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## About The Pull Request - Deletes `spec_unarmedattack` - Deletes `spec_unarmedattacked` - Replaces `COMSIG_HUMAN_EARLY_UNARMED_ATTACK` with `COMSIG_LIVING_EARLY_UNARMED_ATTACK` - Replaces uses of `COMSIG_HUMAN_MELEE_UNARMED_ATTACK` with `COMSIG_LIVING_EARLY_UNARMED_ATTACK` - Fixes(?)(I've never seen this work) / Elementizes Monkey ability to bite while handcuffed - Monkey clever `attack paw` / `attack hand` thing is now handled the same on the human level (via `resolve_unarmed_attack`) ## Why It's Good For The Game Atomized from swing branch. I was really annoyed with these two signals, this kinda unifies the behavior between living and human mobs (they were already quite similar). One thing of note is that this will make dis-coordinated humans use `attack_paw` rather than `attack_hand`, so they'll bite people instead of punching them. I'm not sure if this is what we want, if we wanna tweak that before then I can by all means. ## Changelog 🆑 Melbert refactor: Refactored unarmed attacking mechanisms, this means dis-coordinated humans will now bite people like monkeys (like how coordinated monkeys punch people like humans?) refactor: Dis-coordinated humans smashing up machines now use their hands, rather than their paws /🆑 --------- Co-authored-by: san7890 <the@san7890.com>
77 lines
2.5 KiB
Plaintext
77 lines
2.5 KiB
Plaintext
/**
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* ## basic eating element!
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*
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* Small behavior for non-carbons to eat certain stuff they interact with
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*/
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/datum/element/basic_eating
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// Amount to heal
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var/heal_amt
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/// Amount to hurt
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var/damage_amount
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/// Type of hurt to apply
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var/damage_type
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/// Types the animal can eat.
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var/list/food_types
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/datum/element/basic_eating/Attach(datum/target, heal_amt = 0, damage_amount = 0, damage_type = null, food_types = list())
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. = ..()
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if(!isliving(target))
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return ELEMENT_INCOMPATIBLE
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src.heal_amt = heal_amt
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src.damage_amount = damage_amount
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src.damage_type = damage_type
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src.food_types = food_types
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//this lets players eat
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RegisterSignal(target, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_unarm_attack))
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//this lets ai eat. yes, i'm serious
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RegisterSignal(target, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, PROC_REF(on_pre_attackingtarget))
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/datum/element/basic_eating/Detach(datum/target)
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UnregisterSignal(target, list(COMSIG_LIVING_UNARMED_ATTACK, COMSIG_HOSTILE_PRE_ATTACKINGTARGET))
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return ..()
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/datum/element/basic_eating/proc/on_unarm_attack(mob/living/eater, atom/target, proximity, modifiers)
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SIGNAL_HANDLER
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if(!proximity)
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return NONE
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if(try_eating(eater, target))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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return NONE
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/datum/element/basic_eating/proc/on_pre_attackingtarget(mob/living/eater, atom/target)
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SIGNAL_HANDLER
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try_eating(eater, target)
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/datum/element/basic_eating/proc/try_eating(mob/living/eater, atom/target)
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if(!is_type_in_list(target, food_types))
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return FALSE
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var/eat_verb = pick("bite","chew","nibble","gnaw","gobble","chomp")
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if (heal_amt > 0)
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var/healed = heal_amt && eater.health < eater.maxHealth
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if(heal_amt)
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eater.heal_overall_damage(heal_amt)
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eater.visible_message(span_notice("[eater] [eat_verb]s [target]."), span_notice("You [eat_verb] [target][healed ? ", restoring some health" : ""]."))
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finish_eating(eater, target)
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return TRUE
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if (damage_amount > 0 && damage_type)
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eater.apply_damage(damage_amount, damage_type)
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eater.visible_message(span_notice("[eater] [eat_verb]s [target], and seems to hurt itself."), span_notice("You [eat_verb] [target], hurting yourself in the process."))
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finish_eating(eater, target)
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return TRUE
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eater.visible_message(span_notice("[eater] [eat_verb]s [target]."), span_notice("You [eat_verb] [target]."))
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finish_eating(eater, target)
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return TRUE
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/datum/element/basic_eating/proc/finish_eating(mob/living/eater, atom/target)
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playsound(eater.loc,'sound/items/eatfood.ogg', rand(10,50), TRUE)
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qdel(target)
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