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SmArtKar 7c0ce5435a Gibs you leave are now based on your biotype/chest bodypart, improves gibber VFX (#91421)
## About The Pull Request

* When gibbing mobs, spawned gib type is now based on mob's biotypes if
they're not a carbon, or their chest (or first) bodypart if they are,
rather than requiring a proc override for every single mob. This means
that a few robotic mobs no longer drop meaty gibs, and that gibbing
androids now produces cyborg gibs instead of a meaty surprise, plus they
should no longer runtime when trying to gib a robot. Gibs also are now
spawned around the gibber and streak outwards instead of magically
teleporting a few tiles away, for some visual flair.
* Fixed meat not overriding blood DNA on blood_walk component which made
xeno and lizard meat leave behind orange trails instead of proper
lime/dark green blood colors (due to them keeping human meat DNA).
* Brightened up the gibber blood overlay I've missed, so it should be
consistent with old blood colors now.
* Also cleaned up the gibspawner code.

## Why It's Good For The Game

Biotype/chest changes should make devs lives easier and gameplay a bit
more consistent, and streaking just makes the process look slightly
better.

## Changelog
🆑
add: Androids and fully augmented humans now drop robotic gibs instead
of meat
add: Improved gibber VFX
fix: Fixed gibber overlays being darker than intended
fix: Fixed xenomorph and lizard meat leaving orange trails behind
code: Improved gibs and gibspawner code
/🆑
2025-06-15 15:42:22 -04:00

135 lines
7.7 KiB
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/obj/effect/gibspawner
icon_state = "gibspawner"// For the map editor
var/virusProb = 20 //the chance for viruses to spread on the gibs
var/gib_mob_type //generate a fake mob to transfer DNA from if we weren't passed a mob.
var/sound_to_play = 'sound/effects/blob/blobattack.ogg'
var/sound_vol = 60
var/list/gibtypes = list() // Assoc list of typepaths of the gib decals to spawn to amount to spawn
var/list/gibdirections = list() // Lists of possible directions to spread each gib decal type towards.
var/blood_dna_info // Cached blood_dna_info in case we do not have a source mob
/obj/effect/gibspawner/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
. = ..()
if(sound_to_play && isnum(sound_vol))
playsound(src, sound_to_play, sound_vol, TRUE)
var/list/dna_to_add //find the dna to pass to the spawned gibs. do note this can be null if the mob doesn't have blood. add_blood_DNA() has built in null handling.
if(blood_dna_info)
dna_to_add = blood_dna_info
else if(source_mob)
dna_to_add = source_mob.get_blood_dna_list() //ez pz
else if(gib_mob_type)
var/mob/living/temp_mob = new gib_mob_type(src) //generate a fake mob so that we pull the right type of DNA for the gibs.
dna_to_add = temp_mob.get_blood_dna_list()
qdel(temp_mob)
else
dna_to_add = list("Non-human DNA" = random_human_blood_type()) //else, generate a random bloodtype for it.
for(var/i in 1 to gibtypes.len)
var/gibType = gibtypes[i]
var/amount = gibtypes[gibType]
for(var/j in 1 to amount)
// These might streak off into space and cause annoying flaky failures with mapping nearstation tests
#ifndef UNIT_TESTS
var/obj/effect/decal/cleanable/blood/gibs/gib = new gibType(loc, diseases, dna_to_add)
var/list/directions = gibdirections[i]
if(isturf(loc))
if(directions.len)
gib.streak(directions, mapload)
#else
new gibType(loc, diseases, dna_to_add)
#endif
return INITIALIZE_HINT_QDEL
/obj/effect/gibspawner/generic
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs = 2, /obj/effect/decal/cleanable/blood/gibs = 2, /obj/effect/decal/cleanable/blood/gibs/core = 1)
sound_vol = 40
/obj/effect/gibspawner/generic/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(WEST, NORTHWEST, SOUTHWEST, NORTH), list(EAST, NORTHEAST, SOUTHEAST, SOUTH), list())
return ..()
/obj/effect/gibspawner/generic/animal
gib_mob_type = /mob/living/basic/pet
/obj/effect/gibspawner/human
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/up = 1, /obj/effect/decal/cleanable/blood/gibs/down = 1, /obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs/body = 1, /obj/effect/decal/cleanable/blood/gibs/limb = 1, /obj/effect/decal/cleanable/blood/gibs/core = 1)
gib_mob_type = /mob/living/carbon/human
sound_vol = 50
/obj/effect/gibspawner/human/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(
list(NORTH, NORTHEAST, NORTHWEST),
list(SOUTH, SOUTHEAST, SOUTHWEST),
list(WEST, NORTHWEST, SOUTHWEST),
list(EAST, NORTHEAST, SOUTHEAST),
GLOB.alldirs,
GLOB.alldirs,
list(),
)
if(!iscarbon(source_mob) && isnull(blood_dna_info))
return ..(blood_dna_info = list("Human DNA" = random_human_blood_type()))
return ..()
/obj/effect/gibspawner/human/bodypartless //only the gibs that don't look like actual full bodyparts (except torso).
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs/core = 1, /obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs/core = 1, /obj/effect/decal/cleanable/blood/gibs = 1, /obj/effect/decal/cleanable/blood/gibs/torso = 1)
/obj/effect/gibspawner/human/bodypartless/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(WEST, NORTHWEST, SOUTHWEST), list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/xeno
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/up = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/down = 1, /obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/body = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/limb = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/core = 1)
gib_mob_type = /mob/living/carbon/alien
/obj/effect/gibspawner/xeno/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(WEST, NORTHWEST, SOUTHWEST), list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/xeno/bodypartless //only the gibs that don't look like actual full bodyparts (except torso).
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/core = 1, /obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/core = 1, /obj/effect/decal/cleanable/blood/gibs/xeno = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/torso = 1)
/obj/effect/gibspawner/xeno/bodypartless/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(WEST, NORTHWEST, SOUTHWEST), list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, list())
return ..()
/obj/effect/gibspawner/larva
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva/body = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva/body = 1)
gib_mob_type = /mob/living/carbon/alien/larva
/obj/effect/gibspawner/larva/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(), GLOB.alldirs)
return ..()
/obj/effect/gibspawner/larva/bodypartless
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1, /obj/effect/decal/cleanable/blood/gibs/xeno/larva = 1)
/obj/effect/gibspawner/larva/bodypartless/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list())
return ..()
/obj/effect/gibspawner/robot
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/robot_debris/up = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris/down = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris = 1, /obj/effect/decal/cleanable/blood/gibs/robot_debris/limb = 1)
gib_mob_type = /mob/living/silicon
/obj/effect/gibspawner/robot/Initialize(mapload, mob/living/source_mob, list/datum/disease/diseases, blood_dna_info)
if(!gibdirections.len)
gibdirections = list(list(NORTH, NORTHEAST, NORTHWEST), list(SOUTH, SOUTHEAST, SOUTHWEST), list(WEST, NORTHWEST, SOUTHWEST), list(EAST, NORTHEAST, SOUTHEAST), GLOB.alldirs, GLOB.alldirs)
gibtypes[/obj/effect/decal/cleanable/blood/gibs/robot_debris/limb] = pick(0, 1, 2)
. = ..()
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
sparks.set_up(2, 1, drop_location())
sparks.start()