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## About The Pull Request This PR replaces a bunch of instances of mobs being able to smash walls by clicking them once to being able to tear walls by standing next to them for a few seconds while an animation occurs. Wall tearing is a three-part animation and can be cancelled and resumed at any point from the most recently completed step so it isn't _exactly_ a single two second interaction, and is resultingly harder to interrupt.  Some mobs still destroy walls in a single click, such as Flesh Worms and Star Gazers. Really whether I replaced this or not was largely down to vibes. It also deletes the `tear_walls` element because it was the same as `wall_tearer` but without the fun visuals. ## Why It's Good For The Game Deleting walls instantly with a single click is pretty obnoxious. This method slows it down a _little_ bit but also looks visually cooler and gives people on the _other_ side of the wall a warning that something is about to bust through kool-aid man style. ## Changelog 🆑 balance: Gorillas, Seedlings, Gold Grubs, Mooks, Constructs, Ascended Knock Heretics, Fugu and mobs subject to a Fugu Gland now rip up walls in a slightly slower but more cinematic way. /🆑
85 lines
3.5 KiB
Plaintext
85 lines
3.5 KiB
Plaintext
/// Returned if we can rip up this target
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#define WALL_TEAR_ALLOWED TRUE
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/// Returned if we can't rip up this target
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#define WALL_TEAR_INVALID FALSE
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/// Returned if we can't rip up the target but still don't want to attack it
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#define WALL_TEAR_FAIL_CANCEL_CHAIN -1
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/**
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* Allows attached mobs to destroy walls over time, a little less unreasonable than the instant wall deletion of wall_smasher
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*/
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/datum/element/wall_tearer
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// Whether we can break reinforced walls
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var/allow_reinforced
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/// How long it takes for us to destroy a wall completely (its a 3 step process so this will be divided by three)
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var/tear_time
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/// How much longer it takes to break reinforced walls
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var/reinforced_multiplier
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/// What interaction key do we use for our interaction
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var/do_after_key
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/datum/element/wall_tearer/Attach(datum/target, allow_reinforced = TRUE, tear_time = 2 SECONDS, reinforced_multiplier = 2, do_after_key = null)
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. = ..()
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if (!isliving(target))
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return ELEMENT_INCOMPATIBLE
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src.allow_reinforced = allow_reinforced
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src.tear_time = tear_time
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src.reinforced_multiplier = reinforced_multiplier
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src.do_after_key = do_after_key
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RegisterSignal(target, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(on_attacked_wall))
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/datum/element/wall_tearer/Detach(datum/source)
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. = ..()
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UnregisterSignal(source, COMSIG_LIVING_UNARMED_ATTACK)
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/// Try to tear up a wall
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/datum/element/wall_tearer/proc/on_attacked_wall(mob/living/tearer, atom/target, proximity_flag)
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SIGNAL_HANDLER
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if (!proximity_flag)
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return NONE
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if (DOING_INTERACTION_WITH_TARGET(tearer, target) || (!isnull(do_after_key) && DOING_INTERACTION(tearer, do_after_key)))
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tearer.balloon_alert(tearer, "busy!")
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return COMPONENT_HOSTILE_NO_ATTACK
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var/is_valid = validate_target(target, tearer)
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if (is_valid != WALL_TEAR_ALLOWED)
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return is_valid == WALL_TEAR_FAIL_CANCEL_CHAIN ? COMPONENT_HOSTILE_NO_ATTACK : NONE
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INVOKE_ASYNC(src, PROC_REF(rip_and_tear), tearer, target)
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return COMPONENT_HOSTILE_NO_ATTACK
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/datum/element/wall_tearer/proc/rip_and_tear(mob/living/tearer, atom/target)
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// We need to do this three times to actually destroy it
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var/rip_time = (istype(target, /turf/closed/wall/r_wall) ? tear_time * reinforced_multiplier : tear_time) / 3
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if (rip_time > 0)
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tearer.visible_message(span_warning("[tearer] begins tearing through [target]!"))
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playsound(tearer, 'sound/machines/airlock_alien_prying.ogg', vol = 100, vary = TRUE)
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target.balloon_alert(tearer, "tearing...")
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if (!do_after(tearer, delay = rip_time, target = target, interaction_key = do_after_key))
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tearer.balloon_alert(tearer, "interrupted!")
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return
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// Might have been replaced, removed, or reinforced during our do_after
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var/is_valid = validate_target(target, tearer)
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if (is_valid != WALL_TEAR_ALLOWED)
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return
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tearer.do_attack_animation(target)
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target.AddComponent(/datum/component/torn_wall)
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is_valid = validate_target(target, tearer) // And now we might have just destroyed it
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if (is_valid == WALL_TEAR_ALLOWED)
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tearer.UnarmedAttack(target, proximity_flag = TRUE)
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/// Check if the target atom is a wall we can actually rip up
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/datum/element/wall_tearer/proc/validate_target(atom/target, mob/living/tearer)
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if (!isclosedturf(target) || isindestructiblewall(target))
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return WALL_TEAR_INVALID
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var/reinforced = istype(target, /turf/closed/wall/r_wall)
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if (!allow_reinforced && reinforced)
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target.balloon_alert(tearer, "it's too strong!")
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return WALL_TEAR_FAIL_CANCEL_CHAIN
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return WALL_TEAR_ALLOWED
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#undef WALL_TEAR_ALLOWED
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#undef WALL_TEAR_INVALID
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#undef WALL_TEAR_FAIL_CANCEL_CHAIN
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