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/**
* ## Bane component
*
* Applied to items and projectiles that modifies damage dealt to certain things.
* For example a sword that deals 2x damage to specifically skeletons.
*
* For items, you are not limited to only dealing more damage. Supports smaller multipliers or removing flat damage.
* For projectiles, you are limited to only dealing more damage, at least until further refactors are done.
*/
/datum/component/bane
dupe_mode = COMPONENT_DUPE_ALLOWED
/// Callback invoked when checking if a target is valid to be baned (arguments: target)
/// Return a boolean, FALSE to stop the bane effect or TRUE to allow it
VAR_FINAL/datum/callback/should_bane_callback
/// Callback invoked before bane damage is applied, allows for modifying the damage or applying other effects. (arguments: target, attacker, damage_modifiers)
/// Return value doesn't matter, but you can modify the damage_modifiers list to change the attack's values
VAR_FINAL/datum/callback/pre_bane_callback
/// Callback invoked after bane damage is applied, allows for applying other effects. (arguments: target, attacker)
/// Return value doesn't matter
VAR_FINAL/datum/callback/on_bane_callback
/// A bitfield of mob biotypes that this bane component applies to.
///If NONE, applies to all biotypes. Defaults to NONE.
VAR_FINAL/affected_biotypes = NONE
/// Multiplier applied to damage when the bane effect applies. Defaults to 1 (no change).
VAR_FINAL/damage_multiplier = 1
/// Flat damage added when the bane effect applies. Defaults to 0 (no change).
VAR_FINAL/added_damage = 0
/// Optional text to show in the weapon label readout, if not set it will generate a generic one based on the biotypes
VAR_FINAL/label_text = ""
/datum/component/bane/Initialize(
damage_multiplier = 1,
added_damage = 0,
affected_biotypes = NONE,
datum/callback/should_bane_callback,
datum/callback/pre_bane_callback,
datum/callback/on_bane_callback,
label_text = "",
)
if(!isitem(parent) && !isprojectile(parent))
return COMPONENT_INCOMPATIBLE
src.damage_multiplier = damage_multiplier
src.added_damage = added_damage
src.affected_biotypes = affected_biotypes
src.should_bane_callback = should_bane_callback
src.pre_bane_callback = pre_bane_callback
src.on_bane_callback = on_bane_callback
src.label_text = label_text
/datum/component/bane/RegisterWithParent()
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_WEAPON_LABEL_READOUT, PROC_REF(label_readout))
RegisterSignal(parent, COMSIG_ITEM_PRE_ATTACK, PROC_REF(pre_attack))
RegisterSignal(parent, COMSIG_ITEM_AFTERATTACK, PROC_REF(after_attack))
RegisterSignal(parent, COMSIG_MOVABLE_IMPACT_ZONE, PROC_REF(on_thrown_hit))
if(isprojectile(parent))
RegisterSignal(parent, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(projectile_hit))
/datum/component/bane/UnregisterFromParent()
if(isitem(parent))
UnregisterSignal(parent, COMSIG_ITEM_WEAPON_LABEL_READOUT)
UnregisterSignal(parent, COMSIG_ITEM_PRE_ATTACK)
UnregisterSignal(parent, COMSIG_ITEM_AFTERATTACK)
UnregisterSignal(parent, COMSIG_MOVABLE_IMPACT_ZONE)
if(isprojectile(parent))
UnregisterSignal(parent, COMSIG_PROJECTILE_SELF_ON_HIT)
/datum/component/bane/proc/is_bane_target(atom/target)
if(!isliving(target))
return FALSE
var/mob/living/living_target = target
if(affected_biotypes && !(living_target.mob_biotypes & affected_biotypes))
return FALSE
return isnull(should_bane_callback) ? TRUE : should_bane_callback.Invoke(target)
/datum/component/bane/proc/label_readout(obj/item/source, list/readout)
SIGNAL_HANDLER
if(damage_multiplier == 1 && added_damage == 0 && !label_text)
return
var/label_line = ""
if(damage_multiplier > 1 || added_damage > 0)
label_line += "It is especially effective against"
else if(damage_multiplier < 1 || added_damage < 0)
label_line += "It is less effective against"
else
label_line += "It interacts uniquely with" // for custom behaviors?
label_line += " "
if(label_text)
label_line += label_text
else if(affected_biotypes)
var/list/affected_biotypes_readable = bitfield_to_list(affected_biotypes, MOB_BIOTYPES_READABLE)
label_line += "[english_list(affected_biotypes_readable)] enemies"
else
label_line += "certain enemies"
if(damage_multiplier > 1 || added_damage > 0)
var/magnitude = ""
switch(max(damage_multiplier, added_damage / 10))
if(3 to INFINITY)
magnitude = "massively increased"
if(2 to 3)
magnitude = "greatly increased"
if(1.5 to 2)
magnitude = "significantly increased"
if(1 to 1.5)
magnitude = "slightly increased"
label_line += ", dealing [span_warning(magnitude)] damage per hit"
else if(damage_multiplier < 1 || added_damage < 0)
var/magnitude = ""
switch(min(damage_multiplier, 10 / abs(added_damage || 1)))
if(-INFINITY to 0)
magnitude = "no"
if(0 to 0.3)
magnitude = "massively reduced"
if(0.3 to 0.6)
magnitude = "greatly reduced"
if(0.6 to 0.9)
magnitude = "significantly reduced"
if(0.9 to 1)
magnitude = "slightly reduced"
label_line += ", dealing [span_warning(magnitude)] damage per hit"
label_line += "."
readout += label_line
// Item attack handling
/datum/component/bane/proc/pre_attack(datum/source, atom/target, mob/living/attacker, list/modifiers, list/attack_modifiers)
SIGNAL_HANDLER
if(!is_bane_target(target))
return
if(added_damage != 0)
MODIFY_ATTACK_FORCE(attack_modifiers, added_damage)
if(damage_multiplier != 1)
MODIFY_ATTACK_FORCE_MULTIPLIER(attack_modifiers, damage_multiplier)
pre_bane_callback?.Invoke(target, attacker, attack_modifiers)
/datum/component/bane/proc/after_attack(datum/source, atom/target, mob/living/attacker, ...)
SIGNAL_HANDLER
if(!is_bane_target(target))
return
SEND_SIGNAL(target, COMSIG_LIVING_BANED, source, attacker)
on_bane_callback?.Invoke(target, attacker)
// Throw impact handling
/datum/component/bane/proc/on_thrown_hit(datum/source, atom/hit_atom, hit_zone, blocked, datum/thrownthing/throwingdatum)
SIGNAL_HANDLER
if(!is_bane_target(hit_atom))
return
var/mob/thrower = throwingdatum?.thrower?.resolve()
var/list/damage_modifiers = list("[FORCE_MULTIPLIER]" = damage_multiplier, "[FORCE_MODIFIER]" = added_damage)
pre_bane_callback?.Invoke(hit_atom, thrower, damage_modifiers)
// We're not modifying the throwforce of the item we're just applying more damage as a separate damage event
// That's why we do damage_multiplier - 1 (so that a 1.5x multiplier would apply 0.5x damage here for a total of 1.5x)
var/obj/item/throwing_item = parent
var/extra_damage = (throwing_item.throwforce * max(0, damage_modifiers[FORCE_MULTIPLIER] - 1)) + damage_modifiers[FORCE_MODIFIER]
if(extra_damage > 0)
var/mob/living/living_target = hit_atom // safe assertion from is_bane_target
living_target.apply_damage(extra_damage, throwing_item.damtype, hit_zone, blocked)
SEND_SIGNAL(hit_atom, COMSIG_LIVING_BANED, thrower, hit_atom)
on_bane_callback?.Invoke(hit_atom, thrower)
// Projectile hit handling
/datum/component/bane/proc/projectile_hit(datum/source, atom/firer, atom/target, angle, hit_zone, blocked, ...)
SIGNAL_HANDLER
if(!is_bane_target(target))
return
var/list/damage_modifiers = list("[FORCE_MULTIPLIER]" = damage_multiplier, "[FORCE_MODIFIER]" = added_damage)
pre_bane_callback?.Invoke(target, firer, damage_modifiers)
// We're not modifying the projectile damage we're just applying more damage as a separate damage event
// That's why we do damage_multiplier - 1 (so that a 1.5x multiplier would apply 0.5x damage here for a total of 1.5x)
var/obj/projectile/projectile_owner = parent
var/extra_damage = (projectile_owner.damage * max(0, damage_modifiers[FORCE_MULTIPLIER] - 1)) + damage_modifiers[FORCE_MODIFIER]
if(extra_damage > 0)
var/mob/living/living_target = target // safe assertion from is_bane_target
living_target.apply_damage(extra_damage, projectile_owner.damage_type, hit_zone, blocked)
SEND_SIGNAL(target, COMSIG_LIVING_BANED, firer, target)
on_bane_callback?.Invoke(target, firer)