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Bubberstation/code/datums/elements/caltrop.dm
SkyratBot 7361de863c [MIRROR] Refactor caltrop component into element (#2651)
* Refactor caltrop component into element

* Delete caltrop.dm

* Update caltrop.dm

Co-authored-by: coiax <jack@billbuddy.co.uk>
Co-authored-by: Azarak <azarak10@gmail.com>
2021-01-12 02:06:53 +01:00

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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
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
/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
RegisterSignal(target, COMSIG_MOVABLE_CROSSED, .proc/Crossed)
/datum/element/caltrop/proc/Crossed(atom/caltrop, atom/movable/AM)
SIGNAL_HANDLER
if(!prob(probability))
return
if(!ishuman(AM))
return
var/mob/living/carbon/human/H = AM
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))
// SKYRAT EDIT ADDITION BEGIN - Hardened Soles Quirk
if(HAS_TRAIT(H, TRAIT_HARD_SOLES))
return
// SKYRAT EDIT ADDITION END
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 class='danger'>[H] steps on [caltrop].</span>", \
"<span class='userdanger'>You step on [caltrop]!</span>")
H.apply_damage(damage, BRUTE, picked_def_zone, wound_bonus = CANT_WOUND)
H.Paralyze(60)