Porting tesla/electrocute code updates. (#12280)

* Porting tesla/electrocute code updates.

* Why is the dominator being insta-deleted by zaps a good idea?

* Yikes.

* ah
This commit is contained in:
Ghom
2020-05-18 01:35:17 +02:00
committed by GitHub
parent fa8351ebd1
commit 12ac08d7c5
35 changed files with 345 additions and 258 deletions

View File

@@ -234,38 +234,44 @@
var/obj/item/organ/O = X
O.emp_act(severity)
///Adds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects.
/mob/living/carbon/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
if((flags & SHOCK_TESLA) && (flags_1 & TESLA_IGNORE_1))
return FALSE
if(HAS_TRAIT(src, TRAIT_SHOCKIMMUNE))
return FALSE
shock_damage *= siemens_coeff
if(dna && dna.species)
shock_damage *= dna.species.siemens_coeff
if(shock_damage < 1)
return 0
if(reagents.has_reagent(/datum/reagent/teslium))
shock_damage *= 1.5 //If the mob has teslium in their body, shocks are 50% more damaging!
if((flags & SHOCK_ILLUSION))
adjustStaminaLoss(shock_damage)
else
take_overall_damage(0,shock_damage)
visible_message(
"<span class='danger'>[src] was shocked by \the [source]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>" \
)
jitteriness += 1000 //High numbers for violent convulsions
. = ..()
if(!.)
return
//Propagation through pulling, fireman carry
if(!(flags & SHOCK_ILLUSION))
var/list/shocking_queue = list()
if(iscarbon(pulling) && source != pulling)
shocking_queue += pulling
if(iscarbon(pulledby) && source != pulledby)
shocking_queue += pulledby
if(iscarbon(buckled) && source != buckled)
shocking_queue += buckled
for(var/mob/living/carbon/carried in buckled_mobs)
if(source != carried)
shocking_queue += carried
//Found our victims, now lets shock them all
for(var/victim in shocking_queue)
var/mob/living/carbon/C = victim
C.electrocute_act(shock_damage*0.75, src, 1, flags)
//Stun
var/should_stun = (!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && !(flags & SHOCK_NOSTUN)
if(should_stun)
Stun(40)
//Jitter and other fluff.
jitteriness += 1000
do_jitter_animation(jitteriness)
stuttering += 2
if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && !(flags & SHOCK_NOSTUN))
Stun(40)
spawn(20)
jitteriness = max(jitteriness - 990, 10) //Still jittery, but vastly less
if((!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && !(flags & SHOCK_NOSTUN))
DefaultCombatKnockdown(60)
addtimer(CALLBACK(src, .proc/secondary_shock, should_stun), 20)
return shock_damage
///Called slightly after electrocute act to reduce jittering and apply a secondary stun.
/mob/living/carbon/proc/secondary_shock(should_stun)
jitteriness = max(jitteriness - 990, 10)
if(should_stun)
DefaultCombatKnockdown(60)
/mob/living/carbon/proc/help_shake_act(mob/living/carbon/M)
if(on_fire)
to_chat(M, "<span class='warning'>You can't put [p_them()] out with just your bare hands!</span>")

View File

@@ -348,40 +348,34 @@
apply_damage(5, BRUTE, affecting, run_armor_check(affecting, "melee"))
//Added a safety check in case you want to shock a human mob directly through electrocute_act.
///Calculates the siemens coeff based on clothing and species, can also restart hearts.
/mob/living/carbon/human/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
if(flags & SHOCK_TESLA)
var/total_coeff = 1
if(gloves)
var/obj/item/clothing/gloves/G = gloves
if(G.siemens_coefficient <= 0)
total_coeff -= 0.5
//Calculates the siemens coeff based on clothing. Completely ignores the arguments
if(flags & SHOCK_TESLA) //I hate this entire block. This gets the siemens_coeff for tesla shocks
if(gloves && gloves.siemens_coefficient <= 0)
siemens_coeff -= 0.5
if(wear_suit)
var/obj/item/clothing/suit/S = wear_suit
if(S.siemens_coefficient <= 0)
total_coeff -= 0.95
else if(S.siemens_coefficient == (-1))
total_coeff -= 1
siemens_coeff = total_coeff
if(flags_1 & TESLA_IGNORE_1)
siemens_coeff = 0
else if(!(flags & SHOCK_NOGLOVES))
var/gloves_siemens_coeff = 1
if(wear_suit.siemens_coefficient == -1)
siemens_coeff -= 1
else if(wear_suit.siemens_coefficient <= 0)
siemens_coeff -= 0.95
siemens_coeff = max(siemens_coeff, 0)
else if(!(flags & SHOCK_NOGLOVES)) //This gets the siemens_coeff for all non tesla shocks
if(gloves)
var/obj/item/clothing/gloves/G = gloves
gloves_siemens_coeff = G.siemens_coefficient
siemens_coeff = gloves_siemens_coeff
if(undergoing_cardiac_arrest() && !(flags & SHOCK_ILLUSION))
if(shock_damage * siemens_coeff >= 1 && prob(25))
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
heart.beating = TRUE
if(stat == CONSCIOUS)
to_chat(src, "<span class='notice'>You feel your heart beating again!</span>")
siemens_coeff *= gloves.siemens_coefficient
siemens_coeff *= physiology.siemens_coeff
. = ..()
if(.)
electrocution_animation(40)
//Don't go further if the shock was blocked/too weak.
if(!.)
return
//Note we both check that the user is in cardiac arrest and can actually heartattack
//If they can't, they're missing their heart and this would runtime
if(undergoing_cardiac_arrest() && can_heartattack() && !(flags & SHOCK_ILLUSION))
if(shock_damage * siemens_coeff >= 1 && prob(25))
var/obj/item/organ/heart/heart = getorganslot(ORGAN_SLOT_HEART)
if(heart.Restart() && stat == CONSCIOUS)
to_chat(src, "<span class='notice'>You feel your heart beating again!</span>")
electrocution_animation(40)
/mob/living/carbon/human/emp_act(severity)
. = ..()

View File

@@ -412,21 +412,26 @@
take_bodypart_damage(acidpwr * min(1, acid_volume * 0.1))
return 1
///As the name suggests, this should be called to apply electric shocks.
/mob/living/proc/electrocute_act(shock_damage, source, siemens_coeff = 1, flags = NONE)
SEND_SIGNAL(src, COMSIG_LIVING_ELECTROCUTE_ACT, shock_damage, source, siemens_coeff, flags)
if((flags & SHOCK_TESLA) && (flags_1 & TESLA_IGNORE_1))
shock_damage *= siemens_coeff
if((flags & SHOCK_TESLA) && HAS_TRAIT(src, TRAIT_TESLA_SHOCKIMMUNE))
return FALSE
if(HAS_TRAIT(src, TRAIT_SHOCKIMMUNE))
return FALSE
if(shock_damage > 0)
if(!(flags & SHOCK_ILLUSION))
adjustFireLoss(shock_damage)
visible_message(
"<span class='danger'>[src] was shocked by \the [source]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>" \
)
return shock_damage
if(shock_damage < 1)
return FALSE
if(!(flags & SHOCK_ILLUSION))
adjustFireLoss(shock_damage)
else
adjustStaminaLoss(shock_damage)
visible_message(
"<span class='danger'>[src] was shocked by \the [source]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='hear'>You hear a heavy electrical crack.</span>" \
)
return shock_damage
/mob/living/emp_act(severity)
. = ..()
@@ -509,7 +514,6 @@
/mob/living/proc/getBruteLoss_nonProsthetic()
return getBruteLoss()
/mob/living/proc/getFireLoss_nonProsthetic()
return getFireLoss()