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port minebots to basic mobs and add some behavior (#29319)
* port minebots to basic mobs and add some behavior * remove unused define * update is_blocked_turf usage * fix radio, goldgrub, and armor upgrade * standardize blackboard names * Apply suggestions from code review Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Signed-off-by: warriorstar-orion <orion@snowfrost.garden> * lewc review * whoops * Apply suggestions from code review Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Signed-off-by: warriorstar-orion <orion@snowfrost.garden> --------- Signed-off-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com> Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
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co-authored by
Luc
PollardTheDragon
parent
586e2e6c4d
commit
e63415a483
@@ -0,0 +1,90 @@
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/**
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* Configurable ranged attack for basic mobs.
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*/
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/datum/component/ranged_attacks
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/// What kind of casing do we use to fire?
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var/casing_type
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/// What kind of projectile to we fire? Use only one of this or casing_type
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var/projectile_type
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/// Sound to play when we fire our projectile
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var/projectile_sound
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/// how many shots we will fire
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var/burst_shots
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/// intervals between shots
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var/burst_intervals
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/// Time to wait between shots
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var/cooldown_time
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/// Tracks time between shots
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COOLDOWN_DECLARE(fire_cooldown)
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/datum/component/ranged_attacks/Initialize(
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casing_type,
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projectile_type,
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projectile_sound = 'sound/weapons/gunshots/gunshot_pistol.ogg',
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burst_shots,
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burst_intervals = 0.2 SECONDS,
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cooldown_time = 3 SECONDS,
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)
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. = ..()
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if(!isbasicmob(parent))
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return COMPONENT_INCOMPATIBLE
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src.casing_type = casing_type
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src.projectile_sound = projectile_sound
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src.projectile_type = projectile_type
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src.cooldown_time = cooldown_time
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if(casing_type && projectile_type)
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CRASH("Set both casing type and projectile type in [parent]'s ranged attacks component! uhoh! stinky!")
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if(!casing_type && !projectile_type)
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CRASH("Set neither casing type nor projectile type in [parent]'s ranged attacks component! What are they supposed to be attacking with, air?")
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if(burst_shots <= 1)
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return
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src.burst_shots = burst_shots
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src.burst_intervals = burst_intervals
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/datum/component/ranged_attacks/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_MOB_ATTACK_RANGED, PROC_REF(fire_ranged_attack))
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ADD_TRAIT(parent, TRAIT_SUBTREE_REQUIRED_OPERATIONAL_DATUM, type)
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/datum/component/ranged_attacks/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, COMSIG_MOB_ATTACK_RANGED)
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REMOVE_TRAIT(parent, TRAIT_SUBTREE_REQUIRED_OPERATIONAL_DATUM, type)
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/datum/component/ranged_attacks/proc/fire_ranged_attack(mob/living/basic/firer, atom/target, modifiers)
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SIGNAL_HANDLER
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if(!COOLDOWN_FINISHED(src, fire_cooldown))
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return
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if(SEND_SIGNAL(firer, COMSIG_BASICMOB_PRE_ATTACK_RANGED, target, modifiers) & COMPONENT_CANCEL_RANGED_ATTACK)
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return
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COOLDOWN_START(src, fire_cooldown, cooldown_time)
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INVOKE_ASYNC(src, PROC_REF(async_fire_ranged_attack), firer, target, modifiers)
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if(isnull(burst_shots))
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return
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for(var/i in 1 to (burst_shots - 1))
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addtimer(CALLBACK(src, PROC_REF(async_fire_ranged_attack), firer, target, modifiers), i * burst_intervals)
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/// Actually fire the damn thing
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/datum/component/ranged_attacks/proc/async_fire_ranged_attack(mob/living/basic/firer, atom/target, modifiers)
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if(QDELETED(firer))
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return
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firer.face_atom(target)
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if(projectile_type)
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firer.fire_projectile(projectile_type, target, projectile_sound)
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SEND_SIGNAL(parent, COMSIG_BASICMOB_POST_ATTACK_RANGED, target, modifiers)
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return
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playsound(firer, projectile_sound, 100, TRUE)
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var/turf/startloc = get_turf(firer)
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var/obj/item/ammo_casing/casing = new casing_type(startloc)
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var/target_zone
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if(ismob(target))
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var/mob/target_mob = target
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target_zone = target_mob.get_random_valid_zone()
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else
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target_zone = ran_zone()
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casing.fire(target, firer, null, null, null, target_zone, 0, firer)
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casing.update_appearance()
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SEND_SIGNAL(parent, COMSIG_BASICMOB_POST_ATTACK_RANGED, target, modifiers)
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