Files
Bubberstation/code/datums/components/pry_open_door.dm
SkyratBot c2fb78284c [MIRROR] Basic Faithless Mob [MDB IGNORE] (#18616)
* Basic Faithless Mob (#72479)

## About The Pull Request
Turns the faithless mob into a basic mob with unique behaviors, it will
now break lights and drag around victims bodies. Can also punch open
airlocks if they can be opened.
## Why It's Good For The Game
Now the faithless mob has its own unique behavior and it is cool to see
more AI variety.
## Changelog
🆑
add: Faithless will now also break lights and drag victims around
refactor: Faithless into basic mob
/🆑

* Basic Faithless Mob

* SR

Co-authored-by: Comxy <tijntensen@gmail.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2023-01-11 18:01:48 -08:00

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/**
* Attached to a basic mob.
* Causes attacks on doors to attempt to open them.
*/
/datum/component/pry_open_door
/// Odds the attack opens the door
var/open_chance
/// Time it takes to open a door with force
var/force_wait
/datum/component/pry_open_door/Initialize(open_chance = 100, force_wait = 10 SECONDS)
. = ..()
if(!isbasicmob(parent))
return COMPONENT_INCOMPATIBLE
src.open_chance = open_chance
src.force_wait = force_wait
/datum/component/pry_open_door/RegisterWithParent()
RegisterSignal(parent, COMSIG_HOSTILE_POST_ATTACKINGTARGET, PROC_REF(hostile_attackingtarget))
/datum/component/pry_open_door/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_HOSTILE_POST_ATTACKINGTARGET)
/datum/component/pry_open_door/proc/hostile_attackingtarget(mob/living/basic/attacker, atom/target, success)
SIGNAL_HANDLER
if(!success)
return
if(istype(target, /obj/machinery/door/airlock) && prob(open_chance))
var/obj/machinery/door/airlock/airlock_target = target
INVOKE_ASYNC(src, PROC_REF(open_door), attacker, airlock_target)
/datum/component/pry_open_door/proc/open_door(mob/living/basic/attacker, obj/machinery/door/airlock/airlock_target)
if(airlock_target.locked)
to_chat(attacker, span_warning("The airlock's bolts prevent it from being forced!"))
return
else if(!airlock_target.allowed(attacker) && airlock_target.hasPower())
attacker.visible_message(span_warning("We start forcing the [airlock_target] open."), \
span_hear("You hear a metal screeching sound."))
playsound(airlock_target, 'sound/machines/airlock_alien_prying.ogg', 100, TRUE)
if(!do_after(attacker, force_wait, airlock_target))
return
if(airlock_target.locked)
return
attacker.visible_message(span_warning("We force the [airlock_target] to open."))
airlock_target.open(2)
else if(!airlock_target.hasPower())
attacker.visible_message(span_warning("We force the [airlock_target] to open."))
airlock_target.open(1)
else
airlock_target.open(0)