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* Turns squashing mobs into an element (#55725) Opens up room for extending squashing behavior for future cytology updates. * Turns squashing mobs into an element Co-authored-by: Qustinnus <Floydje123@hotmail.com>
69 lines
2.6 KiB
Plaintext
69 lines
2.6 KiB
Plaintext
///This element allows something to be when crossed, for example for cockroaches.
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/datum/element/squashable
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element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH
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id_arg_index = 2
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///Chance on crossed to be squashed
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var/squash_chance = 50
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///How much brute is applied when mob is squashed
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var/squash_damage = 1
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///Squash flags, for extra checks etcetera.
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var/squash_flags = NONE
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///Special callback to call on squash instead, for things like hauberoach
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var/datum/callback/on_squash_callback
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/datum/element/squashable/Attach(mob/living/target, squash_chance, squash_damage, squash_flags, squash_callback)
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. = ..()
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if(!istype(target))
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return ELEMENT_INCOMPATIBLE
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if(squash_chance)
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src.squash_chance = squash_chance
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if(squash_damage)
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src.squash_damage = squash_damage
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if(squash_flags)
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src.squash_flags = squash_flags
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if(!src.on_squash_callback && squash_callback)
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on_squash_callback = CALLBACK(target, squash_callback)
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RegisterSignal(target, COMSIG_MOVABLE_CROSSED, .proc/OnCrossed)
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/datum/element/squashable/Detach(mob/living/target)
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UnregisterSignal(target, COMSIG_MOVABLE_CROSSED)
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///Handles the squashing of the mob
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/datum/element/squashable/proc/OnCrossed(mob/living/target, atom/movable/crossing_movable)
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SIGNAL_HANDLER
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if(squash_flags & SQUASHED_SHOULD_BE_DOWN && target.body_position != LYING_DOWN)
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return
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var/should_squash = prob(squash_chance)
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if(should_squash && on_squash_callback)
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if(on_squash_callback.Invoke(target, crossing_movable))
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return //Everything worked, we're done!
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if(isliving(crossing_movable))
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var/mob/living/crossing_mob = crossing_movable
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if(crossing_mob.mob_size > MOB_SIZE_SMALL && !(crossing_mob.movement_type & FLYING))
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if(HAS_TRAIT(crossing_mob, TRAIT_PACIFISM))
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crossing_mob.visible_message("<span class='notice'>[crossing_mob] carefully steps over [target].</span>", "<span class='notice'>You carefully step over [target] to avoid hurting it.</span>")
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return
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if(should_squash)
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crossing_mob.visible_message("<span class='notice'>[crossing_mob] squashed [target].</span>", "<span class='notice'>You squashed [target].</span>")
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Squish(target)
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else
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target.visible_message("<span class='notice'>[target] avoids getting crushed.</span>")
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else if(isstructure(crossing_movable))
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if(should_squash)
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crossing_movable.visible_message("<span class='notice'>[target] is crushed under [crossing_movable].</span>")
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Squish(target)
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else
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target.visible_message("<span class='notice'>[target] avoids getting crushed.</span>")
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/datum/element/squashable/proc/Squish(mob/living/target)
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if(squash_flags & SQUASHED_SHOULD_BE_GIBBED)
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target.gib()
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else
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target.adjustBruteLoss(squash_damage)
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