Files
Bubberstation/code/datums/components/caltrop.dm
SkyratBot c5abe1a7dc [MIRROR] Reduced caltrop default paralyze timer from 6 to 2 (#29334)
* Reduced caltrop default paralyze timer from 6 to 2 (#85660)

## About The Pull Request

Reduced caltrop default paralyze timer from 6 to 2. In practice, this
means glass shards, broken glasses, etc.

## Why It's Good For The Game

As time goes on, the game has sped up. stuns are smaller, attacks are
more volatile, the pace has generally gone up. Six seconds for stepping
on some broken shards is, frankly, rather ridiculous in 2024 /tg/. It
made more sense in the past, but I think it's time to reduce it. Two
seconds is plenty of time in an active situation to get screwed over for
being weird and not having shoes, six is overkill and just frustrating
when you lose a leg.

## Changelog

🆑
balance: Reduced caltrop default paralyze timer from 6 to 2
/🆑

* Reduced caltrop default paralyze timer from 6 to 2

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2024-08-15 17:43:31 +07:00

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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 = 2 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/digitigrade_fan = arrived
if(HAS_TRAIT(digitigrade_fan, TRAIT_PIERCEIMMUNE))
return
if((flags & CALTROP_IGNORE_WALKERS) && digitigrade_fan.move_intent == MOVE_INTENT_WALK)
return
if(digitigrade_fan.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) //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(digitigrade_fan.buckled) //if they're buckled to something, that something should be checked instead.
return
if(digitigrade_fan.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/leg = digitigrade_fan.get_bodypart(picked_def_zone)
if(!istype(leg))
return
if(!IS_ORGANIC_LIMB(leg))
return
if (!(flags & CALTROP_BYPASS_SHOES))
// SKYRAT EDIT ADDITION BEGIN - Hardened Soles Quirk
if(HAS_TRAIT(digitigrade_fan, TRAIT_HARD_SOLES))
return
// SKYRAT EDIT ADDITION END
if ((digitigrade_fan.wear_suit?.body_parts_covered | digitigrade_fan.w_uniform?.body_parts_covered | digitigrade_fan.shoes?.body_parts_covered) & FEET)
return
var/damage = rand(min_damage, max_damage)
if(HAS_TRAIT(digitigrade_fan, TRAIT_LIGHT_STEP))
damage *= 0.75
if(!(flags & CALTROP_SILENT) && !digitigrade_fan.has_status_effect(/datum/status_effect/caltropped))
digitigrade_fan.apply_status_effect(/datum/status_effect/caltropped)
digitigrade_fan.visible_message(
span_danger("[digitigrade_fan] steps on [parent]."),
span_userdanger("You step on [parent]!")
)
digitigrade_fan.apply_damage(damage, BRUTE, picked_def_zone, wound_bonus = CANT_WOUND, attacking_item = parent)
if(!(flags & CALTROP_NOSTUN)) // Won't set off the paralysis.
if(!HAS_TRAIT(digitigrade_fan, TRAIT_LIGHT_STEP))
digitigrade_fan.Paralyze(paralyze_duration)
else
digitigrade_fan.Knockdown(paralyze_duration)
if(!soundfile)
return
playsound(digitigrade_fan, soundfile, 15, TRUE, -3)
/datum/component/caltrop/UnregisterFromParent()
if(ismovable(parent))
qdel(GetComponent(/datum/component/connect_loc_behalf))