Files
Bubberstation/code/datums/elements/venomous.dm
SkyratBot bd96f4221a [MIRROR] Refactored the on_hit_effect into an element. (#29028)
* Refactored the on_hit_effect into an element. (#85034)

## About The Pull Request
on_hit_effect is now an element, which uses signals instead of
callbacks.

## Why It's Good For The Game
Easy peasy almost lemon squeezy. It's a good thing that I had made the
AddElementTrait proc so we can manage multiple sources of a common
element. It's much better to use signals than callbacks for components
and datums with several possible sources, kinda like how it's been donw
with the relay_attackers element.

## Changelog
N/A

* Refactored the on_hit_effect into an element.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-24 22:37:21 +05:30

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/**
* Venomous element; which makes the attacks of the simplemob attached poison the enemy.
*
* Used for spiders, frogs, and bees!
*/
/datum/element/venomous
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
///Path of the reagent added
var/poison_type
///Details of how we inject our venom
var/injection_flags
///How much of the reagent added. if it's a list, it'll pick a range with the range being list(lower_value, upper_value)
var/list/amount_added
///Does this trigger when thrown?
var/thrown_effect = FALSE
/datum/element/venomous/Attach(datum/target, poison_type, amount_added, injection_flags = NONE, thrown_effect = FALSE)
. = ..()
src.poison_type = poison_type
src.amount_added = amount_added
src.injection_flags = injection_flags
src.thrown_effect = thrown_effect
target.AddElementTrait(TRAIT_ON_HIT_EFFECT, REF(src), /datum/element/on_hit_effect)
RegisterSignal(target, COMSIG_ON_HIT_EFFECT, PROC_REF(do_venom))
/datum/element/venomous/Detach(datum/source)
UnregisterSignal(source, COMSIG_ON_HIT_EFFECT)
REMOVE_TRAIT(source, TRAIT_ON_HIT_EFFECT, REF(src))
return ..()
/datum/element/venomous/proc/do_venom(datum/element_owner, atom/venom_source, mob/living/target, hit_zone, throw_hit)
if((throw_hit && !thrown_effect) || !istype(target))
return
if(target.stat == DEAD)
return
if(isliving(element_owner) && !target.try_inject(element_owner, hit_zone, injection_flags))
return
var/final_amount_added
if(islist(amount_added))
final_amount_added = rand(amount_added[1], amount_added[2])
else
final_amount_added = amount_added
target.reagents?.add_reagent(poison_type, final_amount_added)