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
This commit is contained in:
Angust
2020-08-12 21:15:48 +02:00
committed by GitHub
parent 50655bfb1b
commit 30a04a4f65
+57 -19
View File
@@ -71,6 +71,8 @@
/datum/spacevine_mutation/proc/on_explosion(severity, target, obj/structure/spacevine/holder)
return
/datum/spacevine_mutation/aggressive_spread/proc/aggrospread_act(obj/structure/spacevine/S, mob/living/M)
return
/datum/spacevine_mutation/light
name = "light"
@@ -134,9 +136,9 @@
hue = "#ff7700"
quality = MINOR_NEGATIVE
/// Destroys any vine on spread-target's tile. The checks for if this should be done are in the spread() proc.
/datum/spacevine_mutation/vine_eating/on_spread(obj/structure/spacevine/holder, turf/target)
var/obj/structure/spacevine/prey = locate() in target
if(prey && !prey.mutations.Find(src)) //Eat all vines that are not of the same origin
for(var/obj/structure/spacevine/prey in target)
qdel(prey)
/datum/spacevine_mutation/aggressive_spread //very OP, but im out of other ideas currently
@@ -145,17 +147,53 @@
severity = 3
quality = NEGATIVE
/datum/spacevine_mutation/aggressive_spread/on_spread(obj/structure/spacevine/holder, turf/target)
switch(severity)
if(EXPLODE_DEVASTATE)
SSexplosions.highturf += target
if(EXPLODE_HEAVY)
SSexplosions.medturf += target
if(EXPLODE_LIGHT)
SSexplosions.lowturf += target
/// Checks mobs on spread-target's turf to see if they should be hit by a damaging proc or not.
/datum/spacevine_mutation/aggressive_spread/on_spread(obj/structure/spacevine/holder, turf/target, mob/living)
for(var/mob/living/M in target)
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.
aggrospread_act(holder, M)
/// What happens if an aggr spreading vine buckles a mob.
/datum/spacevine_mutation/aggressive_spread/on_buckle(obj/structure/spacevine/holder, mob/living/buckled)
buckled.ex_act(severity, null, src)
aggrospread_act(holder, buckled)
/// Hurts mobs. To be used when a vine with aggressive spread mutation spreads into the mob's tile or buckles them.
/datum/spacevine_mutation/aggressive_spread/aggrospread_act(obj/structure/spacevine/S, mob/living/M)
var/mob/living/carbon/C = M //If the mob is carbon then it now also exists as a "C", and not just an M.
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.
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.
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.
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.
if(T && (prob(40))) //If we found the thorns mutation there is now a chance to get stung instead of lashed or smashed.
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.
C.Stun(1 SECONDS) //Stopped in place for a moment.
playsound(M, 'sound/weapons/pierce.ogg', 50, TRUE, -1)
M.visible_message("<span class='danger'>[M] is nailed by a sharp thorn!</span>", \
"<span class='userdanger'>You are nailed by a sharp thorn!</span>")
log_combat(S, M, "aggressively pierced") //"Aggressively" for easy ctrl+F'ing in the attack logs.
else
if(prob(80))
C.apply_damage(60, BRUTE, def_zone = limb, blocked = armor, wound_bonus = rand(-20,10), sharpness = SHARP_EDGED)
C.Knockdown(2 SECONDS)
playsound(M, 'sound/weapons/whip.ogg', 50, TRUE, -1)
M.visible_message("<span class='danger'>[M] is lacerated by an outburst of vines!</span>", \
"<span class='userdanger'>You are lacerated by an outburst of vines!</span>")
log_combat(S, M, "aggressively lacerated")
else
C.apply_damage(60, BRUTE, def_zone = limb, blocked = armor, wound_bonus = rand(-20,10), sharpness = SHARP_NONE)
C.Knockdown(3 SECONDS)
var/atom/throw_target = get_edge_target_turf(C, get_dir(S, get_step_away(C, S)))
C.throw_at(throw_target, 3, 6)
playsound(M, 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
M.visible_message("<span class='danger'>[M] is smashed by a large vine!</span>", \
"<span class='userdanger'>You are smashed by a large vine!</span>")
log_combat(S, M, "aggressively smashed")
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.
M.adjustBruteLoss(75)
playsound(M, 'sound/weapons/whip.ogg', 50, TRUE, -1)
M.visible_message("<span class='danger'>[M] is brutally threshed by [S]!</span>", \
"<span class='userdanger'>You are brutally threshed by [S]!</span>")
log_combat(S, M, "aggressively spread into") //You aren't being attacked by the vines. You just happen to stand in their way.
/datum/spacevine_mutation/transparency
name = "transparent"
@@ -503,7 +541,6 @@
if(has_buckled_mobs())
break //only capture one mob at a time
/obj/structure/spacevine/proc/entangle(mob/living/V)
if(!V || isvineimmune(V))
return
@@ -513,20 +550,21 @@
to_chat(V, "<span class='danger'>The vines [pick("wind", "tangle", "tighten")] around you!</span>")
buckle_mob(V, 1)
/// Finds a target tile to spread to. If checks pass it will spread to it and also proc on_spread on target.
/obj/structure/spacevine/proc/spread()
var/direction = pick(GLOB.cardinals)
var/turf/stepturf = get_step(src,direction)
if (!isspaceturf(stepturf) && stepturf.Enter(src))
for(var/datum/spacevine_mutation/SM in mutations)
SM.on_spread(src, stepturf)
stepturf = get_step(src,direction) //in case turf changes, to make sure no runtimes happen
if(!locate(/obj/structure/spacevine, stepturf))
if(!isspaceturf(stepturf) && stepturf.Enter(src))
var/obj/structure/spacevine/spot_taken = locate() in stepturf //Locates any vine on target turf. Calls that vine "spot_taken".
var/datum/spacevine_mutation/vine_eating/E = locate() in mutations //Locates the vine eating trait in our own seed and calls it E.
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.
if(master)
for(var/datum/spacevine_mutation/SM in mutations)
SM.on_spread(src, stepturf) //Only do the on_spread proc if it actually spreads.
stepturf = get_step(src,direction) //in case turf changes, to make sure no runtimes happen
master.spawn_spacevine_piece(stepturf, src)
/obj/structure/spacevine/ex_act(severity, target)
if(istype(target, type)) //if its agressive spread vine dont do anything
return
var/i
for(var/datum/spacevine_mutation/SM in mutations)
i += SM.on_explosion(severity, target, src)