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Bubberstation/code/datums/elements/caltrop.dm
coiax e986d3245c Refactor caltrop component into element (#56020)
Refactors the nearly completely stateless component "caltrop" into an
element. The previous limit on "one message per caltrop per second" has
been changed to "one message (about caltrops) per mob per second".

This avoids a unique component for each shard of glass, and each cactus
in the world, so saves some much needed memory.

A message about "sliding over" caltrops has been removed, since it's
now intended that you only trigger caltrops if you're not lying down.
2021-01-11 18:50:51 -03:00

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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))
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)