Files
Bubberstation/code/datums/components/jousting.dm
SkyratBot 79eb1d4131 [MIRROR] Jousting now unregisters the current holder [MDB IGNORE] (#22291)
* 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>
2023-07-11 20:08:24 -04:00

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