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* 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>
133 lines
4.2 KiB
Plaintext
133 lines
4.2 KiB
Plaintext
/**
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* Caltrop element; for hurting people when they walk over this.
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*
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* Used for broken glass, cactuses and four sided dice.
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*/
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/datum/component/caltrop
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///Minimum damage done when crossed
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var/min_damage
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///Maximum damage done when crossed
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var/max_damage
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///Probability of actually "firing", stunning and doing damage
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var/probability
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///Amount of time the spike will paralyze
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var/paralyze_duration
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///Miscelanous caltrop flags; shoe bypassing, walking interaction, silence
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var/flags
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///The sound that plays when a caltrop is triggered.
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var/soundfile
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///given to connect_loc to listen for something moving over target
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var/static/list/crossed_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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///So we can update ant damage
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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/datum/component/caltrop/Initialize(min_damage = 0, max_damage = 0, probability = 100, paralyze_duration = 2 SECONDS, flags = NONE, soundfile = null)
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. = ..()
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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src.min_damage = min_damage
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src.max_damage = max(min_damage, max_damage)
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src.probability = probability
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src.paralyze_duration = paralyze_duration
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src.flags = flags
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src.soundfile = soundfile
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if(ismovable(parent))
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AddComponent(/datum/component/connect_loc_behalf, parent, crossed_connections)
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else
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RegisterSignal(get_turf(parent), COMSIG_ATOM_ENTERED, PROC_REF(on_entered))
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// Inherit the new values passed to the component
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/datum/component/caltrop/InheritComponent(datum/component/caltrop/new_comp, original, min_damage, max_damage, probability, flags, soundfile)
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if(!original)
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return
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if(min_damage)
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src.min_damage = min_damage
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if(max_damage)
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src.max_damage = max_damage
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if(probability)
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src.probability = probability
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if(flags)
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src.flags = flags
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if(soundfile)
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src.soundfile = soundfile
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/datum/component/caltrop/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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if(!prob(probability))
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return
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if(!ishuman(arrived))
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return
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var/mob/living/carbon/human/digitigrade_fan = arrived
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if(HAS_TRAIT(digitigrade_fan, TRAIT_PIERCEIMMUNE))
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return
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if((flags & CALTROP_IGNORE_WALKERS) && digitigrade_fan.move_intent == MOVE_INTENT_WALK)
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return
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if(digitigrade_fan.movement_type & MOVETYPES_NOT_TOUCHING_GROUND) //check if they are able to pass over us
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//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.
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return
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if(digitigrade_fan.buckled) //if they're buckled to something, that something should be checked instead.
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return
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if(digitigrade_fan.body_position == LYING_DOWN && !(flags & CALTROP_NOCRAWL)) //if we're not standing we cant step on the caltrop
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return
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var/picked_def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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var/obj/item/bodypart/leg = digitigrade_fan.get_bodypart(picked_def_zone)
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if(!istype(leg))
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return
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if(!IS_ORGANIC_LIMB(leg))
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return
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if (!(flags & CALTROP_BYPASS_SHOES))
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// SKYRAT EDIT ADDITION BEGIN - Hardened Soles Quirk
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if(HAS_TRAIT(digitigrade_fan, TRAIT_HARD_SOLES))
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return
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// SKYRAT EDIT ADDITION END
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if ((digitigrade_fan.wear_suit?.body_parts_covered | digitigrade_fan.w_uniform?.body_parts_covered | digitigrade_fan.shoes?.body_parts_covered) & FEET)
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return
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var/damage = rand(min_damage, max_damage)
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if(HAS_TRAIT(digitigrade_fan, TRAIT_LIGHT_STEP))
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damage *= 0.75
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if(!(flags & CALTROP_SILENT) && !digitigrade_fan.has_status_effect(/datum/status_effect/caltropped))
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digitigrade_fan.apply_status_effect(/datum/status_effect/caltropped)
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digitigrade_fan.visible_message(
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span_danger("[digitigrade_fan] steps on [parent]."),
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span_userdanger("You step on [parent]!")
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)
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digitigrade_fan.apply_damage(damage, BRUTE, picked_def_zone, wound_bonus = CANT_WOUND, attacking_item = parent)
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if(!(flags & CALTROP_NOSTUN)) // Won't set off the paralysis.
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if(!HAS_TRAIT(digitigrade_fan, TRAIT_LIGHT_STEP))
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digitigrade_fan.Paralyze(paralyze_duration)
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else
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digitigrade_fan.Knockdown(paralyze_duration)
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if(!soundfile)
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return
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playsound(digitigrade_fan, soundfile, 15, TRUE, -3)
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/datum/component/caltrop/UnregisterFromParent()
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if(ismovable(parent))
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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