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## About The Pull Request * When gibbing mobs, spawned gib type is now based on mob's biotypes if they're not a carbon, or their chest (or first) bodypart if they are, rather than requiring a proc override for every single mob. This means that a few robotic mobs no longer drop meaty gibs, and that gibbing androids now produces cyborg gibs instead of a meaty surprise, plus they should no longer runtime when trying to gib a robot. Gibs also are now spawned around the gibber and streak outwards instead of magically teleporting a few tiles away, for some visual flair. * Fixed meat not overriding blood DNA on blood_walk component which made xeno and lizard meat leave behind orange trails instead of proper lime/dark green blood colors (due to them keeping human meat DNA). * Brightened up the gibber blood overlay I've missed, so it should be consistent with old blood colors now. * Also cleaned up the gibspawner code. ## Why It's Good For The Game Biotype/chest changes should make devs lives easier and gameplay a bit more consistent, and streaking just makes the process look slightly better. ## Changelog 🆑 add: Androids and fully augmented humans now drop robotic gibs instead of meat add: Improved gibber VFX fix: Fixed gibber overlays being darker than intended fix: Fixed xenomorph and lizard meat leaving orange trails behind code: Improved gibs and gibspawner code /🆑
119 lines
3.5 KiB
Plaintext
119 lines
3.5 KiB
Plaintext
/**
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* # Drone
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*
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* A movable mob that can be fed inputs on which direction to travel.
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*/
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/mob/living/circuit_drone
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name = "drone"
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icon = 'icons/obj/science/circuits.dmi'
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icon_state = "setup_medium_med"
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maxHealth = 300
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health = 300
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mob_biotypes = MOB_ROBOTIC
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living_flags = NONE
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light_system = OVERLAY_LIGHT_DIRECTIONAL
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light_on = FALSE
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/mob/living/circuit_drone/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/shell, list(
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new /obj/item/circuit_component/bot_circuit(),
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new /obj/item/circuit_component/remotecam/drone()
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), SHELL_CAPACITY_LARGE)
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/mob/living/circuit_drone/examine(mob/user)
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. = ..()
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if(health < maxHealth)
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if(health > maxHealth/3)
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. += "[src]'s parts look loose."
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else
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. += "[src]'s parts look very loose!"
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else
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. += "[src] is in pristine condition."
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/mob/living/circuit_drone/updatehealth()
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. = ..()
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if(health < 0)
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gib()
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/mob/living/circuit_drone/welder_act(mob/living/user, obj/item/tool)
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. = ..()
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if(health == maxHealth)
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balloon_alert(user, "already at maximum integrity!")
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return TRUE
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if(tool.use_tool(src, user, 1 SECONDS, volume = 50))
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heal_overall_damage(50, 50)
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return TRUE
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/obj/item/circuit_component/bot_circuit
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display_name = "Drone"
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desc = "Used to send movement output signals to the drone shell."
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/// The inputs to allow for the drone to move
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var/datum/port/input/north
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var/datum/port/input/east
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var/datum/port/input/south
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var/datum/port/input/west
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// Done like this so that travelling diagonally is more simple
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COOLDOWN_DECLARE(north_delay)
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COOLDOWN_DECLARE(east_delay)
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COOLDOWN_DECLARE(south_delay)
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COOLDOWN_DECLARE(west_delay)
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/// Delay between each movement
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var/move_delay = 0.2 SECONDS
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/obj/item/circuit_component/bot_circuit/register_shell(atom/movable/shell)
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. = ..()
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if(ismob(shell))
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RegisterSignal(shell, COMSIG_PROCESS_BORGCHARGER_OCCUPANT, PROC_REF(on_borg_charge))
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/obj/item/circuit_component/bot_circuit/unregister_shell(atom/movable/shell)
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UnregisterSignal(shell, COMSIG_PROCESS_BORGCHARGER_OCCUPANT)
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return ..()
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/obj/item/circuit_component/bot_circuit/proc/on_borg_charge(datum/source, datum/callback/charge_cell, seconds_per_tick)
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SIGNAL_HANDLER
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if (isnull(parent.cell))
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return
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charge_cell.Invoke(parent.cell, seconds_per_tick)
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/obj/item/circuit_component/bot_circuit/populate_ports()
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north = add_input_port("Move North", PORT_TYPE_SIGNAL)
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east = add_input_port("Move East", PORT_TYPE_SIGNAL)
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south = add_input_port("Move South", PORT_TYPE_SIGNAL)
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west = add_input_port("Move West", PORT_TYPE_SIGNAL)
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/obj/item/circuit_component/bot_circuit/input_received(datum/port/input/port)
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var/mob/living/shell = parent.shell
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if(!istype(shell) || shell.stat)
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return
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var/direction
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if(COMPONENT_TRIGGERED_BY(north, port) && COOLDOWN_FINISHED(src, north_delay))
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direction = NORTH
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COOLDOWN_START(src, north_delay, move_delay)
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else if(COMPONENT_TRIGGERED_BY(east, port) && COOLDOWN_FINISHED(src, east_delay))
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direction = EAST
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COOLDOWN_START(src, east_delay, move_delay)
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else if(COMPONENT_TRIGGERED_BY(south, port) && COOLDOWN_FINISHED(src, south_delay))
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direction = SOUTH
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COOLDOWN_START(src, south_delay, move_delay)
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else if(COMPONENT_TRIGGERED_BY(west, port) && COOLDOWN_FINISHED(src, west_delay))
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direction = WEST
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COOLDOWN_START(src, west_delay, move_delay)
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if(!direction)
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return
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if(ismovable(shell.loc)) //Inside an object, tell it we moved
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var/atom/loc_atom = shell.loc
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loc_atom.relaymove(shell, direction)
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return
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if(shell.Process_Spacemove(direction))
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shell.Move(get_step(shell, direction), direction)
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