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## About The Pull Request While I was touching the Creature file for another PR (#73629) I noticed that an identical proc was implemented here and on Statue. I moved it into a component and managed to hook it into signals which have return flags. This required a bit of a refactor of their abilities too, but that was for the best because one of them had a reimplementation of Jaunt which could have just been a subtype of Jaunt, and none of their abilities had icons. I also made `spell` send `COMSIG_MOB_ABILITY_STARTED` in `PreActivate` because it completely overrides the parent and doesn't do that as a result. ## Why It's Good For The Game I'll be honest this is mostly because I was looking at the code and didn't like it, I don't think there were any bugs related to this but it does reduce chat spam a little bit? It should make this behaviour more maintainable and useful in the future, as we're not copying and pasting multiple procs between different files (for both this behaviour and jaunting). ## Changelog 🆑 refactor: The actions of Statues and Creatures which can't be used while seen now share logic, and will not spam chat with feedback. /🆑
103 lines
3.8 KiB
Plaintext
103 lines
3.8 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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/// 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)
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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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/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)
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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_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)
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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 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() && !mob_target.has_unlimited_silicon_privilege && !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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