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## About The Pull Request Title. Vendor tipping code is now on /atom/movable, and any movable can fall over like a vendor does. Things like crits have been moved to type-specific availability tables, their effects are now held in their own proc, are now random per crushed item, have probability weights, etc. In the process of making this PR I also had to fix another issue, where a bunch of take_damage() overrides had incorrect args, so that explains the take_damage changes I made. Tipping now also attacks any atoms on the target, given they use integrity. Adds 2 new malf modules. 1. REMOTE VENDOR TIPPING: A mid-cost and mid-supply module allows malf AIs to remotely tip a vendor in any of the 8 directions. After 0.5 seconds of delay and a visual indicator (along with other warnings), the vendor falls over. 1.1. In the process of making this I had to expand a arrow sprite to have orthogonal directions, which is why you may see the testing dmi being changed. 2. CORE ROLLING: A mid-cost but low-supply ability that allows the AI to roll around and crush anything it falls on, including mobs. This has a 5% chance to have a critical hit so it isnt THAT terrible - plus it's guaranteed to never stunlock. It's real utility lies in the fact the AI now has limited movement without borgs. Also, the psychological factor. As a bonus, vendor tipping now uses animate and transforms instead of replacing matrices. ## Why It's Good For The Game 1. Generifying vendor tipping code is just good, period. It's a very wacky and silly little piece of code that really doesn't need to be isolated to vendors exclusively. ANY big and heavy object can fall over and do a ton of damage. 1.1. Also, adding weights to critical hits is really good, because it lets things like the headgib finally be a lot less terrifying, as they're a lot less likely to happen. 2. Remote vendor tipping is a bit of a goofy ability that isn't really THAT practical but has a chance of catching someone unaware and doing some serious damage to that person alone. 2.1. Atop of this, vendor tipping isn't that loud of an action as say, blowing things up, or doing a plasma flood. Even overrides aren't this silent or a non-giveaway. A vendor falling on someone, though, is a mundane thing that happens a lot. This is a decent way to assassinate people before going loud (or at least, damage people) that isn't offered yet. 4. 3.1. For real though, AIs rolling around is just fucking hilarious. The ability to move isn't offered right now (which isn't that much of a bad things), but with sufficiently limited charges (or limits to how many times you can buy the ability), this can be a funny little t hing that lets the AI potentially hide somewhere on the sat (or just relatively close to the sat, such as engineering [it can't go through the teleporter with this but it can go through transit tubes]) without the need for borgs. 3.2. Also, it lets the AI sacrifically execute people by blowing up their brains.
16 lines
749 B
Plaintext
16 lines
749 B
Plaintext
// from _vending.dm
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/// Set if the tipped object successfully crushed a subtype of /mob/living.
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#define SUCCESSFULLY_CRUSHED_MOB (1<<0)
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/// Set if the tipped object successfully crushed a subtype of /atom.
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#define SUCCESSFULLY_CRUSHED_ATOM (1<<1)
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/// Set if the tipped object successfully actually fell over, which can fail if it couldn't enter the turf it tried to fall into.
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#define SUCCESSFULLY_FELL_OVER (1<<2)
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#define CRUSH_CRIT_SHATTER_LEGS "crush_crit_shatter_legs"
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#define CRUSH_CRIT_PARAPALEGIC "crush_crit_parapalegic"
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#define CRUSH_CRIT_SQUISH_LIMB "crush_crit_pin"
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#define CRUSH_CRIT_HEADGIB "crush_crit_headgib"
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#define VENDOR_CRUSH_CRIT_PIN "vendor_crush_crit_pin"
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#define VENDOR_CRUSH_CRIT_GLASSCANDY "vendor_crush_crit_glasscandy"
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