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11d82b7995
People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. Improving old code. And I want to be able to pet mobroaches while holding them too. 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
71 lines
2.6 KiB
Plaintext
71 lines
2.6 KiB
Plaintext
/**
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* Mobs and items with this element will knock movable targets they hit away from them.
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* Guns and turrets will instead fire projectiles with similar effects.
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*/
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/datum/element/knockback
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/// distance the atom will be thrown
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var/throw_distance
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/// whether this can throw anchored targets (tables, etc)
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var/throw_anchored
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/// whether this is a gentle throw (default false means people thrown into walls are stunned / take damage)
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var/throw_gentle
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/datum/element/knockback/Attach(datum/target, throw_distance = 1, throw_anchored = FALSE, throw_gentle = FALSE)
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. = ..()
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if(ismachinery(target) || isstructure(target) || isgun(target) || isprojectilespell(target)) // turrets, etc
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RegisterSignal(target, COMSIG_PROJECTILE_ON_HIT, PROC_REF(projectile_hit))
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else if(isitem(target))
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RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, PROC_REF(item_afterattack))
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else if(ishostile(target))
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RegisterSignal(target, COMSIG_HOSTILE_POST_ATTACKINGTARGET, PROC_REF(hostile_attackingtarget))
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else
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return ELEMENT_INCOMPATIBLE
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src.throw_distance = throw_distance
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src.throw_anchored = throw_anchored
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src.throw_gentle = throw_gentle
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/datum/element/knockback/Detach(datum/source)
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UnregisterSignal(source, list(COMSIG_ITEM_AFTERATTACK, COMSIG_HOSTILE_POST_ATTACKINGTARGET, COMSIG_PROJECTILE_ON_HIT))
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return ..()
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/// triggered after an item attacks something
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/datum/element/knockback/proc/item_afterattack(obj/item/source, atom/target, mob/user, list/modifiers)
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SIGNAL_HANDLER
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do_knockback(target, user, get_dir(source, target))
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/// triggered after a hostile simplemob attacks something
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/datum/element/knockback/proc/hostile_attackingtarget(mob/living/simple_animal/hostile/attacker, atom/target, success)
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SIGNAL_HANDLER
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if(!success)
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return
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do_knockback(target, attacker, get_dir(attacker, target))
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/// triggered after a projectile hits something
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/datum/element/knockback/proc/projectile_hit(datum/fired_from, atom/movable/firer, atom/target, Angle)
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SIGNAL_HANDLER
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do_knockback(target, null, angle2dir(Angle))
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/**
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* Throw a target in a direction
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*
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* Arguments:
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* * target - Target atom to throw
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* * thrower - Thing that caused this atom to be thrown
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* * throw_dir - Direction to throw the atom
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*/
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/datum/element/knockback/proc/do_knockback(atom/target, mob/thrower, throw_dir)
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if(!ismovable(target) || throw_dir == null)
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return
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var/atom/movable/throwee = target
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if(throwee.anchored && !throw_anchored)
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return
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if(throw_distance < 0)
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throw_dir = REVERSE_DIR(throw_dir)
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throw_distance *= -1
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var/atom/throw_target = get_edge_target_turf(throwee, throw_dir)
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throwee.safe_throw_at(throw_target, throw_distance, 1, thrower, gentle = throw_gentle)
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