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Bubberstation/code/datums/elements/relay_attackers.dm
T
John WillardandRoxy 6e17e9b62b Removes 'thrownby' var on items (#90877)
## About The Pull Request

Fully removes thrownby as a var on items, and is now instead handled by
throwingdatums' ``get_thrower()`` proc

Also replaces the early return for throwing things at yourself (it now
only prevents the call for check_block and therefore hit reaction
stuff), since the only way to throw things at yourself is with
boomerangs, which currently only works because it doesn't pass you as
the thrower for boomerang's return

Speaking of, boomerangs now see the thrower as thrower on returns

Before (Boomerangs don't pass you as the thrower, so it shows you as
being hit by nothing):

![image](https://github.com/user-attachments/assets/44c17c02-5618-44c6-b821-2089752946c8)

After (Boomerangs pass you and you can affect yourself, so it sees you
hitting yourself & it still batons you):

![image](https://github.com/user-attachments/assets/dafe6212-cf58-4a9d-aae1-3ef97faa5dbd)

This is gonna be used for
https://github.com/tgstation/tgstation/pull/90689 as well.

## Why It's Good For The Game

Better logging for boomeranged items, removes a deprecated var and
better consistency for thrown items leaving better readability.

## Changelog
🆑
admin: People throwing boomeranged items and hitting themselves now logs
it as them hitting themselves (rather than being hit by the air).
/🆑
2025-05-08 18:41:30 -04:00

93 lines
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/**
* This element registers to a shitload of signals which can signify "someone attacked me".
* If anyone does it sends a single "someone attacked me" signal containing details about who done it.
* This prevents other components and elements from having to register to the same list of a million signals, should be more maintainable in one place.
*/
/datum/element/relay_attackers
/datum/element/relay_attackers/Attach(datum/target)
. = ..()
if (!HAS_TRAIT(target, TRAIT_RELAYING_ATTACKER)) // Little bit gross but we want to just apply this shit from a bunch of places
// Boy this sure is a lot of ways to tell us that someone tried to attack us
RegisterSignal(target, COMSIG_ATOM_AFTER_ATTACKEDBY, PROC_REF(after_attackby))
RegisterSignals(target, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW, COMSIG_MOB_ATTACK_ALIEN), PROC_REF(on_attack_generic))
RegisterSignals(target, list(COMSIG_ATOM_ATTACK_BASIC_MOB, COMSIG_ATOM_ATTACK_ANIMAL), PROC_REF(on_attack_npc))
RegisterSignal(target, COMSIG_PROJECTILE_PREHIT, PROC_REF(on_bullet_act))
RegisterSignal(target, COMSIG_ATOM_PREHITBY, PROC_REF(on_hitby))
RegisterSignal(target, COMSIG_ATOM_HULK_ATTACK, PROC_REF(on_attack_hulk))
RegisterSignal(target, COMSIG_ATOM_ATTACK_MECH, PROC_REF(on_attack_mech))
ADD_TRAIT(target, TRAIT_RELAYING_ATTACKER, REF(src))
/datum/element/relay_attackers/Detach(datum/source, ...)
. = ..()
UnregisterSignal(source, list(
COMSIG_ATOM_AFTER_ATTACKEDBY,
COMSIG_ATOM_ATTACK_HAND,
COMSIG_ATOM_ATTACK_PAW,
COMSIG_ATOM_ATTACK_BASIC_MOB,
COMSIG_ATOM_ATTACK_ANIMAL,
COMSIG_MOB_ATTACK_ALIEN,
COMSIG_PROJECTILE_PREHIT,
COMSIG_ATOM_PREHITBY,
COMSIG_ATOM_HULK_ATTACK,
COMSIG_ATOM_ATTACK_MECH,
))
REMOVE_TRAIT(source, TRAIT_RELAYING_ATTACKER, REF(src))
/datum/element/relay_attackers/proc/after_attackby(atom/target, obj/item/weapon, mob/attacker, list/modifiers)
SIGNAL_HANDLER
if(weapon.force)
relay_attacker(target, attacker, weapon.damtype == STAMINA ? ATTACKER_STAMINA_ATTACK : ATTACKER_DAMAGING_ATTACK)
/datum/element/relay_attackers/proc/on_attack_generic(atom/target, mob/living/attacker, list/modifiers)
SIGNAL_HANDLER
// Check for a shove.
if(LAZYACCESS(modifiers, RIGHT_CLICK))
relay_attacker(target, attacker, ATTACKER_SHOVING)
return
// Else check for combat mode.
if(attacker.combat_mode)
relay_attacker(target, attacker, ATTACKER_DAMAGING_ATTACK)
return
/datum/element/relay_attackers/proc/on_attack_npc(atom/target, mob/living/attacker)
SIGNAL_HANDLER
if(attacker.melee_damage_upper > 0)
relay_attacker(target, attacker, ATTACKER_DAMAGING_ATTACK)
/// Even if another component blocked this hit, someone still shot at us
/datum/element/relay_attackers/proc/on_bullet_act(atom/target, obj/projectile/hit_projectile)
SIGNAL_HANDLER
if(!hit_projectile.is_hostile_projectile())
return
if(!ismob(hit_projectile.firer))
return
relay_attacker(target, hit_projectile.firer, hit_projectile.damage_type == STAMINA ? ATTACKER_STAMINA_ATTACK : ATTACKER_DAMAGING_ATTACK)
/// Even if another component blocked this hit, someone still threw something
/datum/element/relay_attackers/proc/on_hitby(atom/target, atom/movable/hit_atom, datum/thrownthing/throwingdatum)
SIGNAL_HANDLER
if(!isitem(hit_atom))
return
var/obj/item/hit_item = hit_atom
if(!hit_item.throwforce)
return
var/mob/thrown_by = throwingdatum.get_thrower()
if(!ismob(thrown_by))
return
relay_attacker(target, thrown_by, hit_item.damtype == STAMINA ? ATTACKER_STAMINA_ATTACK : ATTACKER_DAMAGING_ATTACK)
/datum/element/relay_attackers/proc/on_attack_hulk(atom/target, mob/attacker)
SIGNAL_HANDLER
relay_attacker(target, attacker, ATTACKER_DAMAGING_ATTACK)
/datum/element/relay_attackers/proc/on_attack_mech(atom/target, obj/vehicle/sealed/mecha/mecha_attacker, mob/living/pilot, mecha_attack_cooldown)
SIGNAL_HANDLER
relay_attacker(target, mecha_attacker, ATTACKER_DAMAGING_ATTACK)
/// Send out a signal identifying whoever just attacked us (usually a mob but sometimes a mech or turret)
/datum/element/relay_attackers/proc/relay_attacker(atom/victim, atom/attacker, attack_flags)
SEND_SIGNAL(victim, COMSIG_ATOM_WAS_ATTACKED, attacker, attack_flags)