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Bubberstation/code/datums/ai/cursed/cursed_controller.dm
AnturK 4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00

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/**
* # cursed item ai!
*
* Haunted AI tries to not be interacted with, and will attack people who do.
* Cursed AI instead tries to be interacted with, and will attempt to equip itself onto people.
* Added by /datum/element/cursed, and as such will try to remove this element and go dormant when it finds a victim to curse
*/
/datum/ai_controller/cursed
movement_delay = 0.4 SECONDS
blackboard = list(
BB_CURSE_TARGET,
BB_TARGET_SLOT,
BB_CURSED_THROW_ATTEMPT_COUNT
)
planning_subtrees = list(/datum/ai_planning_subtree/cursed)
idle_behavior = /datum/idle_behavior/idle_ghost_item
/datum/ai_controller/cursed/TryPossessPawn(atom/new_pawn)
if(!isitem(new_pawn))
return AI_CONTROLLER_INCOMPATIBLE
RegisterSignal(new_pawn, COMSIG_MOVABLE_IMPACT, PROC_REF(on_throw_hit))
RegisterSignal(new_pawn, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
return ..() //Run parent at end
/datum/ai_controller/cursed/UnpossessPawn()
UnregisterSignal(pawn, list(COMSIG_MOVABLE_IMPACT, COMSIG_ITEM_EQUIPPED))
return ..() //Run parent at end
///signal called by the pawn hitting something after a throw
/datum/ai_controller/cursed/proc/on_throw_hit(datum/source, atom/hit_atom, datum/thrownthing/throwingdatum)
SIGNAL_HANDLER
if(!iscarbon(hit_atom))
return
//equipcode has sleeps all over it.
INVOKE_ASYNC(src, PROC_REF(try_equipping_to_target_slot), hit_atom)
///signal called by picking up the pawn, will try to equip to where it should actually be and start the curse
/datum/ai_controller/cursed/proc/on_equip(datum/source, mob/equipper, slot)
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(try_equipping_to_target_slot), equipper, slot)
/**
* curse of hunger component; for very hungry items.
*
* called when someone grabs the cursed item or the cursed item impacts with a mob it's throwing itself at
* arguments:
* * curse_victim: whomever we're attaching this to
* * slot_already_in: the slot the item is already in before this was called, possibly null but at least in hands if picked up
*/
/datum/ai_controller/cursed/proc/try_equipping_to_target_slot(mob/living/carbon/curse_victim, slot_already_in)
var/obj/item/item_pawn = pawn
var/attempted_slot = blackboard[BB_TARGET_SLOT]
if(slot_already_in && (attempted_slot & slot_already_in)) //thanks for making it easy
what_a_horrible_night_to_have_a_curse()
return
if(attempted_slot & ITEM_SLOT_HANDS) //hands needs some different checks
curse_victim.drop_all_held_items()
if(curse_victim.put_in_hands(item_pawn, del_on_fail = FALSE))
to_chat(curse_victim, span_danger("[item_pawn] leaps into your hands!"))
what_a_horrible_night_to_have_a_curse()
return
var/obj/item/blocking = curse_victim.get_item_by_slot(attempted_slot)
if(!curse_victim.dropItemToGround(blocking, silent = TRUE))
return //cannot equip to this person so whatever just keep whacking them until they die or fugg off
curse_victim.equip_to_slot_if_possible(item_pawn, attempted_slot, qdel_on_fail = FALSE, disable_warning = FALSE)
to_chat(curse_victim, span_danger("[item_pawn] equips [item_pawn.p_them()]self onto you!"))
what_a_horrible_night_to_have_a_curse()
///proc called when the cursed object successfully attaches itself to someone, removing the cursed element and by extension the ai itself
/datum/ai_controller/cursed/proc/what_a_horrible_night_to_have_a_curse()
var/obj/item/item_pawn = pawn
item_pawn.RemoveElement(/datum/element/cursed)