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Bubberstation/code/datums/elements/relay_attackers.dm
Ben10Omintrix e49fe76180 fixes regal rats not running away (#77888)
## About The Pull Request
fixes the regal rat not running away from whoever attacked him. also
adds a new pet command behavior which makes the king's minions drop
whatever they are doing and defend their king from whoever has attacked
him.

## Why It's Good For The Game
the rats now behave right

## Changelog
🆑
fix: regal rats now run away from whoever attacked them
add: new pet behavior which makes pets defend their owners if they got
attacked
/🆑
2023-08-24 17:51:15 -06:00

92 lines
3.9 KiB
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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)
. = ..()
// 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)
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, list/bullet_args, 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 = hit_item.thrownby?.resolve()
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)
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)