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* Refactors embedding to use datums instead of storing data in bespoke elements (#84599) ## About The Pull Request This refactors embedding elements to make them use singleton datums (similarly to armor) instead being bespoke and creating a new element every time armor values are supposed to be adjusted. Default values have been removed from defines due to now being declared in base class itself. Additionally fixes vending machines and tackling gloves setting generated shards (which they instantly embed into their victim) embed properties to null after running the embedding code, despite said shards having non-null embedding values by default, making them not be able to embed into anyone else, also potentially breaking the pain/jostling code if they somehow get updated. ## Why It's Good For The Game Current embedding system is an unnecessarily complicated mess as bespoke elements are hard to work with, and creating a new element every time you change values is hacky at best. This change should make it easier to read and work with. ## Changelog 🆑 fix: Fixed glass shards generated from falling vending machines or tackling windows not being able to embed into anyone. refactor: Refactored embedding code to use datums instead of bespoke elements and ugly associated lists. /🆑 * Refactors embedding to use datums instead of storing data in bespoke elements * modular fixes * fix c14 * paint -> pain ugggh --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
91 lines
2.7 KiB
Plaintext
91 lines
2.7 KiB
Plaintext
/obj/projectile/bullet/incendiary
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damage = 20
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/// How many firestacks to apply to the target
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var/fire_stacks = 4
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/// If TRUE, leaves a trail of hotspots as it flies, very very chaotic
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var/leaves_fire_trail = TRUE
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/obj/projectile/bullet/incendiary/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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if(iscarbon(target))
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var/mob/living/carbon/M = target
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M.adjust_fire_stacks(fire_stacks)
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M.ignite_mob()
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/obj/projectile/bullet/incendiary/Move()
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. = ..()
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if(!leaves_fire_trail)
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return
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var/turf/location = get_turf(src)
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if(location)
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new /obj/effect/hotspot(location)
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location.hotspot_expose(700, 50, 1)
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/// Incendiary bullet that more closely resembles a real flamethrower sorta deal, no visible bullet, just flames.
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/obj/projectile/bullet/incendiary/fire
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damage = 15
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range = 6
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alpha = 0
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pass_flags = PASSTABLE | PASSMOB
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sharpness = NONE
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shrapnel_type = null
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embed_type = null
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impact_effect_type = null
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suppressed = SUPPRESSED_VERY
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damage_type = BURN
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armor_flag = BOMB
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speed = 1.2
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wound_bonus = 30
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bare_wound_bonus = 30
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wound_falloff_tile = -4
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fire_stacks = 3
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/obj/projectile/bullet/incendiary/fire/on_hit(atom/target, blocked = 0, pierce_hit)
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. = ..()
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var/turf/location = get_turf(target)
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if(isopenturf(location))
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new /obj/effect/hotspot(location)
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location.hotspot_expose(700, 50, 1)
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/// Used in [the backblast element][/datum/element/backblast]
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/obj/projectile/bullet/incendiary/fire/backblast
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ricochet_chance = 10000
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ricochets_max = 4
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ricochet_incidence_leeway = 0
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/// Lazy attempt at knockback, any items this plume hits will be knocked back this far. Decrements with each tile passed.
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var/knockback_range = 7
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/// A lazylist of all the items we've already knocked back, so we don't do it again
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var/list/launched_items
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/// we only try to knock back the first 6 items per tile
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#define BACKBLAST_MAX_ITEM_KNOCKBACK 6
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/obj/projectile/bullet/incendiary/fire/backblast/Move()
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. = ..()
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if(knockback_range <= 0)
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return
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knockback_range--
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var/turf/current_turf = get_turf(src)
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if(!current_turf)
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return
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var/turf/throw_at_turf = get_turf_in_angle(Angle, current_turf, 7)
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var/thrown_items = 0
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for(var/iter in current_turf.contents)
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if(thrown_items > BACKBLAST_MAX_ITEM_KNOCKBACK)
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break
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if(isitem(iter))
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var/obj/item/iter_item = iter
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if(iter_item.anchored || LAZYFIND(launched_items, iter_item) || iter_item.throwing)
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continue
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thrown_items++
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iter_item.throw_at(throw_at_turf, knockback_range, knockback_range)
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LAZYADD(launched_items, iter_item)
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else if(isliving(iter))
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var/mob/living/incineratee = iter
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incineratee.take_bodypart_damage(0, damage, check_armor = TRUE, wound_bonus=wound_bonus, bare_wound_bonus=bare_wound_bonus)
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incineratee.adjust_fire_stacks(fire_stacks)
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#undef BACKBLAST_MAX_ITEM_KNOCKBACK
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