Files
Bubberstation/code/datums/components/healing_touch.dm
SkyratBot 42d245a4be [MIRROR] Basic Guardians/Holoparasites [MDB IGNORE] (#24921)
* Basic Guardians/Holoparasites (#79473)

## About The Pull Request

Fixes #79485
Fixes #77552

Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.

They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.

My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.

This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.

I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.

This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.

Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.

## Changelog

🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Basic Guardians/Holoparasites

* Modular

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-11 07:07:34 -05:00

218 lines
7.7 KiB
Plaintext

#define MEND_REPLACE_KEY_SOURCE "%SOURCE%"
#define MEND_REPLACE_KEY_TARGET "%TARGET%"
/**
* # Healing Touch component
*
* A mob with this component will be able to heal certain targets by attacking them.
* This intercepts the attack and starts a do_after if the target is in its allowed type list.
*/
/datum/component/healing_touch
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
/// How much brute damage to heal
var/heal_brute
/// How much burn damage to heal
var/heal_burn
/// How much toxin damage to heal
var/heal_tox
/// How much oxygen damage to heal
var/heal_oxy
/// How much stamina damage to heal
var/heal_stamina
/// Interaction will use this key, and be blocked while this key is in use
var/interaction_key
/// Any extra conditions which need to be true to permit healing. Returning TRUE permits the healing, FALSE or null cancels it.
var/datum/callback/extra_checks
/// Time it takes to perform the healing action
var/heal_time
/// Typecache of mobs we can heal
var/list/valid_targets_typecache
/// Bitfield for biotypes of mobs we can heal
var/valid_biotypes
/// Which kinds of carbon limbs can we heal, has no effect on non-carbon mobs. Set to null if you don't care about excluding prosthetics.
var/required_bodytype
/// How targeting yourself works, expects one of HEALING_TOUCH_ANYONE, HEALING_TOUCH_NOT_SELF, or HEALING_TOUCH_SELF_ONLY
var/self_targeting
/// Text to print when action starts, replaces %SOURCE% with healer and %TARGET% with healed mob
var/action_text
/// Text to print when action completes, replaces %SOURCE% with healer and %TARGET% with healed mob
var/complete_text
/// Whether to print the target's remaining health after healing (for non-carbon targets only)
var/show_health
/// Color for the healing effect
var/heal_color
/// Optional click modifier required
var/required_modifier
/// Callback to run after healing a mob
var/datum/callback/after_healed
/datum/component/healing_touch/Initialize(
heal_brute = 20,
heal_burn = 20,
heal_tox = 0,
heal_oxy = 0,
heal_stamina = 0,
heal_time = 2 SECONDS,
interaction_key = DOAFTER_SOURCE_HEAL_TOUCH,
datum/callback/extra_checks = null,
list/valid_targets_typecache = list(),
valid_biotypes = MOB_ORGANIC | MOB_MINERAL,
required_bodytype = BODYTYPE_ORGANIC,
self_targeting = HEALING_TOUCH_NOT_SELF,
action_text = "%SOURCE% begins healing %TARGET%",
complete_text = "%SOURCE% finishes healing %TARGET%",
show_health = FALSE,
heal_color = COLOR_HEALING_CYAN,
required_modifier = null,
datum/callback/after_healed = null,
)
if (!isliving(parent))
return COMPONENT_INCOMPATIBLE
src.heal_brute = heal_brute
src.heal_burn = heal_burn
src.heal_tox = heal_tox
src.heal_oxy = heal_oxy
src.heal_stamina = heal_stamina
src.heal_time = heal_time
src.interaction_key = interaction_key
src.extra_checks = extra_checks
src.valid_targets_typecache = valid_targets_typecache.Copy()
src.valid_biotypes = valid_biotypes
src.required_bodytype = required_bodytype
src.self_targeting = self_targeting
src.action_text = action_text
src.complete_text = complete_text
src.show_health = show_health
src.heal_color = heal_color
src.required_modifier = required_modifier
src.after_healed = after_healed
RegisterSignal(parent, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(try_healing)) // Players
RegisterSignal(parent, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, PROC_REF(try_healing)) // NPCs
// Let's populate this list as we actually use it, this thing has too many args
/datum/component/healing_touch/InheritComponent(
datum/component/new_component,
i_am_original,
heal_color,
)
src.heal_color = heal_color
/datum/component/healing_touch/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_LIVING_UNARMED_ATTACK, COMSIG_HOSTILE_PRE_ATTACKINGTARGET))
return ..()
/datum/component/healing_touch/Destroy(force, silent)
extra_checks = null
return ..()
/// Validate our target, and interrupt the attack chain to start healing it if it is allowed
/datum/component/healing_touch/proc/try_healing(mob/living/healer, atom/target, proximity, modifiers)
SIGNAL_HANDLER
if (!isliving(target))
return
if (!isnull(required_modifier) && !LAZYACCESS(modifiers, required_modifier))
return
if (length(valid_targets_typecache) && !is_type_in_typecache(target, valid_targets_typecache))
return // Fall back to attacking it
if (extra_checks && !extra_checks.Invoke(healer, target))
return COMPONENT_CANCEL_ATTACK_CHAIN
if (DOING_INTERACTION(healer, interaction_key))
healer.balloon_alert(healer, "busy!")
return COMPONENT_CANCEL_ATTACK_CHAIN
switch (self_targeting)
if (HEALING_TOUCH_NOT_SELF)
if (target == healer)
healer.balloon_alert(healer, "can't heal yourself!")
return COMPONENT_CANCEL_ATTACK_CHAIN
if (HEALING_TOUCH_SELF_ONLY)
if (target != healer)
healer.balloon_alert(healer, "can only heal yourself!")
return COMPONENT_CANCEL_ATTACK_CHAIN
var/mob/living/living_target = target
if (living_target.health >= living_target.maxHealth)
target.balloon_alert(healer, "not hurt!")
return COMPONENT_CANCEL_ATTACK_CHAIN
if (!has_healable_damage(living_target))
target.balloon_alert(healer, "can't heal that!")
return COMPONENT_CANCEL_ATTACK_CHAIN
if (living_target.stat == DEAD)
target.balloon_alert(healer, "they're dead!")
return COMPONENT_CANCEL_ATTACK_CHAIN
INVOKE_ASYNC(src, PROC_REF(heal_target), healer, target)
return COMPONENT_CANCEL_ATTACK_CHAIN
/// Returns true if the target has a kind of damage which we can heal
/datum/component/healing_touch/proc/has_healable_damage(mob/living/target)
if (!isnull(valid_biotypes) && !(valid_biotypes & target.mob_biotypes))
return FALSE
if (target.getStaminaLoss() > 0 && heal_stamina)
return TRUE
if (target.getOxyLoss() > 0 && heal_oxy)
return TRUE
if (target.getToxLoss() > 0 && heal_tox)
return TRUE
if (!iscarbon(target))
return (target.getBruteLoss() > 0 && heal_brute) || (target.getFireLoss() > 0 && heal_burn)
var/mob/living/carbon/carbon_target = target
for (var/obj/item/bodypart/part in carbon_target.bodyparts)
if (!(part.brute_dam && heal_brute) && !(part.burn_dam && heal_burn))
continue
if (!isnull(required_bodytype) && !(part.bodytype & required_bodytype))
continue
return TRUE
return FALSE
/// Perform a do_after and then heal our target
/datum/component/healing_touch/proc/heal_target(mob/living/healer, mob/living/target)
if (action_text)
healer.visible_message(span_notice("[format_string(action_text, healer, target)]"))
if (heal_time && !do_after(healer, heal_time, target = target, interaction_key = interaction_key))
healer.balloon_alert(healer, "interrupted!")
return
if (complete_text)
healer.visible_message(span_notice("[format_string(complete_text, healer, target)]"))
var/healed = target.heal_overall_damage(
brute = heal_brute,
burn = heal_burn,
stamina = heal_stamina,
required_bodytype = required_bodytype,
updating_health = FALSE,
)
healed += target.adjustOxyLoss(-heal_oxy, updating_health = FALSE, required_biotype = valid_biotypes)
healed += target.adjustToxLoss(-heal_tox, updating_health = FALSE, required_biotype = valid_biotypes)
if (healed <= 0)
return
target.updatehealth()
new /obj/effect/temp_visual/heal(get_turf(target), heal_color)
after_healed?.Invoke(target)
if(!show_health)
return
var/formatted_string = format_string("%TARGET% now has <b>[health_percentage(target)] health.</b>", healer, target)
to_chat(healer, span_danger(formatted_string))
/// Reformats the passed string with the replacetext keys
/datum/component/healing_touch/proc/format_string(string, atom/source, atom/target)
var/final_message = replacetext(string, MEND_REPLACE_KEY_SOURCE, "[source]")
final_message = replacetext(final_message, MEND_REPLACE_KEY_TARGET, "[target]")
return final_message
#undef MEND_REPLACE_KEY_SOURCE
#undef MEND_REPLACE_KEY_TARGET