Adjustments to mob falling mechanics

This commit is contained in:
Heroman
2021-11-03 06:47:55 +10:00
parent 3262333f48
commit 9db5968f3e
2 changed files with 21 additions and 11 deletions
+4 -1
View File
@@ -467,13 +467,16 @@
// Take damage from falling and hitting the ground
/mob/living/fall_impact(var/atom/hit_atom, var/damage_min = 0, var/damage_max = 5, var/silent = FALSE, var/planetary = FALSE)
var/turf/landing = get_turf(hit_atom)
var/safe_fall = FALSE
if(src.softfall || (istype(src, /mob/living/simple_mob) && src.mob_size <= MOB_SMALL))
safe_fall = TRUE
if(planetary && src.CanParachute())
if(!silent)
visible_message("<span class='warning'>\The [src] glides in from above and lands on \the [landing]!</span>", \
"<span class='danger'>You land on \the [landing]!</span>", \
"You hear something land \the [landing].")
return
else if(!planetary && src.softfall) // Falling one floor and falling one atmosphere are very different things
else if(!planetary && safe_fall) // Falling one floor and falling one atmosphere are very different things
if(!silent)
visible_message("<span class='warning'>\The [src] falls from above and lands on \the [landing]!</span>", \
"<span class='danger'>You land on \the [landing]!</span>", \
+17 -10
View File
@@ -32,7 +32,10 @@
return 0
var/mob/living/pred = hit_atom
pred.visible_message("<span class='danger'>\The [hit_atom] falls onto \the [src]!</span>")
var/safe_fall = FALSE
if(pred.softfall || (istype(pred, /mob/living/simple_mob) && pred.mob_size <= MOB_SMALL)) // TODO: add ability for mob below to be 'soft' and cushion fall
safe_fall = TRUE
pred.Weaken(8)
var/mob/living/prey = src
var/fallloc = prey.loc
@@ -42,16 +45,20 @@
else if(prey.can_be_drop_pred && pred.can_be_drop_prey)
prey.feed_grabbed_to_self_falling_nom(prey,pred)
else
prey.Weaken(8)
pred.loc = prey.loc
playsound(src, "punch", 25, 1, -1)
var/tdamage
for(var/i = 1 to 10)
tdamage = rand(0, 10)/2
pred.adjustBruteLoss(tdamage)
prey.adjustBruteLoss(tdamage)
pred.updatehealth()
prey.updatehealth()
if(!safe_fall)
prey.Weaken(8)
playsound(src, "punch", 25, 1, -1)
var/tdamage
for(var/i = 1 to 5) //Twice as less damage because cushioned fall, but both get damaged.
tdamage = rand(0, 5)
pred.adjustBruteLoss(tdamage)
prey.adjustBruteLoss(tdamage)
pred.updatehealth()
prey.updatehealth()
pred.visible_message("<span class='danger'>\The [pred] falls onto \the [src]!</span>")
else
pred.visible_message("<span class='notice'>\The [pred] safely brushes past \the [src] as they land.</span>")
return 1
/mob/observer/dead/CheckFall()