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Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
64 lines
2.2 KiB
Plaintext
64 lines
2.2 KiB
Plaintext
///This component lets you make specific mobs tameable by feeding them
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/datum/component/tameable
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///Are we domesticated?
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var/tame = FALSE
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///What the mob eats, typically used for taming or animal husbandry.
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var/list/food_types
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///Starting success chance for taming.
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var/tame_chance
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///Added success chance after every failed tame attempt.
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var/bonus_tame_chance
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///For effects once soemthing is tamed
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var/datum/callback/after_tame
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/datum/component/tameable/Initialize(food_types, tame_chance, bonus_tame_chance, datum/callback/after_tame)
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if(!isatom(parent)) //yes, you could make a tameable toolbox.
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return COMPONENT_INCOMPATIBLE
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if(food_types)
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src.food_types = food_types
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if(tame_chance)
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src.tame_chance = tame_chance
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if(bonus_tame_chance)
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src.bonus_tame_chance = bonus_tame_chance
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if(after_tame)
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src.after_tame = after_tame
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/try_tame)
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RegisterSignal(parent, COMSIG_SIMPLEMOB_SENTIENCEPOTION, .proc/on_tame) //Instantly succeeds
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/datum/component/tameable/proc/try_tame(datum/source, obj/item/food, mob/living/attacker, params)
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SIGNAL_HANDLER
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if(!is_type_in_list(food, food_types))
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return
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if(isliving(source))
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var/mob/living/potentially_dead_horse = source
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if(potentially_dead_horse.stat == DEAD)
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to_chat(attacker, span_warning("[parent] is dead!"))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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attacker.visible_message(span_notice("[attacker] hand-feeds [food] to [parent]."), span_notice("You hand-feed [food] to [parent]."))
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qdel(food)
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if(tame)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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if (prob(tame_chance)) //note: lack of feedback message is deliberate, keep them guessing!
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on_tame(attacker)
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else
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tame_chance += bonus_tame_chance
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return COMPONENT_CANCEL_ATTACK_CHAIN
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///Ran once taming succeeds
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/datum/component/tameable/proc/on_tame(mob/living/tamer)
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SIGNAL_HANDLER
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tame = TRUE
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after_tame?.Invoke(tamer)//Run custom behavior if needed
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if(ishostile(parent) && isliving(tamer)) //Kinda shit check but this only applies to hostiles atm
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var/mob/living/simple_animal/hostile/evil_but_now_not_evil = parent
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evil_but_now_not_evil.friends = tamer
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evil_but_now_not_evil.faction = tamer.faction.Copy()
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RemoveComponent()
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