Files
Bubberstation/code/datums/components/basic_mob_attack_telegraph.dm
Jacquerel bb05cfc67b Hides two do_afters which should be invisible (#89460)
## About The Pull Request and also Why It's Good For The Game

Lately I noticed that watchers display the do_after "working" cog while
channeling their "look away" ability, which looks silly because it
already has its own indicator. That should be hidden.


![dreamseeker_6cSCMzJ14f](https://github.com/user-attachments/assets/b7e15cf1-1936-4a7b-8b18-2b799a96dd4a)

Actually now I look at this gif again the offset on the cog is fucked
up, probably need to update that for larger-than-usual mobs...

While I was at it I also added "hidden" to mob basic attack forecasts. I
can't think it's _likely_ that anyone will add a mob with a > 1 second
forecast (they are only displayed if the length is at least one second)
but it's not totally impossible.

## Changelog

🆑
image: Watchers won't display an animated cog at the same time as using
their gaze attack.
/🆑
2025-02-14 12:21:24 -05:00

108 lines
4.1 KiB
Plaintext

/**
* Delays outgoing attacks which are directed at mobs to give players time to get out of the way
*/
/datum/component/basic_mob_attack_telegraph
/// Time to wait before attack can complete
var/telegraph_duration
/// Overlay which we display over targets
var/mutable_appearance/target_overlay
/// Our current target, if we have one
var/mob/living/current_target
/// Callback executed when we start aiming at something
var/datum/callback/on_began_forecast
/datum/component/basic_mob_attack_telegraph/Initialize(
telegraph_icon = 'icons/mob/telegraphing/telegraph.dmi',
telegraph_state = ATTACK_EFFECT_BITE,
display_telegraph_overlay = TRUE,
telegraph_duration = 0.4 SECONDS,
datum/callback/on_began_forecast,
)
. = ..()
if (!isbasicmob(parent) && !ishostile(parent))
return ELEMENT_INCOMPATIBLE
if(display_telegraph_overlay)
target_overlay = mutable_appearance(telegraph_icon, telegraph_state)
src.telegraph_duration = telegraph_duration
src.on_began_forecast = on_began_forecast
/datum/component/basic_mob_attack_telegraph/Destroy(force)
if(current_target)
forget_target(current_target)
target_overlay = null
on_began_forecast = null
return ..()
/datum/component/basic_mob_attack_telegraph/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, PROC_REF(on_attack))
/datum/component/basic_mob_attack_telegraph/UnregisterFromParent()
if (current_target)
forget_target(current_target)
QDEL_NULL(target_overlay)
REMOVE_TRAIT(parent, TRAIT_BASIC_ATTACK_FORECAST, REF(src))
UnregisterSignal(parent, COMSIG_HOSTILE_PRE_ATTACKINGTARGET)
return ..()
/// When we attempt to attack, check if it is allowed
/datum/component/basic_mob_attack_telegraph/proc/on_attack(mob/living/basic/source, atom/target)
SIGNAL_HANDLER
if (!(isliving(target) || ismecha(target))) // Curse you CLARKE
return
if (HAS_TRAIT_FROM(source, TRAIT_BASIC_ATTACK_FORECAST, REF(src)))
REMOVE_TRAIT(source, TRAIT_BASIC_ATTACK_FORECAST, REF(src))
return
if (!DOING_INTERACTION(source, INTERACTION_BASIC_ATTACK_FORCEAST))
INVOKE_ASYNC(src, PROC_REF(delayed_attack), source, target)
return COMPONENT_HOSTILE_NO_ATTACK
/// Perform an attack after a delay
/datum/component/basic_mob_attack_telegraph/proc/delayed_attack(mob/living/source, atom/target)
current_target = target
if(target_overlay)
RegisterSignal(target, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_target_overlays_update))
target.update_appearance()
RegisterSignal(target, COMSIG_QDELETING, PROC_REF(forget_target))
RegisterSignal(target, COMSIG_MOVABLE_MOVED, PROC_REF(target_moved))
on_began_forecast?.Invoke(target)
//we stop the do_after if the target moves out of neighboring turfs but if they dance around us they get their face smashed
if (!do_after(source, delay = telegraph_duration, target = target, timed_action_flags = IGNORE_TARGET_LOC_CHANGE, extra_checks = CALLBACK(source, TYPE_PROC_REF(/atom/movable, Adjacent), target), interaction_key = INTERACTION_BASIC_ATTACK_FORCEAST, hidden = TRUE))
forget_target(target)
return
if (isnull(target)) // They got out of the way :(
return
ADD_TRAIT(source, TRAIT_BASIC_ATTACK_FORECAST, REF(src))
forget_target(target)
if(isbasicmob(source))
var/mob/living/basic/basic_source = source
basic_source.melee_attack(target, ignore_cooldown = TRUE) // We already started the cooldown when we triggered the forecast
return
var/mob/living/simple_animal/hostile/hostile_source = source
hostile_source.AttackingTarget(target)
/// The guy we're trying to attack moved, is he still in range?
/datum/component/basic_mob_attack_telegraph/proc/target_moved(atom/target)
SIGNAL_HANDLER
if (in_range(parent, target))
return
forget_target(target)
/// The guy we're trying to attack isn't a valid target any more
/datum/component/basic_mob_attack_telegraph/proc/forget_target(atom/target)
SIGNAL_HANDLER
current_target = null
target.update_appearance()
UnregisterSignal(target, list(COMSIG_QDELETING, COMSIG_MOVABLE_MOVED, COMSIG_ATOM_UPDATE_OVERLAYS))
/datum/component/basic_mob_attack_telegraph/proc/on_target_overlays_update(atom/parent_atom, list/overlays)
SIGNAL_HANDLER
if(parent_atom == current_target)
overlays += target_overlay