Files
Bubberstation/code/datums/components/rot.dm
Jacquerel 3ed187e86b Basic Mob Flesh Worm (#78744)
## About The Pull Request

Fixes #68614

Converts the Flesh Worm (Armsy) into a Basic Mob.
Most of its behaviour has been moved into a component which we can use
to make arbitrary mobs into linked lists of mobs.
To accomplish this I added a signal which is sent when you call any
`adjustXLoss` proc, let me know if my implementation is "calling the
same signal from several places" by a backdoor, I wanted to avoid
registering to 6 signals but I'll change it if I must.

While I was here I killed the unused "lesser" variant because we stopped
using it. Resultingly, Ascended Armsy doesn't need to distinguish itself
by inflating the sprite, so it doesn't. This means that now flesh worms
are using their sprites as intended to be displayed, but if people
really miss all of its segments being poorly scaled by the byond engine
then I guess I can restore it.

## Why It's Good For The Game


![dreamseeker_p8vOpZGXII](https://github.com/tgstation/tgstation/assets/7483112/3389d3a9-16cd-4e1e-938e-dfa18d0da0af)

## Changelog

🆑
refactor: Flesh Worms are now basic mobs. Please report any unexpected
behaviour.
sprite: Flesh Worms are a little bit slimmer.
/🆑
2023-10-05 13:20:16 -06:00

157 lines
5.8 KiB
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#define REAGENT_BLOCKER (1<<0)
#define TEMPERATURE_BLOCKER (1<<1)
#define HUSK_BLOCKER (1<<2)
///Makes a thing rotting, carries with it a start delay and some things that can halt the rot, along with infection logic
/datum/component/rot
///The time we were created, allows for cheese smell
var/start_time = 0
///The delay in ticks between the start of rot and effects kicking in
var/start_delay = 0
///The time in ticks before a rot component reaches its full effectiveness
var/scaling_delay = 0
///How strong is the rot? used for scaling different aspects of the component. Between 0 and 1
var/strength = 0
///Is the component active right now?
var/active = FALSE
///Bitfield of sources preventing the component from rotting
var/blockers = NONE
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
/datum/component/rot/Initialize(delay, scaling, severity)
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
if(isliving(parent))
var/mob/living/living_parent = parent
//I think this can break in cases where someone becomes a robot post death, but I uh, I don't know how to account for that
if(!(living_parent.mob_biotypes & (MOB_ORGANIC|MOB_UNDEAD)))
return COMPONENT_INCOMPATIBLE
start_delay = delay
scaling_delay = scaling
strength = severity
RegisterSignals(parent, list(COMSIG_ATOM_HULK_ATTACK, COMSIG_ATOM_ATTACK_ANIMAL, COMSIG_ATOM_ATTACK_HAND), PROC_REF(rot_react_touch))
RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(rot_hit_react))
if(ismovable(parent))
AddComponent(/datum/component/connect_loc_behalf, parent, loc_connections)
RegisterSignal(parent, COMSIG_MOVABLE_BUMP, PROC_REF(rot_react))
if(isliving(parent))
RegisterSignal(parent, COMSIG_LIVING_REVIVE, PROC_REF(react_to_revive)) //mobs stop this when they come to life
RegisterSignal(parent, COMSIG_LIVING_GET_PULLED, PROC_REF(rot_react_touch))
if(iscarbon(parent))
var/mob/living/carbon/carbon_parent = parent
RegisterSignals(carbon_parent.reagents, list(COMSIG_REAGENTS_ADD_REAGENT,
COMSIG_REAGENTS_REM_REAGENT,
COMSIG_REAGENTS_DEL_REAGENT), PROC_REF(check_reagent))
RegisterSignals(parent, list(SIGNAL_ADDTRAIT(TRAIT_HUSK), SIGNAL_REMOVETRAIT(TRAIT_HUSK)), PROC_REF(check_husk_trait))
check_reagent(carbon_parent.reagents, null)
check_husk_trait(null)
if(ishuman(parent))
var/mob/living/carbon/human/human_parent = parent
RegisterSignal(parent, COMSIG_HUMAN_CORETEMP_CHANGE, PROC_REF(check_for_temperature))
check_for_temperature(null, 0, human_parent.coretemperature)
start_up(NONE) //If nothing's blocking it, start
/datum/component/rot/UnregisterFromParent()
. = ..()
if(ismovable(parent))
qdel(GetComponent(/datum/component/connect_loc_behalf))
///One of two procs that modifies blockers, this one handles removing a blocker and potentially restarting the rot
/datum/component/rot/proc/start_up(blocker_type)
blockers &= ~blocker_type //Yeet the type
if(blockers || active) //If it's not empty
return
start_time = world.time
active = TRUE
///One of two procs that modifies blockers, this one handles adding a blocker and potentially ending the rot
/datum/component/rot/proc/rest(blocker_type)
var/old_blockers = blockers
blockers |= blocker_type
if(old_blockers || !active) //If it had anything before this
return
start_delay = max((start_time + start_delay) - world.time, 0) //Account for the time spent rotting
active = FALSE
/datum/component/rot/proc/react_to_revive()
SIGNAL_HANDLER
qdel(src)
/datum/component/rot/proc/check_reagent(datum/reagents/source, datum/reagent/modified)
SIGNAL_HANDLER
if(modified && !istype(modified, /datum/reagent/toxin/formaldehyde) && !istype(modified, /datum/reagent/cryostylane))
return
if(source.has_reagent(/datum/reagent/toxin/formaldehyde, 15) || source.has_reagent(/datum/reagent/cryostylane))
rest(REAGENT_BLOCKER)
return
start_up(REAGENT_BLOCKER)
/datum/component/rot/proc/check_for_temperature(datum/source, old_temp, new_temp)
SIGNAL_HANDLER
if(new_temp <= T0C-10)
rest(TEMPERATURE_BLOCKER)
return
start_up(TEMPERATURE_BLOCKER)
/datum/component/rot/proc/check_husk_trait()
SIGNAL_HANDLER
if(HAS_TRAIT(parent, TRAIT_HUSK))
rest(HUSK_BLOCKER)
return
start_up(HUSK_BLOCKER)
/datum/component/rot/proc/rot_hit_react(datum/source, obj/item/hit_with, mob/living/attacker, params)
SIGNAL_HANDLER
rot_react_touch(source, attacker)
/datum/component/rot/proc/rot_react_touch(datum/source, mob/living/react_to)
SIGNAL_HANDLER
rot_react(source, react_to, pick(GLOB.arm_zones))
/// Triggered when something enters the component's parent.
/datum/component/rot/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
rot_react(source, arrived)
///The main bit of logic for the rot component, does a temperature check and has a chance to infect react_to
/datum/component/rot/proc/rot_react(source, mob/living/react_to, target_zone = null)
SIGNAL_HANDLER
if(!isliving(react_to))
return
// Don't infect if you're chilled (I'd like to link this with the signals, but I can't come up with a good way to pull it off)
var/atom/atom_parent = parent
var/datum/gas_mixture/our_mix = atom_parent.return_air()
if(our_mix?.temperature <= T0C-10)
return
if(!active)
return
var/time_delta = world.time - start_time
// Wait a bit before decaying
if(time_delta < start_delay)
return
var/time_scaling = min((time_delta - start_delay) / scaling_delay, 1)
if(!prob(strength * 1 * time_scaling))
return
//We're running just under the "worst disease", since we don't want these to be too strong
var/datum/disease/advance/random/rand_disease = new(rand(4 * strength * time_scaling), rand(strength * 5 * time_scaling))
rand_disease.name = "Unknown"
react_to.ContactContractDisease(rand_disease, target_zone)
#undef REAGENT_BLOCKER
#undef TEMPERATURE_BLOCKER
#undef HUSK_BLOCKER