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## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑
191 lines
7.1 KiB
Plaintext
191 lines
7.1 KiB
Plaintext
/**
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* Makes anything it attaches to capable of permanently removing something's ability to produce light.
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*
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* The temporary equivalent is [/datum/component/light_eater]
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*/
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/datum/element/light_eater
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var/static/list/blacklisted_areas = typecacheof(list(
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/turf/open/space,
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/turf/open/lava,
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))
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/datum/element/light_eater/Attach(datum/target)
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if(isatom(target))
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if(ismovable(target))
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if(ismachinery(target) || isstructure(target))
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RegisterSignal(target, COMSIG_PROJECTILE_ON_HIT, PROC_REF(on_projectile_hit))
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RegisterSignal(target, COMSIG_MOVABLE_IMPACT, PROC_REF(on_throw_impact))
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if(isitem(target))
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if(isgun(target))
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RegisterSignal(target, COMSIG_PROJECTILE_ON_HIT, PROC_REF(on_projectile_hit))
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RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, PROC_REF(on_afterattack))
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RegisterSignal(target, COMSIG_ITEM_HIT_REACT, PROC_REF(on_hit_reaction))
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else if(isprojectile(target))
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RegisterSignal(target, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_projectile_self_hit))
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else if(istype(target, /datum/reagent))
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RegisterSignal(target, COMSIG_REAGENT_EXPOSE_ATOM, PROC_REF(on_expose_atom))
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else if(isprojectilespell(target))
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RegisterSignal(target, COMSIG_PROJECTILE_ON_HIT, PROC_REF(on_projectile_hit))
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else
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return ELEMENT_INCOMPATIBLE
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return ..()
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/datum/element/light_eater/Detach(datum/source)
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UnregisterSignal(source, list(
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COMSIG_MOVABLE_IMPACT,
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COMSIG_ITEM_AFTERATTACK,
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COMSIG_ITEM_HIT_REACT,
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COMSIG_PROJECTILE_ON_HIT,
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COMSIG_REAGENT_EXPOSE_ATOM,
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))
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return ..()
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/**
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* Makes the light eater consume all of the lights attached to the target atom.
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*
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* Arguments:
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* - [food][/atom]: The atom to start the search for lights at.
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* - [eater][/datum]: The light eater being used in this case.
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*/
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/datum/element/light_eater/proc/eat_lights(atom/food, datum/eater)
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var/list/buffet = table_buffet(food)
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if(!LAZYLEN(buffet))
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return 0
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. = 0
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for(var/morsel in buffet)
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. += devour(morsel, eater)
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if(!.)
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return
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food.visible_message(
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span_danger("Something dark in [eater] lashes out at [food] and [food.p_their()] light goes out in an instant!"),
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span_userdanger("You feel something dark in [eater] lash out and gnaw through your light in an instant! It recedes just as fast, but you can feel that [eater.p_theyve()] left something hungry behind."),
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span_danger("You feel a gnawing pulse eat at your sight.")
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)
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/**
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* Aggregates a list of the light sources attached to the target atom.
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*
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* Arguments:
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* - [comissary][/atom]: The origin node of all of the light sources to search through.
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* - [devourer][/datum]: The light eater this element is attached to. Since the element is compatible with reagents this needs to be a datum.
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*/
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/datum/element/light_eater/proc/table_buffet(atom/commisary, datum/devourer)
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. = list()
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SEND_SIGNAL(commisary, COMSIG_LIGHT_EATER_QUEUE, ., devourer)
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for(var/datum/light_source/morsel as anything in commisary.light_sources)
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.[morsel.source_atom] = TRUE
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/**
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* Consumes the light on the target, permanently rendering it incapable of producing light
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*
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* Arguments:
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* - [morsel][/atom]: The light-producing thing we are eating
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* - [eater][/datum]: The light eater eating the morsel. This is the datum that the element is attached to that started this chain.
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*/
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/datum/element/light_eater/proc/devour(atom/morsel, datum/eater)
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if(is_type_in_typecache(morsel, blacklisted_areas))
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return FALSE
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if(istransparentturf(morsel))
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return FALSE
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if(morsel.light_power <= 0 || morsel.light_range <= 0 || !morsel.light_on)
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return FALSE
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if(SEND_SIGNAL(morsel, COMSIG_LIGHT_EATER_ACT, eater) & COMPONENT_BLOCK_LIGHT_EATER)
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return FALSE // Either the light eater can't eat it or it had special behaviors.
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morsel.AddElement(/datum/element/light_eaten)
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SEND_SIGNAL(src, COMSIG_LIGHT_EATER_DEVOUR, morsel)
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return TRUE
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/////////////////////
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// SIGNAL HANDLERS //
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/////////////////////
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/**
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* Called when a movable source is thrown and strikes a target
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*
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* Arugments:
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* - [source][/atom/movable]: The movable atom that was thrown
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* - [hit_atom][/atom]: The target atom that was struck by the source in flight
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* - [thrownthing][/datum/thrownthing]: A datum containing the information for the throw
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*/
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/datum/element/light_eater/proc/on_throw_impact(atom/movable/source, atom/hit_atom, datum/thrownthing/thrownthing)
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SIGNAL_HANDLER
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eat_lights(hit_atom, source)
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return NONE
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/**
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* Called when a target is attacked with a source item
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*
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* Arguments:
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* - [source][/obj/item]: The item what was used to strike the target
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* - [target][/atom]: The atom being struck by the user with the source
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* - [user][/mob/living]: The mob using the source to strike the target
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* - proximity: Whether the strike was in melee range so you can't eat lights from cameras
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*/
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/datum/element/light_eater/proc/on_afterattack(obj/item/source, atom/target, mob/living/user)
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SIGNAL_HANDLER
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eat_lights(target, source)
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/**
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* Called when a source object is used to block a thrown object, projectile, or attack
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*
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* Arguments:
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* - [source][/obj/item]: The item what was used to block the target
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* - [owner][/mob/living/carbon/human]: The mob that blocked the target with the source
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* - [hitby][/atom/movable]: The movable that was blocked by the owner with the source
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* - attack_text: The text tring that will be used to report that the target was blocked
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* - final_block_chance: The probability of blocking the target with the source
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* - attack_type: The type of attack that was blocked
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*/
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/datum/element/light_eater/proc/on_hit_reaction(obj/item/source, mob/living/carbon/human/owner, atom/movable/hitby, attack_text, final_block_chance, damage, attack_type, damage_type)
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SIGNAL_HANDLER
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if(prob(final_block_chance))
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eat_lights(hitby, source)
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return NONE
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/**
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* Called when a produced projectile strikes a target atom
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*
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* Arguments:
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* - [source][/datum]: The thing that created the projectile
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* - [firer][/atom/movable]: The movable atom that fired the projectile
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* - [target][/atom]: The atom that was struck by the projectile
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* - angle: The angle the target was struck at
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*/
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/datum/element/light_eater/proc/on_projectile_hit(datum/source, atom/movable/firer, atom/target, angle)
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SIGNAL_HANDLER
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eat_lights(target, source)
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return NONE
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/**
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* Called when a source projectile strikes a target atom
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*
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* Arguments:
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* - [source][/obj/projectile]: The projectile striking the target atom
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* - [firer][/atom/movable]: The movable atom that fired the projectile
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* - [target][/atom]: The atom that was struck by the projectile
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* - angle: The angle the target was struck at
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* - hit_limb: The limb that was hit, if the target was a carbon
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*/
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/datum/element/light_eater/proc/on_projectile_self_hit(obj/projectile/source, atom/movable/firer, atom/target, angle, hit_limb)
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SIGNAL_HANDLER
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eat_lights(target, source)
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return NONE
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/**
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* Called when a source reagent exposes a target atom
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*
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* Arguments:
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* - [source][/datum/reagent]: The reagents that exposed the target atom
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* - [target][/atom]: The atom that was exposed to the light reater reagents
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* - reac_volume: The volume of the reagents the target was exposed to
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*/
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/datum/element/light_eater/proc/on_expose_atom(datum/reagent/source, atom/target, reac_volume)
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SIGNAL_HANDLER
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eat_lights(target, source)
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return NONE
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