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[MIRROR] Basic Guardians/Holoparasites [MDB IGNORE] (#24921)
* 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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code/__DEFINES/dcs/signals/signals_mob/signals_mob_guardian.dm
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/// Sent when a guardian is manifested | ||
#define COMSIG_GUARDIAN_MANIFESTED "guardian_manifested" | ||
/// Sent when a guardian is recalled | ||
#define COMSIG_GUARDIAN_RECALLED "guardian_recalled" | ||
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/// Sent when an assassin guardian is forced to exit stealth | ||
#define COMSIG_GUARDIAN_ASSASSIN_REVEALED "guardian_assassin_revealed" |
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/** | ||
* 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 | ||
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/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]!") | ||
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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 | ||
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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) | ||
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/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 | ||
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/datum/component/damage_chain/UnregisterFromParent() | ||
UnregisterSignal(parent, COMSIG_LIVING_DEATH) | ||
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/datum/component/damage_chain/Destroy(force, silent) | ||
if (!QDELETED(chain)) | ||
UnregisterSignal(chain, COMSIG_QDELETING) | ||
QDEL_NULL(chain) | ||
chain = null | ||
STOP_PROCESSING(SSfastprocess, src) | ||
return ..() | ||
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/// Destroy ourself | ||
/datum/component/damage_chain/proc/end_beam() | ||
SIGNAL_HANDLER | ||
qdel(src) | ||
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/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 | ||
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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 | ||
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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() | ||
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/// 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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