mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-19 05:26:28 +00:00
## About The Pull Request This takes all the gib related procs: - `gib()` - `spawn_gibs()` - `spill_organs()` - `spread_bodyparts()` And adds heavy documentation that communicates what the procs are used for and how the different bitflags affect them. The difference is noticeable: `gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)` The code is now much more legible which is important considering it's used in a lot of places! Another robust change, is that we had several places in the code where there were double negatives like so: ``` /mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts) if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!? // do stuff here ``` This is a mindfuck to untangle. I inverted a lot of these parts so we don't lose our sanity. Last thing that was changed was a big `if()` loop in the `spill_organ()` proc. This was refactored to just be a simple `for` loop with `continue` statements where we needed to skip enabled bitflags. It's now shorter and cleaner than before. The only slight gameplay change this affects is that gibbing a mob now guarantees to drop all items unless the `DROP_ITEMS` bitflag is deliberately omitted. Some places like admin gib self, we don't want this to happen. ## Why It's Good For The Game Gib code is very old. (~15 years) People kept adding more arguments to the procs when it should have been a bitflag initially. By doing it this way, there is more flexibility and readability when it comes to adding new code in the future. ## Changelog 🆑 refactor: Refactor gib code to be more robust. qol: Gibbing a mob will result in all items being dropped instead of getting deleted. There are a few exceptions (like admin gib self) where this will not take place. /🆑
87 lines
3.2 KiB
Plaintext
87 lines
3.2 KiB
Plaintext
/obj/item/mutant_hand/zombie
|
|
name = "zombie claw"
|
|
desc = "A zombie's claw is its primary tool, capable of infecting \
|
|
humans, butchering all other living things to \
|
|
sustain the zombie, smashing open airlock doors and opening \
|
|
child-safe caps on bottles."
|
|
|
|
hitsound = 'sound/hallucinations/growl1.ogg'
|
|
force = 21 // Just enough to break airlocks with melee attacks
|
|
wound_bonus = -30
|
|
bare_wound_bonus = 15
|
|
sharpness = SHARP_EDGED
|
|
|
|
/obj/item/mutant_hand/zombie/afterattack(atom/target, mob/living/user, proximity_flag)
|
|
. = ..()
|
|
if(!proximity_flag)
|
|
return
|
|
else if(isliving(target))
|
|
if(ishuman(target))
|
|
try_to_zombie_infect(target, user, user.zone_selected)
|
|
else
|
|
. |= AFTERATTACK_PROCESSED_ITEM
|
|
check_feast(target, user)
|
|
|
|
/proc/try_to_zombie_infect(mob/living/carbon/human/target, mob/living/user, def_zone = BODY_ZONE_CHEST)
|
|
CHECK_DNA_AND_SPECIES(target)
|
|
|
|
// Can't zombify with no head
|
|
if(!target.get_bodypart(BODY_ZONE_HEAD))
|
|
return
|
|
|
|
if(HAS_TRAIT(target, TRAIT_NO_ZOMBIFY))
|
|
// cannot infect any TRAIT_NO_ZOMBIFY human
|
|
return
|
|
|
|
// spaceacillin has a 75% chance to block infection
|
|
if(HAS_TRAIT(target, TRAIT_VIRUS_RESISTANCE) && prob(75))
|
|
return
|
|
|
|
var/obj/item/bodypart/actual_limb = target.get_bodypart(def_zone)
|
|
|
|
// What you hitting bro?
|
|
if(!actual_limb)
|
|
return
|
|
|
|
var/limb_damage = actual_limb.get_damage()
|
|
var/limb_armor = max(0, target.getarmor(actual_limb, BIO) - 25)
|
|
|
|
// This is a pretty jank way to do this, but in short:
|
|
// if they have thick material on that bodypart it will always need at least 25 previous limb damage to trigger an infection.
|
|
// and if their bio armor isn't thick it's a bit weaker.
|
|
for(var/obj/item/clothing/iter_clothing in target.get_clothing_on_part(actual_limb))
|
|
if(iter_clothing.clothing_flags & THICKMATERIAL)
|
|
limb_armor += 25
|
|
|
|
if(limb_armor > limb_damage)
|
|
return
|
|
|
|
var/obj/item/organ/internal/zombie_infection/infection
|
|
infection = target.get_organ_slot(ORGAN_SLOT_ZOMBIE)
|
|
if(!infection)
|
|
infection = new()
|
|
infection.Insert(target)
|
|
to_chat(user, span_alien("You see [target] twitch for a moment as [target.p_their()] head is covered in \a [infection] - [target.p_Theyve()] been infected."))
|
|
|
|
/obj/item/mutant_hand/zombie/suicide_act(mob/living/user)
|
|
user.visible_message(span_suicide("[user] is ripping [user.p_their()] brains out! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
var/obj/item/bodypart/head = user.get_bodypart(BODY_ZONE_HEAD)
|
|
if(head)
|
|
head.dismember()
|
|
return BRUTELOSS
|
|
|
|
/obj/item/mutant_hand/zombie/proc/check_feast(mob/living/target, mob/living/user)
|
|
if(target.stat == DEAD)
|
|
var/hp_gained = target.maxHealth
|
|
target.investigate_log("has been devoured by a zombie.", INVESTIGATE_DEATHS)
|
|
target.gib(DROP_ALL_REMAINS)
|
|
var/need_mob_update
|
|
need_mob_update = user.adjustBruteLoss(-hp_gained, updating_health = FALSE)
|
|
need_mob_update += user.adjustToxLoss(-hp_gained, updating_health = FALSE)
|
|
need_mob_update += user.adjustFireLoss(-hp_gained, updating_health = FALSE)
|
|
need_mob_update += user.adjustCloneLoss(-hp_gained, updating_health = FALSE)
|
|
need_mob_update += user.adjustOrganLoss(ORGAN_SLOT_BRAIN, -hp_gained) // Zom Bee gibbers "BRAAAAISNSs!1!"
|
|
user.set_nutrition(min(user.nutrition + hp_gained, NUTRITION_LEVEL_FULL))
|
|
if(need_mob_update)
|
|
user.updatehealth()
|