Ports TG bamboo and Punji Sticks (#24497)

* adds most things

* STOP BECOMING CRLF

* half the sprites ported

* adds floor turfs, hopefully

* adds bamboo stack recipes and parameter documentation for datum/stack_recipe

* adds the crude syringe and sprite

* Revert "adds the crude syringe and sprite"

This reverts commit d949332055.

* adds crude syringe and sprite

* nevermind, goon license moment

* bamboo walls, false walls, and sprites

* caltrops check for shoe thickmaterial flag

* added spear and fixed filepaths

* smoothing and caltrops are even more broken

* Fixes sprite smoothing and caltrop weirdness

* whitespace

* fixes tile stacking

* Henri review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* royal blue and red carpets no longer smooth

* henri review

* actual henri review, thanks git

* Henri review electric boogaloo

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* removes bamboo walls (rip)

* Update code/game/turfs/simulated/floor/fancy_floor.dm

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

---------

Co-authored-by: cybercapitalism <98280110+cybercapitalism@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
This commit is contained in:
chuga-git
2024-04-07 04:38:10 -05:00
committed by GitHub
parent 1c68d1a792
commit df8fef119d
33 changed files with 311 additions and 60 deletions
+56 -34
View File
@@ -1,18 +1,30 @@
/datum/component/caltrop
///Minimum damage when crossed
var/min_damage
///Maximum damage when crossed
var/max_damage
///Probability of stunning and doing daamge
var/probability
///Duration of weaken when crossed
var/weaken_duration
///Shoebypassing, walking interaction, silence
var/flags
var/cooldown = 0
/datum/component/caltrop/Initialize(_min_damage = 0, _max_damage = 0, _probability = 100, _flags = NONE)
min_damage = _min_damage
max_damage = max(_min_damage, _max_damage)
probability = _probability
flags = _flags
/datum/component/caltrop/Initialize(_min_damage = 0, _max_damage = 0, _probability = 100, _weaken_duration = 6 SECONDS, _flags = NONE)
src.min_damage = _min_damage
src.max_damage = max(_min_damage, _max_damage)
src.probability = _probability
src.weaken_duration = _weaken_duration
src.flags = _flags
RegisterSignal(parent, list(COMSIG_MOVABLE_CROSSED), PROC_REF(Crossed))
/datum/component/caltrop/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_CROSSED, PROC_REF(Crossed))
/datum/component/caltrop/proc/Crossed(datum/source, atom/movable/AM)
var/atom/A = parent
@@ -22,41 +34,51 @@
if(!prob(probability))
return
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
if(HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
return
if(!ishuman(AM))
return
if((flags & CALTROP_IGNORE_WALKERS) && H.m_intent == MOVE_INTENT_WALK)
return
var/mob/living/carbon/human/H = AM
var/picked_def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/obj/item/organ/external/O = H.get_organ(picked_def_zone)
if(!istype(O))
return
if(O.is_robotic())
return
if(HAS_TRAIT(H, TRAIT_PIERCEIMMUNE))
return
var/feetCover = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET))
if((flags & CALTROP_IGNORE_WALKERS) && H.m_intent == MOVE_INTENT_WALK)
return
if(!(flags & CALTROP_BYPASS_SHOES) && (H.shoes || feetCover))
return
var/picked_def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/obj/item/organ/external/O = H.get_organ(picked_def_zone)
if(H.flying || H.floating || H.buckled)
return
if(!istype(O))
return
if(IS_HORIZONTAL(H) && HAS_TRAIT(H, TRAIT_CONTORTED_BODY))
return TRUE
if(O.is_robotic())
return
var/damage = rand(min_damage, max_damage)
var/feet_cover = (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET))
var/bypass_shoes = flags & CALTROP_BYPASS_SHOES
H.apply_damage(damage, BRUTE, picked_def_zone)
// doesn't penetrate if feet are covered
if(!bypass_shoes && (H.shoes || feet_cover))
return
if(cooldown < world.time - 10) //cooldown to avoid message spam.
if(!H.incapacitated(ignore_restraints = TRUE))
H.visible_message("<span class='danger'>[H] steps on [A].</span>", "<span class='userdanger'>You step on [A]!</span>")
else
H.visible_message("<span class='danger'>[H] slides on [A]!</span>", "<span class='userdanger'>You slide on [A]!</span>")
// doesn't penetrate shoes if feet are extra covered
if(bypass_shoes && (H.shoes && (H.shoes.flags & THICKMATERIAL)))
return
cooldown = world.time
H.Weaken(6 SECONDS)
if(H.flying || H.floating || H.buckled)
return
if(IS_HORIZONTAL(H) && HAS_TRAIT(H, TRAIT_CONTORTED_BODY))
return TRUE
var/damage = rand(min_damage, max_damage)
H.apply_damage(damage, BRUTE, picked_def_zone)
if(cooldown < world.time - 10) //cooldown to avoid message spam.
if(!H.incapacitated(ignore_restraints = TRUE))
H.visible_message("<span class='danger'>[H] steps on [A].</span>", "<span class='userdanger'>You step on [A]!</span>")
else
H.visible_message("<span class='danger'>[H] slides on [A]!</span>", "<span class='userdanger'>You slide on [A]!</span>")
cooldown = world.time
H.Weaken(weaken_duration)