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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
110 lines
4.2 KiB
Plaintext
110 lines
4.2 KiB
Plaintext
/**
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* ### Unobserved Actor
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*
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* Blocks certain actions while this mob is being observed by something.
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*/
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/datum/component/unobserved_actor
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/// Dictates what behaviour you're blocked from while observed
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var/unobserved_flags = NONE
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/// List of action types which cannot be used while observed. Applies to all actions if not set, and does nothing if NO_OBSERVED_ACTIONS flag isnt present
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var/list/affected_actions = null
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/// Cooldown to prevent message spam when holding a move button
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COOLDOWN_DECLARE(message_cooldown)
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/datum/component/unobserved_actor/Initialize(unobserved_flags = NONE, list/affected_actions = null)
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. = ..()
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if (!isliving(parent))
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return ELEMENT_INCOMPATIBLE
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if (unobserved_flags == NONE)
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CRASH("No behaviour flags provided to unobserved actor element")
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src.unobserved_flags = unobserved_flags
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src.affected_actions = affected_actions
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/datum/component/unobserved_actor/RegisterWithParent()
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if (unobserved_flags & NO_OBSERVED_MOVEMENT)
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RegisterSignal(parent, COMSIG_MOVABLE_PRE_MOVE, PROC_REF(on_tried_move))
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RegisterSignal(parent, COMSIG_ATOM_PRE_DIR_CHANGE, PROC_REF(on_tried_turn))
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if (unobserved_flags & NO_OBSERVED_ACTIONS)
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RegisterSignal(parent, COMSIG_MOB_ABILITY_STARTED, PROC_REF(on_tried_ability))
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RegisterSignal(parent, COMSIG_MOB_BEFORE_SPELL_CAST, PROC_REF(on_tried_spell))
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if (unobserved_flags & NO_OBSERVED_ATTACKS)
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RegisterSignal(parent, COMSIG_HOSTILE_PRE_ATTACKINGTARGET, PROC_REF(on_tried_attack))
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/datum/component/unobserved_actor/UnregisterFromParent()
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UnregisterSignal(parent, list(
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COMSIG_MOVABLE_PRE_MOVE,
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COMSIG_ATOM_PRE_DIR_CHANGE,
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COMSIG_MOB_ABILITY_STARTED,
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COMSIG_MOB_BEFORE_SPELL_CAST,
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COMSIG_HOSTILE_PRE_ATTACKINGTARGET,
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))
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return ..()
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/// Called when the mob tries to move
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/datum/component/unobserved_actor/proc/on_tried_move(mob/living/source)
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SIGNAL_HANDLER
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if (!check_if_seen(source))
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return
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return COMPONENT_MOVABLE_BLOCK_PRE_MOVE
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/// Called when the mob tries to change direction
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/datum/component/unobserved_actor/proc/on_tried_turn(mob/living/source)
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SIGNAL_HANDLER
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if (!check_if_seen(source))
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return
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return COMPONENT_ATOM_BLOCK_DIR_CHANGE
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/// Called when the mob tries to use an ability
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/datum/component/unobserved_actor/proc/on_tried_ability(mob/living/source, datum/action)
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SIGNAL_HANDLER
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if (!check_if_seen(source))
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return
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if (!isnull(affected_actions) && !(action.type in affected_actions))
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return
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return COMPONENT_BLOCK_ABILITY_START
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/// Called when the mob tries to cast a spell
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/datum/component/unobserved_actor/proc/on_tried_spell(mob/living/source, datum/action)
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SIGNAL_HANDLER
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if (!check_if_seen(source))
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return
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if (!isnull(affected_actions) && !(action.type in affected_actions))
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return
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return SPELL_CANCEL_CAST
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/// Called when the mob tries to attack
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/datum/component/unobserved_actor/proc/on_tried_attack(mob/living/source)
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SIGNAL_HANDLER
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if (!check_if_seen(source))
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return
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return COMPONENT_HOSTILE_NO_ATTACK
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/// Checks if the mob is visible to something else, and provides a balloon alert of feedback if appropriate.
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/datum/component/unobserved_actor/proc/check_if_seen(mob/living/source)
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var/observed = can_be_seen(source)
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if (observed && COOLDOWN_FINISHED(src, message_cooldown))
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source.balloon_alert(source, "something can see you!")
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COOLDOWN_START(src, message_cooldown, 1 SECONDS)
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return observed
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/**
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* Returns true if you can be seen by something.
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* Not a very robust algorithm but it'll work in the majority of situations.
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*/
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/datum/component/unobserved_actor/proc/can_be_seen(mob/living/source)
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var/turf/my_turf = get_turf(source)
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// Check for darkness
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if(my_turf.lighting_object && my_turf.get_lumcount() < 0.1) // No one can see us in the darkness, right?
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return FALSE
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// We aren't in darkness, loop for viewers.
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for(var/mob/living/mob_target in oview(my_turf, 7)) // They probably cannot see us if we cannot see them... can they?
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if(mob_target.client && !mob_target.is_blind() && !HAS_TRAIT(mob_target, TRAIT_UNOBSERVANT))
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return TRUE
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for(var/obj/vehicle/sealed/mecha/mecha_mob_target in oview(my_turf, 7))
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for(var/mob/mechamob_target as anything in mecha_mob_target.occupants)
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if(mechamob_target.client && !mechamob_target.is_blind() && !HAS_TRAIT(mechamob_target, TRAIT_UNOBSERVANT))
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return TRUE
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return FALSE
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