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## About The Pull Request I'm adding a new infusion ~~(actually four, but two of them are just holders for specific organs tied to a couple fish traits)~~ to the game. As the title says, it's about fish. The infusion is composed of three primary organs, plus another few that can be gotten from fish with specific traits. The primary organs are: - Gills (lungs): Instead of breathing oxygen, you now need to stay wet or breathe water vapor. - fish-DNA infused stomach: Can safely eat raw fish. - fish tail: On its own, it only speeds you up on water turfs, but it has another effect once past the organ set threshold. It also makes you waddle and flop like a fish while crawling (I still gotta finish sprites on this one) Other organs are: - semi-aquatic lungs: A subtype of gills from fish with the 'amphibious' trait, falls back on oxygen if there's no water. Can also be gotten from frogs, axolotl and crabs. - fish-DNA infused liver: From fish with the 'toxic' trait. Uses tetrodotoxin as a healing chem instead of a toxin. Also better tolerance to alcohol if you want to drink like a fish (ba dum tsh). - inky tongue: From fish with the 'ink production' trait. Gives mobs the ability to spit ink on a cooldown, blinding and confusion foes temporarily. The main gimmick of this infusion revolves around being drenched in water to benefit from it, In the case you get the gills organ, this also becomes a necessity, to not suffocate to death (alternatively, you can breathe water vapor, without any benefit). To enable the bonus of the organs set, three organs need to be infused. They can be gills, stomach, tail and/or liver, while the inky tongue doesn't count towards it. Once the threshold is reached, the following bonus are enabled: - Wetness decays a lot slower and resists fire a bit more. - Ink spit becomes stronger, allowing it to very briefly knock down foes. - Fishing bonuses and experience - Resistance to high pressures - Slightly expanded FOV - drinking water and showers mildly heal you over time. - for felinids: You won't hate getting sprayed by water or taking a shower. - While wet: - - If the fish tail is implanted, crawling speed is boosted. - - You no longer slip on wet tiles. - - You also become slippery when lying on the floor. - - You get a very mild damage resistance and passive stamina regeneration, and cool down faster. - - You resist grabs better. - - get a very weak positive moodlet. - However, being dry will make you quite squisher, especially against fire damage, slower and give you a modest negative moodlet. While working on it, I've also noticed a few things that explained why tetrodotoxin (TTX) did jackshit at low doses, because livers have a set toxin tolerance value, below which, any amount of toxin does nothing. Also I've felt like reagents like multiver & co were a bit too strong against a reagent that's supposed to work at very low doses, with slow metabolization, so I've added a couple variables to buff TTX a bit, making it harder to purge and resistant to liver toxin tolerance (also added a bit of lungs damage). ## Why It's Good For The Game I wanted to take a shot at coding a DNA infusion and see how chock-full I could make it. DNA infusions are like a middle point between "aha, small visual trinket" and organs with generally ok effects. I seek to make something a bit more complex ~~(also tied to fishing ofc because that's more or less the recurrent gag of my recent features)~~ primaly focused around the unique theme of being strong when wet and weaker when dry. EDIT: The PR is now ready, have a set of screenshots of the (fairly mid) fish tails (and gills, barely visible) on randomly generated spessman and one consistent joe:  ## Changelog 🆑 add: Added a new infusion to the game: Fish. Its main gimmick revolves around being stronger and slippery when wet while weaker when dry. balance: Buffed tetrodotoxin a little against liver tolerance and purging reagents. /🆑
242 lines
9.3 KiB
Plaintext
242 lines
9.3 KiB
Plaintext
/**
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* # Slip behaviour component
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*
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* Add this component to an object to make it a slippery object, slippery objects make mobs that cross them fall over.
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* Items with this component that get picked up may give their parent mob the slip behaviour.
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*
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* Here is a simple example of adding the component behaviour to an object.area
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*
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* AddComponent(/datum/component/slippery, 80, (NO_SLIP_WHEN_WALKING | SLIDE))
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*
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* This adds slippery behaviour to the parent atom, with a 80 decisecond (~8 seconds) knockdown
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* The lube flags control how the slip behaves, in this case, the mob wont slip if it's in walking mode (NO_SLIP_WHEN_WALKING)
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* and if they do slip, they will slide a few tiles (SLIDE)
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*
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*
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* This component has configurable behaviours, see the [Initialize proc for the argument listing][/datum/component/slippery/proc/Initialize].
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*/
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/datum/component/slippery
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dupe_mode = COMPONENT_DUPE_UNIQUE_PASSARGS
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/// If the slip forces the crossing mob to drop held items.
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var/force_drop_items = FALSE
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/// How long the slip keeps the crossing mob knocked over (they can still crawl and use weapons) for.
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var/knockdown_time = 0
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/// How long the slip paralyzes (prevents the crossing mob doing anything) for.
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var/paralyze_time = 0
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/// Flags for how slippery the parent is. See [__DEFINES/mobs.dm]
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var/lube_flags
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/// Optional callback allowing you to define custom conditions for slipping
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var/datum/callback/can_slip_callback
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/// Optional call back that is called when a mob slips on this component
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var/datum/callback/on_slip_callback
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/// If parent is an item, this is the person currently holding/wearing the parent (or the parent if no one is holding it)
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var/mob/living/holder
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/// Whitelist of item slots the parent can be equipped in that make the holder slippery. If null or empty, it will always make the holder slippery.
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var/list/slot_whitelist = list(ITEM_SLOT_OCLOTHING, ITEM_SLOT_ICLOTHING, ITEM_SLOT_GLOVES, ITEM_SLOT_FEET, ITEM_SLOT_HEAD, ITEM_SLOT_MASK, ITEM_SLOT_BELT, ITEM_SLOT_NECK)
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///what we give to connect_loc by default, makes slippable mobs moving over us slip
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var/static/list/default_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(Slip),
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)
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///what we give to connect_loc if we're an item and get equipped by a mob, or if we're a mob. makes slippable mobs moving over the mob slip
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var/static/list/mob_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(slip_on_mob),
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)
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/**
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* Initialize the slippery component behaviour
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*
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* When applied to any atom in the game this will apply slipping behaviours to that atom
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*
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* Arguments:
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* * knockdown - Length of time the knockdown applies (Deciseconds)
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* * lube_flags - Controls the slip behaviour, they are listed starting [here][SLIDE]
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* * datum/callback/on_slip_callback - Callback to define further custom controls on when slipping is applied
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* * paralyze - length of time to paralyze the crossing mob for (Deciseconds)
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* * force_drop - should the crossing mob drop items in its hands or not
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* * slot_whitelist - flags controlling where on a mob this item can be equipped to make the parent mob slippery full list [here][ITEM_SLOT_OCLOTHING]
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* * datum/callback/on_slip_callback - Callback to add custom behaviours as the crossing mob is slipped
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*/
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/datum/component/slippery/Initialize(
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knockdown,
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lube_flags = NONE,
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datum/callback/on_slip_callback,
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paralyze,
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force_drop = FALSE,
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slot_whitelist,
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datum/callback/can_slip_callback,
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)
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src.knockdown_time = max(knockdown, 0)
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src.paralyze_time = max(paralyze, 0)
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src.force_drop_items = force_drop
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src.lube_flags = lube_flags
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src.can_slip_callback = can_slip_callback
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src.on_slip_callback = on_slip_callback
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if(slot_whitelist)
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src.slot_whitelist = slot_whitelist
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add_connect_loc_behalf_to_parent()
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if(!ismovable(parent))
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RegisterSignal(parent, COMSIG_ATOM_ENTERED, PROC_REF(Slip))
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else if(isitem(parent))
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src.lube_flags |= SLIPPERY_WHEN_LYING_DOWN
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_drop))
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RegisterSignal(parent, COMSIG_ITEM_APPLY_FANTASY_BONUSES, PROC_REF(apply_fantasy_bonuses))
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RegisterSignal(parent, COMSIG_ITEM_REMOVE_FANTASY_BONUSES, PROC_REF(remove_fantasy_bonuses))
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/datum/component/slippery/Destroy(force)
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can_slip_callback = null
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on_slip_callback = null
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holder = null
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return ..()
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/datum/component/slippery/proc/apply_fantasy_bonuses(obj/item/source, bonus)
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SIGNAL_HANDLER
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knockdown_time = source.modify_fantasy_variable("knockdown_time", knockdown_time, bonus)
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if(bonus >= 5)
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paralyze_time = source.modify_fantasy_variable("paralyze_time", paralyze_time, bonus)
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LAZYSET(source.fantasy_modifications, "lube_flags", lube_flags)
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lube_flags |= SLIDE
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if(bonus >= 10)
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lube_flags |= GALOSHES_DONT_HELP|SLIP_WHEN_CRAWLING
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/datum/component/slippery/proc/remove_fantasy_bonuses(obj/item/source, bonus)
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SIGNAL_HANDLER
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knockdown_time = source.reset_fantasy_variable("knockdown_time", knockdown_time)
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paralyze_time = source.reset_fantasy_variable("paralyze_time", paralyze_time)
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var/previous_lube_flags = LAZYACCESS(source.fantasy_modifications, "lube_flags")
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LAZYREMOVE(source.fantasy_modifications, "lube_flags")
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if(!isnull(previous_lube_flags))
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lube_flags = previous_lube_flags
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/datum/component/slippery/proc/add_connect_loc_behalf_to_parent()
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var/list/connections_to_use
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if(isliving(parent))
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connections_to_use = mob_connections
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else if(ismovable(parent))
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connections_to_use = default_connections
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if(connections_to_use)
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AddComponent(/datum/component/connect_loc_behalf, parent, connections_to_use)
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/datum/component/slippery/InheritComponent(
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datum/component/slippery/component,
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i_am_original,
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knockdown,
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lube_flags = NONE,
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datum/callback/on_slip_callback,
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paralyze,
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force_drop = FALSE,
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slot_whitelist,
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datum/callback/can_slip_callback,
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)
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if(component)
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knockdown = component.knockdown_time
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lube_flags = component.lube_flags
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on_slip_callback = component.on_slip_callback
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can_slip_callback = component.on_slip_callback
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paralyze = component.paralyze_time
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force_drop = component.force_drop_items
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slot_whitelist = component.slot_whitelist
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src.knockdown_time = max(knockdown, 0)
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src.paralyze_time = max(paralyze, 0)
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src.force_drop_items = force_drop
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src.lube_flags = lube_flags
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src.on_slip_callback = on_slip_callback
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src.can_slip_callback = can_slip_callback
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if(slot_whitelist)
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src.slot_whitelist = slot_whitelist
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/**
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* The proc that does the sliping. Invokes the slip callback we have set.
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*
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* Arguments
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* * source - the source of the signal
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* * arrived - the atom/movable that is being slipped.
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*/
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/datum/component/slippery/proc/Slip(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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if(!isliving(arrived))
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return
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if(lube_flags & SLIPPERY_TURF)
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var/turf/turf = get_turf(source)
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if(HAS_TRAIT(turf, TRAIT_TURF_IGNORE_SLIPPERY))
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return
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var/mob/living/victim = arrived
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if(victim.movement_type & MOVETYPES_NOT_TOUCHING_GROUND)
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return
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if(can_slip_callback && !can_slip_callback.Invoke(holder, victim))
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return
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if(victim.slip(knockdown_time, parent, lube_flags, paralyze_time, force_drop_items))
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on_slip_callback?.Invoke(victim)
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/**
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* Gets called when COMSIG_ITEM_EQUIPPED is sent to parent.
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* This proc register slip signals to the equipper.
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* If we have a slot whitelist, we only register the signals if the slot is valid (ex: clown PDA only slips in ID or belt slot).
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*
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* Arguments
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* * source - the source of the signal
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* * equipper - the mob we're equipping the slippery thing to
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* * slot - the slot we're equipping the slippery thing to on the equipper.
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*/
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/datum/component/slippery/proc/on_equip(datum/source, mob/equipper, slot)
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SIGNAL_HANDLER
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if((!LAZYLEN(slot_whitelist) || (slot in slot_whitelist)) && isliving(equipper))
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holder = equipper
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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AddComponent(/datum/component/connect_loc_behalf, holder, mob_connections)
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RegisterSignal(holder, COMSIG_QDELETING, PROC_REF(holder_deleted))
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/**
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* Detects if the holder mob is deleted.
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* If our holder mob is the holder set in this component, we null it.
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*
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* Arguments:
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* * source - the source of the signal
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* * possible_holder - the mob being deleted.
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*/
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/datum/component/slippery/proc/holder_deleted(datum/source, datum/possible_holder)
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SIGNAL_HANDLER
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if(possible_holder == holder)
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holder = null
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/**
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* Gets called when COMSIG_ITEM_DROPPED is sent to parent.
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* Makes our holder mob un-slippery.
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*
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* Arguments:
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* * source - the source of the signal
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* * user - the mob that was formerly wearing our slippery item.
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*/
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/datum/component/slippery/proc/on_drop(datum/source, mob/user)
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SIGNAL_HANDLER
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UnregisterSignal(user, COMSIG_QDELETING)
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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add_connect_loc_behalf_to_parent()
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holder = null
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/**
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* The slip proc, but for equipped items.
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* Slips the person who crossed us if we're lying down and unbuckled.
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*
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* Arguments:
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* * source - the source of the signal
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* * arrived - the atom/movable that slipped on us.
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*/
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/datum/component/slippery/proc/slip_on_mob(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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var/mob/living/living = holder || parent
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if(!(lube_flags & SLIPPERY_WHEN_LYING_DOWN) || (living.body_position == LYING_DOWN && !living.buckled))
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Slip(source, arrived)
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/datum/component/slippery/UnregisterFromParent()
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. = ..()
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qdel(GetComponent(/datum/component/connect_loc_behalf))
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