Files
Bubberstation/code/datums/elements/knockback.dm
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## 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.
/🆑
2025-04-23 20:18:26 +00:00

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/**
* Mobs and items with this element will knock movable targets they hit away from them.
* Guns and turrets will instead fire projectiles with similar effects.
*/
/datum/element/knockback
/// distance the atom will be thrown
var/throw_distance
/// whether this can throw anchored targets (tables, etc)
var/throw_anchored
/// whether this is a gentle throw (default false means people thrown into walls are stunned / take damage)
var/throw_gentle
/datum/element/knockback/Attach(datum/target, throw_distance = 1, throw_anchored = FALSE, throw_gentle = FALSE)
. = ..()
if(ismachinery(target) || isstructure(target) || isgun(target) || isprojectilespell(target)) // turrets, etc
RegisterSignal(target, COMSIG_PROJECTILE_ON_HIT, PROC_REF(projectile_hit))
else if(isitem(target))
RegisterSignal(target, COMSIG_ITEM_AFTERATTACK, PROC_REF(item_afterattack))
else if(ishostile(target))
RegisterSignal(target, COMSIG_HOSTILE_POST_ATTACKINGTARGET, PROC_REF(hostile_attackingtarget))
else
return ELEMENT_INCOMPATIBLE
src.throw_distance = throw_distance
src.throw_anchored = throw_anchored
src.throw_gentle = throw_gentle
/datum/element/knockback/Detach(datum/source)
UnregisterSignal(source, list(COMSIG_ITEM_AFTERATTACK, COMSIG_HOSTILE_POST_ATTACKINGTARGET, COMSIG_PROJECTILE_ON_HIT))
return ..()
/// triggered after an item attacks something
/datum/element/knockback/proc/item_afterattack(obj/item/source, atom/target, mob/user, list/modifiers)
SIGNAL_HANDLER
do_knockback(target, user, get_dir(source, target))
/// triggered after a hostile simplemob attacks something
/datum/element/knockback/proc/hostile_attackingtarget(mob/living/simple_animal/hostile/attacker, atom/target, success)
SIGNAL_HANDLER
if(!success)
return
do_knockback(target, attacker, get_dir(attacker, target))
/// triggered after a projectile hits something
/datum/element/knockback/proc/projectile_hit(datum/fired_from, atom/movable/firer, atom/target, Angle)
SIGNAL_HANDLER
do_knockback(target, null, angle2dir(Angle))
/**
* Throw a target in a direction
*
* Arguments:
* * target - Target atom to throw
* * thrower - Thing that caused this atom to be thrown
* * throw_dir - Direction to throw the atom
*/
/datum/element/knockback/proc/do_knockback(atom/target, mob/thrower, throw_dir)
if(!ismovable(target) || throw_dir == null)
return
var/atom/movable/throwee = target
if(throwee.anchored && !throw_anchored)
return
if(throw_distance < 0)
throw_dir = REVERSE_DIR(throw_dir)
throw_distance *= -1
var/atom/throw_target = get_edge_target_turf(throwee, throw_dir)
throwee.safe_throw_at(throw_target, throw_distance, 1, thrower, gentle = throw_gentle)