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Bubberstation/code/datums/components/slippery.dm
SkyratBot 199feff17d [MIRROR] [no gbp] Golem mineral functionality tweaks/fixes [MDB IGNORE] (#21121)
* [no gbp] Golem mineral functionality tweaks/fixes (#75343)

## About The Pull Request

Fixes a couple of things people have pointed out about golem
transformations.

- Diamond golems now stop being invisible when they attack or throw
something, they also turn invisible a bit slower.
- Using a bluespace knot takes 2 seconds instead of 3 seconds.
- Bananium Golems only slip you if they are lying down.

In order to achieve that last one I refactored the slipperiness
component to take an optional extra callback, and then killed a subtype
of it which could be replaced with passing in a callback. I tested it
and it seems to work the same as it used to.

These are largely how things were supposed to work and I just overlooked
them.
I am sure this won't be the last PR of a similar vein while people try
these out, provided that I actually hear anything they are saying about
it.

## Why It's Good For The Game

Diamond golems shouldn't be able to attack you while remaining invisible
and untargetable even if it is funny.
Clown golems aren't supposed to be able to slip you by swapping places
with you even if it is funny.
The bluespace hand was basically just worse than using the crystal and
not eating it, maybe still needs another buff after this one.

## Changelog

🆑
fix: Diamond Golems can no longer attack or throw things and remain
invisible.
fix: Bananium Golems are only slippery if you actually tread on them
(aka: while they are resting).
balance: Golem bluespace teleportation is slightly quicker.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* [no gbp] Golem mineral functionality tweaks/fixes

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-05-14 16:05:27 -07:00

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/// Slippery component, for making anything slippery. Of course.
/datum/component/slippery
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
/// If the slip forces you to drop held items.
var/force_drop_items = FALSE
/// How long the slip keeps you knocked down.
var/knockdown_time = 0
/// How long the slip paralyzes for.
var/paralyze_time = 0
/// Flags for how slippery the parent is. See [__DEFINES/mobs.dm]
var/lube_flags
/// Optional callback providing an additional chance to prevent slippage
var/datum/callback/can_slip_callback
/// A proc callback to call on slip.
var/datum/callback/on_slip_callback
/// If parent is an item, this is the person currently holding/wearing the parent (or the parent if no one is holding it)
var/mob/living/holder
/// Whitelist of item slots the parent can be equipped in that make the holder slippery. If null or empty, it will always make the holder slippery.
var/list/slot_whitelist = list(ITEM_SLOT_OCLOTHING, ITEM_SLOT_ICLOTHING, ITEM_SLOT_GLOVES, ITEM_SLOT_FEET, ITEM_SLOT_HEAD, ITEM_SLOT_MASK, ITEM_SLOT_BELT, ITEM_SLOT_NECK)
///what we give to connect_loc by default, makes slippable mobs moving over us slip
var/static/list/default_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(Slip),
)
///what we give to connect_loc if we're an item and get equipped by a mob. makes slippable mobs moving over our holder slip
var/static/list/holder_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(Slip_on_wearer),
)
/// The connect_loc_behalf component for the holder_connections list.
var/datum/weakref/holder_connect_loc_behalf
/datum/component/slippery/Initialize(
knockdown,
lube_flags = NONE,
datum/callback/on_slip_callback,
paralyze,
force_drop = FALSE,
slot_whitelist,
datum/callback/can_slip_callback,
)
src.knockdown_time = max(knockdown, 0)
src.paralyze_time = max(paralyze, 0)
src.force_drop_items = force_drop
src.lube_flags = lube_flags
src.can_slip_callback = can_slip_callback
src.on_slip_callback = on_slip_callback
if(slot_whitelist)
src.slot_whitelist = slot_whitelist
add_connect_loc_behalf_to_parent()
if(ismovable(parent))
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
else
RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(Slip))
/datum/component/slippery/proc/add_connect_loc_behalf_to_parent()
if(ismovable(parent))
AddComponent(/datum/component/connect_loc_behalf, parent, default_connections)
/datum/component/slippery/InheritComponent(
datum/component/slippery/component,
i_am_original,
knockdown,
lube_flags = NONE,
datum/callback/on_slip_callback,
paralyze,
force_drop = FALSE,
slot_whitelist,
datum/callback/can_slip_callback,
)
if(component)
knockdown = component.knockdown_time
lube_flags = component.lube_flags
on_slip_callback = component.on_slip_callback
can_slip_callback = component.on_slip_callback
paralyze = component.paralyze_time
force_drop = component.force_drop_items
slot_whitelist = component.slot_whitelist
src.knockdown_time = max(knockdown, 0)
src.paralyze_time = max(paralyze, 0)
src.force_drop_items = force_drop
src.lube_flags = lube_flags
src.on_slip_callback = on_slip_callback
src.can_slip_callback = can_slip_callback
if(slot_whitelist)
src.slot_whitelist = slot_whitelist
/*
* The proc that does the sliping. Invokes the slip callback we have set.
*
* source - the source of the signal
* AM - the atom/movable that is being slipped.
*/
/datum/component/slippery/proc/Slip(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
if(!isliving(arrived))
return
var/mob/living/victim = arrived
if((victim.movement_type & (FLYING | FLOATING)))
return
if(can_slip_callback && !can_slip_callback.Invoke(holder, victim))
return
if(victim.slip(knockdown_time, parent, lube_flags, paralyze_time, force_drop_items))
on_slip_callback?.Invoke(victim)
/*
* Gets called when COMSIG_ITEM_EQUIPPED is sent to parent.
* This proc register slip signals to the equipper.
* If we have a slot whitelist, we only register the signals if the slot is valid (ex: clown PDA only slips in ID or belt slot).
*
* source - the source of the signal
* equipper - the mob we're equipping the slippery thing to
* slot - the slot we're equipping the slippery thing to on the equipper.
*/
/datum/component/slippery/proc/on_equip(datum/source, mob/equipper, slot)
SIGNAL_HANDLER
if((!LAZYLEN(slot_whitelist) || (slot in slot_whitelist)) && isliving(equipper))
holder = equipper
qdel(GetComponent(/datum/component/connect_loc_behalf))
AddComponent(/datum/component/connect_loc_behalf, holder, holder_connections)
RegisterSignal(holder, COMSIG_PARENT_QDELETING, PROC_REF(holder_deleted))
/*
* Detects if the holder mob is deleted.
* If our holder mob is the holder set in this component, we null it.
*
* source - the source of the signal
* possible_holder - the mob being deleted.
*/
/datum/component/slippery/proc/holder_deleted(datum/source, datum/possible_holder)
SIGNAL_HANDLER
if(possible_holder == holder)
holder = null
/*
* Gets called when COMSIG_ITEM_DROPPED is sent to parent.
* Makes our holder mob un-slippery.
*
* source - the source of the signal
* user - the mob that was formerly wearing our slippery item.
*/
/datum/component/slippery/proc/on_drop(datum/source, mob/user)
SIGNAL_HANDLER
UnregisterSignal(user, COMSIG_PARENT_QDELETING)
qdel(GetComponent(/datum/component/connect_loc_behalf))
add_connect_loc_behalf_to_parent()
holder = null
/*
* The slip proc, but for equipped items.
* Slips the person who crossed us if we're lying down and unbuckled.
*
* source - the source of the signal
* AM - the atom/movable that slipped on us.
*/
/datum/component/slippery/proc/Slip_on_wearer(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
if(holder.body_position == LYING_DOWN && !holder.buckled)
Slip(source, arrived)
/datum/component/slippery/UnregisterFromParent()
. = ..()
qdel(GetComponent(/datum/component/connect_loc_behalf))