Files
Bubberstation/code/datums/elements/caltrop.dm
LemonInTheDark 6fcbce39cd Makes turfs persist their signals, uses this to optimize connect_loc (#59608)
* Makes turfs persist signals

* Splits connect_loc up into two elements, one for stuff that wishes to connect on behalf of something, and one for stuff that just wants to connect normally. Connecting on behalf of someone has a significant amount of overhead, so let's do this to keep things clear

* Converts all uses of connect_loc over to the new patterns

* Adds some comments, actually makes turfs persist signals

* There's no need to detach connect loc anymore, since all it does is unregister signals. Unregisters a signal from formorly decal'd turfs, and makes the changeturf signal persistance stuff actually work

* bro fuck documentation

* Changes from a var to a proc, prevents admemems and idiots

* Extra detail on why we do the copy post qdel
2021-06-22 23:12:34 -04:00

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/**
* Caltrop element; for hurting people when they walk over this.
*
* Used for broken glass, cactuses and four sided dice.
*/
/datum/element/caltrop
element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH
id_arg_index = 2
///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
///Miscelanous caltrop flags; shoe bypassing, walking interaction, silence
var/flags
///given to connect_loc to listen for something moving over target
var/static/list/crossed_connections = list(
COMSIG_ATOM_ENTERED = .proc/on_entered,
)
/datum/element/caltrop/Attach(datum/target, min_damage = 0, max_damage = 0, probability = 100, flags = NONE)
. = ..()
if(!isatom(target))
return ELEMENT_INCOMPATIBLE
src.min_damage = min_damage
src.max_damage = max(min_damage, max_damage)
src.probability = probability
src.flags = flags
if(ismovable(target))
AddElement(/datum/element/connect_loc_behalf, target, crossed_connections)
else
RegisterSignal(get_turf(target), COMSIG_ATOM_ENTERED, .proc/on_entered)
/datum/element/caltrop/proc/on_entered(datum/source, atom/movable/arrived, direction)
SIGNAL_HANDLER
if(!prob(probability))
return
if(!ishuman(arrived))
return
var/mob/living/carbon/human/H = arrived
if(HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
return
if((flags & CALTROP_IGNORE_WALKERS) && H.m_intent == MOVE_INTENT_WALK)
return
if(H.movement_type & (FLOATING|FLYING)) //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(H.buckled) //if they're buckled to something, that something should be checked instead.
return
if(H.body_position == LYING_DOWN) //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/O = H.get_bodypart(picked_def_zone)
if(!istype(O))
return
if(O.status == BODYPART_ROBOTIC)
return
if (!(flags & CALTROP_BYPASS_SHOES))
if ((H.wear_suit?.body_parts_covered | H.w_uniform?.body_parts_covered | H.shoes?.body_parts_covered) & FEET)
return
var/damage = rand(min_damage, max_damage)
if(HAS_TRAIT(H, TRAIT_LIGHT_STEP))
damage *= 0.75
if(!(flags & CALTROP_SILENT) && !H.has_status_effect(/datum/status_effect/caltropped))
H.apply_status_effect(/datum/status_effect/caltropped)
H.visible_message(
span_danger("[H] steps on [source]."),
span_userdanger("You step on [source]!")
)
H.apply_damage(damage, BRUTE, picked_def_zone, wound_bonus = CANT_WOUND)
H.Paralyze(60)
/datum/element/caltrop/Detach(datum/target)
. = ..()
if(ismovable(target))
RemoveElement(/datum/element/connect_loc_behalf, target, crossed_connections)