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## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](102b79694f) [Moves signal procs over to their own file](33d07d01fd) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](335ea4ad08) [Does something similar to the attackby comsigs (PARENT -> ATOM)](210e57051d) [And finally passes over the examine signals](65917658fb) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑
158 lines
6.3 KiB
Plaintext
158 lines
6.3 KiB
Plaintext
///the point where you can notice the item is hungry on examine.
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#define HUNGER_THRESHOLD_WARNING 25
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///the point where the item has a chance to eat something on every tick. possibly you!
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#define HUNGER_THRESHOLD_TRY_EATING 50
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/**
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* curse of hunger component; for very hungry items.
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*
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* Used as a rpgloot suffix and wizard spell!
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*/
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/datum/component/curse_of_hunger
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///whether to add dropdel to the item with curse of hunger, used for temporary curses like the wizard duffelbags
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var/add_dropdel
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///items given the curse of hunger will not seek out someone else to latch onto until they are dropped for the first time.
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var/awakened = FALSE
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///counts time passed since it ate food
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var/hunger = 0
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///The bag's max "health". IE, how many times you need to poison it.
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var/max_health = 2
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///The bag's current "health". IE, how many more times you need to poison it to stop it.
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var/current_health = 2
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/datum/component/curse_of_hunger/Initialize(add_dropdel = FALSE, max_health = 2)
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. = ..()
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.add_dropdel = add_dropdel
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src.max_health = max_health
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src.current_health = max_health
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/datum/component/curse_of_hunger/RegisterWithParent()
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. = ..()
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var/obj/item/cursed_item = parent
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RegisterSignal(cursed_item, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(cursed_item, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
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/datum/component/curse_of_hunger/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, list(
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COMSIG_ATOM_EXAMINE,
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COMSIG_ITEM_EQUIPPED,
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COMSIG_ITEM_DROPPED,
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))
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///signal called on parent being examined
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/datum/component/curse_of_hunger/proc/on_examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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if(!awakened)
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return //we should not reveal we are cursed until equipped
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if(current_health < max_health)
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examine_list += span_notice("[parent] looks sick from something it ate.")
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if(hunger > HUNGER_THRESHOLD_WARNING)
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examine_list += span_danger("[parent] hungers for something to eat...")
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///signal called from equipping parent
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/datum/component/curse_of_hunger/proc/on_equip(datum/source, mob/equipper, slot)
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SIGNAL_HANDLER
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var/obj/item/at_least_item = parent
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// Items with no slot flags curse on pickup (because hand slot)
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if(at_least_item.slot_flags && !(at_least_item.slot_flags & slot))
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return
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the_curse_begins(equipper)
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///signal called from dropping parent
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/datum/component/curse_of_hunger/proc/on_drop(datum/source, mob/dropper)
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SIGNAL_HANDLER
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the_curse_ends(dropper)
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/datum/component/curse_of_hunger/proc/the_curse_begins(mob/cursed)
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var/obj/item/cursed_item = parent
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awakened = TRUE
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START_PROCESSING(SSobj, src)
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ADD_TRAIT(cursed_item, TRAIT_NODROP, CURSED_ITEM_TRAIT(cursed_item.type))
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cursed.add_traits(list(TRAIT_CLUMSY, TRAIT_PACIFISM), CURSED_ITEM_TRAIT(cursed_item.type))
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if(add_dropdel)
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cursed_item.item_flags |= DROPDEL
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RegisterSignal(cursed_item, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
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/datum/component/curse_of_hunger/proc/the_curse_ends(mob/uncursed)
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var/obj/item/cursed_item = parent
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STOP_PROCESSING(SSobj, src)
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REMOVE_TRAIT(cursed_item, TRAIT_NODROP, CURSED_ITEM_TRAIT(cursed_item.type))
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uncursed.remove_traits(list(TRAIT_CLUMSY, TRAIT_PACIFISM), CURSED_ITEM_TRAIT(cursed_item.type))
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//remove either one of the signals that could have called this proc
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UnregisterSignal(cursed_item, COMSIG_ITEM_DROPPED)
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var/turf/vomit_turf = get_turf(cursed_item)
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playsound(vomit_turf, 'sound/effects/splat.ogg', 50, TRUE)
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new /obj/effect/decal/cleanable/vomit(vomit_turf)
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uncursed.dropItemToGround(cursed_item, force = TRUE)
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if(!QDELING(cursed_item)) //gives a head start for the person to get away from the cursed item before it begins hunting again!
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addtimer(CALLBACK(src, PROC_REF(seek_new_target)), 10 SECONDS)
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///proc called after a timer to awaken the AI in the cursed item if it doesn't have a target already.
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/datum/component/curse_of_hunger/proc/seek_new_target()
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var/obj/item/cursed_item = parent
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if(iscarbon(cursed_item.loc))
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return
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else if(!isturf(cursed_item.loc))
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cursed_item.forceMove(get_turf(cursed_item))
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//only taking the most reasonable slot is fine since it unequips what is there to equip itself.
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cursed_item.AddElement(/datum/element/cursed, cursed_item.slot_equipment_priority[1])
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cursed_item.visible_message(span_warning("[cursed_item] begins to move on [cursed_item.p_their()] own..."))
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/datum/component/curse_of_hunger/process(seconds_per_tick)
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var/obj/item/cursed_item = parent
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var/mob/living/carbon/cursed = cursed_item.loc
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///check hp
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if(current_health <= 0)
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the_curse_ends(cursed)
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return
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hunger += seconds_per_tick
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if((hunger <= HUNGER_THRESHOLD_TRY_EATING) || prob(80))
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return
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playsound(cursed_item, 'sound/items/eatfood.ogg', 20, TRUE)
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hunger = 0
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//check hungry enough to eat something!
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for(var/obj/item/food in cursed_item.contents + cursed.contents)
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if(!IS_EDIBLE(food))
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continue
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food.forceMove(cursed.loc)
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///poisoned food damages it
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if(locate(/datum/reagent/toxin) in food.reagents.reagent_list)
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var/sick_word = pick("queasy", "sick", "iffy", "unwell")
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cursed.visible_message(
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span_notice("[cursed_item] eats something from [cursed], and looks [sick_word] afterwards!"),
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span_notice("[cursed_item] eats your [food.name] to sate [cursed_item.p_their()] hunger, and looks [sick_word] afterwards!"),
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)
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current_health--
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else
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cursed.visible_message(
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span_warning("[cursed_item] eats something from [cursed] to sate [cursed_item.p_their()] hunger."),
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span_warning("[cursed_item] eats your [food.name] to sate [cursed_item.p_their()] hunger."),
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)
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cursed.temporarilyRemoveItemFromInventory(food, force = TRUE)
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qdel(food)
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return
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///no food found, but you're dead: it bites you slightly, and doesn't regain health.
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if(cursed.stat == DEAD)
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cursed.visible_message(span_danger("[cursed_item] nibbles on [cursed]."), span_userdanger("[cursed_item] nibbles on you!"))
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cursed.apply_damage(10, BRUTE, BODY_ZONE_CHEST)
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return
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///no food found: it bites you and regains some health.
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cursed.visible_message(span_danger("[cursed_item] bites [cursed]!"), span_userdanger("[cursed_item] bites you to sate [cursed_item.p_their()] hunger!"))
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cursed.apply_damage(60, BRUTE, BODY_ZONE_CHEST, wound_bonus = -20, bare_wound_bonus = 20)
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current_health = min(current_health + 1, max_health)
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#undef HUNGER_THRESHOLD_WARNING
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#undef HUNGER_THRESHOLD_TRY_EATING
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