Files
Bubberstation/code/datums/components/caltrop.dm
SkyratBot c51a58401d [MIRROR] New Mob [Garden Gnomes] [MDB IGNORE] (#18784)
* New Mob [Garden Gnomes] (#72672)

## About The Pull Request
Garden gnomes can go into the ground when they stand still for a while.
If they are damaged and underground they will heal. If they are
underground they will also gain damage resistance. They can make people
trip when underground and deal some damage. They are available through
golden slime cores or you can collect them from cargo with an emag. If
one of them gets damaged they will all retaliate against the attacker.

They have a very realistic colour pallet based on online gathered data.
Depending on their colour pallets some of them have a very low chance of
spawning.
## Why It's Good For The Game
These new garden gnomes come with expanding the world building of space
station 13. These gnomes will add more variety to the game play and use
an interesting AI and behavior that interacts with the player.

![gnome_promo1](https://user-images.githubusercontent.com/25363960/212195653-0b434f17-e73c-4a87-b8b8-e96dcf057269.PNG)

![gnome_promo2](https://user-images.githubusercontent.com/25363960/212195658-4cbcd863-dcab-4643-9e3b-686e79dcb435.PNG)
## Changelog
🆑
add: Adds garden gnomes.
imageadd: Adds garden gnome sprites.
/🆑

* New Mob [Garden Gnomes]

Co-authored-by: Comxy <tijntensen@gmail.com>
2023-01-18 13:37:37 +00:00

131 lines
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/**
* Caltrop element; for hurting people when they walk over this.
*
* Used for broken glass, cactuses and four sided dice.
*/
/datum/component/caltrop
///Minimum damage done when crossed
var/min_damage
///Maximum damage done when crossed
var/max_damage
///Probability of actually "firing", stunning and doing damage
var/probability
///Amount of time the spike will paralyze
var/paralyze_duration
///Miscelanous caltrop flags; shoe bypassing, walking interaction, silence
var/flags
///The sound that plays when a caltrop is triggered.
var/soundfile
///given to connect_loc to listen for something moving over target
var/static/list/crossed_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
///So we can update ant damage
dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
/datum/component/caltrop/Initialize(min_damage = 0, max_damage = 0, probability = 100, paralyze_duration = 6 SECONDS, flags = NONE, soundfile = null)
. = ..()
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
src.min_damage = min_damage
src.max_damage = max(min_damage, max_damage)
src.probability = probability
src.paralyze_duration = paralyze_duration
src.flags = flags
src.soundfile = soundfile
if(ismovable(parent))
AddComponent(/datum/component/connect_loc_behalf, parent, crossed_connections)
else
RegisterSignal(get_turf(parent), COMSIG_ATOM_ENTERED, PROC_REF(on_entered))
// Inherit the new values passed to the component
/datum/component/caltrop/InheritComponent(datum/component/caltrop/new_comp, original, min_damage, max_damage, probability, flags, soundfile)
if(!original)
return
if(min_damage)
src.min_damage = min_damage
if(max_damage)
src.max_damage = max_damage
if(probability)
src.probability = probability
if(flags)
src.flags = flags
if(soundfile)
src.soundfile = soundfile
/datum/component/caltrop/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
if(!prob(probability))
return
if(!ishuman(arrived))
return
var/mob/living/carbon/human/H = arrived
if(HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
return
if((flags & CALTROP_IGNORE_WALKERS) && H.m_intent == MOVE_INTENT_WALK)
return
if(H.movement_type & (FLOATING|FLYING)) //check if they are able to pass over us
//gravity checking only our parent would prevent us from triggering they're using magboots / other gravity assisting items that would cause them to still touch us.
return
if(H.buckled) //if they're buckled to something, that something should be checked instead.
return
if(H.body_position == LYING_DOWN && !(flags & CALTROP_NOCRAWL)) //if we're not standing we cant step on the caltrop
return
var/picked_def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/obj/item/bodypart/O = H.get_bodypart(picked_def_zone)
if(!istype(O))
return
if(!IS_ORGANIC_LIMB(O))
return
if (!(flags & CALTROP_BYPASS_SHOES))
// SKYRAT EDIT ADDITION BEGIN - Hardened Soles Quirk
if(HAS_TRAIT(H, TRAIT_HARD_SOLES))
return
// SKYRAT EDIT ADDITION END
if ((H.wear_suit?.body_parts_covered | H.w_uniform?.body_parts_covered | H.shoes?.body_parts_covered) & FEET)
return
var/damage = rand(min_damage, max_damage)
if(HAS_TRAIT(H, TRAIT_LIGHT_STEP))
damage *= 0.75
if(!(flags & CALTROP_SILENT) && !H.has_status_effect(/datum/status_effect/caltropped))
H.apply_status_effect(/datum/status_effect/caltropped)
H.visible_message(
span_danger("[H] steps on [parent]."),
span_userdanger("You step on [parent]!")
)
H.apply_damage(damage, BRUTE, picked_def_zone, wound_bonus = CANT_WOUND)
if(!(flags & CALTROP_NOSTUN)) // Won't set off the paralysis.
H.Paralyze(paralyze_duration)
if(!soundfile)
return
playsound(H, soundfile, 15, TRUE, -3)
/datum/component/caltrop/UnregisterFromParent()
if(ismovable(parent))
qdel(GetComponent(/datum/component/connect_loc_behalf))