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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
Runtime fix for resisting out of spacevines. Cleaned it up a bit so escaping being tangled up in vines is a little more intuitive.
You'll either need something to cut them to remove them, or simply 'hit' them to unbuckle somebody tangled up. You can resist to untangle yourself. Reduced the frequency at which they tangle people by 75%, because it was just frustratingly frequent. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3946 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -9,6 +9,7 @@
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pass_flags = PASSTABLE | PASSGRILLE
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var/energy = 0
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var/obj/effect/spacevine_controller/master = null
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var/mob/living/buckled_mob
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New()
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return
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@@ -19,46 +20,73 @@
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master.growth_queue -= src
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..()
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (!W || !user || !W.type) return
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switch(W.type)
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if(/obj/item/weapon/circular_saw) del src
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if(/obj/item/weapon/kitchen/utensil/knife) del src
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if(/obj/item/weapon/scalpel) del src
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if(/obj/item/weapon/twohanded/fireaxe) del src
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if(/obj/item/weapon/hatchet) del src
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if(/obj/item/weapon/melee/energy) del src
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//less effective weapons
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if(/obj/item/weapon/wirecutters)
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if(prob(25)) del src
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if(/obj/item/weapon/shard)
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if(prob(25)) del src
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/obj/effect/spacevine/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (!W || !user || !W.type) return
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switch(W.type)
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if(/obj/item/weapon/circular_saw) del src
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if(/obj/item/weapon/kitchen/utensil/knife) del src
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if(/obj/item/weapon/scalpel) del src
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if(/obj/item/weapon/twohanded/fireaxe) del src
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if(/obj/item/weapon/hatchet) del src
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if(/obj/item/weapon/melee/energy) del src
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else //weapons with subtypes
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if(istype(W, /obj/item/weapon/melee/energy/sword)) del src
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user)) del src
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//TODO: add plant-b-gone
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..()
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//less effective weapons
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if(/obj/item/weapon/wirecutters)
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if(prob(25)) del src
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if(/obj/item/weapon/shard)
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if(prob(25)) del src
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attack_hand(mob/user as mob)
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for(var/mob/M in src.loc)
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if(M.buckled == src)
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if(prob(50))
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if(M == user)
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user << "\red You break free from the vines!"
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else
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user << "\red You rip away at the vines and free [M]!"
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M << "\red [user] frees you from the vines!"
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M.buckled = null
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else //weapons with subtypes
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if(istype(W, /obj/item/weapon/melee/energy/sword)) del src
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user)) del src
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else
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manual_unbuckle(user)
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return
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//TODO: add plant-b-gone
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..()
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/obj/effect/spacevine/attack_hand(mob/user as mob)
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manual_unbuckle(user)
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/obj/effect/spacevine/attack_paw(mob/user as mob)
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manual_unbuckle(user)
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/obj/effect/spacevine/proc/unbuckle()
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if(buckled_mob)
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if(buckled_mob.buckled == src) //this is probably unneccesary, but it doesn't hurt
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buckled_mob.buckled = null
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buckled_mob.anchored = initial(buckled_mob.anchored)
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buckled_mob.update_canmove()
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buckled_mob = null
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return
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/obj/effect/spacevine/proc/manual_unbuckle(mob/user as mob)
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if(buckled_mob)
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if(prob(50))
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if(buckled_mob.buckled == src)
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if(buckled_mob != user)
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buckled_mob.visible_message(\
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"<span class='notice'>[user.name] frees [buckled_mob.name] from the vines.</span>",\
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"<span class='notice'>[user.name] frees you from the vines.</span>",\
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"<span class='warning'>You hear shredding and ripping.</span>")
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else
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user << "\red You rip away at the vines..."
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break //only process one captured mob.
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attack_paw(mob/user as mob)
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return src.attack_hand(user)
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buckled_mob.visible_message(\
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"<span class='notice'>[buckled_mob.name] struggles free of the vines.</span>",\
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"<span class='notice'>You untangle the vines from around yourself.</span>",\
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"<span class='warning'>You hear shredding and ripping.</span>")
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unbuckle()
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else
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var/text = pick("rips","tears","pulls")
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user.visible_message(\
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"<span class='notice'>[user.name] [text] at the vines.</span>",\
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"<span class='notice'>You [text] at the vines.</span>",\
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"<span class='warning'>You hear shredding and ripping.</span>")
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return
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/obj/effect/spacevine_controller
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var/list/obj/effect/spacevine/vines = list()
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@@ -119,7 +147,7 @@
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if(prob(20))
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SV.grow()
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else //If tile is fully grown
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SV.grab()
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SV.buckle_mob()
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//if(prob(25))
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SV.spread()
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@@ -140,12 +168,16 @@
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src.icon_state = pick("Hvy1", "Hvy2", "Hvy3")
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energy = 2
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/obj/effect/spacevine/proc/grab()
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for(var/mob/living/carbon/V in src.loc)
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if((V.stat != DEAD) && (V.buckled != src)) //if mob not dead or captured
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V.buckled = src
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V << "\red The vines [pick("wind", "tangle")] around you!"
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break //only capture one mob at a time.
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/obj/effect/spacevine/proc/buckle_mob()
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if(!buckled_mob && prob(25))
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for(var/mob/living/carbon/V in src.loc)
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if((V.stat != DEAD) && (V.buckled != src)) //if mob not dead or captured
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V.buckled = src
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V.loc = src.loc
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V.update_canmove()
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src.buckled_mob = V
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V << "<span class='danger'>The vines [pick("wind", "tangle", "tighten")] around you!</span>"
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break //only capture one mob at a time.
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/obj/effect/spacevine/proc/spread()
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var/direction = pick(cardinal)
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