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