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3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff
73 lines
3.4 KiB
Plaintext
73 lines
3.4 KiB
Plaintext
/**
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* # cursed item ai!
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*
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* Haunted AI tries to not be interacted with, and will attack people who do.
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* Cursed AI instead tries to be interacted with, and will attempt to equip itself onto people.
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* Added by /datum/element/cursed, and as such will try to remove this element and go dormant when it finds a victim to curse
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*/
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/datum/ai_controller/cursed
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movement_delay = 0.4 SECONDS
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blackboard = list(
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BB_CURSE_TARGET,
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BB_TARGET_SLOT,
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BB_CURSED_THROW_ATTEMPT_COUNT
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)
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planning_subtrees = list(/datum/ai_planning_subtree/cursed)
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idle_behavior = /datum/idle_behavior/idle_ghost_item
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/datum/ai_controller/cursed/TryPossessPawn(atom/new_pawn)
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if(!isitem(new_pawn))
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return AI_CONTROLLER_INCOMPATIBLE
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RegisterSignal(new_pawn, COMSIG_MOVABLE_IMPACT, PROC_REF(on_throw_hit))
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RegisterSignal(new_pawn, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
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return ..() //Run parent at end
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/datum/ai_controller/cursed/UnpossessPawn()
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UnregisterSignal(pawn, list(COMSIG_MOVABLE_IMPACT, COMSIG_ITEM_EQUIPPED))
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return ..() //Run parent at end
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///signal called by the pawn hitting something after a throw
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/datum/ai_controller/cursed/proc/on_throw_hit(datum/source, atom/hit_atom, datum/thrownthing/throwing_datum, caught)
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SIGNAL_HANDLER
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if(caught || !iscarbon(hit_atom))
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return
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//equipcode has sleeps all over it.
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INVOKE_ASYNC(src, PROC_REF(try_equipping_to_target_slot), hit_atom)
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///signal called by picking up the pawn, will try to equip to where it should actually be and start the curse
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/datum/ai_controller/cursed/proc/on_equip(datum/source, mob/equipper, slot)
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SIGNAL_HANDLER
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INVOKE_ASYNC(src, PROC_REF(try_equipping_to_target_slot), equipper, slot)
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/**
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* curse of hunger component; for very hungry items.
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*
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* called when someone grabs the cursed item or the cursed item impacts with a mob it's throwing itself at
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* arguments:
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* * curse_victim: whomever we're attaching this to
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* * slot_already_in: the slot the item is already in before this was called, possibly null but at least in hands if picked up
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*/
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/datum/ai_controller/cursed/proc/try_equipping_to_target_slot(mob/living/carbon/curse_victim, slot_already_in)
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var/obj/item/item_pawn = pawn
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var/attempted_slot = blackboard[BB_TARGET_SLOT]
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if(slot_already_in && (attempted_slot & slot_already_in)) //thanks for making it easy
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what_a_horrible_night_to_have_a_curse()
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return
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if(attempted_slot & ITEM_SLOT_HANDS) //hands needs some different checks
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curse_victim.drop_all_held_items()
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if(curse_victim.put_in_hands(item_pawn, del_on_fail = FALSE))
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to_chat(curse_victim, span_danger("[item_pawn] leaps into your hands!"))
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what_a_horrible_night_to_have_a_curse()
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return
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var/obj/item/blocking = curse_victim.get_item_by_slot(attempted_slot)
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if(!curse_victim.dropItemToGround(blocking, silent = TRUE))
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return //cannot equip to this person so whatever just keep whacking them until they die or fugg off
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curse_victim.equip_to_slot_if_possible(item_pawn, attempted_slot, qdel_on_fail = FALSE, disable_warning = FALSE)
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to_chat(curse_victim, span_danger("[item_pawn] equips [item_pawn.p_them()]self onto you!"))
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what_a_horrible_night_to_have_a_curse()
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///proc called when the cursed object successfully attaches itself to someone, removing the cursed element and by extension the ai itself
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/datum/ai_controller/cursed/proc/what_a_horrible_night_to_have_a_curse()
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var/obj/item/item_pawn = pawn
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item_pawn.RemoveElement(/datum/element/cursed)
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