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* Jousting now unregisters the current holder (#76589) ## About The Pull Request Fixes the args of on_equip and on_drop for active items Picking an item up will unregister from the old user (in case it transfers inventory) Unregister's signal from current holder instead of whoever drops it. It should be the same in each case but there may have some edge case where on drop isn't called? This is more to just be safe. ## Why It's Good For The Game Jousting won't runtime as much. ## Changelog 🆑 code: Jousting now registers/unregisters properly on two-handed items. /🆑 * Jousting now unregisters the current holder --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
150 lines
5.4 KiB
Plaintext
150 lines
5.4 KiB
Plaintext
///Amount of time each timer has, used to reset the jousting back, indicating that the person has stopped moving.
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#define MOVEMENT_RESET_COOLDOWN_TIME (0.3 SECONDS)
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/**
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* ##jousting
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*
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* Given to items, it allows you to charge into people with additional damage and potential knockdown
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* by being buckled onto something. If the other person is also jousting, can knock eachother down.
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*/
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/datum/component/jousting
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///The current person holding parent.
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var/mob/living/current_holder
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///The current direction of the jousting.
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var/current_direction = NONE
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///How many tiles we've charged up thus far
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var/current_tile_charge = 0
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///How much of an increase in damage is achieved every tile moved during jousting.
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var/damage_boost_per_tile
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///The boosted chances of a knockdown occuring while jousting.
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var/knockdown_chance_per_tile
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///How much of an increase in knockdown is achieved every tile moved during jousting, if it knocks down.
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var/knockdown_time
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///The max amount of tiles before you can joust someone.
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var/max_tile_charge
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///The min amount of tiles before you can joust someone.
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var/min_tile_charge
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/datum/component/jousting/Initialize(
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damage_boost_per_tile = 2,
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knockdown_chance_per_tile = 20,
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knockdown_time = 2 SECONDS,
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max_tile_charge = 5,
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min_tile_charge = 2,
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)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.damage_boost_per_tile = damage_boost_per_tile
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src.knockdown_chance_per_tile = knockdown_chance_per_tile
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src.knockdown_time = knockdown_time
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src.max_tile_charge = max_tile_charge
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src.min_tile_charge = min_tile_charge
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
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RegisterSignal(parent, COMSIG_ITEM_ATTACK, PROC_REF(on_attack))
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RegisterSignal(parent, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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/datum/component/jousting/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, list(
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COMSIG_ATOM_EXAMINE,
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COMSIG_ITEM_EQUIPPED,
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COMSIG_ITEM_DROPPED,
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COMSIG_ITEM_ATTACK,
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COMSIG_TRANSFORMING_ON_TRANSFORM,
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))
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/datum/component/jousting/proc/on_examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_notice("It can be used on a vehicle for jousting, dealing potential knockdowns and additional damage.")
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/datum/component/jousting/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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if(!user)
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return
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if(active)
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INVOKE_ASYNC(src, PROC_REF(on_equip), source, user)
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else
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INVOKE_ASYNC(src, PROC_REF(on_drop), source, user)
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///Called when a mob equips the spear, registers them as the holder and checks their signals for moving.
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/datum/component/jousting/proc/on_equip(datum/source, mob/user, slot)
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SIGNAL_HANDLER
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if(current_holder)
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INVOKE_ASYNC(src, PROC_REF(on_drop), source, user)
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current_holder = user
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RegisterSignal(current_holder, COMSIG_MOVABLE_MOVED, PROC_REF(mob_move), TRUE)
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/datum/component/jousting/proc/on_drop(datum/source, mob/user)
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SIGNAL_HANDLER
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if(!current_holder)
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return
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reset_charge()
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UnregisterSignal(current_holder, COMSIG_MOVABLE_MOVED)
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current_holder = null
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/**
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* Performs the actual attack, handling damage/knockdown depending on how far you've jousted.
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* We deduct the minimum tile charge from the current tile charge to get what will actually be buffed
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* So your charge will only get benefits from each extra tile after the minimum (and before the maximum).
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*/
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/datum/component/jousting/proc/on_attack(datum/source, mob/living/target, mob/user)
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SIGNAL_HANDLER
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if(user != current_holder || !user.buckled)
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return
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var/usable_charge = (current_tile_charge - min_tile_charge)
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if(!current_direction || (usable_charge <= 0))
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return
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var/turf/target_turf = get_step(user, current_direction)
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if(target in range(1, target_turf))
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var/obj/item/parent_item = parent
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var/sharp = parent_item.get_sharpness()
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var/msg = "[user] [sharp ? "impales" : "slams into"] [target] [sharp ? "on" : "with"] their [parent]"
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target.apply_damage((damage_boost_per_tile * usable_charge), BRUTE, user.zone_selected, 0)
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if(prob(knockdown_chance_per_tile * usable_charge))
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msg += " and knocks [target] [target.buckled ? "off of [target.buckled]" : "down"]"
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if(target.buckled)
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target.buckled.unbuckle_mob(target)
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target.Paralyze(knockdown_time)
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user.visible_message(span_danger("[msg]!"))
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/**
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* Called when a mob moves.
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* Handles checking their direction, changing it if they turned,
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* and increments how many tiles they've been charging for.
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* Lastly, refreshes their charge reset timer, giving them a new one instead.
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*/
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/datum/component/jousting/proc/mob_move(datum/source, newloc, dir)
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SIGNAL_HANDLER
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if(!current_holder)
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CRASH("[src] called mob_move despite supposedly not having a mob registed to joust as.")
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if(!current_holder.buckled)
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return
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if(dir != current_direction)
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current_tile_charge = initial(current_tile_charge)
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current_direction = dir
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if(current_tile_charge < max_tile_charge)
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current_tile_charge++
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addtimer(CALLBACK(src, PROC_REF(reset_charge)), MOVEMENT_RESET_COOLDOWN_TIME, TIMER_UNIQUE | TIMER_OVERRIDE)
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/**
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* reset charge
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*
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* Resets their direction and tile charge back to their initial values.
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* This is used when someone is no longer jousting and it should cleanup.
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*/
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/datum/component/jousting/proc/reset_charge()
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current_direction = initial(current_direction)
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current_tile_charge = initial(current_tile_charge)
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#undef MOVEMENT_RESET_COOLDOWN_TIME
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