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Datums know what signals are being listened for and components can now be registered to listen for signals on more than one object.
75 lines
3.3 KiB
Plaintext
75 lines
3.3 KiB
Plaintext
/datum/component/jousting
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var/current_direction = NONE
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var/max_tile_charge = 5
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var/min_tile_charge = 2 //tiles before this code gets into effect.
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var/current_tile_charge = 0
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var/movement_reset_tolerance = 2 //deciseconds
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var/unmounted_damage_boost_per_tile = 0
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var/unmounted_knockdown_chance_per_tile = 0
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var/unmounted_knockdown_time = 0
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var/mounted_damage_boost_per_tile = 2
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var/mounted_knockdown_chance_per_tile = 20
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var/mounted_knockdown_time = 20
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var/requires_mob_riding = TRUE //whether this only works if the attacker is riding a mob, rather than anything they can buckle to.
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var/requires_mount = TRUE //kinda defeats the point of jousting if you're not mounted but whatever.
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var/mob/current_holder
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var/current_timerid
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/datum/component/jousting/Initialize()
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
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RegisterSignal(parent, COMSIG_ITEM_ATTACK, .proc/on_attack)
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/datum/component/jousting/proc/on_equip(mob/user, slot)
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RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/mob_move, TRUE)
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current_holder = user
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/datum/component/jousting/proc/on_drop(mob/user)
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UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
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current_holder = null
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current_direction = NONE
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current_tile_charge = 0
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/datum/component/jousting/proc/on_attack(mob/living/target, mob/user)
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if(user != current_holder)
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return
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var/current = current_tile_charge
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var/obj/item/I = parent
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var/target_buckled = target.buckled ? TRUE : FALSE //we don't need the reference of what they're buckled to, just whether they are.
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if((requires_mount && ((requires_mob_riding && !ismob(user.buckled)) || (!user.buckled))) || !current_direction || (current_tile_charge < min_tile_charge))
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return
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var/turf/target_turf = get_step(user, current_direction)
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if(target in range(1, target_turf))
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var/knockdown_chance = (target_buckled? mounted_knockdown_chance_per_tile : unmounted_knockdown_chance_per_tile) * current
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var/knockdown_time = (target_buckled? mounted_knockdown_time : unmounted_knockdown_time)
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var/damage = (target_buckled? mounted_damage_boost_per_tile : unmounted_damage_boost_per_tile) * current
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var/sharp = I.is_sharp()
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var/msg
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if(damage)
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msg += "[user] [sharp? "impales" : "slams into"] [target] [sharp? "on" : "with"] their [parent]"
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target.apply_damage(damage, BRUTE, user.zone_selected, 0)
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if(prob(knockdown_chance))
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msg += " and knocks [target] [target_buckled? "off of [target.buckled]" : "down"]"
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if(target_buckled)
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target.buckled.unbuckle_mob(target)
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target.Knockdown(knockdown_time)
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if(length(msg))
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user.visible_message("<span class='danger'>[msg]!</span>")
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/datum/component/jousting/proc/mob_move(newloc, dir)
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if(!current_holder || (requires_mount && ((requires_mob_riding && !ismob(current_holder.buckled)) || (!current_holder.buckled))))
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return
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if(dir != current_direction)
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current_tile_charge = 0
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current_direction = dir
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if(current_tile_charge < max_tile_charge)
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current_tile_charge++
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if(current_timerid)
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deltimer(current_timerid)
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current_timerid = addtimer(CALLBACK(src, .proc/reset_charge), movement_reset_tolerance, TIMER_STOPPABLE)
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/datum/component/jousting/proc/reset_charge()
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current_tile_charge = 0
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