Files
Roxy 15332a183e Prevents light step/walk intent/bots from knocking down micros (#5216)
## About The Pull Request
Light step already prevented the damaging squash that happened, but
still did the knockdown. I think it's thematically appropriate for
people who watch their step to not accidentally throw people to the
side. ESPECIALLY BEEPSKY AND MEDIBOTS AND JANIBOTS. THAT IS JUST HORRID.

## Why It's Good For The Game
I take the quirk because of me not wanting to hurt them over by
accidentally walking into them. The knockdown is still annoying as hell
even when I do play my micro and someone walks into me. Everything
functions as normal when not having light step. Bots doing it is extra
un-fun.

## Proof Of Testing
I tested it and it works

<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog

🆑
balance: Light step now prevents you from knocking down micros.
balance: Walking intent now prevents you from knocking down micros
balance: small bots (janibots, medibots, etc.) can no longer knock down
micros.
/🆑
2026-02-07 20:16:13 +02:00

100 lines
4.3 KiB
Plaintext

///This component allows something to be when crossed, for example for cockroaches.
/datum/component/squashable
///Chance on crossed to be squashed
var/squash_chance = 50
///How much brute is applied when mob is squashed
var/squash_damage = 1
///Squash flags, for extra checks etcetera.
var/squash_flags = NONE
///Special callback to call on squash instead, for things like hauberoach
var/datum/callback/on_squash_callback
///signal list given to connect_loc
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
COOLDOWN_DECLARE(squish_cooldown) // BUBBER EDIT
/datum/component/squashable/Initialize(squash_chance, squash_damage, squash_flags, squash_callback)
. = ..()
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
if(squash_chance)
src.squash_chance = squash_chance
if(squash_damage)
src.squash_damage = squash_damage
if(squash_flags)
src.squash_flags = squash_flags
if(!src.on_squash_callback && squash_callback)
on_squash_callback = CALLBACK(parent, squash_callback)
AddComponent(/datum/component/connect_loc_behalf, parent, loc_connections)
if(squash_callback) // BUBBER EDIT BEGIN- NO ROACHES SQUISHING EACH OTHER FOR THE OTHER EDIT
return
RegisterSignal(parent, COMSIG_LIVING_MOB_BUMPED, PROC_REF(on_entered))// BUBBER EDIT END - MICRO BALANCE
/datum/component/squashable/Destroy(force)
on_squash_callback = null
return ..()
///Handles the squashing of the mob
/datum/component/squashable/proc/on_entered(turf/source_turf, atom/movable/crossing_movable)
SIGNAL_HANDLER
if(istype(crossing_movable, /obj)) // BUBBER EDIT - don't get knocked down by items
return
if(parent == crossing_movable)
return
var/mob/living/parent_as_living = parent
if((squash_flags & SQUASHED_DONT_SQUASH_IN_CONTENTS) && !isturf(parent_as_living.loc))
return
if((squash_flags & SQUASHED_SHOULD_BE_DOWN) && parent_as_living.body_position != LYING_DOWN)
//BUBBER EDIT - Light step/walk/bots dont knock down
if(isliving(crossing_movable))
var/mob/living/crossing_mob = crossing_movable
if((crossing_mob.move_intent == MOVE_INTENT_WALK) || HAS_TRAIT(crossing_mob, TRAIT_LIGHT_STEP) || isbot(crossing_mob))
return
//BUBBER EDIT END
parent_as_living.Knockdown(1 SECONDS) // BUBBER EDIT - MICRO BALANCE
return
var/should_squash = ((squash_flags & SQUASHED_ALWAYS_IF_DEAD) && parent_as_living.stat == DEAD) || prob(squash_chance)
if(should_squash && on_squash_callback)
if(on_squash_callback.Invoke(parent_as_living, crossing_movable))
return //Everything worked, we're done!
if(isliving(crossing_movable))
var/mob/living/crossing_mob = crossing_movable
if(crossing_mob.mob_size > MOB_SIZE_SMALL && !(crossing_mob.movement_type & MOVETYPES_NOT_TOUCHING_GROUND))
if(HAS_TRAIT(crossing_mob, TRAIT_PACIFISM) || (crossing_mob.move_intent == MOVE_INTENT_WALK) || HAS_TRAIT(crossing_mob, TRAIT_LIGHT_STEP)) // BUBBER EDIT
crossing_mob.visible_message(span_notice("[crossing_mob] carefully steps over [parent_as_living]."), span_notice("You carefully step over [parent_as_living] to avoid hurting [parent_as_living.p_them()].")) //BUBBER EDIT - Added pronouns
return
if(should_squash)
crossing_mob.visible_message(span_notice("[crossing_mob] squashed [parent_as_living]."), span_notice("You squashed [parent_as_living]."))
Squish(parent_as_living)
playsound(parent_as_living, 'sound/effects/blob/attackblob.ogg', 50, TRUE) // BUBBER EDIT
else
parent_as_living.visible_message(span_notice("[parent_as_living] avoids getting crushed."))
else if(isstructure(crossing_movable))
if(should_squash)
crossing_movable.visible_message(span_notice("[parent_as_living] is crushed under [crossing_movable]."))
Squish(parent_as_living)
else
parent_as_living.visible_message(span_notice("[parent_as_living] avoids getting crushed."))
/datum/component/squashable/proc/Squish(mob/living/target)
if(squash_flags & SQUASHED_SHOULD_BE_GIBBED)
target.gib(DROP_ALL_REMAINS)
else
if(COOLDOWN_FINISHED(src, squish_cooldown))// BUBBER EDIT
target.take_bodypart_damage(squash_damage, wound_bonus = 5)// BUBBER EDIT
target.AddElement(/datum/element/squish, 20 SECONDS) // BUBBER EDIT
COOLDOWN_START(src, squish_cooldown, 20 SECONDS)// BUBBER EDIT
/datum/component/squashable/UnregisterFromParent()
. = ..()
qdel(GetComponent(/datum/component/connect_loc_behalf))