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Bubberstation/code/datums/components/nuclear_bomb_operator.dm
SmArtKar 77bbcfd764 Merges crusher retool kits into one, datumizes crusher skins, gives dagger and blaster unique animations (#90742)
## About The Pull Request

Merges sword, harpoon, glaive and dagger crusher retools into a single
item which allows you to pick the skin you want upon being applied to a
crusher by converting crusher skins into datums.
I've also improved sprites for all skins and redid the retool kit
itself, as well as gave dagger and blaster unique animations - you swing
with a dagger for normal attacks, stab to rupture the mark, and firing a
shot point-blank does a stabbing animation with the blaster.

![dreamseeker_5nPyNKqzoC](https://github.com/user-attachments/assets/c8858a71-3c0f-49a0-8577-cb8a9e64e0a0)


https://github.com/user-attachments/assets/2d243daf-f1d8-48bf-a661-8a9ac990837c

(Apologies for lack of robust gameplay, I was trying to show the
animations, not kill the goliath)

The harpoon crusher skin now does stabbing animation instead of slashing
one, and I've also fixed animations playing incorrectly when attacking
large mobs/objects

## Why It's Good For The Game

Having multiple items for reskinning crushers feels clunky, and unique
animations are just something that makes sense. Having a swinging
animation for both dagger and blaster looked odd, as you'd probably only
swing one of them at the opponent, so I decided to spice them up.

## Changelog
🆑
add: Dagger-blaster and harpoon crusher skins have received unique
attack animations.
add: Four base crusher retool kits have been merged into one item.
image: Resprited crusher skins and the crusher retool kit
fix: Fixed attack animations being offset when attacking large objects
or mobs.
/🆑
2025-05-08 19:05:23 -04:00

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/**
* # Nuclear Bomb Operator
*
* Component applied to handless non-carbon mobs to allow them to perform the function of a nuclear operative.
* Effectively this means they need to be able to:
* * Strip people
* * Pick up the nuke disc, without having hands
* * Place the nuke disc into the nuke
* * Activate the nuke
*
* Human mobs do not need this component because they can already do all of those things.
*/
/datum/component/nuclear_bomb_operator
/// A weak reference to a held nuclear disk, in place of holding it in our inventory, because we don't have one
var/datum/weakref/disky
/// Something to call when we collect the disk
var/datum/callback/on_disk_collected
/// Should return some overlays to display on the mob to show they're carrying a disk
var/datum/callback/add_disk_overlays
/datum/component/nuclear_bomb_operator/Initialize(datum/callback/on_disk_collected, datum/callback/add_disk_overlays)
if (!ismob(parent))
return COMPONENT_INCOMPATIBLE
if (iscarbon(parent)) // Redundant
return COMPONENT_INCOMPATIBLE
src.on_disk_collected = on_disk_collected
src.add_disk_overlays = add_disk_overlays
/datum/component/nuclear_bomb_operator/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignals(parent, list(COMSIG_LIVING_DEATH, COMSIG_QDELETING), PROC_REF(on_death))
RegisterSignal(parent, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(owner_attacked_atom)) // This only works for players, but I am not sure this should have AI anyway
RegisterSignal(parent, COMSIG_ATOM_EXITED, PROC_REF(atom_exited_owner))
RegisterSignal(parent, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
parent.add_traits(list(TRAIT_DISK_VERIFIER, TRAIT_CAN_STRIP, TRAIT_CAN_USE_NUKE), NUKE_OP_MINION_TRAIT)
/datum/component/nuclear_bomb_operator/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, list(
COMSIG_ATOM_EXAMINE,
COMSIG_LIVING_DEATH,
COMSIG_QDELETING,
COMSIG_ATOM_ATTACK_HAND,
COMSIG_ATOM_EXITED,
COMSIG_ATOM_UPDATE_OVERLAYS,
))
parent.remove_traits(list(TRAIT_DISK_VERIFIER, TRAIT_CAN_STRIP, TRAIT_CAN_USE_NUKE), NUKE_OP_MINION_TRAIT)
/datum/component/nuclear_bomb_operator/Destroy(force)
QDEL_NULL(disky)
on_disk_collected = null
add_disk_overlays = null
return ..()
/// Drop the disk on the floor, if we have it
/datum/component/nuclear_bomb_operator/proc/drop_disky()
var/obj/item/disk/nuclear/held_disk = disky?.resolve()
if (!held_disk)
return
var/mob/mob_parent = parent
held_disk.forceMove(mob_parent.drop_location())
mob_parent.visible_message(span_danger("[mob_parent] drops [held_disk] onto the ground!"))
disky = null
mob_parent.update_appearance(updates = UPDATE_ICON)
/// Add details about carrying the nuke disc to examination.
/datum/component/nuclear_bomb_operator/proc/on_examine(atom/parent_atom, mob/examiner, list/examine_list)
SIGNAL_HANDLER
var/obj/item/disk/nuclear/held_disk = disky?.resolve()
if (!held_disk)
return
var/mob/mob_parent = parent
examine_list += span_notice("Wait... [mob_parent.p_are()] [mob_parent.p_they()] holding [held_disk]?")
/// Drop the disk when we are killed
/datum/component/nuclear_bomb_operator/proc/on_death(atom/parent_atom)
SIGNAL_HANDLER
drop_disky()
/// Try to pick up the disk, put it down, or open the nuke panel
/datum/component/nuclear_bomb_operator/proc/owner_attacked_atom(atom/parent_atom, atom/attacked_target, proximity, modifiers)
SIGNAL_HANDLER
if (!proximity)
return
if (!LAZYACCESS(modifiers, LEFT_CLICK))
return
var/obj/item/disk/nuclear/held_disk = disky?.resolve()
if (held_disk)
return try_put_down_disk(held_disk, attacked_target)
if (istype(attacked_target, /obj/item/disk/nuclear))
return try_pick_up_disk(attacked_target)
if (istype(attacked_target, /obj/machinery/nuclearbomb))
attacked_target.ui_interact(parent)
return COMPONENT_CANCEL_ATTACK_CHAIN
/// Picks up the nuke disk, if it can be picked up
/datum/component/nuclear_bomb_operator/proc/try_pick_up_disk(obj/item/disk/nuclear/potential_disky)
if(potential_disky.anchored)
return
var/mob/mob_parent = parent
potential_disky.forceMove(mob_parent)
disky = WEAKREF(potential_disky)
mob_parent.update_appearance(updates = UPDATE_ICON)
mob_parent.balloon_alert(mob_parent, "disk secured!")
on_disk_collected?.InvokeAsync(potential_disky)
/// Uses the disk on clicked atom, or places it on the ground
/datum/component/nuclear_bomb_operator/proc/try_put_down_disk(obj/item/disk/nuclear/held_disk, atom/attacked_target)
var/mob/mob_parent = parent
if(!isopenturf(attacked_target))
INVOKE_ASYNC(held_disk, TYPE_PROC_REF(/obj/item, melee_attack_chain), mob_parent, attacked_target)
mob_parent.do_item_attack_animation(attacked_target, used_item = held_disk, animation_type = ATTACK_ANIMATION_BLUNT)
return COMPONENT_CANCEL_ATTACK_CHAIN
held_disk.forceMove(attacked_target)
disky = null
mob_parent.balloon_alert(mob_parent, "disk dropped!")
mob_parent.update_appearance(updates = UPDATE_ICON)
return COMPONENT_CANCEL_ATTACK_CHAIN
/// Don't hold onto the reference if we lose the disk somehow
/datum/component/nuclear_bomb_operator/proc/atom_exited_owner(atom/parent_atom, atom/movable/gone)
SIGNAL_HANDLER
var/obj/item/disk/nuclear/held_disk = disky?.resolve()
if (held_disk != gone)
return
disky = null
var/mob/mob_parent = parent
mob_parent.update_appearance(updates = UPDATE_ICON)
/// Display any disk-related overlays which need displaying
/datum/component/nuclear_bomb_operator/proc/on_update_overlays(atom/parent_atom, list/overlays)
SIGNAL_HANDLER
if (!disky?.resolve())
return
var/mob/mob_parent = parent
if (!istype(mob_parent) || mob_parent.stat == DEAD)
return
add_disk_overlays?.InvokeAsync(overlays)