Files
Bubberstation/code/game/objects/structures/bonfire.dm
Jacquerel 10f194781d It is now possible to survive the Mansus (#79131)
## About The Pull Request

Fixes #79113

There were a handful of bugs with the Mansus realm, this PR fixes them.

Firstly an most importantly, a refactor to damage handling touched the
"unholy determination" effect incorrectly (and I'm not even sure why?),
causing it to damage you instead of healing you most of the time. This
damage was not avoidable, so most people would be crit shortly after
entering the area and stay there.

Secondly, some of the heretic realms were unlit. A change to when
lazyloaded template atmosphere initialises means that the bonfires were
trying to light themselves with no air. Now they do this in
late_initialize instead, giving time for air to arrive.

Thirdly, the spooky hands were runtiming when passing through transit
tiles outside of the bounds of the heretic map. They shouldn't be
effected by shuttle drag anyway, so now they aren't.

Fourthly, I removed a row of empty space at the edge of the heretic map,
just because it annoyed me slightly.

Finally, while I was touching the heretic buff I made it heal you 1/4 as
much as it originally did. This is a balance change rather than a fix,
I'll atomise it out if it is controversial but I don't really expect it
to be.
In the future I would like to come back to these and make each realm
more specific to the path, because I think we could make these both more
exciting and more characterful.

## Why It's Good For The Game

Once it is working properly, the hand dodging minigame is actually
extremely forgiving, even if you don't move very much and get frequently
hit. This means some of those hits might actually add some tension.

## Changelog

🆑
fix: You should be revived properly when entering the mansus realm
following a heretic sacrifice
fix: The buff which is supposed to heal you in the mansus realm will now
do that instead of unavoidably damaging you
balance: The mansus realm's healing buff heals for 25% as much as it did
before it was broken
/🆑
2023-10-21 13:34:57 -04:00

198 lines
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///how many fire stacks are applied when you step into a bonfire
#define BONFIRE_FIRE_STACK_STRENGTH 5
/**
* ## BONFIRES
*
* Structure that makes a big old fire. You can add rods to construct a grill for grilling meat, or a stake for buckling people to the fire,
* salem style. Keeping the fire on requires oxygen. You can dismantle the bonfire back into logs when it is unignited.
*/
/obj/structure/bonfire
name = "bonfire"
desc = "For grilling, broiling, charring, smoking, heating, roasting, toasting, simmering, searing, melting, and occasionally burning things."
icon = 'icons/obj/service/hydroponics/equipment.dmi'
icon_state = "bonfire"
light_color = LIGHT_COLOR_FIRE
density = FALSE
anchored = TRUE
buckle_lying = 0
pass_flags_self = PASSTABLE | LETPASSTHROW
/// is the bonfire lit?
var/burning = FALSE
/// icon for the bonfire while on. for a softer more burning embers icon, use "bonfire_warm"
var/burn_icon = "bonfire_on_fire"
/// if the bonfire has a grill attached
var/grill = FALSE
/// the looping sound effect that is played while burning
var/datum/looping_sound/burning/burning_loop
/obj/structure/bonfire/Initialize(mapload)
. = ..()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddElement(/datum/element/connect_loc, loc_connections)
burning_loop = new(src)
/obj/structure/bonfire/Destroy()
STOP_PROCESSING(SSobj, src)
QDEL_NULL(burning_loop)
. = ..()
/obj/structure/bonfire/attackby(obj/item/used_item, mob/living/user, params)
if(istype(used_item, /obj/item/stack/rods) && !can_buckle && !grill)
var/obj/item/stack/rods/rods = used_item
var/choice = tgui_alert(user, "What would you like to construct?", "Bonfire", list("Stake","Grill"))
if(isnull(choice))
return
rods.use(1)
switch(choice)
if("Stake")
can_buckle = TRUE
buckle_requires_restraints = TRUE
to_chat(user, span_notice("You add a rod to \the [src]."))
var/mutable_appearance/rod_underlay = mutable_appearance('icons/obj/service/hydroponics/equipment.dmi', "bonfire_rod")
rod_underlay.pixel_y = 16
underlays += rod_underlay
if("Grill")
grill = TRUE
to_chat(user, span_notice("You add a grill to \the [src]."))
add_overlay("bonfire_grill")
else
return ..()
if(used_item.get_temperature())
start_burning()
if(grill)
if(istype(used_item, /obj/item/melee/roastingstick))
return FALSE
if(!user.combat_mode && !(used_item.item_flags & ABSTRACT))
if(user.temporarilyRemoveItemFromInventory(used_item))
used_item.forceMove(get_turf(src))
var/list/modifiers = params2list(params)
//Center the icon where the user clicked.
if(!LAZYACCESS(modifiers, ICON_X) || !LAZYACCESS(modifiers, ICON_Y))
return
//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
used_item.pixel_x = used_item.base_pixel_x + clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(world.icon_size/2), world.icon_size/2)
used_item.pixel_y = used_item.base_pixel_y + clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(world.icon_size/2), world.icon_size/2)
else
return ..()
/obj/structure/bonfire/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(burning)
to_chat(user, span_warning("You need to extinguish [src] before removing the logs!"))
return
if(!has_buckled_mobs() && do_after(user, 50, target = src))
for(var/obj/item/grown/log/bonfire_log in contents)
bonfire_log.forceMove(drop_location())
bonfire_log.pixel_x += rand(1,4)
bonfire_log.pixel_y += rand(1,4)
if(can_buckle || grill)
new /obj/item/stack/rods(loc, 1)
qdel(src)
return
/obj/structure/bonfire/proc/check_oxygen()
if(isopenturf(loc))
var/turf/open/bonfire_turf = loc
if(bonfire_turf.air)
var/loc_gases = bonfire_turf.air.gases
if(loc_gases[/datum/gas/oxygen] && loc_gases[/datum/gas/oxygen][MOLES] >= 5)
return TRUE
return FALSE
/obj/structure/bonfire/proc/start_burning()
if(burning || !check_oxygen())
return
burning_loop.start()
icon_state = burn_icon
burning = TRUE
set_light(6)
bonfire_burn()
particles = new /particles/bonfire()
START_PROCESSING(SSobj, src)
/obj/structure/bonfire/fire_act(exposed_temperature, exposed_volume)
start_burning()
/obj/structure/bonfire/proc/on_entered(datum/source, atom/movable/entered)
SIGNAL_HANDLER
if(burning)
if(!grill)
bonfire_burn()
return
//Not currently burning, let's see if we can ignite it.
if(isliving(entered))
var/mob/living/burning_body = entered
if(burning_body.on_fire)
start_burning()
visible_message(span_notice("[entered] runs over [src], starting its fire!"))
else if(entered.resistance_flags & ON_FIRE)
start_burning()
visible_message(span_notice("[entered]'s fire spreads to [src], setting it ablaze!"))
/obj/structure/bonfire/proc/bonfire_burn(seconds_per_tick = 2)
var/turf/current_location = get_turf(src)
if(!grill)
current_location.hotspot_expose(1000, 250 * seconds_per_tick, 1)
for(var/burn_target in current_location)
if(burn_target == src)
continue
else if(isliving(burn_target))
var/mob/living/burn_victim = burn_target
burn_victim.adjust_fire_stacks(BONFIRE_FIRE_STACK_STRENGTH * 0.5 * seconds_per_tick)
burn_victim.ignite_mob()
else
var/atom/movable/burned_movable = burn_target
if(grill && isitem(burned_movable))
var/obj/item/grilled_item = burned_movable
SEND_SIGNAL(grilled_item, COMSIG_ITEM_GRILL_PROCESS, src, seconds_per_tick) //Not a big fan, maybe make this use fire_act() in the future.
continue
burned_movable.fire_act(1000, 250 * seconds_per_tick)
/obj/structure/bonfire/process(seconds_per_tick)
if(!check_oxygen())
extinguish()
return
bonfire_burn(seconds_per_tick)
/obj/structure/bonfire/extinguish()
. = ..()
if(!burning)
return
burning_loop.stop()
icon_state = "bonfire"
burning = FALSE
set_light(0)
QDEL_NULL(particles)
STOP_PROCESSING(SSobj, src)
/obj/structure/bonfire/buckle_mob(mob/living/buckled_mob, force = FALSE, check_loc = TRUE)
if(..())
buckled_mob.pixel_y += 13
/obj/structure/bonfire/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
if(..())
buckled_mob.pixel_y -= 13
/obj/structure/bonfire/dense
density = TRUE
/obj/structure/bonfire/prelit/Initialize(mapload)
. = ..()
return INITIALIZE_HINT_LATELOAD
// Late init so that we can wait for air to exist in lazyloaded templates
/obj/structure/bonfire/prelit/LateInitialize()
. = ..()
start_burning()
#undef BONFIRE_FIRE_STACK_STRENGTH