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Bubberstation/code/datums/components/on_hit_effect.dm
SkyratBot 05e8371998 [MIRROR] Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite [MDB IGNORE] (#20825)
* Cleans up + Improves bows, Sorts files, Adds the Divine Archer clothing, weapon, rite

* fix

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-04-29 15:29:35 -07:00

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/**
* ## On Hit Effect Component!
*
* Component for other elements/components to rely on for on-hit effects without duplicating the on-hit code.
* See Lifesteal, or bane for examples.
*
* THIS COULD EASILY SUPPORT COMPONENT_DUPE_ALLOWED but the getcomponent makes it throw errors. if you can figure that out feel free to readd the dupe types
*/
/datum/component/on_hit_effect
///callback used by other components to apply effects
var/datum/callback/on_hit_callback
///callback optionally used for more checks
var/datum/callback/extra_check_callback
/datum/component/on_hit_effect/Initialize(on_hit_callback, extra_check_callback)
src.on_hit_callback = on_hit_callback
src.extra_check_callback = extra_check_callback
if(!(ismachinery(parent) || isstructure(parent) || isgun(parent) || isprojectilespell(parent) || isitem(parent) || isanimal_or_basicmob(parent) || isprojectile(parent)))
return ELEMENT_INCOMPATIBLE
/datum/component/on_hit_effect/RegisterWithParent()
if(ismachinery(parent) || isstructure(parent) || isgun(parent) || isprojectilespell(parent))
RegisterSignal(parent, COMSIG_PROJECTILE_ON_HIT, PROC_REF(on_projectile_hit))
else if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_AFTERATTACK, PROC_REF(item_afterattack))
else if(isanimal_or_basicmob(parent))
RegisterSignal(parent, COMSIG_HOSTILE_POST_ATTACKINGTARGET, PROC_REF(hostile_attackingtarget))
else if(isprojectile(parent))
RegisterSignal(parent, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_projectile_self_hit))
/datum/component/on_hit_effect/UnregisterFromParent()
UnregisterSignal(parent, list(
COMSIG_PROJECTILE_ON_HIT,
COMSIG_ITEM_AFTERATTACK,
COMSIG_HOSTILE_POST_ATTACKINGTARGET,
COMSIG_PROJECTILE_SELF_ON_HIT,
))
/datum/component/on_hit_effect/proc/item_afterattack(obj/item/source, atom/target, mob/user, proximity_flag, click_parameters)
SIGNAL_HANDLER
if(!proximity_flag)
return
if(extra_check_callback)
if(!extra_check_callback.Invoke(user, target))
return
on_hit_callback.Invoke(source, user, target, user.zone_selected)
return COMPONENT_AFTERATTACK_PROCESSED_ITEM
/datum/component/on_hit_effect/proc/hostile_attackingtarget(mob/living/attacker, atom/target, success)
SIGNAL_HANDLER
if(!success)
return
if(extra_check_callback)
if(!extra_check_callback.Invoke(attacker, target))
return
on_hit_callback.Invoke(attacker, attacker, target, attacker.zone_selected)
/datum/component/on_hit_effect/proc/on_projectile_hit(datum/fired_from, atom/movable/firer, atom/target, angle, obj/item/bodypart/hit_limb)
SIGNAL_HANDLER
if(extra_check_callback)
if(!extra_check_callback.Invoke(firer, target))
return
on_hit_callback.Invoke(fired_from, firer, target, hit_limb.body_zone)
/datum/component/on_hit_effect/proc/on_projectile_self_hit(datum/source, mob/firer, atom/target, angle, obj/item/bodypart/hit_limb)
SIGNAL_HANDLER
if(extra_check_callback)
if(!extra_check_callback.Invoke(firer, target))
return
on_hit_callback.Invoke(source, firer, target, hit_limb.body_zone)