Files
Bubberstation/code/datums/components/summoning.dm
SkyratBot a34d9b2da9 [MIRROR] Summoning affix fixes [MDB IGNORE] (#24369)
* Summoning affix fixes (#78983)

## About The Pull Request

The fantasy "summon x" affix blacklist doesn't work, and probably hasn't
worked for a significant amount of time.
This is because it generated a typecache with true/false values
representing whether we should be able to spawn a mob... and then
performed a `pick` on it. Pick doesn't care if the value is true or
false, so everything in the blacklist was explicitly whitelisted.

For some reason the list was also containing subtypes of a datum? Then
passing this to a component which expected typepaths of mobs it could
spawn? That doesn't work either.

We _also_ never added basic mobs to this list, so it would never spawn
those and they're an increasing number of our mobs total.

While I was there I also just did some general code tidying. I moved the
list of "specific subtypes to remove" to a global list because I suspect
something else either will need it in the future or already does.

## Changelog

🆑
fix: Megafauna, lavaland elites, and abstract mobs now correctly cannot
be spawned by a toolbox of ash drake summoning
/🆑

* Summoning affix fixes

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-16 08:46:24 -07:00

92 lines
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/datum/component/summoning
/// Types of mob we can create
var/list/mob_types = list()
/// Percentage chance to spawn a mob
var/spawn_chance
/// Maximum mobs we can have active at once
var/max_mobs
/// Cooldown between spawning mobs
var/spawn_delay
/// Text to display when spawning a mob
var/spawn_text
/// Sound to play when spawning a mob
var/spawn_sound
/// Factions to assign to a summoned mob
var/list/faction
/// Cooldown tracker for when we can summon another mob
COOLDOWN_DECLARE(summon_cooldown)
/// List containing all of our mobs
var/list/spawned_mobs = list()
/datum/component/summoning/Initialize(
mob_types,
spawn_chance = 100,
max_mobs = 3,
spawn_delay = 10 SECONDS,
spawn_text = "appears out of nowhere",
spawn_sound = 'sound/magic/summon_magic.ogg',
list/faction,
)
if(!isitem(parent) && !ishostile(parent) && !isgun(parent) && !ismachinery(parent) && !isstructure(parent) && !isprojectilespell(parent))
return COMPONENT_INCOMPATIBLE
src.mob_types = mob_types
src.spawn_chance = spawn_chance
src.max_mobs = max_mobs
src.spawn_delay = spawn_delay
src.spawn_text = spawn_text
src.spawn_sound = spawn_sound
src.faction = faction
/datum/component/summoning/RegisterWithParent()
if(ismachinery(parent) || isstructure(parent) || isgun(parent) || isprojectilespell(parent)) // turrets, etc
RegisterSignal(parent, COMSIG_PROJECTILE_ON_HIT, PROC_REF(projectile_hit))
else if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_AFTERATTACK, PROC_REF(item_afterattack))
else if(ishostile(parent))
RegisterSignal(parent, COMSIG_HOSTILE_POST_ATTACKINGTARGET, PROC_REF(hostile_attackingtarget))
/datum/component/summoning/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ITEM_AFTERATTACK, COMSIG_HOSTILE_POST_ATTACKINGTARGET, COMSIG_PROJECTILE_ON_HIT))
/datum/component/summoning/proc/item_afterattack(obj/item/source, atom/target, mob/user, proximity_flag, click_parameters)
SIGNAL_HANDLER
if(!proximity_flag)
return
do_spawn_mob(get_turf(target), user)
return COMPONENT_AFTERATTACK_PROCESSED_ITEM
/datum/component/summoning/proc/hostile_attackingtarget(mob/living/simple_animal/hostile/attacker, atom/target, success)
SIGNAL_HANDLER
if(!success)
return
do_spawn_mob(get_turf(target), attacker)
/datum/component/summoning/proc/projectile_hit(datum/fired_from, atom/movable/firer, atom/target, Angle)
SIGNAL_HANDLER
do_spawn_mob(get_turf(target), firer)
/datum/component/summoning/proc/do_spawn_mob(atom/spawn_location, summoner)
if(length(spawned_mobs) >= max_mobs || !COOLDOWN_FINISHED(src, summon_cooldown) || !prob(spawn_chance))
return
COOLDOWN_START(src, summon_cooldown, spawn_delay)
var/chosen_mob_type = pick(mob_types)
var/mob/living/summoned = new chosen_mob_type(spawn_location)
if(ishostile(summoned))
var/mob/living/simple_animal/hostile/angry_boy = summoned
angry_boy.friends |= summoner // do not attack our summon boy
spawned_mobs |= summoned
if(faction != null)
summoned.faction = faction.Copy()
RegisterSignals(summoned, list(COMSIG_LIVING_DEATH, COMSIG_QDELETING), PROC_REF(on_spawned_death))
spawn_location.visible_message(span_danger("[summoned] [spawn_text]!"))
/// When a spawned thing dies, remove it from our list
/datum/component/summoning/proc/on_spawned_death(mob/killed, gibbed)
SIGNAL_HANDLER
UnregisterSignal(killed, list(COMSIG_LIVING_DEATH, COMSIG_QDELETING))
spawned_mobs -= killed