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Bubberstation/code/datums/elements/skill_reward.dm
SkyratBot 4f50d64667 [MIRROR] /datum/element/skill_reward attempting to drop "itself" fix (#27214)
* `/datum/element/skill_reward` attempting to drop "itself" fix (#82489)

## About The Pull Request

`src` vs `source` moment.

Plus some minor code cleaup.

## Changelog

🆑 Melbert
fix: Skill rewards should properly be dropped out of unworthy player's
hands
/🆑

* `/datum/element/skill_reward` attempting to drop "itself" fix

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-16 12:46:02 +02:00

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///An element that forbids mobs without a required skill level from equipping the item.
/datum/element/skill_reward
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
///The required skill the user has to have to equip the item.
var/associated_skill
/datum/element/skill_reward/Attach(datum/target, associated_skill)
. = ..()
if(!isitem(target))
return ELEMENT_INCOMPATIBLE
src.associated_skill = associated_skill
RegisterSignal(target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignal(target, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_attack_hand))
RegisterSignal(target, COMSIG_ITEM_POST_EQUIPPED, PROC_REF(drop_if_unworthy))
/datum/element/skill_reward/proc/on_examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
examine_list += span_notice("You notice a powerful aura about this item, suggesting that only the truly experienced may wield it.")
/datum/element/skill_reward/proc/on_attack_hand(datum/source, mob/living/user, list/modifiers)
SIGNAL_HANDLER
if(!LAZYACCESS(modifiers, CTRL_CLICK) && !check_equippable(user)) //Allows other players to drag it around at least.
to_chat(user, span_warning("You feel completely and utterly unworthy to even touch \the [source]."))
return COMPONENT_CANCEL_ATTACK_CHAIN
return NONE
///We check if the item can be equipped, otherwise we drop it.
/datum/element/skill_reward/proc/drop_if_unworthy(datum/source, mob/living/user)
SIGNAL_HANDLER
if(check_equippable(user) || !(source in user.get_equipped_items(include_pockets = TRUE, include_accessories = TRUE)))
return NONE
to_chat(user, span_warning("You feel completely and utterly unworthy to even touch \the [source]."))
user.dropItemToGround(source, TRUE)
return COMPONENT_EQUIPPED_FAILED
/datum/element/skill_reward/proc/check_equippable(mob/living/user)
return user.mind?.get_skill_level(associated_skill) >= SKILL_LEVEL_LEGENDARY
/**
* Welp, the code is pretty much the same, except for one tiny detail, I suppose it's ok to make a subtype of this element.
* That tiny detail is that we don't check for skills, but if the player has played for thousands of hours.
*/
/datum/element/skill_reward/veteran
element_flags = NONE
/datum/element/skill_reward/veteran/check_equippable(mob/user)
return user.client?.is_veteran()