proc/format_string(string, atom/source, atom/target) var/final_message = replacetext(string, MEND_REPLACE_KEY_SOURCE, "[source]") final_message = replacetext(final_message, MEND_REPLACE_KEY_TARGET, "[target]") return final_message #undef MEND_REPLACE_KEY_SOURCE #undef MEND_REPLACE_KEY_TARGET