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MrMelbert bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-22 21:30:07 -04:00

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// SPACE VINES (Note that this code is very similar to Biomass code)
/obj/structure/spacevine
name = "space vine"
desc = "An extremely expansionistic species of vine."
icon = 'icons/mob/spacevines.dmi'
icon_state = "Light1"
anchored = TRUE
density = FALSE
layer = SPACEVINE_LAYER
mouse_opacity = MOUSE_OPACITY_OPAQUE //Clicking anywhere on the turf is good enough
pass_flags = PASSTABLE | PASSGRILLE
max_integrity = 50
/// What growth stage is this vine at?
var/growth_stage = 0
/// Can this kudzu spread?
var/can_spread = TRUE
/// Can this kudzu buckle mobs in?
var/can_tangle = TRUE
/// Our associated spacevine_controller, for managing expansion/mutation
var/datum/spacevine_controller/master
/// List of mutations for a specific vine
var/list/mutations = list()
/// The traits associated with a specific mutation of vines
var/trait_flags = NONE
/// Should atmos always process this tile
var/always_atmos_process = FALSE
/// The kudzu blocks light on default once it grows
var/light_state = BLOCK_LIGHT
/obj/structure/spacevine/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_CHASM_DESTROYED, INNATE_TRAIT)
ADD_TRAIT(src, TRAIT_INVERTED_DEMOLITION, INNATE_TRAIT)
add_atom_colour("#ffffff", FIXED_COLOUR_PRIORITY)
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
AddElement(/datum/element/atmos_sensitive, mapload)
AddComponent(/datum/component/storm_hating)
/obj/structure/spacevine/examine(mob/user)
. = ..()
if(!length(mutations))
. += "This vine has no mutations."
return
var/text = "This vine has the following mutations:\n"
for(var/datum/spacevine_mutation/mutation as anything in mutations)
if(mutation.name == "transparent") /// Transparent has no hue
text += "<font color='#346751'>Transparent</font> "
else
text += "<font color='[mutation.hue]'>[mutation.name]</font> "
. += text
/obj/structure/spacevine/Destroy()
for(var/datum/spacevine_mutation/mutation in mutations)
mutation.on_death(src)
if(master)
master.VineDestroyed(src)
mutations = list()
set_opacity(PASS_LIGHT)
if(has_buckled_mobs())
unbuckle_all_mobs(force=1)
return ..()
/obj/structure/spacevine/proc/on_chem_effect(datum/reagent/chem)
var/override = FALSE
for(var/datum/spacevine_mutation/mutation in mutations)
override += mutation.on_chem(src, chem)
if(!override && prob(75) && istype(chem, /datum/reagent/toxin/plantbgone))
// SKYRAT EDIT ADD START
if(plantbgone_resist && prob(50))
return
// SKYRAT EDIT ADD END
qdel(src)
/obj/structure/spacevine/proc/eat(mob/eater)
var/override = FALSE
for(var/datum/spacevine_mutation/mutation in mutations)
override += mutation.on_eat(src, eater)
if(!override)
qdel(src)
/obj/structure/spacevine/attacked_by(obj/item/item, mob/living/user, list/modifiers, list/attack_modifiers)
LAZYSET(attack_modifiers, SILENCE_DEFAULT_MESSAGES, TRUE)
LAZYSET(attack_modifiers, FORCE_MULTIPLIER, 1)
if(item.damtype == BURN)
MODIFY_ATTACK_FORCE_MULTIPLIER(attack_modifiers, 4)
if(item.get_sharpness())
MODIFY_ATTACK_FORCE_MULTIPLIER(attack_modifiers, 4)
return ..()
/obj/structure/spacevine/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(damage_amount)
playsound(src, 'sound/items/weapons/slash.ogg', 50, TRUE)
else
playsound(src, 'sound/items/weapons/tap.ogg', 50, TRUE)
if(BURN)
playsound(src.loc, 'sound/items/tools/welder.ogg', 100, TRUE)
/obj/structure/spacevine/proc/on_entered(datum/source, atom/movable/movable)
SIGNAL_HANDLER
if(!isliving(movable))
return
for(var/datum/spacevine_mutation/mutation in mutations)
mutation.on_cross(src, movable)
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/structure/spacevine/attack_hand(mob/user, list/modifiers)
for(var/datum/spacevine_mutation/mutation in mutations)
mutation.on_hit(src, user)
user_unbuckle_mob(user, user)
return ..()
/obj/structure/spacevine/attack_paw(mob/living/user, list/modifiers)
for(var/datum/spacevine_mutation/mutation in mutations)
mutation.on_hit(src, user)
user_unbuckle_mob(user,user)
/obj/structure/spacevine/attack_alien(mob/living/user, list/modifiers)
eat(user)
/// Updates the icon as the space vine grows
/obj/structure/spacevine/proc/grow()
if(!growth_stage)
src.icon_state = pick("Med1", "Med2", "Med3")
growth_stage = 1
set_opacity(light_state)
else
src.icon_state = pick("Hvy1", "Hvy2", "Hvy3")
growth_stage = 2
for(var/datum/spacevine_mutation/mutation in mutations)
mutation.on_grow(src)
/// Buckles mobs trying to pass through it
/obj/structure/spacevine/proc/entangle_mob()
if(has_buckled_mobs() || prob(75))
return
for(var/mob/living/victim in src.loc)
entangle(victim)
if(has_buckled_mobs())
break //only capture one mob at a time
/obj/structure/spacevine/proc/entangle(mob/living/victim)
if(isnull(victim) || isvineimmune(victim))
return
for(var/datum/spacevine_mutation/mutation in mutations)
mutation.on_buckle(src, victim)
if((victim.stat != DEAD) && (victim.buckled != src) && can_tangle) //not dead and not captured and can tangle
to_chat(victim, span_userdanger("The vines [pick("wind", "tangle", "tighten")] around you!"))
buckle_mob(victim, force = TRUE)
/// 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()
if(isnull(master)) //If we've lost our controller, something has gone terribly wrong.
return
var/direction = pick(GLOB.cardinals)
var/turf/stepturf = get_step(src, direction)
if(!istype(stepturf))
return
if(is_space_or_openspace(stepturf) || !stepturf.Enter(src))
return
if(ischasm(stepturf) && !HAS_TRAIT(stepturf, TRAIT_CHASM_STOPPED))
return
if(islava(stepturf) && !HAS_TRAIT(stepturf, TRAIT_LAVA_STOPPED))
return
var/obj/structure/spacevine/spot_taken = locate() in stepturf
var/datum/spacevine_mutation/vine_eating/eating = locate() in mutations
if(!isnull(spot_taken)) //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.
if (isnull(eating))
return
if (spot_taken.mutations?.Find(eating))
return
for(var/datum/spacevine_mutation/mutation in mutations)
mutation.on_spread(src, stepturf)
stepturf = get_step(src, direction)
var/obj/structure/spacevine/spawning_vine = master.spawn_spacevine_piece(stepturf, src)
if(NSCOMPONENT(direction))
spawning_vine.pixel_y = direction == NORTH ? -32 : 32
animate(spawning_vine, pixel_y = 0, time = 1 SECONDS)
else
spawning_vine.pixel_x = direction == EAST ? -32 : 32
animate(spawning_vine, pixel_x = 0, time = 1 SECONDS)
/// Destroying an explosive vine sets off a chain reaction
/obj/structure/spacevine/ex_act(severity, target)
var/index
for(var/datum/spacevine_mutation/mutation in mutations)
index += mutation.on_explosion(severity, target, src)
if(!index && prob(34 * severity))
qdel(src)
return TRUE
/obj/structure/spacevine/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
return (always_atmos_process || exposed_temperature > FIRE_MINIMUM_TEMPERATURE_TO_SPREAD || exposed_temperature < VINE_FREEZING_POINT || !can_spread)//if you're room temperature you're safe
/obj/structure/spacevine/atmos_expose(datum/gas_mixture/air, exposed_temperature)
for(var/datum/spacevine_mutation/mutation in mutations)
mutation.additional_atmos_processes(src, air)
if(!can_spread && (exposed_temperature >= VINE_FREEZING_POINT || (trait_flags & SPACEVINE_COLD_RESISTANT)))
can_spread = TRUE // not returning here just in case its now a plasmafire and the kudzu should be deleted
if(exposed_temperature > FIRE_MINIMUM_TEMPERATURE_TO_SPREAD && !(trait_flags & SPACEVINE_HEAT_RESISTANT))
qdel(src)
else if (exposed_temperature < VINE_FREEZING_POINT && !(trait_flags & SPACEVINE_COLD_RESISTANT))
can_spread = FALSE
/obj/structure/spacevine/CanAllowThrough(atom/movable/mover, border_dir)
. = ..()
if(isvineimmune(mover))
return TRUE