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Bubberstation/code/datums/components/caltrop.dm
Iamgoofball 941183ac58 Light Footed now makes stepping on glass Knockdown instead of Paralyze (#80270)
## About The Pull Request

Light Footed now makes stepping on glass Knockdown instead of Paralyze
Fixes some single letter variable usage in caltrop.dm

## Why It's Good For The Game

1. hard stuns bad
2. quirk's description implies it makes stepping on glass suck less, but
the primary effect of stepping on glass was previously untouched
3. this splits the difference between making it not stun and keeping it
dangerous to be barefoot because you are incredibly vulnerable when
knocked down

## Changelog
🆑
balance: Light Footed now makes stepping on glass Knockdown instead of
Paralyze
code: Fixes some single letter variable usage in caltrop.dm
/🆑
2023-12-13 20:15:25 +01:00

129 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/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))
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))