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## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
73 lines
2.8 KiB
Plaintext
73 lines
2.8 KiB
Plaintext
/**
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* ### Soul Stealer component!
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*
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* Component that attaches to items, making lethal swings with them steal the victims soul, storing it inside the item.
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* Used in the cult bastard sword!
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*/
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/datum/component/soul_stealer
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var/obj/item/soulstone/soulstone_type
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/// List of soulstones captured by this item.
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var/list/obj/item/soulstone/soulstones = list()
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/datum/component/soul_stealer/Initialize(soulstone_type = /obj/item/soulstone/anybody/purified)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.soulstone_type = soulstone_type
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/datum/component/soul_stealer/Destroy()
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QDEL_LIST(soulstones) // We own these, so we'll also just get rid of them. Any souls inside will die, this is fine.
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return ..()
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/datum/component/soul_stealer/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(parent, COMSIG_ITEM_AFTERATTACK, PROC_REF(on_afterattack))
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RegisterSignal(parent, COMSIG_ITEM_INTERACTING_WITH_ATOM, PROC_REF(try_transfer_soul))
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/datum/component/soul_stealer/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_ATOM_EXAMINE, COMSIG_ITEM_AFTERATTACK, COMSIG_ITEM_INTERACTING_WITH_ATOM))
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///signal called on parent being examined
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/datum/component/soul_stealer/proc/on_examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_notice("It will steal the soul of anyone it defeats in battle.")
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var/num_souls = length(soulstones)
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switch(num_souls)
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if(0)
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examine_list += span_notice("It has not consumed any souls yet.")
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if(1 to 9)
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examine_list += span_notice("There are <b>[num_souls]</b> souls trapped within it.")
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if(10 to INFINITY)
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examine_list += span_notice("A staggering <b>[num_souls]</b> souls have been claimed by it! And it hungers for more!")
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/datum/component/soul_stealer/proc/on_afterattack(obj/item/source, atom/target, mob/living/user, list/modifiers)
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SIGNAL_HANDLER
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if(ishuman(target))
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INVOKE_ASYNC(src, PROC_REF(try_capture), target, user)
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/datum/component/soul_stealer/proc/try_transfer_soul(obj/item/source, mob/user, atom/target, list/modifiers)
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SIGNAL_HANDLER
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if(istype(target, /obj/structure/constructshell) && length(soulstones))
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var/obj/item/soulstone/soulstone = soulstones[1]
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INVOKE_ASYNC(soulstone, TYPE_PROC_REF(/obj/item/soulstone, transfer_to_construct), target, user)
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if(QDELETED(soulstone)) // successful transfer (transfer deletes us)
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soulstones -= soulstone
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else if(!length(soulstone.contents)) // something fucky happened
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qdel(soulstone)
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soulstones -= soulstone
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return ITEM_INTERACT_SUCCESS
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/datum/component/soul_stealer/proc/try_capture(mob/living/carbon/human/victim, mob/living/captor)
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if(victim.stat == CONSCIOUS)
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return
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var/obj/item/soulstone/soulstone = new soulstone_type(parent)
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soulstone.attack(victim, captor)
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if(!length(soulstone.contents)) // failed
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qdel(soulstone)
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return
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soulstones += soulstone
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