Files
Bubberstation/code/datums/components/alternative_sharpness.dm
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00

61 lines
2.3 KiB
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/// Allows items to have different sharpness for right click attacks
/datum/component/alternative_sharpness
/// Sharpness we change the attack to
var/alt_sharpness = NONE
/// Overrides for continuous attack verbs when performing an alt attack
var/verbs_continuous = null
/// Overrides for simple attack verbs when performing an alt attack
var/verbs_simple = null
/// Value by which we offset our force during the attack
var/force_mod = 0
/// Are we currently performing an alt attack?
var/alt_attacking = FALSE
/// Trait required for us to trigger
var/required_trait = null
// Old values before we overrode them
var/base_continuous = null
var/base_simple = null
var/base_sharpness = NONE
/datum/component/alternative_sharpness/Initialize(alt_sharpness, verbs_continuous = null, verbs_simple = null, force_mod = 0, required_trait = null)
if (!isitem(parent))
return COMPONENT_INCOMPATIBLE
var/obj/item/weapon = parent
src.alt_sharpness = alt_sharpness
src.verbs_continuous = verbs_continuous
src.verbs_simple = verbs_simple
src.force_mod = force_mod
src.required_trait = required_trait
base_continuous = weapon.attack_verb_continuous
base_simple = weapon.attack_verb_simple
/datum/component/alternative_sharpness/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_PRE_ATTACK_SECONDARY, PROC_REF(on_secondary_attack))
/datum/component/alternative_sharpness/proc/on_secondary_attack(obj/item/source, atom/target, mob/user, list/modifiers)
SIGNAL_HANDLER
if (alt_attacking || (required_trait && !HAS_TRAIT(source, required_trait)))
return
alt_attacking = TRUE
source.force += force_mod
base_sharpness = source.sharpness
source.sharpness = alt_sharpness
if (!isnull(verbs_continuous))
source.attack_verb_continuous = verbs_continuous
if (!isnull(verbs_simple))
source.attack_verb_simple = verbs_simple
// I absolutely despise this but this is geniunely the best way to do this without creating and hooking up to a dozen signals and still risking failure edge cases
addtimer(CALLBACK(src, PROC_REF(disable_alt_attack)), 1)
/datum/component/alternative_sharpness/proc/disable_alt_attack()
var/obj/item/weapon = parent
alt_attacking = FALSE
weapon.force -= force_mod
weapon.attack_verb_continuous = base_continuous
weapon.attack_verb_simple = base_simple
weapon.sharpness = base_sharpness