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Bubberstation/code/modules/awaymissions/cordon.dm
SkyratBot b6da56408e [MIRROR] A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc [MDB IGNORE] (#24430)
* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc (#79024)

## About The Pull Request

- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
   - Fixes silicons sparking off when hit by disabler fire.
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
   - The Sleeping Carp deflection is now signalized
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.

## Why It's Good For The Game

This is cringe.

1863eb2cd8/code/modules/mob/living/carbon/human/_species.dm (L1430-L1442)

Bullets should overall act more consistent across mob types and objects.

## Changelog

🆑 Melbert
fix: Silicons don't spark when shot by disablers
fix: Changelings who fail to catch something with a tencacle will have
throw mode disabled automatically
fix: Fixes occasions where you can reflect with Sleeping Carp when you
shouldn't be able to
fix: Fixes some projectiles causing like 20x less eye blur than they
should be
refactor: Refactored bullet-mob interactions
refactor: Nightmare "shadow dodge" projectile ability is now sourced
from their brain
/🆑

* A comprehensive refactor / cleanup of `bullet_hit` and `on_hit` to cut out a single bad species / mob proc

* Modular changes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-19 22:18:41 -04:00

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/// Turf type that appears to be a world border, completely impassable and non-interactable to all physical (alive) entities.
/turf/cordon
name = "cordon"
icon = 'icons/turf/walls.dmi'
icon_state = "cordon"
invisibility = INVISIBILITY_ABSTRACT
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
explosive_resistance = INFINITY
rad_insulation = RAD_FULL_INSULATION
opacity = TRUE
density = TRUE
blocks_air = TRUE
init_air = FALSE
space_lit = TRUE
bullet_bounce_sound = null
turf_flags = NOJAUNT
baseturfs = /turf/cordon
/turf/cordon/AfterChange()
. = ..()
SSair.high_pressure_delta -= src
/turf/cordon/rust_heretic_act()
return FALSE
/turf/cordon/acid_act(acidpwr, acid_volume, acid_id)
return FALSE
/turf/cordon/Melt()
to_be_destroyed = FALSE
return src
/turf/cordon/singularity_act()
return FALSE
/turf/cordon/ScrapeAway(amount, flags)
return src // :devilcat:
/turf/cordon/TerraformTurf(path, list/new_baseturfs, flags)
return
/turf/cordon/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
SHOULD_CALL_PARENT(FALSE) // Fuck you
return BULLET_ACT_BLOCK
/turf/cordon/Adjacent(atom/neighbor, atom/target, atom/movable/mover)
return FALSE
/turf/cordon/Bumped(atom/movable/bumped_atom)
. = ..()
if(HAS_TRAIT(bumped_atom, TRAIT_FREE_HYPERSPACE_SOFTCORDON_MOVEMENT)) //we could feasibly reach the border, so just dont
dump_in_space(bumped_atom)
/// Area used in conjuction with the cordon turf to create a fully functioning world border.
/area/misc/cordon
name = "CORDON"
icon_state = "cordon"
static_lighting = FALSE
base_lighting_alpha = 255
area_flags = UNIQUE_AREA|NOTELEPORT|HIDDEN_AREA
requires_power = FALSE
/area/misc/cordon/Entered(atom/movable/arrived, area/old_area)
. = ..()
for(var/mob/living/enterer as anything in arrived.get_all_contents_type(/mob/living))
to_chat(enterer, span_userdanger("This was a bad idea..."))
enterer.dust(TRUE, FALSE, TRUE)
/// This type of cordon will block ghosts from passing through it. Useful for stuff like Away Missions, where you feasibly want to block ghosts from entering to keep a certain map section a secret.
/turf/cordon/secret
name = "secret cordon (ghost blocking)"
/turf/cordon/secret/attack_ghost(mob/dead/observer/user)
return FALSE