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https://github.com/Bubberstation/Bubberstation.git
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15332a183e
## 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. /🆑
100 lines
4.3 KiB
Plaintext
100 lines
4.3 KiB
Plaintext
///This component allows something to be when crossed, for example for cockroaches.
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/datum/component/squashable
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///Chance on crossed to be squashed
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var/squash_chance = 50
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///How much brute is applied when mob is squashed
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var/squash_damage = 1
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///Squash flags, for extra checks etcetera.
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var/squash_flags = NONE
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///Special callback to call on squash instead, for things like hauberoach
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var/datum/callback/on_squash_callback
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///signal list given to connect_loc
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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COOLDOWN_DECLARE(squish_cooldown) // BUBBER EDIT
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/datum/component/squashable/Initialize(squash_chance, squash_damage, squash_flags, squash_callback)
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. = ..()
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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if(squash_chance)
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src.squash_chance = squash_chance
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if(squash_damage)
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src.squash_damage = squash_damage
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if(squash_flags)
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src.squash_flags = squash_flags
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if(!src.on_squash_callback && squash_callback)
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on_squash_callback = CALLBACK(parent, squash_callback)
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AddComponent(/datum/component/connect_loc_behalf, parent, loc_connections)
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if(squash_callback) // BUBBER EDIT BEGIN- NO ROACHES SQUISHING EACH OTHER FOR THE OTHER EDIT
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return
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RegisterSignal(parent, COMSIG_LIVING_MOB_BUMPED, PROC_REF(on_entered))// BUBBER EDIT END - MICRO BALANCE
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/datum/component/squashable/Destroy(force)
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on_squash_callback = null
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return ..()
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///Handles the squashing of the mob
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/datum/component/squashable/proc/on_entered(turf/source_turf, atom/movable/crossing_movable)
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SIGNAL_HANDLER
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if(istype(crossing_movable, /obj)) // BUBBER EDIT - don't get knocked down by items
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return
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if(parent == crossing_movable)
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return
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var/mob/living/parent_as_living = parent
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if((squash_flags & SQUASHED_DONT_SQUASH_IN_CONTENTS) && !isturf(parent_as_living.loc))
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return
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if((squash_flags & SQUASHED_SHOULD_BE_DOWN) && parent_as_living.body_position != LYING_DOWN)
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//BUBBER EDIT - Light step/walk/bots dont knock down
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if(isliving(crossing_movable))
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var/mob/living/crossing_mob = crossing_movable
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if((crossing_mob.move_intent == MOVE_INTENT_WALK) || HAS_TRAIT(crossing_mob, TRAIT_LIGHT_STEP) || isbot(crossing_mob))
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return
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//BUBBER EDIT END
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parent_as_living.Knockdown(1 SECONDS) // BUBBER EDIT - MICRO BALANCE
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return
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var/should_squash = ((squash_flags & SQUASHED_ALWAYS_IF_DEAD) && parent_as_living.stat == DEAD) || prob(squash_chance)
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if(should_squash && on_squash_callback)
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if(on_squash_callback.Invoke(parent_as_living, crossing_movable))
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return //Everything worked, we're done!
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if(isliving(crossing_movable))
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var/mob/living/crossing_mob = crossing_movable
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if(crossing_mob.mob_size > MOB_SIZE_SMALL && !(crossing_mob.movement_type & MOVETYPES_NOT_TOUCHING_GROUND))
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if(HAS_TRAIT(crossing_mob, TRAIT_PACIFISM) || (crossing_mob.move_intent == MOVE_INTENT_WALK) || HAS_TRAIT(crossing_mob, TRAIT_LIGHT_STEP)) // BUBBER EDIT
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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
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return
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if(should_squash)
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crossing_mob.visible_message(span_notice("[crossing_mob] squashed [parent_as_living]."), span_notice("You squashed [parent_as_living]."))
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Squish(parent_as_living)
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playsound(parent_as_living, 'sound/effects/blob/attackblob.ogg', 50, TRUE) // BUBBER EDIT
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else
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parent_as_living.visible_message(span_notice("[parent_as_living] avoids getting crushed."))
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else if(isstructure(crossing_movable))
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if(should_squash)
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crossing_movable.visible_message(span_notice("[parent_as_living] is crushed under [crossing_movable]."))
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Squish(parent_as_living)
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else
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parent_as_living.visible_message(span_notice("[parent_as_living] avoids getting crushed."))
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/datum/component/squashable/proc/Squish(mob/living/target)
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if(squash_flags & SQUASHED_SHOULD_BE_GIBBED)
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target.gib(DROP_ALL_REMAINS)
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else
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if(COOLDOWN_FINISHED(src, squish_cooldown))// BUBBER EDIT
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target.take_bodypart_damage(squash_damage, wound_bonus = 5)// BUBBER EDIT
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target.AddElement(/datum/element/squish, 20 SECONDS) // BUBBER EDIT
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COOLDOWN_START(src, squish_cooldown, 20 SECONDS)// BUBBER EDIT
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/datum/component/squashable/UnregisterFromParent()
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. = ..()
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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