Files
Bubberstation/code/datums/elements/structure_repair.dm
MrMelbert 9664d24c13 Refactors UnarmedAttack so we don't have like 4 Unarmed Attack signals, kills two more snowflake species procs (#78991)
## About The Pull Request

- Deletes `spec_unarmedattack`
- Deletes `spec_unarmedattacked`
- Replaces `COMSIG_HUMAN_EARLY_UNARMED_ATTACK` with
`COMSIG_LIVING_EARLY_UNARMED_ATTACK`
- Replaces uses of `COMSIG_HUMAN_MELEE_UNARMED_ATTACK` with
`COMSIG_LIVING_EARLY_UNARMED_ATTACK`
- Fixes(?)(I've never seen this work) / Elementizes Monkey ability to
bite while handcuffed
- Monkey clever `attack paw` / `attack hand` thing is now handled the
same on the human level (via `resolve_unarmed_attack`)

## Why It's Good For The Game

Atomized from swing branch. I was really annoyed with these two signals,
this kinda unifies the behavior between living and human mobs (they were
already quite similar).

One thing of note is that this will make dis-coordinated humans use
`attack_paw` rather than `attack_hand`, so they'll bite people instead
of punching them. I'm not sure if this is what we want, if we wanna
tweak that before then I can by all means.

## Changelog

🆑 Melbert
refactor: Refactored unarmed attacking mechanisms, this means
dis-coordinated humans will now bite people like monkeys (like how
coordinated monkeys punch people like humans?)
refactor: Dis-coordinated humans smashing up machines now use their
hands, rather than their paws
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-10-15 22:25:19 -06:00

46 lines
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/// Intercepts attacks from mobs with this component to instead repair specified structures.
/datum/element/structure_repair
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2
/// How much to heal structures by
var/heal_amount
/// Typecache of types of structures to repair
var/list/structure_types_typecache
/datum/element/structure_repair/Attach(
datum/target,
heal_amount = 5,
structure_types_typecache = typecacheof(list(/obj/structure)),
)
. = ..()
if (!isliving(target))
return ELEMENT_INCOMPATIBLE
src.heal_amount = heal_amount
src.structure_types_typecache = structure_types_typecache
RegisterSignals(target, list(COMSIG_LIVING_UNARMED_ATTACK, COMSIG_HOSTILE_PRE_ATTACKINGTARGET), PROC_REF(try_repair))
/datum/element/structure_repair/Detach(datum/source)
UnregisterSignal(source, list(COMSIG_LIVING_UNARMED_ATTACK, COMSIG_HOSTILE_PRE_ATTACKINGTARGET))
return ..()
/// If the target is of a valid type, interrupt the attack chain to repair it instead
/datum/element/structure_repair/proc/try_repair(mob/living/fixer, atom/target, proximity)
SIGNAL_HANDLER
if (!proximity || !is_type_in_typecache(target, structure_types_typecache))
return NONE
if (target.get_integrity() >= target.max_integrity)
target.balloon_alert(fixer, "not damaged!")
return COMPONENT_CANCEL_ATTACK_CHAIN
target.repair_damage(heal_amount)
fixer.Beam(target, icon_state = "sendbeam", time = 0.4 SECONDS)
fixer.visible_message(
span_danger("[fixer] repairs [target]."),
span_danger("You repair [target], leaving it at <b>[round(target.get_integrity() * 100 / target.max_integrity)]%</b> stability."),
)
return COMPONENT_CANCEL_ATTACK_CHAIN