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[MIRROR] Basic Guardians/Holoparasites [MDB IGNORE] (#24921)
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* Basic Guardians/Holoparasites (#79473)

## About The Pull Request

Fixes #79485
Fixes #77552

Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.

They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.

My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.

This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.

I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.

This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.

Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.

## Changelog

:cl:
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/:cl:

---------

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

* Basic Guardians/Holoparasites

* Modular

---------

Co-authored-by: Jacquerel <[email protected]>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <[email protected]>
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4 people authored and FFMirrorBot committed Nov 11, 2023
1 parent 5dcab16 commit 711329e
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Showing 77 changed files with 2,725 additions and 1,943 deletions.
Original file line number Diff line number Diff line change
@@ -0,0 +1,7 @@
/// Sent when a guardian is manifested
#define COMSIG_GUARDIAN_MANIFESTED "guardian_manifested"
/// Sent when a guardian is recalled
#define COMSIG_GUARDIAN_RECALLED "guardian_recalled"

/// Sent when an assassin guardian is forced to exit stealth
#define COMSIG_GUARDIAN_ASSASSIN_REVEALED "guardian_assassin_revealed"
27 changes: 25 additions & 2 deletions code/__DEFINES/guardian_defines.dm
Original file line number Diff line number Diff line change
Expand Up @@ -3,5 +3,28 @@
#define GUARDIAN_THEME_CARP "carp"
#define GUARDIAN_THEME_MINER "miner"

#define GUARDIAN_COLOR_LAYER 1
#define GUARDIAN_TOTAL_LAYERS 1
#define GUARDIAN_MAGIC "magic"
#define GUARDIAN_TECH "tech"

#define GUARDIAN_ASSASSIN "assassin"
#define GUARDIAN_CHARGER "charger"
#define GUARDIAN_DEXTROUS "dextrous"
#define GUARDIAN_EXPLOSIVE "explosive"
#define GUARDIAN_GASEOUS "gaseous"
#define GUARDIAN_GRAVITOKINETIC "gravitokinetic"
#define GUARDIAN_LIGHTNING "lightning"
#define GUARDIAN_PROTECTOR "protector"
#define GUARDIAN_RANGED "ranged"
#define GUARDIAN_STANDARD "standard"
#define GUARDIAN_SUPPORT "support"

/// List of all guardians currently extant
GLOBAL_LIST_EMPTY(parasites)

/// Assoc list of guardian theme singletons
GLOBAL_LIST_INIT(guardian_themes, list(
GUARDIAN_THEME_TECH = new /datum/guardian_fluff/tech,
GUARDIAN_THEME_MAGIC = new /datum/guardian_fluff,
GUARDIAN_THEME_CARP = new /datum/guardian_fluff/carp,
GUARDIAN_THEME_MINER = new /datum/guardian_fluff/miner,
))
2 changes: 1 addition & 1 deletion code/__DEFINES/is_helpers.dm
Original file line number Diff line number Diff line change
Expand Up @@ -188,7 +188,7 @@ GLOBAL_LIST_INIT(turfs_pass_meteor, typecacheof(list(

#define isregalrat(A) (istype(A, /mob/living/basic/regal_rat))

#define isguardian(A) (istype(A, /mob/living/simple_animal/hostile/guardian))
#define isguardian(A) (istype(A, /mob/living/basic/guardian))

#define ismegafauna(A) (istype(A, /mob/living/simple_animal/hostile/megafauna))

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1 change: 1 addition & 0 deletions code/__DEFINES/span.dm
Original file line number Diff line number Diff line change
Expand Up @@ -23,6 +23,7 @@
#define span_bold(str) ("<span class='bold'>" + str + "</span>")
#define span_boldannounce(str) ("<span class='boldannounce'>" + str + "</span>")
#define span_bolddanger(str) ("<span class='bolddanger'>" + str + "</span>")
#define span_bolditalic(str) ("<span class='bolditalic'>" + str + "</span>")
#define span_boldnicegreen(str) ("<span class='boldnicegreen'>" + str + "</span>")
#define span_boldnotice(str) ("<span class='boldnotice'>" + str + "</span>")
#define span_boldwarning(str) ("<span class='boldwarning'>" + str + "</span>")
Expand Down
2 changes: 1 addition & 1 deletion code/_globalvars/lists/mobs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@ GLOBAL_LIST_EMPTY(stealthminID) //reference list with IDs that store ckeys, for
GLOBAL_LIST_INIT(abstract_mob_types, list(
/mob/living/basic/blob_minion,
/mob/living/basic/construct,
/mob/living/basic/guardian,
/mob/living/basic/heretic_summon,
/mob/living/basic/mining,
/mob/living/basic/pet,
Expand All @@ -26,7 +27,6 @@ GLOBAL_LIST_INIT(abstract_mob_types, list(
/mob/living/simple_animal/bot,
/mob/living/simple_animal/hostile/asteroid/elite,
/mob/living/simple_animal/hostile/asteroid,
/mob/living/simple_animal/hostile/guardian,
/mob/living/simple_animal/hostile/megafauna,
/mob/living/simple_animal/hostile/mimic, // Cannot exist if spawned without being passed an item reference
/mob/living/simple_animal/hostile/retaliate,
Expand Down
3 changes: 3 additions & 0 deletions code/_globalvars/lists/names.dm
Original file line number Diff line number Diff line change
Expand Up @@ -25,6 +25,9 @@ GLOBAL_LIST_INIT(megacarp_first_names, world.file2list("strings/names/megacarp1.
GLOBAL_LIST_INIT(megacarp_last_names, world.file2list("strings/names/megacarp2.txt"))
GLOBAL_LIST_INIT(cyberauth_names, world.file2list("strings/names/cyberauth.txt"))
GLOBAL_LIST_INIT(syndicate_monkey_names, world.file2list("strings/names/syndicate_monkey.txt"))
GLOBAL_LIST_INIT(guardian_first_names, world.file2list("strings/names/guardian_descriptions.txt"))
GLOBAL_LIST_INIT(guardian_tech_surnames, world.file2list("strings/names/guardian_gamepieces.txt"))
GLOBAL_LIST_INIT(guardian_fantasy_surnames, world.file2list("strings/names/guardian_tarot.txt"))

GLOBAL_LIST_INIT(verbs, world.file2list("strings/names/verbs.txt"))
GLOBAL_LIST_INIT(ing_verbs, world.file2list("strings/names/ing_verbs.txt"))
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2 changes: 1 addition & 1 deletion code/_globalvars/phobias.dm
Original file line number Diff line number Diff line change
Expand Up @@ -57,7 +57,7 @@ GLOBAL_LIST_INIT(phobia_mobs, list(
/mob/living/carbon/alien,
/mob/living/simple_animal/slime,
)),
"anime" = typecacheof(list(/mob/living/simple_animal/hostile/guardian)),
"anime" = typecacheof(list(/mob/living/basic/guardian)),
"birds" = typecacheof(list(
/mob/living/basic/chick,
/mob/living/basic/chicken,
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1 change: 1 addition & 0 deletions code/_globalvars/traits.dm
Original file line number Diff line number Diff line change
Expand Up @@ -85,6 +85,7 @@ GLOBAL_LIST_INIT(traits_by_type, list(
"TRAIT_BLOOD_DEFICIENCY" = TRAIT_BLOOD_DEFICIENCY,
"TRAIT_JOLLY" = TRAIT_JOLLY,
"TRAIT_NO_GLIDE" = TRAIT_NO_GLIDE,
"TRAIT_NO_FLOATING_ANIM" = TRAIT_NO_FLOATING_ANIM,
"TRAIT_NOCRITDAMAGE" = TRAIT_NOCRITDAMAGE,
"TRAIT_NO_SLIP_WATER" = TRAIT_NO_SLIP_WATER,
"TRAIT_NO_SLIP_ICE" = TRAIT_NO_SLIP_ICE,
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8 changes: 1 addition & 7 deletions code/_onclick/hud/alert.dm
Original file line number Diff line number Diff line change
Expand Up @@ -607,19 +607,13 @@ or shoot a gun to move around via Newton's 3rd Law of Motion."

//GUARDIANS

/atom/movable/screen/alert/cancharge
name = "Charge Ready"
desc = "You are ready to charge at a location!"
icon_state = "guardian_charge"
alerttooltipstyle = "parasite"

/atom/movable/screen/alert/canstealth
name = "Stealth Ready"
desc = "You are ready to enter stealth!"
icon_state = "guardian_canstealth"
alerttooltipstyle = "parasite"

/atom/movable/screen/alert/instealth
/atom/movable/screen/alert/status_effect/instealth
name = "In Stealth"
desc = "You are in stealth and your next attack will do bonus damage!"
icon_state = "guardian_instealth"
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20 changes: 10 additions & 10 deletions code/_onclick/hud/guardian.dm
Original file line number Diff line number Diff line change
@@ -1,7 +1,7 @@
/datum/hud/guardian
ui_style = 'icons/hud/guardian.dmi'

/datum/hud/guardian/New(mob/living/simple_animal/hostile/guardian/owner)
/datum/hud/guardian/New(mob/living/basic/guardian/owner)
..()
var/atom/movable/screen/using

Expand Down Expand Up @@ -34,10 +34,10 @@
using.screen_loc = ui_back
static_inventory += using

/datum/hud/dextrous/guardian/New(mob/living/simple_animal/hostile/guardian/owner) //for a dextrous guardian
/datum/hud/dextrous/guardian/New(mob/living/basic/guardian/owner) //for a dextrous guardian
..()
var/atom/movable/screen/using
if(istype(owner, /mob/living/simple_animal/hostile/guardian/dextrous))
if(istype(owner, /mob/living/basic/guardian/dextrous))
var/atom/movable/screen/inventory/inv_box

inv_box = new /atom/movable/screen/inventory(null, src)
Expand Down Expand Up @@ -86,8 +86,8 @@
/datum/hud/dextrous/guardian/persistent_inventory_update()
if(!mymob)
return
if(istype(mymob, /mob/living/simple_animal/hostile/guardian/dextrous))
var/mob/living/simple_animal/hostile/guardian/dextrous/dex_guardian = mymob
if(istype(mymob, /mob/living/basic/guardian/dextrous))
var/mob/living/basic/guardian/dextrous/dex_guardian = mymob

if(hud_shown)
if(dex_guardian.internal_storage)
Expand All @@ -109,7 +109,7 @@

/atom/movable/screen/guardian/manifest/Click()
if(isguardian(usr))
var/mob/living/simple_animal/hostile/guardian/user = usr
var/mob/living/basic/guardian/user = usr
user.manifest()


Expand All @@ -120,7 +120,7 @@

/atom/movable/screen/guardian/recall/Click()
if(isguardian(usr))
var/mob/living/simple_animal/hostile/guardian/user = usr
var/mob/living/basic/guardian/user = usr
user.recall()

/atom/movable/screen/guardian/toggle_mode
Expand All @@ -130,7 +130,7 @@

/atom/movable/screen/guardian/toggle_mode/Click()
if(isguardian(usr))
var/mob/living/simple_animal/hostile/guardian/user = usr
var/mob/living/basic/guardian/user = usr
user.toggle_modes()

/atom/movable/screen/guardian/toggle_mode/inactive
Expand All @@ -153,7 +153,7 @@

/atom/movable/screen/guardian/communicate/Click()
if(isguardian(usr))
var/mob/living/simple_animal/hostile/guardian/user = usr
var/mob/living/basic/guardian/user = usr
user.communicate()


Expand All @@ -164,5 +164,5 @@

/atom/movable/screen/guardian/toggle_light/Click()
if(isguardian(usr))
var/mob/living/simple_animal/hostile/guardian/user = usr
var/mob/living/basic/guardian/user = usr
user.toggle_light()
2 changes: 2 additions & 0 deletions code/datums/actions/cooldown_action.dm
Original file line number Diff line number Diff line change
Expand Up @@ -177,6 +177,8 @@
/// Starts a cooldown time for other abilities that share a cooldown with this. Has some niche usage with more complicated attack ai!
/// Will use default cooldown time if an override is not specified
/datum/action/cooldown/proc/StartCooldownOthers(override_cooldown_time)
if(!length(owner.actions))
return // Possible if they have an action they don't control
for(var/datum/action/cooldown/shared_ability in owner.actions - src)
if(!(shared_cooldown & shared_ability.shared_cooldown))
continue
Expand Down
44 changes: 26 additions & 18 deletions code/datums/actions/mobs/charge.dm
Original file line number Diff line number Diff line change
Expand Up @@ -156,17 +156,23 @@
SSexplosions.med_mov_atom += target

INVOKE_ASYNC(src, PROC_REF(DestroySurroundings), source)
hit_target(source, target, charge_damage)

/datum/action/cooldown/mob_cooldown/charge/proc/hit_target(atom/movable/source, atom/target, damage_dealt)
if(!isliving(target))
return
var/mob/living/living_target = target
living_target.visible_message("<span class='danger'>[source] slams into [living_target]!</span>", "<span class='userdanger'>[source] tramples you into the ground!</span>")
source.forceMove(get_turf(living_target))
living_target.apply_damage(damage_dealt, BRUTE, wound_bonus = CANT_WOUND)
playsound(get_turf(living_target), 'sound/effects/meteorimpact.ogg', 100, TRUE)
shake_camera(living_target, 4, 3)
try_hit_target(source, target)

/// Attempt to hit someone with our charge
/datum/action/cooldown/mob_cooldown/charge/proc/try_hit_target(atom/movable/source, atom/target)
if (can_hit_target(source, target))
hit_target(source, target, charge_damage)

/// Returns true if we're allowed to charge into this target
/datum/action/cooldown/mob_cooldown/charge/proc/can_hit_target(atom/movable/source, atom/target)
return isliving(target)

/// Actually hit someone
/datum/action/cooldown/mob_cooldown/charge/proc/hit_target(atom/movable/source, mob/living/target, damage_dealt)
target.visible_message(span_danger("[source] slams into [target]!"), span_userdanger("[source] tramples you into the ground!"))
target.apply_damage(damage_dealt, BRUTE, wound_bonus = CANT_WOUND)
playsound(get_turf(target), 'sound/effects/meteorimpact.ogg', 100, TRUE)
shake_camera(target, 4, 3)
shake_camera(source, 2, 3)

/datum/action/cooldown/mob_cooldown/charge/basic_charge
Expand All @@ -187,18 +193,21 @@
/datum/action/cooldown/mob_cooldown/charge/basic_charge/do_charge_indicator(atom/charger, atom/charge_target)
charger.Shake(shake_pixel_shift, shake_pixel_shift, shake_duration)

/datum/action/cooldown/mob_cooldown/charge/basic_charge/can_hit_target(atom/movable/source, atom/target)
if(!isliving(target))
if(!target.density || target.CanPass(source, get_dir(target, source)))
return FALSE
return TRUE
return ..()

/datum/action/cooldown/mob_cooldown/charge/basic_charge/hit_target(atom/movable/source, atom/target, damage_dealt)
var/mob/living/living_source
if(isliving(source))
living_source = source

if(!isliving(target))
if(!target.density || target.CanPass(source, get_dir(target, source)))
return
source.visible_message(span_danger("[source] smashes into [target]!"))
if(!living_source)
return
living_source.Stun(recoil_duration, ignore_canstun = TRUE)
living_source?.Stun(recoil_duration, ignore_canstun = TRUE)
return

var/mob/living/living_target = target
Expand All @@ -208,10 +217,9 @@
living_source.Stun(recoil_duration, ignore_canstun = TRUE)
return

living_target.visible_message(span_danger("[source] charges on [living_target]!"), span_userdanger("[source] charges into you!"))
living_target.visible_message(span_danger("[source] charges into [living_target]!"), span_userdanger("[source] charges into you!"))
living_target.Knockdown(knockdown_duration)


/datum/status_effect/tired_post_charge
id = "tired_post_charge"
duration = 1 SECONDS
Expand Down
112 changes: 112 additions & 0 deletions code/datums/components/damage_chain.dm
Original file line number Diff line number Diff line change
@@ -0,0 +1,112 @@
/**
* Draws a line between you and another atom, hurt anyone stood in the line
*/
/datum/component/damage_chain
dupe_mode = COMPONENT_DUPE_ALLOWED
/// How often do we attempt to deal damage?
var/tick_interval
/// Tracks when we can next deal damage
COOLDOWN_DECLARE(tick_cooldown)
/// Damage inflicted per tick
var/damage_per_tick
/// Type of damage to inflict
var/damage_type
/// Optional callback which checks if we can damage the target
var/datum/callback/validate_target
/// Optional callback for additional visuals or text display when dealing damage
var/datum/callback/chain_damage_feedback
/// We will fire the damage feedback callback on every x successful attacks
var/feedback_interval
/// How many successful attacks have we made?
var/successful_attacks = 0
/// Time between making any attacks at which we just reset the successful attack counter
var/reset_feedback_timer = 0
/// Our chain
var/datum/beam/chain

/datum/component/damage_chain/Initialize(
atom/linked_to,
max_distance = 7,
beam_icon = 'icons/effects/beam.dmi',
beam_state = "medbeam",
beam_type = /obj/effect/ebeam,
tick_interval = 0.3 SECONDS,
damage_per_tick = 1.2,
damage_type = BURN,
datum/callback/validate_target = null,
datum/callback/chain_damage_feedback = null,
feedback_interval = 5,
)
. = ..()
if (!isatom(parent))
return COMPONENT_INCOMPATIBLE
if (!isatom(linked_to))
CRASH("Attempted to create [type] linking [parent.type] with non-atom [linked_to]!")

src.tick_interval = tick_interval
src.damage_per_tick = damage_per_tick
src.damage_type = damage_type
src.validate_target = validate_target
src.chain_damage_feedback = chain_damage_feedback
src.feedback_interval = feedback_interval

var/atom/atom_parent = parent
chain = atom_parent.Beam(linked_to, icon = beam_icon, icon_state = beam_state, beam_type = beam_type, maxdistance = max_distance)
RegisterSignal(chain, COMSIG_QDELETING, PROC_REF(end_beam))
START_PROCESSING(SSfastprocess, src)

/datum/component/damage_chain/RegisterWithParent()
RegisterSignal(parent, COMSIG_LIVING_DEATH, PROC_REF(end_beam)) // We actually don't really use many signals it's all processing

/datum/component/damage_chain/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_LIVING_DEATH)

/datum/component/damage_chain/Destroy(force, silent)
if (!QDELETED(chain))
UnregisterSignal(chain, COMSIG_QDELETING)
QDEL_NULL(chain)
chain = null
STOP_PROCESSING(SSfastprocess, src)
return ..()

/// Destroy ourself
/datum/component/damage_chain/proc/end_beam()
SIGNAL_HANDLER
qdel(src)

/datum/component/damage_chain/process(seconds_per_tick)
var/successful_hit = FALSE
var/list/target_turfs = list()
for(var/obj/effect/ebeam/chainpart in chain.elements)
if (isnull(chainpart) || !chainpart.x || !chainpart.y || !chainpart.z)
continue
var/turf/overlaps = get_turf_pixel(chainpart)
target_turfs |= overlaps
if(overlaps == get_turf(chain.origin) || overlaps == get_turf(chain.target))
continue
for(var/turf/nearby_turf in circle_range(overlaps, 1))
target_turfs |= nearby_turf

for(var/turf/hit_turf as anything in target_turfs)
for(var/mob/living/victim in hit_turf)
if (victim == parent || victim.stat == DEAD)
continue
if (!isnull(validate_target) && !validate_target.Invoke(victim))
continue
if (successful_attacks == 0)
chain_damage_feedback?.Invoke(victim)
victim.apply_damage(damage_per_tick, damage_type, wound_bonus = CANT_WOUND)
successful_hit = TRUE

if (isnull(chain_damage_feedback))
return
if (successful_hit)
successful_attacks++
reset_feedback_timer = addtimer(CALLBACK(src, PROC_REF(reset_feedback)), 10 SECONDS, TIMER_UNIQUE|TIMER_OVERRIDE|TIMER_STOPPABLE|TIMER_DELETE_ME)
if (successful_attacks > feedback_interval)
reset_feedback()

/// Make it so that the next time we hit something we'll invoke the feedback callback
/datum/component/damage_chain/proc/reset_feedback()
successful_attacks = 0
deltimer(reset_feedback_timer)
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