[MIRROR] Light-Based Damage Component For Zaddat and Shadows (#10908)

Co-authored-by: Will <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2025-06-03 01:19:54 -07:00
committed by GitHub
parent 0eb688c308
commit c0112761bd
11 changed files with 80 additions and 31 deletions

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@@ -0,0 +1,56 @@
/datum/component/burninlight
var/mob/living/owner
// This is a merge of the old shadow species light burning life code, and Zaddat's handle_environment_special() proc.
// It handles both cases, but shadows behave more like Zaddat do now. By default this code follows Zaddat damage with no healing.
var/threshold = 0.2 // percent from 0 to 1
// Damage or healing per life tick
var/damage_rate = 1.25
var/heal_rate = 0
/datum/component/burninlight/shadow
threshold = 0.15
damage_rate = 1
heal_rate = 1
/datum/component/burninlight/Initialize()
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
owner = parent
RegisterSignal(owner, COMSIG_LIVING_LIFE, PROC_REF(process_component))
/datum/component/burninlight/proc/process_component()
if(QDELETED(parent))
return
if(owner.stat == DEAD)
return
if(!isturf(owner.loc))
return
if(owner.inStasisNow())
return
var/light_amount = 0 //how much light there is in the place, affects damage
if(isturf(owner.loc)) //else, there's considered to be no light
var/turf/T = owner.loc
light_amount = T.get_lumcount(0,1)
// Apply damage if beyond the minimum light threshold, actually makes zaddat SLIGHTLY more forgiving!
if(light_amount > 0 && light_amount > threshold) // Checks light_amount, as threshold of 0 can pass 0s to the damage procs otherwise.
if(damage_rate > 0)
if(ishuman(owner))
var/mob/living/carbon/human/H = owner
var/damageable = H.get_damageable_organs()
var/covered = H.get_coverage()
for(var/K in damageable)
if(!(K in covered))
H.apply_damage(light_amount * damage_rate, BURN, K, 0, 0)
else
owner.take_overall_damage(light_amount * damage_rate,light_amount * damage_rate)
// heal in the dark, if possible
else if(heal_rate > 0)
owner.heal_overall_damage(heal_rate,heal_rate)
/datum/component/burninlight/Destroy(force = FALSE)
UnregisterSignal(owner, COMSIG_LIVING_LIFE)
owner = null
. = ..()

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@@ -24,6 +24,8 @@
return
if(owner.stat == DEAD)
return
if(owner.inStasisNow())
return
var/turf/T = get_turf(owner.loc)
if(!isturf(T))
return

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@@ -22,6 +22,8 @@
return
if(owner.stat == DEAD)
return
if(owner.inStasisNow())
return
if(owner.nutrition <= 0 && grow_mode == GROWMODE_SHRINK && owner.size_multiplier > RESIZE_TINY)
owner.nutrition = 0.1
if(owner.nutrition <= 0)

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@@ -15,6 +15,8 @@
return
if(owner.stat == DEAD)
return
if(owner.inStasisNow())
return
if(!isturf(owner.loc))
return
if(owner.nutrition >= nutrition_max)

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@@ -257,8 +257,11 @@
return in_stasis
//This determines if, RIGHT NOW, the life() tick is being skipped due to stasis
/mob/living/carbon/human/proc/inStasisNow()
/// This determines if, RIGHT NOW, the life() tick is being skipped due to stasis
/mob/proc/inStasisNow() // For components to be more easily compatible with both simple and human mobs, only humans can stasis.
return FALSE
/mob/living/carbon/human/inStasisNow()
var/stasisValue = getStasis()
if(stasisValue && (life_tick % stasisValue))
return 1

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@@ -1168,15 +1168,6 @@
if(status_flags & GODMODE)
return 0 //godmode
if(species.light_dam)
var/light_amount = 0
if(isturf(loc))
var/turf/T = loc
light_amount = T.get_lumcount() * 10
if(light_amount > species.light_dam) //if there's enough light, start dying
take_overall_damage(1,1)
else //heal in the dark
heal_overall_damage(1,1)
// nutrition decrease
if(noisy == TRUE && nutrition < 250 && prob(10))
var/sound/growlsound = sound(get_sfx("hunger_sounds"))

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@@ -7,7 +7,6 @@
language = "Sol Common" //todo?
unarmed_types = list(/datum/unarmed_attack/claws/strong, /datum/unarmed_attack/bite/sharp)
light_dam = 2
darksight = 8
has_organ = list()
siemens_coefficient = 0
@@ -31,6 +30,8 @@
assisted_langs = list()
species_component = /datum/component/burninlight/shadow // Until a parent component like xenochimera have is needed, only handles burning in light.
/datum/species/shadow/handle_death(var/mob/living/carbon/human/H)
spawn(1)
new /obj/effect/decal/cleanable/ash(H.loc)

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@@ -201,7 +201,6 @@
var/warning_low_pressure = WARNING_LOW_PRESSURE // Low pressure warning.
var/hazard_low_pressure = HAZARD_LOW_PRESSURE // Dangerously low pressure.
var/safe_pressure = ONE_ATMOSPHERE
var/light_dam // If set, mob will be damaged in light over this value and heal in light below its negative.
var/minimum_breath_pressure = 16 // Minimum required pressure for breath, in kPa

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@@ -490,6 +490,8 @@
reagent_tag = IS_ZADDAT
species_component = /datum/component/burninlight // Until a parent component like xenochimera have is needed, only handles burning in light.
heat_discomfort_strings = list(
"Your joints itch.",
"You feel uncomfortably warm.",
@@ -532,24 +534,6 @@
H.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/zaddat/(H), slot_wear_mask) // mask has to come first or Shroud helmet will get in the way
H.equip_to_slot_or_del(new /obj/item/clothing/suit/space/void/zaddat/(H), slot_wear_suit)
/datum/species/zaddat/handle_environment_special(var/mob/living/carbon/human/H)
if(H.inStasisNow())
return
var/damageable = H.get_damageable_organs()
var/covered = H.get_coverage()
var/light_amount = 0 //how much light there is in the place, affects damage
if(isturf(H.loc)) //else, there's considered to be no light
var/turf/T = H.loc
light_amount = T.get_lumcount() * 5
for(var/K in damageable)
if(!(K in covered))
H.apply_damage(light_amount/4, BURN, K, 0, 0)
/datum/species/diona
name = SPECIES_DIONA

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@@ -762,6 +762,14 @@
category = 0
custom_only = FALSE
/datum/trait/negative/photodegeneration
name = "Photodegeneration"
desc = "Without the protection of darkness or a suit your body quickly begins to break down when exposed to light."
cost = -4
is_genetrait = TRUE // There is no upside, a neat landmine for genetics
hidden = TRUE //Disabled on Virgo
can_take = ORGANICS
added_component_path = /datum/component/burninlight // Literally just Zaddat, but you don't start with any suit. Good luck.
// Addictions
/datum/trait/neutral/addiction_alcohol

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@@ -548,6 +548,7 @@
#include "code\datums\components\disabilities\nervousness.dm"
#include "code\datums\components\disabilities\rotting.dm"
#include "code\datums\components\disabilities\tourettes.dm"
#include "code\datums\components\traits\burninlight.dm"
#include "code\datums\components\species\shadekin.dm"
#include "code\datums\components\species\xenochimera.dm"
#include "code\datums\components\traits\drippy.dm"