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89 lines
2.9 KiB
Plaintext
89 lines
2.9 KiB
Plaintext
/**
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* Crusher Loot; which makes the attached mob drop a crusher trophy of some type if the majority damage was from a crusher!
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*
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* Used for all the mobs droppin' crusher trophies
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*/
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/datum/element/crusher_loot
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// Path of the trophy dropped (or list of trophies)
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var/trophy_type
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/// Chance to drop the trophy, lowered by the mob only taking partial crusher damage instead of full
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/// For example, 25% would mean ~4 mobs need to die before you find one.
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/// But it would be more if you didn't deal full crusher damage to them.
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var/drop_mod
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/// If true, will immediately spawn the item instead of putting it in butcher loot.
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var/drop_immediately
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/// Crusher damage percentage at which the drop is guaranteed, if any
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var/guaranteed_drop
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/// Should crusher drops replace *all* spawned loot?
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var/replace_all
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/datum/element/crusher_loot/Attach(datum/target, trophy_type, drop_mod = 25, drop_immediately = FALSE, guaranteed_drop = null, replace_all = FALSE)
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. = ..()
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if(!isliving(target))
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return ELEMENT_INCOMPATIBLE
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RegisterSignal(target, COMSIG_LIVING_DEATH, PROC_REF(on_death))
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src.trophy_type = trophy_type
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src.drop_mod = drop_mod
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src.guaranteed_drop = guaranteed_drop
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src.drop_immediately = drop_immediately
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src.replace_all = replace_all
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if (replace_all)
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RegisterSignal(target, COMSIG_LIVING_DROP_LOOT, PROC_REF(on_loot_drop))
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/datum/element/crusher_loot/Detach(datum/target)
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UnregisterSignal(target, list(COMSIG_LIVING_DEATH, COMSIG_LIVING_DROP_LOOT))
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return ..()
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/datum/element/crusher_loot/proc/on_loot_drop(mob/living/target, list/spawn_loot, gibbed)
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SIGNAL_HANDLER
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// Prevent normal loot from being dropped if we have replace_all enabled
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return COMPONENT_NO_LOOT_DROP
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/datum/element/crusher_loot/proc/on_death(mob/living/target, gibbed)
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SIGNAL_HANDLER
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var/datum/status_effect/crusher_damage/damage = target.has_status_effect(/datum/status_effect/crusher_damage)
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if (!damage)
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return
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if (guaranteed_drop)
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if (damage.total_damage / target.maxHealth < guaranteed_drop)
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return
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else if (!prob((damage.total_damage / target.maxHealth) * drop_mod)) // On average, you'll need to kill 4 creatures before getting the item. by default.
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return
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if (replace_all && isanimal(target))
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var/mob/living/simple_animal/expiring_code = target
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if (!islist(trophy_type))
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expiring_code.loot = list(trophy_type)
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return
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var/list/trophies = trophy_type
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expiring_code.loot = trophies.Copy()
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return
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if(!islist(trophy_type))
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make_path(target, trophy_type)
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return
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if (replace_all)
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target.butcher_results?.Cut()
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target.guaranteed_butcher_results?.Cut()
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for(var/trophypath in trophy_type)
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make_path(target, trophypath)
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/datum/element/crusher_loot/proc/make_path(mob/living/target, path)
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if(drop_immediately)
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new path(get_turf(target))
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return
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if (!target.guaranteed_butcher_results)
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target.guaranteed_butcher_results = list()
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target.guaranteed_butcher_results[path] = 1
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