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Bubberstation/code/datums/actions/action.dm
Jacquerel 0d5f9907a2 Shapechange health transfer tweaks (#79009)
## About The Pull Request

Fixes #78721
This PR does a handful of things behind the scenes to increase the
consistency of shapechange health tracking.

First of all we adjust the order of operations taken when you restore
the original body. The implementation as-was would remove the status
effect midway through and null a bunch of variables we tried to continue
using. This would result in several runtimes and code failing to run,
with the upshot that untransforming upon death would leave the caster
completely alive, with the corpse of its transformed shape at its feet.
Oops.

Additionally while testing this I realised that transferring the damagew
as also kind of fucked.
We wouldn't bother to do it at _all_ if you died, which is a shame, so I
made it simply heal you instead of reviving you so we can always do it.
Then as noted in the linked issue, we were applying all transferred
damage to a single limb, which could exceed the health of the limb and
remove damage. Now we spread it around the body.

Finally, applying damage to a human using the "force" flag would often
actually apply less damage to their _health_ than expected. This is
because arms and legs contribute only 75% of their damage taken to a
mob's overall health.
Now instead of reading `health` we read `total damage` which ignores the
limb damage modifier.

The end result of this is that if you transform into a corgi, take 50%
of your health, and transform back then you will have 50% of your health
as a human.
Previously the result would be that you'd have ~63%, then transforming
into a corgi would leave you with ~63% of a corgi's health, then
transforming back into a human would leave you at about 71%... and so on
and so forth. Now it doesn't do that.

## Changelog

🆑
fix: Dying when using (most) shapeshift spells will now kill you rather
than having you pop out of the corpse of your previous form.
fix: Damage will now be accurately carried between forms rather than
being slightly reduced upon each transformation.
/🆑
2023-10-26 01:30:53 +00:00

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/**
* # Action system
*
* A simple base for an modular behavior attached to atom or datum.
*/
/datum/action
/// The name of the action
var/name = "Generic Action"
/// The description of what the action does, shown in button tooltips
var/desc
/// The target the action is attached to. If the target datum is deleted, the action is as well.
/// Set in New() via the proc link_to(). PLEASE set a target if you're making an action
var/datum/target
/// Where any buttons we create should be by default. Accepts screen_loc and location defines
var/default_button_position = SCRN_OBJ_IN_LIST
/// This is who currently owns the action, and most often, this is who is using the action if it is triggered
/// This can be the same as "target" but is not ALWAYS the same - this is set and unset with Grant() and Remove()
var/mob/owner
/// If False, the owner of this action does not get a hud and cannot activate it on their own
var/owner_has_control = TRUE
/// Flags that will determine of the owner / user of the action can... use the action
var/check_flags = NONE
/// Whether the button becomes transparent when it can't be used, or just reddened
var/transparent_when_unavailable = TRUE
///List of all mobs that are viewing our action button -> A unique movable for them to view.
var/list/viewers = list()
/// If TRUE, this action button will be shown to observers / other mobs who view from this action's owner's eyes.
/// Used in [/mob/proc/show_other_mob_action_buttons]
var/show_to_observers = TRUE
/// The style the button's tooltips appear to be
var/buttontooltipstyle = ""
/// This is the file for the BACKGROUND underlay icon of the button
var/background_icon = 'icons/mob/actions/backgrounds.dmi'
/// This is the icon state state for the BACKGROUND underlay icon of the button
/// (If set to ACTION_BUTTON_DEFAULT_BACKGROUND, uses the hud's default background)
var/background_icon_state = ACTION_BUTTON_DEFAULT_BACKGROUND
/// This is the file for the icon that appears on the button
var/button_icon = 'icons/hud/actions.dmi'
/// This is the icon state for the icon that appears on the button
var/button_icon_state = "default"
/// This is the file for any FOREGROUND overlay icons on the button (such as borders)
var/overlay_icon = 'icons/mob/actions/backgrounds.dmi'
/// This is the icon state for any FOREGROUND overlay icons on the button (such as borders)
var/overlay_icon_state
/datum/action/New(Target)
link_to(Target)
/// Links the passed target to our action, registering any relevant signals
/datum/action/proc/link_to(Target)
target = Target
RegisterSignal(target, COMSIG_QDELETING, PROC_REF(clear_ref), override = TRUE)
if(isatom(target))
RegisterSignal(target, COMSIG_ATOM_UPDATED_ICON, PROC_REF(on_target_icon_update))
if(istype(target, /datum/mind))
RegisterSignal(target, COMSIG_MIND_TRANSFERRED, PROC_REF(on_target_mind_swapped))
/datum/action/Destroy()
if(owner)
Remove(owner)
target = null
QDEL_LIST_ASSOC_VAL(viewers) // Qdel the buttons in the viewers list **NOT THE HUDS**
return ..()
/// Signal proc that clears any references based on the owner or target deleting
/// If the owner's deleted, we will simply remove from them, but if the target's deleted, we will self-delete
/datum/action/proc/clear_ref(datum/ref)
SIGNAL_HANDLER
if(ref == owner)
Remove(owner)
if(ref == target)
qdel(src)
/// Grants the action to the passed mob, making it the owner
/datum/action/proc/Grant(mob/grant_to)
if(isnull(grant_to))
Remove(owner)
return
if(grant_to == owner)
return // We already have it
var/mob/previous_owner = owner
owner = grant_to
if(!isnull(previous_owner))
Remove(previous_owner)
SEND_SIGNAL(src, COMSIG_ACTION_GRANTED, owner)
SEND_SIGNAL(owner, COMSIG_MOB_GRANTED_ACTION, src)
RegisterSignal(owner, COMSIG_QDELETING, PROC_REF(clear_ref), override = TRUE)
// Register some signals based on our check_flags
// so that our button icon updates when relevant
if(check_flags & AB_CHECK_CONSCIOUS)
RegisterSignal(owner, COMSIG_MOB_STATCHANGE, PROC_REF(update_status_on_signal))
if(check_flags & AB_CHECK_INCAPACITATED)
RegisterSignals(owner, list(SIGNAL_ADDTRAIT(TRAIT_INCAPACITATED), SIGNAL_REMOVETRAIT(TRAIT_INCAPACITATED)), PROC_REF(update_status_on_signal))
if(check_flags & AB_CHECK_IMMOBILE)
RegisterSignals(owner, list(SIGNAL_ADDTRAIT(TRAIT_IMMOBILIZED), SIGNAL_REMOVETRAIT(TRAIT_IMMOBILIZED)), PROC_REF(update_status_on_signal))
if(check_flags & AB_CHECK_HANDS_BLOCKED)
RegisterSignals(owner, list(SIGNAL_ADDTRAIT(TRAIT_HANDS_BLOCKED), SIGNAL_REMOVETRAIT(TRAIT_HANDS_BLOCKED)), PROC_REF(update_status_on_signal))
if(check_flags & AB_CHECK_LYING)
RegisterSignal(owner, COMSIG_LIVING_SET_BODY_POSITION, PROC_REF(update_status_on_signal))
if(check_flags & AB_CHECK_PHASED)
RegisterSignals(owner, list(SIGNAL_ADDTRAIT(TRAIT_MAGICALLY_PHASED), SIGNAL_REMOVETRAIT(TRAIT_MAGICALLY_PHASED)), PROC_REF(update_status_on_signal))
if(owner_has_control)
GiveAction(grant_to)
/// Remove the passed mob from being owner of our action
/datum/action/proc/Remove(mob/remove_from)
SHOULD_CALL_PARENT(TRUE)
for(var/datum/hud/hud in viewers)
if(!hud.mymob)
continue
HideFrom(hud.mymob)
LAZYREMOVE(remove_from?.actions, src) // We aren't always properly inserted into the viewers list, gotta make sure that action's cleared
viewers = list()
if(isnull(owner))
return
SEND_SIGNAL(src, COMSIG_ACTION_REMOVED, owner)
SEND_SIGNAL(owner, COMSIG_MOB_REMOVED_ACTION, src)
UnregisterSignal(owner, COMSIG_QDELETING)
// Clean up our check_flag signals
UnregisterSignal(owner, list(
COMSIG_LIVING_SET_BODY_POSITION,
COMSIG_MOB_STATCHANGE,
SIGNAL_ADDTRAIT(TRAIT_HANDS_BLOCKED),
SIGNAL_ADDTRAIT(TRAIT_IMMOBILIZED),
SIGNAL_ADDTRAIT(TRAIT_INCAPACITATED),
SIGNAL_ADDTRAIT(TRAIT_MAGICALLY_PHASED),
SIGNAL_REMOVETRAIT(TRAIT_HANDS_BLOCKED),
SIGNAL_REMOVETRAIT(TRAIT_IMMOBILIZED),
SIGNAL_REMOVETRAIT(TRAIT_INCAPACITATED),
SIGNAL_REMOVETRAIT(TRAIT_MAGICALLY_PHASED),
))
if(target == owner)
RegisterSignal(target, COMSIG_QDELETING, PROC_REF(clear_ref))
if (owner == remove_from)
owner = null
/// Actually triggers the effects of the action.
/// Called when the on-screen button is clicked, for example.
/datum/action/proc/Trigger(trigger_flags)
if(!(trigger_flags & TRIGGER_FORCE_AVAILABLE) && !IsAvailable(feedback = TRUE))
return FALSE
if(SEND_SIGNAL(src, COMSIG_ACTION_TRIGGER, src) & COMPONENT_ACTION_BLOCK_TRIGGER)
return FALSE
return TRUE
/**
* Whether our action is currently available to use or not
* * feedback - If true this is being called to check if we have any messages to show to the owner
*/
/datum/action/proc/IsAvailable(feedback = FALSE)
if(!owner)
return FALSE
if((check_flags & AB_CHECK_HANDS_BLOCKED) && HAS_TRAIT(owner, TRAIT_HANDS_BLOCKED))
if (feedback)
owner.balloon_alert(owner, "hands blocked!")
return FALSE
if((check_flags & AB_CHECK_IMMOBILE) && HAS_TRAIT(owner, TRAIT_IMMOBILIZED))
if (feedback)
owner.balloon_alert(owner, "can't move!")
return FALSE
if((check_flags & AB_CHECK_INCAPACITATED) && HAS_TRAIT(owner, TRAIT_INCAPACITATED))
if (feedback)
owner.balloon_alert(owner, "incapacitated!")
return FALSE
if((check_flags & AB_CHECK_LYING) && isliving(owner))
var/mob/living/action_owner = owner
if(action_owner.body_position == LYING_DOWN)
if (feedback)
owner.balloon_alert(owner, "must stand up!")
return FALSE
if((check_flags & AB_CHECK_CONSCIOUS) && owner.stat != CONSCIOUS)
if (feedback)
owner.balloon_alert(owner, "unconscious!")
return FALSE
if((check_flags & AB_CHECK_PHASED) && HAS_TRAIT(owner, TRAIT_MAGICALLY_PHASED))
if (feedback)
owner.balloon_alert(owner, "incorporeal!")
return FALSE
return TRUE
/// Builds / updates all buttons we have shared or given out
/datum/action/proc/build_all_button_icons(update_flags = ALL, force)
for(var/datum/hud/hud as anything in viewers)
build_button_icon(viewers[hud], update_flags, force)
/**
* Builds the icon of the button.
*
* Concept:
* - Underlay (Background icon)
* - Icon (button icon)
* - Maptext
* - Overlay (Background border)
*
* button - which button we are modifying the icon of
* force - whether we're forcing a full update
*/
/datum/action/proc/build_button_icon(atom/movable/screen/movable/action_button/button, update_flags = ALL, force = FALSE)
if(!button)
return
if(update_flags & UPDATE_BUTTON_NAME)
update_button_name(button, force)
if(update_flags & UPDATE_BUTTON_BACKGROUND)
apply_button_background(button, force)
if(update_flags & UPDATE_BUTTON_ICON)
apply_button_icon(button, force)
if(update_flags & UPDATE_BUTTON_OVERLAY)
apply_button_overlay(button, force)
if(update_flags & UPDATE_BUTTON_STATUS)
update_button_status(button, force)
/**
* Updates the name and description of the button to match our action name and discription.
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/update_button_name(atom/movable/screen/movable/action_button/button, force = FALSE)
button.name = name
if(desc)
button.desc = desc
/**
* Creates the background underlay for the button
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/apply_button_background(atom/movable/screen/movable/action_button/current_button, force = FALSE)
if(!background_icon || !background_icon_state || (current_button.active_underlay_icon_state == background_icon_state && !force))
return
// What icons we use for our background
var/list/icon_settings = list(
// The icon file
"bg_icon" = background_icon,
// The icon state, if is_action_active() returns FALSE
"bg_state" = background_icon_state,
// The icon state, if is_action_active() returns TRUE
"bg_state_active" = background_icon_state,
)
// If background_icon_state is ACTION_BUTTON_DEFAULT_BACKGROUND instead use our hud's action button scheme
if(background_icon_state == ACTION_BUTTON_DEFAULT_BACKGROUND && owner?.hud_used)
icon_settings = owner.hud_used.get_action_buttons_icons()
// Determine which icon to use
var/used_icon_key = is_action_active(current_button) ? "bg_state_active" : "bg_state"
// Make the underlay
current_button.underlays.Cut()
current_button.underlays += image(icon = icon_settings["bg_icon"], icon_state = icon_settings[used_icon_key])
current_button.active_underlay_icon_state = icon_settings[used_icon_key]
/**
* Applies our button icon and icon state to the button
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/apply_button_icon(atom/movable/screen/movable/action_button/current_button, force = FALSE)
if(!button_icon || !button_icon_state || (current_button.icon_state == button_icon_state && !force))
return
current_button.icon = button_icon
current_button.icon_state = button_icon_state
/**
* Applies any overlays to our button
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/apply_button_overlay(atom/movable/screen/movable/action_button/current_button, force = FALSE)
SEND_SIGNAL(src, COMSIG_ACTION_OVERLAY_APPLY, current_button, force)
if(!overlay_icon || !overlay_icon_state || (current_button.active_overlay_icon_state == overlay_icon_state && !force))
return
current_button.cut_overlay(current_button.button_overlay)
current_button.button_overlay = mutable_appearance(icon = overlay_icon, icon_state = overlay_icon_state)
current_button.add_overlay(current_button.button_overlay)
current_button.active_overlay_icon_state = overlay_icon_state
/**
* Any other miscellaneous "status" updates within the action button is handled here,
* such as redding out when unavailable or modifying maptext.
*
* current_button - what button are we editing?
* force - whether an update is forced regardless of existing status
*/
/datum/action/proc/update_button_status(atom/movable/screen/movable/action_button/current_button, force = FALSE)
if(IsAvailable())
current_button.color = rgb(255,255,255,255)
else
current_button.color = transparent_when_unavailable ? rgb(128,0,0,128) : rgb(128,0,0)
/// Gives our action to the passed viewer.
/// Puts our action in their actions list and shows them the button.
/datum/action/proc/GiveAction(mob/viewer)
var/datum/hud/our_hud = viewer.hud_used
if(viewers[our_hud]) // Already have a copy of us? go away
return
LAZYOR(viewer.actions, src) // Move this in
ShowTo(viewer)
/// Adds our action button to the screen of the passed viewer.
/datum/action/proc/ShowTo(mob/viewer)
var/datum/hud/our_hud = viewer.hud_used
if(!our_hud || viewers[our_hud]) // There's no point in this if you have no hud in the first place
return
var/atom/movable/screen/movable/action_button/button = create_button()
SetId(button, viewer)
button.our_hud = our_hud
viewers[our_hud] = button
if(viewer.client)
viewer.client.screen += button
button.load_position(viewer)
viewer.update_action_buttons()
/// Removes our action from the passed viewer.
/datum/action/proc/HideFrom(mob/viewer)
var/datum/hud/our_hud = viewer.hud_used
var/atom/movable/screen/movable/action_button/button = viewers[our_hud]
LAZYREMOVE(viewer.actions, src)
if(button)
qdel(button)
/// Creates an action button movable for the passed mob, and returns it.
/datum/action/proc/create_button()
var/atom/movable/screen/movable/action_button/button = new()
button.linked_action = src
build_button_icon(button, ALL, TRUE)
return button
/datum/action/proc/SetId(atom/movable/screen/movable/action_button/our_button, mob/owner)
//button id generation
var/bitfield = 0
for(var/datum/action/action in owner.actions)
if(action == src) // This could be us, which is dumb
continue
var/atom/movable/screen/movable/action_button/button = action.viewers[owner.hud_used]
if(action.name == name && button.id)
bitfield |= button.id
bitfield = ~bitfield // Flip our possible ids, so we can check if we've found a unique one
for(var/i in 0 to 23) // We get 24 possible bitflags in dm
var/bitflag = 1 << i // Shift us over one
if(bitfield & bitflag)
our_button.id = bitflag
return
/// Updates our buttons if our target's icon was updated
/datum/action/proc/on_target_icon_update(datum/source, updates, updated)
SIGNAL_HANDLER
var/update_flag = NONE
var/forced = FALSE
if(updates & UPDATE_ICON_STATE)
update_flag |= UPDATE_BUTTON_ICON
forced = TRUE
if(updates & UPDATE_OVERLAYS)
update_flag |= UPDATE_BUTTON_OVERLAY
forced = TRUE
if(updates & (UPDATE_NAME|UPDATE_DESC))
update_flag |= UPDATE_BUTTON_NAME
// Status is not relevant, and background is not relevant. Neither will change
// Force the update if an icon state or overlay change was done
build_all_button_icons(update_flag, forced)
/// A general use signal proc that reacts to an event and updates JUST our button's status
/datum/action/proc/update_status_on_signal(datum/source, new_stat, old_stat)
SIGNAL_HANDLER
build_all_button_icons(UPDATE_BUTTON_STATUS)
/// Signal proc for COMSIG_MIND_TRANSFERRED - for minds, transfers our action to our new mob on mind transfer
/datum/action/proc/on_target_mind_swapped(datum/mind/source, mob/old_current)
SIGNAL_HANDLER
// Grant() calls Remove() from the existing owner so we're covered on that
Grant(source.current)
/// Checks if our action is actively selected. Used for selecting icons primarily.
/datum/action/proc/is_action_active(atom/movable/screen/movable/action_button/current_button)
return FALSE