/** * This element registers to a shitload of signals which can signify "someone attacked me". * If anyone does it sends a single "someone attacked me" signal containing details about who done it. * This prevents other components and elements from having to register to the same list of a million signals, should be more maintainable in one place. */ /datum/element/relay_attackers /datum/element/relay_attackers/Attach(datum/target) . = ..() if(!HAS_TRAIT(target, TRAIT_RELAYING_ATTACKER)) // Little bit gross but we want to just apply this shit from a bunch of places // Boy this sure is a lot of ways to tell us that someone tried to attack us RegisterSignal(target, COMSIG_AFTER_ATTACKED_BY, PROC_REF(on_after_attacked_by)) RegisterSignals(target, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW), PROC_REF(on_attack_generic)) RegisterSignals(target, list(COMSIG_ATOM_ATTACK_BASIC_MOB, COMSIG_ATOM_ATTACK_ANIMAL), PROC_REF(on_attack_npc)) RegisterSignal(target, COMSIG_ATOM_BULLET_ACT, PROC_REF(on_bullet_act)) RegisterSignal(target, COMSIG_ATOM_HITBY, PROC_REF(on_hitby)) RegisterSignal(target, COMSIG_ATOM_HULK_ATTACK, PROC_REF(on_attack_hulk)) ADD_TRAIT(target, TRAIT_RELAYING_ATTACKER, UID()) /datum/element/relay_attackers/Detach(datum/source, ...) . = ..() UnregisterSignal(source, list( COMSIG_AFTER_ATTACKED_BY, COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ATTACK_PAW, COMSIG_ATOM_ATTACK_BASIC_MOB, COMSIG_ATOM_BULLET_ACT, COMSIG_ATOM_HITBY, COMSIG_ATOM_HULK_ATTACK, )) REMOVE_TRAIT(source, TRAIT_RELAYING_ATTACKER, UID()) /datum/element/relay_attackers/proc/on_after_attacked_by(atom/target, obj/item/weapon, mob/attacker, proximity_flag, click_parameters) SIGNAL_HANDLER // COMSIG_AFTER_ATTACKED_BY if(!proximity_flag) // we don't care about someone clicking us with a piece of metal from across the room return if(weapon.force) relay_attacker(target, attacker, weapon.damtype == STAMINA ? ATTACKER_STAMINA_ATTACK : ATTACKER_DAMAGING_ATTACK) /datum/element/relay_attackers/proc/on_attack_generic(atom/target, mob/living/attacker, list/modifiers) SIGNAL_HANDLER // Check for a shove. if(attacker.a_intent == INTENT_DISARM) relay_attacker(target, attacker, ATTACKER_SHOVING) return // Else check for harm intent. if(attacker.a_intent == INTENT_HARM) relay_attacker(target, attacker, ATTACKER_DAMAGING_ATTACK) return /datum/element/relay_attackers/proc/on_attack_npc(atom/target, mob/living/attacker) SIGNAL_HANDLER // COMSIG_ATOM_ATTACK_BASIC_MOB + COMSIG_ATOM_ATTACK_ANIMAL // both simple animals and basic mobs have the same var name here but we have to check both types if(isanimal(attacker)) var/mob/living/simple_animal/SA = attacker if(SA.melee_damage_upper > 0) relay_attacker(target, attacker, ATTACKER_DAMAGING_ATTACK) return if(isbasicmob(attacker)) var/mob/living/basic/B = attacker if(B.melee_damage_upper > 0) relay_attacker(target, attacker, ATTACKER_DAMAGING_ATTACK) return /// Even if another component blocked this hit, someone still shot at us /datum/element/relay_attackers/proc/on_bullet_act(atom/target, obj/projectile/hit_projectile) SIGNAL_HANDLER // COMSIG_ATOM_BULLET_ACT if(!hit_projectile.is_hostile_projectile()) return if(!ismob(hit_projectile.firer)) return relay_attacker(target, hit_projectile.firer, hit_projectile.damage_type == STAMINA ? ATTACKER_STAMINA_ATTACK : ATTACKER_DAMAGING_ATTACK) /// Even if another component blocked this hit, someone still threw something /datum/element/relay_attackers/proc/on_hitby(atom/target, atom/movable/hit_atom, datum/thrownthing/throwingdatum) SIGNAL_HANDLER // COMSIG_ATOM_HITBY if(!isitem(hit_atom)) return var/obj/item/hit_item = hit_atom if(!hit_item.throwforce) return var/mob/thrown_by = locateUID(hit_item.thrownby) if(!ismob(thrown_by)) return relay_attacker(target, thrown_by, hit_item.damtype == STAMINA ? ATTACKER_STAMINA_ATTACK : ATTACKER_DAMAGING_ATTACK) /datum/element/relay_attackers/proc/on_attack_hulk(atom/target, mob/attacker) SIGNAL_HANDLER relay_attacker(target, attacker, ATTACKER_DAMAGING_ATTACK) /// Send out a signal identifying whoever just attacked us (usually a mob but sometimes a mech or turret) /datum/element/relay_attackers/proc/relay_attacker(atom/victim, atom/attacker, attack_flags) SEND_SIGNAL(victim, COMSIG_ATOM_WAS_ATTACKED, attacker, attack_flags)