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## About The Pull Request if the behavior's logic doesnt clear target keys on finish_action, the mob would keep its aggroed look post sentience ## Why It's Good For The Game fixes some mobs having their aggro appearance linger around after sentience ## Changelog 🆑 fix: fixes some mobs having their aggro appearance linger around after sentience /🆑
78 lines
2.8 KiB
Plaintext
78 lines
2.8 KiB
Plaintext
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/**
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* Changes visuals of the attached mob while it has a target
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*/
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/datum/component/appearance_on_aggro
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/// Blackboardey to search for a target
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var/target_key = BB_BASIC_MOB_CURRENT_TARGET
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/// Icon state to use when we have a target
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var/aggro_state
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/// path of the overlay to apply
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var/mutable_appearance/aggro_overlay
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/// visibility of our icon when aggroed
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var/alpha_on_aggro
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/// visibility of our icon when deaggroed
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var/alpha_on_deaggro
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/datum/component/appearance_on_aggro/Initialize(aggro_state, overlay_icon, overlay_state, alpha_on_aggro, alpha_on_deaggro)
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if (!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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src.aggro_state = aggro_state
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src.alpha_on_aggro = alpha_on_aggro
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src.alpha_on_deaggro = alpha_on_deaggro
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if (!isnull(overlay_icon) && !isnull(overlay_state))
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aggro_overlay = mutable_appearance(overlay_icon, overlay_state)
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/datum/component/appearance_on_aggro/RegisterWithParent()
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RegisterSignal(parent, COMSIG_AI_BLACKBOARD_KEY_SET(target_key), PROC_REF(on_set_target))
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RegisterSignals(parent, list(COMSIG_AI_BLACKBOARD_KEY_CLEARED(target_key), COMSIG_LIVING_DEATH, COMSIG_MOB_LOGIN), PROC_REF(revert_appearance))
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if (!isnull(aggro_state))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_ICON_STATE, PROC_REF(on_icon_state_updated))
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if (!isnull(aggro_overlay))
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RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_overlays_updated))
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/datum/component/appearance_on_aggro/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, list(
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COMSIG_AI_BLACKBOARD_KEY_SET(target_key),
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COMSIG_AI_BLACKBOARD_KEY_CLEARED(target_key),
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COMSIG_LIVING_DEATH,
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COMSIG_MOB_LOGIN,
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))
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/datum/component/appearance_on_aggro/proc/on_set_target(mob/living/source)
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SIGNAL_HANDLER
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var/atom/target = source.ai_controller?.blackboard[target_key]
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if (QDELETED(target))
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return
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if (!isnull(aggro_overlay) || !isnull(aggro_state))
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source.update_appearance(UPDATE_ICON)
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if (!isnull(alpha_on_aggro))
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animate(source, alpha = alpha_on_aggro, time = 2 SECONDS)
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/datum/component/appearance_on_aggro/Destroy()
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revert_appearance(parent)
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return ..()
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/datum/component/appearance_on_aggro/proc/revert_appearance(mob/living/source)
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SIGNAL_HANDLER
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if (!isnull(aggro_overlay) || !isnull(aggro_state))
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source.update_appearance(UPDATE_ICON)
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if (!isnull(alpha_on_deaggro))
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animate(source, alpha = alpha_on_deaggro, time = 2 SECONDS)
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/datum/component/appearance_on_aggro/proc/on_icon_state_updated(mob/living/source)
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SIGNAL_HANDLER
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if (source.stat == DEAD)
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return
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source.icon_state = source.ai_controller?.blackboard_key_exists(target_key) ? aggro_state : initial(source.icon_state)
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/datum/component/appearance_on_aggro/proc/on_overlays_updated(mob/living/basic/source, list/overlays)
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SIGNAL_HANDLER
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if(!(source.ai_controller?.blackboard_key_exists(target_key)))
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return
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overlays += aggro_overlay
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