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Fixes space vine/kudzu aggressive spread friendly fire and replaces ex_act (#52650)
* Fix spacevine friendly fire and replace explosions * Newline at end of file * Moved var into for, replaced silly range 0, added autodoc, changed comment * Removed accidental parentheses * Travis rebuild, and minor fix * Travis rebuild * New Travis rebuild attempt * Changed to playsound(M
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@@ -71,6 +71,8 @@
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/datum/spacevine_mutation/proc/on_explosion(severity, target, obj/structure/spacevine/holder)
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return
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/datum/spacevine_mutation/aggressive_spread/proc/aggrospread_act(obj/structure/spacevine/S, mob/living/M)
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return
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/datum/spacevine_mutation/light
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name = "light"
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@@ -134,9 +136,9 @@
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hue = "#ff7700"
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quality = MINOR_NEGATIVE
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/// Destroys any vine on spread-target's tile. The checks for if this should be done are in the spread() proc.
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/datum/spacevine_mutation/vine_eating/on_spread(obj/structure/spacevine/holder, turf/target)
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var/obj/structure/spacevine/prey = locate() in target
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if(prey && !prey.mutations.Find(src)) //Eat all vines that are not of the same origin
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for(var/obj/structure/spacevine/prey in target)
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qdel(prey)
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/datum/spacevine_mutation/aggressive_spread //very OP, but im out of other ideas currently
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@@ -145,17 +147,53 @@
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severity = 3
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quality = NEGATIVE
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/datum/spacevine_mutation/aggressive_spread/on_spread(obj/structure/spacevine/holder, turf/target)
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switch(severity)
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if(EXPLODE_DEVASTATE)
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SSexplosions.highturf += target
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if(EXPLODE_HEAVY)
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SSexplosions.medturf += target
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if(EXPLODE_LIGHT)
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SSexplosions.lowturf += target
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/// Checks mobs on spread-target's turf to see if they should be hit by a damaging proc or not.
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/datum/spacevine_mutation/aggressive_spread/on_spread(obj/structure/spacevine/holder, turf/target, mob/living)
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for(var/mob/living/M in target)
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if(!isvineimmune(M) && M.stat != DEAD) // Don't kill immune creatures. Dead check to prevent log spam when a corpse is trapped between vine eaters.
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aggrospread_act(holder, M)
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/// What happens if an aggr spreading vine buckles a mob.
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/datum/spacevine_mutation/aggressive_spread/on_buckle(obj/structure/spacevine/holder, mob/living/buckled)
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buckled.ex_act(severity, null, src)
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aggrospread_act(holder, buckled)
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/// Hurts mobs. To be used when a vine with aggressive spread mutation spreads into the mob's tile or buckles them.
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/datum/spacevine_mutation/aggressive_spread/aggrospread_act(obj/structure/spacevine/S, mob/living/M)
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var/mob/living/carbon/C = M //If the mob is carbon then it now also exists as a "C", and not just an M.
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if(istype(C)) //If the mob (M) is a carbon subtype (C) we move on to pick a more complex damage proc, with damage zones, wounds and armor mitigation.
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var/obj/item/bodypart/limb = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG, BODY_ZONE_HEAD, BODY_ZONE_CHEST) //Picks a random bodypart. Does not runtime even if it's missing.
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var/armor = C.run_armor_check(limb, "melee", null, null) //armor = the armor value of that randomly chosen bodypart. Nulls to not print a message, because it would still print on pierce.
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var/datum/spacevine_mutation/thorns/T = locate() in S.mutations //Searches for the thorns mutation in the "mutations"-list inside obj/structure/spacevine, and defines T if it finds it.
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if(T && (prob(40))) //If we found the thorns mutation there is now a chance to get stung instead of lashed or smashed.
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C.apply_damage(50, BRUTE, def_zone = limb, wound_bonus = rand(-20,10), sharpness = SHARP_POINTY) //This one gets a bit lower damage because it ignores armor.
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C.Stun(1 SECONDS) //Stopped in place for a moment.
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playsound(M, 'sound/weapons/pierce.ogg', 50, TRUE, -1)
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M.visible_message("<span class='danger'>[M] is nailed by a sharp thorn!</span>", \
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"<span class='userdanger'>You are nailed by a sharp thorn!</span>")
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log_combat(S, M, "aggressively pierced") //"Aggressively" for easy ctrl+F'ing in the attack logs.
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else
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if(prob(80))
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C.apply_damage(60, BRUTE, def_zone = limb, blocked = armor, wound_bonus = rand(-20,10), sharpness = SHARP_EDGED)
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C.Knockdown(2 SECONDS)
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playsound(M, 'sound/weapons/whip.ogg', 50, TRUE, -1)
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M.visible_message("<span class='danger'>[M] is lacerated by an outburst of vines!</span>", \
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"<span class='userdanger'>You are lacerated by an outburst of vines!</span>")
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log_combat(S, M, "aggressively lacerated")
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else
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C.apply_damage(60, BRUTE, def_zone = limb, blocked = armor, wound_bonus = rand(-20,10), sharpness = SHARP_NONE)
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C.Knockdown(3 SECONDS)
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var/atom/throw_target = get_edge_target_turf(C, get_dir(S, get_step_away(C, S)))
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C.throw_at(throw_target, 3, 6)
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playsound(M, 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
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M.visible_message("<span class='danger'>[M] is smashed by a large vine!</span>", \
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"<span class='userdanger'>You are smashed by a large vine!</span>")
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log_combat(S, M, "aggressively smashed")
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else //Living but not a carbon? Maybe a silicon? Can't be wounded so have a big chunk of simple bruteloss with no special effects. They can be entangled.
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M.adjustBruteLoss(75)
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playsound(M, 'sound/weapons/whip.ogg', 50, TRUE, -1)
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M.visible_message("<span class='danger'>[M] is brutally threshed by [S]!</span>", \
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"<span class='userdanger'>You are brutally threshed by [S]!</span>")
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log_combat(S, M, "aggressively spread into") //You aren't being attacked by the vines. You just happen to stand in their way.
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/datum/spacevine_mutation/transparency
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name = "transparent"
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@@ -503,7 +541,6 @@
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if(has_buckled_mobs())
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break //only capture one mob at a time
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/obj/structure/spacevine/proc/entangle(mob/living/V)
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if(!V || isvineimmune(V))
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return
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@@ -513,20 +550,21 @@
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to_chat(V, "<span class='danger'>The vines [pick("wind", "tangle", "tighten")] around you!</span>")
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buckle_mob(V, 1)
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/// Finds a target tile to spread to. If checks pass it will spread to it and also proc on_spread on target.
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/obj/structure/spacevine/proc/spread()
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var/direction = pick(GLOB.cardinals)
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var/turf/stepturf = get_step(src,direction)
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if (!isspaceturf(stepturf) && stepturf.Enter(src))
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for(var/datum/spacevine_mutation/SM in mutations)
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SM.on_spread(src, stepturf)
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stepturf = get_step(src,direction) //in case turf changes, to make sure no runtimes happen
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if(!locate(/obj/structure/spacevine, stepturf))
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if(!isspaceturf(stepturf) && stepturf.Enter(src))
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var/obj/structure/spacevine/spot_taken = locate() in stepturf //Locates any vine on target turf. Calls that vine "spot_taken".
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var/datum/spacevine_mutation/vine_eating/E = locate() in mutations //Locates the vine eating trait in our own seed and calls it E.
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if(!spot_taken || (E && (spot_taken && !spot_taken.mutations.Find(E)))) //Proceed if there isn't a vine on the target turf, OR we have vine eater AND target vine is from our seed and doesn't. Vines from other seeds are eaten regardless.
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if(master)
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for(var/datum/spacevine_mutation/SM in mutations)
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SM.on_spread(src, stepturf) //Only do the on_spread proc if it actually spreads.
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stepturf = get_step(src,direction) //in case turf changes, to make sure no runtimes happen
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master.spawn_spacevine_piece(stepturf, src)
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/obj/structure/spacevine/ex_act(severity, target)
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if(istype(target, type)) //if its agressive spread vine dont do anything
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return
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var/i
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for(var/datum/spacevine_mutation/SM in mutations)
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i += SM.on_explosion(severity, target, src)
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