Files
Bubberstation/code/datums/elements/bane.dm
SkyratBot 6a418150e8 [MIRROR] Spelling and Grammar Fixes (#29499)
* Spelling and Grammar Fixes

* they dont understand

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Co-authored-by: klorpa <30924131+klorpa@users.noreply.github.com>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
2024-08-22 02:34:54 +00:00

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/// Deals extra damage to mobs of a certain type, species, or biotype.
/// This doesn't directly modify the normal damage of the weapon, instead it applies its own damage separately ON TOP of normal damage
/// ie. a sword that does 10 damage with a bane element attached that has a 0.5 damage_multiplier will do:
/// 10 damage from the swords normal attack + 5 damage (50%) from the bane element
/datum/element/bane
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
/// can be a mob or a species.
var/target_type
/// multiplier of the extra damage based on the force of the item.
var/damage_multiplier
/// Added after the above.
var/added_damage
/// If it requires combat mode on to deal the extra damage or not.
var/requires_combat_mode
/// if we want it to only affect a certain mob biotype
var/mob_biotypes
/datum/element/bane/Attach(datum/target, target_type = /mob/living, mob_biotypes = NONE, damage_multiplier=1, added_damage = 0, requires_combat_mode = TRUE)
. = ..()
if(!ispath(target_type, /mob/living) && !ispath(target_type, /datum/species))
return ELEMENT_INCOMPATIBLE
src.target_type = target_type
src.damage_multiplier = damage_multiplier
src.added_damage = added_damage
src.requires_combat_mode = requires_combat_mode
src.mob_biotypes = mob_biotypes
target.AddElementTrait(TRAIT_ON_HIT_EFFECT, REF(src), /datum/element/on_hit_effect)
RegisterSignal(target, COMSIG_ON_HIT_EFFECT, PROC_REF(do_bane))
/datum/element/bane/Detach(datum/source)
UnregisterSignal(source, COMSIG_ON_HIT_EFFECT)
REMOVE_TRAIT(source, TRAIT_ON_HIT_EFFECT, REF(src))
return ..()
/datum/element/bane/proc/do_bane(datum/element_owner, mob/living/bane_applier, mob/living/baned_target, hit_zone, throw_hit)
if(!check_biotype_path(bane_applier, baned_target))
return
if(SEND_SIGNAL(element_owner, COMSIG_OBJECT_PRE_BANING, baned_target) & COMPONENT_CANCEL_BANING)
return
var/force_boosted
var/applied_dam_type
if(isitem(element_owner))
var/obj/item/item_owner = element_owner
force_boosted = item_owner.force
applied_dam_type = item_owner.damtype
else if(isprojectile(element_owner))
var/obj/projectile/projectile_owner = element_owner
force_boosted = projectile_owner.damage
applied_dam_type = projectile_owner.damage_type
else if (isliving(element_owner))
var/mob/living/living_owner = element_owner
force_boosted = (living_owner.melee_damage_lower + living_owner.melee_damage_upper) / 2
//commence crying. yes, these really are the same check. FUCK.
if(isbasicmob(living_owner))
var/mob/living/basic/basic_owner = living_owner
applied_dam_type = basic_owner.melee_damage_type
else if(isanimal(living_owner))
var/mob/living/simple_animal/simple_owner = living_owner
applied_dam_type = simple_owner.melee_damage_type
else
return
else
return
var/extra_damage = max(0, (force_boosted * damage_multiplier) + added_damage)
baned_target.apply_damage(extra_damage, applied_dam_type, hit_zone)
SEND_SIGNAL(baned_target, COMSIG_LIVING_BANED, bane_applier, baned_target) // for extra effects when baned.
SEND_SIGNAL(element_owner, COMSIG_OBJECT_ON_BANING, baned_target)
/**
* Checks typepaths and the mob's biotype, returning TRUE if correct and FALSE if wrong.
* Additionally checks if combat mode is required, and if so whether it's enabled or not.
*/
/datum/element/bane/proc/check_biotype_path(mob/living/bane_applier, atom/target)
if(!isliving(target))
return FALSE
var/mob/living/living_target = target
if(bane_applier)
if(requires_combat_mode && !bane_applier.combat_mode)
return FALSE
var/is_correct_biotype = living_target.mob_biotypes & mob_biotypes
if(mob_biotypes && !(is_correct_biotype))
return FALSE
if(ispath(target_type, /mob/living))
return istype(living_target, target_type)
else //species type
return is_species(living_target, target_type)