Files
Bubberstation/code/datums/components/shy_in_room.dm
T
9664d24c13 Refactors UnarmedAttack so we don't have like 4 Unarmed Attack signals, kills two more snowflake species procs (#78991)
## About The Pull Request

- Deletes `spec_unarmedattack`
- Deletes `spec_unarmedattacked`
- Replaces `COMSIG_HUMAN_EARLY_UNARMED_ATTACK` with
`COMSIG_LIVING_EARLY_UNARMED_ATTACK`
- Replaces uses of `COMSIG_HUMAN_MELEE_UNARMED_ATTACK` with
`COMSIG_LIVING_EARLY_UNARMED_ATTACK`
- Fixes(?)(I've never seen this work) / Elementizes Monkey ability to
bite while handcuffed
- Monkey clever `attack paw` / `attack hand` thing is now handled the
same on the human level (via `resolve_unarmed_attack`)

## Why It's Good For The Game

Atomized from swing branch. I was really annoyed with these two signals,
this kinda unifies the behavior between living and human mobs (they were
already quite similar).

One thing of note is that this will make dis-coordinated humans use
`attack_paw` rather than `attack_hand`, so they'll bite people instead
of punching them. I'm not sure if this is what we want, if we wanna
tweak that before then I can by all means.

## Changelog

🆑 Melbert
refactor: Refactored unarmed attacking mechanisms, this means
dis-coordinated humans will now bite people like monkeys (like how
coordinated monkeys punch people like humans?)
refactor: Dis-coordinated humans smashing up machines now use their
hands, rather than their paws
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-10-15 22:25:19 -06:00

75 lines
2.6 KiB
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/// You can't use items on anyone other than yourself if you stand in a blacklisted room
/datum/component/shy_in_room
can_transfer = TRUE
/// Typecache of areas you can't stand
var/list/blacklist
/// Message shown when you are in a blacklisted room
var/message = "%ROOM is too creepy to do that!"
/// _blacklist, and _message map to vars
/datum/component/shy_in_room/Initialize(blacklist, message)
if(!ismob(parent))
return COMPONENT_INCOMPATIBLE
src.blacklist = blacklist
if(message)
src.message = message
/datum/component/shy_in_room/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOB_CLICKON, PROC_REF(on_clickon))
RegisterSignal(parent, COMSIG_LIVING_TRY_PULL, PROC_REF(on_try_pull))
RegisterSignal(parent, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_unarmed_attack))
RegisterSignal(parent, COMSIG_TRY_STRIP, PROC_REF(on_try_strip))
RegisterSignal(parent, COMSIG_TRY_ALT_ACTION, PROC_REF(on_try_alt_action))
/datum/component/shy_in_room/UnregisterFromParent()
UnregisterSignal(parent, list(
COMSIG_MOB_CLICKON,
COMSIG_LIVING_TRY_PULL,
COMSIG_LIVING_UNARMED_ATTACK,
COMSIG_TRY_STRIP,
COMSIG_TRY_ALT_ACTION,
))
/datum/component/shy_in_room/PostTransfer()
if(!ismob(parent))
return COMPONENT_INCOMPATIBLE
/datum/component/shy_in_room/InheritComponent(datum/component/shy_in_room/friend, i_am_original, list/arguments)
if(i_am_original)
blacklist = friend.blacklist
message = friend.message
/// Returns TRUE or FALSE if you are in a blacklisted area
/datum/component/shy_in_room/proc/is_shy(atom/target)
var/mob/owner = parent
if(!length(blacklist) || (target in owner.DirectAccess()))
return
var/area/room = get_area(owner)
if(is_type_in_typecache(room, blacklist))
to_chat(owner, span_warning("[replacetext(message, "%ROOM", room)]"))
return TRUE
/datum/component/shy_in_room/proc/on_clickon(datum/source, atom/target, list/modifiers)
SIGNAL_HANDLER
if(modifiers[SHIFT_CLICK]) //let them examine their surroundings.
return
return is_shy(target) && COMSIG_MOB_CANCEL_CLICKON
/datum/component/shy_in_room/proc/on_try_pull(datum/source, atom/movable/target, force)
SIGNAL_HANDLER
return is_shy(target) && COMSIG_LIVING_CANCEL_PULL
/datum/component/shy_in_room/proc/on_unarmed_attack(datum/source, atom/target, proximity, modifiers)
SIGNAL_HANDLER
return is_shy(target) && COMPONENT_CANCEL_ATTACK_CHAIN
/datum/component/shy_in_room/proc/on_try_strip(datum/source, atom/target, obj/item/equipping)
SIGNAL_HANDLER
return is_shy(target) && COMPONENT_CANT_STRIP
/datum/component/shy_in_room/proc/on_try_alt_action(datum/source, atom/target)
SIGNAL_HANDLER
return is_shy(target) && COMPONENT_CANT_ALT_ACTION