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Bubberstation/code/datums/components/jousting.dm
nikothedude 64506c5a3c Fixes jousting bypassing pacifism + Some signal doc (#82986)
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## About The Pull Request

Closes https://github.com/tgstation/tgstation/issues/82983

Title.

Jousting now uses a shiny new post-attack signal, only sent if the
attack is actually executed.

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## Why It's Good For The Game

bgus bad

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🆑 nikothedude
fix: Jousting no longer bypasses pacifism
/🆑

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2024-05-02 00:26:50 +02:00

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///Amount of time each timer has, used to reset the jousting back, indicating that the person has stopped moving.
#define MOVEMENT_RESET_COOLDOWN_TIME (0.3 SECONDS)
/**
* ##jousting
*
* Given to items, it allows you to charge into people with additional damage and potential knockdown
* by being buckled onto something. If the other person is also jousting, can knock eachother down.
*/
/datum/component/jousting
///The current person holding parent.
var/mob/living/current_holder
///The current direction of the jousting.
var/current_direction = NONE
///How many tiles we've charged up thus far
var/current_tile_charge = 0
///How much of an increase in damage is achieved every tile moved during jousting.
var/damage_boost_per_tile
///The boosted chances of a knockdown occuring while jousting.
var/knockdown_chance_per_tile
///How much of an increase in knockdown is achieved every tile moved during jousting, if it knocks down.
var/knockdown_time
///The max amount of tiles before you can joust someone.
var/max_tile_charge
///The min amount of tiles before you can joust someone.
var/min_tile_charge
/datum/component/jousting/Initialize(
damage_boost_per_tile = 2,
knockdown_chance_per_tile = 20,
knockdown_time = 2 SECONDS,
max_tile_charge = 5,
min_tile_charge = 2,
)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
src.damage_boost_per_tile = damage_boost_per_tile
src.knockdown_chance_per_tile = knockdown_chance_per_tile
src.knockdown_time = knockdown_time
src.max_tile_charge = max_tile_charge
src.min_tile_charge = min_tile_charge
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
RegisterSignal(parent, COMSIG_ITEM_POST_ATTACK, PROC_REF(on_successful_attack))
RegisterSignal(parent, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/datum/component/jousting/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, list(
COMSIG_ATOM_EXAMINE,
COMSIG_ITEM_EQUIPPED,
COMSIG_ITEM_DROPPED,
COMSIG_ITEM_POST_ATTACK,
COMSIG_TRANSFORMING_ON_TRANSFORM,
))
/datum/component/jousting/proc/on_examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
examine_list += span_notice("It can be used on a vehicle for jousting, dealing potential knockdowns and additional damage.")
/datum/component/jousting/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
if(!user)
return
if(active)
INVOKE_ASYNC(src, PROC_REF(on_equip), source, user)
else
INVOKE_ASYNC(src, PROC_REF(on_drop), source, user)
///Called when a mob equips the spear, registers them as the holder and checks their signals for moving.
/datum/component/jousting/proc/on_equip(datum/source, mob/user, slot)
SIGNAL_HANDLER
if(current_holder)
INVOKE_ASYNC(src, PROC_REF(on_drop), source, user)
current_holder = user
RegisterSignal(current_holder, COMSIG_MOVABLE_MOVED, PROC_REF(mob_move), TRUE)
/datum/component/jousting/proc/on_drop(datum/source, mob/user)
SIGNAL_HANDLER
if(!current_holder)
return
reset_charge()
UnregisterSignal(current_holder, COMSIG_MOVABLE_MOVED)
current_holder = null
/**
* Performs the actual attack, handling damage/knockdown depending on how far you've jousted.
* We deduct the minimum tile charge from the current tile charge to get what will actually be buffed
* So your charge will only get benefits from each extra tile after the minimum (and before the maximum).
*/
/datum/component/jousting/proc/on_successful_attack(datum/source, mob/living/target, mob/user)
SIGNAL_HANDLER
if(user != current_holder || !user.buckled)
return
var/usable_charge = (current_tile_charge - min_tile_charge)
if(!current_direction || (usable_charge <= 0))
return
var/turf/target_turf = get_step(user, current_direction)
if(target in range(1, target_turf))
var/obj/item/parent_item = parent
var/sharp = parent_item.get_sharpness()
var/msg = "[user] [sharp ? "impales" : "slams into"] [target] [sharp ? "on" : "with"] their [parent]"
target.apply_damage((damage_boost_per_tile * usable_charge), BRUTE, user.zone_selected, 0)
if(prob(knockdown_chance_per_tile * usable_charge))
msg += " and knocks [target] [target.buckled ? "off of [target.buckled]" : "down"]"
if(target.buckled)
target.buckled.unbuckle_mob(target)
target.Paralyze(knockdown_time)
user.visible_message(span_danger("[msg]!"))
/**
* Called when a mob moves.
* Handles checking their direction, changing it if they turned,
* and increments how many tiles they've been charging for.
* Lastly, refreshes their charge reset timer, giving them a new one instead.
*/
/datum/component/jousting/proc/mob_move(datum/source, newloc, dir)
SIGNAL_HANDLER
if(!current_holder)
CRASH("[src] called mob_move despite supposedly not having a mob registed to joust as.")
if(!current_holder.buckled)
return
if(dir != current_direction)
current_tile_charge = initial(current_tile_charge)
current_direction = dir
if(current_tile_charge < max_tile_charge)
current_tile_charge++
addtimer(CALLBACK(src, PROC_REF(reset_charge)), MOVEMENT_RESET_COOLDOWN_TIME, TIMER_UNIQUE | TIMER_OVERRIDE)
/**
* reset charge
*
* Resets their direction and tile charge back to their initial values.
* This is used when someone is no longer jousting and it should cleanup.
*/
/datum/component/jousting/proc/reset_charge()
current_direction = initial(current_direction)
current_tile_charge = initial(current_tile_charge)
#undef MOVEMENT_RESET_COOLDOWN_TIME