mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-27 09:31:54 +00:00
## About The Pull Request
- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
- Fixes silicons sparking off when hit by disabler fire.
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
- The Sleeping Carp deflection is now signalized
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.
## Why It's Good For The Game
This is cringe.
1863eb2cd8/code/modules/mob/living/carbon/human/_species.dm (L1430-L1442)
Bullets should overall act more consistent across mob types and objects.
## Changelog
🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑
93 lines
3.1 KiB
Plaintext
93 lines
3.1 KiB
Plaintext
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/mob/living/silicon/pai/blob_act(obj/structure/blob/B)
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return FALSE
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/mob/living/silicon/pai/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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take_holo_damage(50 / severity)
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Stun(400 / severity)
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if(holoform)
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fold_in(force = TRUE)
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//Need more effects that aren't instadeath or permanent law corruption.
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//Ask and you shall receive
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switch(rand(1, 3))
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if(1)
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adjust_stutter(1 MINUTES / severity)
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to_chat(src, span_danger("Warning: Feedback loop detected in speech module."))
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if(2)
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adjust_slurring(INFINITY)
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to_chat(src, span_danger("Warning: Audio synthesizer CPU stuck."))
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if(3)
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set_derpspeech(INFINITY)
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to_chat(src, span_danger("Warning: Vocabulary databank corrupted."))
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if(prob(40))
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set_active_language(get_random_spoken_language())
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/mob/living/silicon/pai/ex_act(severity, target)
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take_holo_damage(50 * severity)
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switch(severity)
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if(EXPLODE_DEVASTATE) //RIP
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qdel(card)
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qdel(src)
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if(EXPLODE_HEAVY)
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fold_in(force = 1)
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Paralyze(400)
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if(EXPLODE_LIGHT)
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fold_in(force = 1)
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Paralyze(200)
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return TRUE
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/mob/living/silicon/pai/attack_hand(mob/living/carbon/human/user, list/modifiers)
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if(!user.combat_mode)
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visible_message(span_notice("[user] gently pats [src] on the head, eliciting an off-putting buzzing from its holographic field."))
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return
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user.do_attack_animation(src)
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if(user.name != master_name)
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visible_message(span_danger("[user] stomps on [src]!."))
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take_holo_damage(2)
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return
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visible_message(span_notice("Responding to its master's touch, [src] disengages its holochassis emitter, rapidly losing coherence."))
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if(!do_after(user, 1 SECONDS, src))
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return
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fold_in()
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if(user.put_in_hands(card))
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user.visible_message(span_notice("[user] promptly scoops up [user.p_their()] pAI's card."))
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/mob/living/silicon/pai/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit = FALSE)
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. = ..()
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if(. == BULLET_ACT_HIT && (hitting_projectile.stun || hitting_projectile.paralyze))
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fold_in(force = TRUE)
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visible_message(span_warning("The electrically-charged projectile disrupts [src]'s holomatrix, forcing [p_them()] to fold in!"))
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/mob/living/silicon/pai/ignite_mob(silent)
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return FALSE
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/mob/living/silicon/pai/proc/take_holo_damage(amount)
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holochassis_health = clamp((holochassis_health - amount), -50, HOLOCHASSIS_MAX_HEALTH)
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if(holochassis_health < 0)
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fold_in(force = TRUE)
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if(amount > 0)
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to_chat(src, span_userdanger("The impact degrades your holochassis!"))
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return amount
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/// Called when we take burn or brute damage, pass it to the shell instead
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/mob/living/silicon/pai/proc/on_shell_damaged(datum/hurt, type, amount, forced)
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SIGNAL_HANDLER
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take_holo_damage(amount)
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return COMPONENT_IGNORE_CHANGE
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/// Called when we take stamina damage, pass it to the shell instead
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/mob/living/silicon/pai/proc/on_shell_weakened(datum/hurt, type, amount, forced)
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SIGNAL_HANDLER
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take_holo_damage(amount * ((forced) ? 1 : 0.25))
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return COMPONENT_IGNORE_CHANGE
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/mob/living/silicon/pai/getBruteLoss()
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return HOLOCHASSIS_MAX_HEALTH - holochassis_health
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/mob/living/silicon/pai/getFireLoss()
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return HOLOCHASSIS_MAX_HEALTH - holochassis_health
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