This commit is contained in:
TrilbySpaceClone
2020-08-06 13:09:41 -04:00
parent dc4d83d2db
commit 3ae10ac826
225 changed files with 2646 additions and 1039 deletions
+20 -36
View File
@@ -2,7 +2,7 @@
The presence of this element allows an item (or a projectile carrying an item) to embed itself in a human or turf when it is thrown into a target (whether by hand, gun, or explosive wave) with either
at least 4 throwspeed (EMBED_THROWSPEED_THRESHOLD) or ignore_throwspeed_threshold set to TRUE. Items meant to be used as shrapnel for projectiles should have ignore_throwspeed_threshold set to true.
Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them.
Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/item/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them.
Items simply make their COMSIG_MOVABLE_IMPACT or COMSIG_MOVABLE_IMPACT_ZONE check (against a closed turf or a carbon, respectively), while projectiles check on COMSIG_PROJECTILE_SELF_ON_HIT.
Upon a projectile hitting a valid target, it spawns whatever type of payload it has defined, then has that try to embed itself in the target on its own.
@@ -37,10 +37,10 @@
if(!isitem(target) && !isprojectile(target))
return ELEMENT_INCOMPATIBLE
RegisterSignal(target, COMSIG_ELEMENT_ATTACH, .proc/severancePackage)
if(isitem(target))
RegisterSignal(target, COMSIG_MOVABLE_IMPACT_ZONE, .proc/checkEmbedMob)
RegisterSignal(target, COMSIG_MOVABLE_IMPACT, .proc/checkEmbedOther)
RegisterSignal(target, COMSIG_ELEMENT_ATTACH, .proc/severancePackage)
RegisterSignal(target, COMSIG_PARENT_EXAMINE, .proc/examined)
RegisterSignal(target, COMSIG_EMBED_TRY_FORCE, .proc/tryForceEmbed)
RegisterSignal(target, COMSIG_ITEM_DISABLE_EMBED, .proc/detachFromWeapon)
@@ -68,7 +68,7 @@
if(isitem(target))
UnregisterSignal(target, list(COMSIG_MOVABLE_IMPACT_ZONE, COMSIG_ELEMENT_ATTACH, COMSIG_MOVABLE_IMPACT, COMSIG_PARENT_EXAMINE, COMSIG_EMBED_TRY_FORCE, COMSIG_ITEM_DISABLE_EMBED))
else
UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT))
UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT, COMSIG_ELEMENT_ATTACH))
/// Checking to see if we're gonna embed into a human
@@ -79,13 +79,13 @@
var/actual_chance = embed_chance
if(!weapon.isEmbedHarmless()) // all the armor in the world won't save you from a kick me sign
var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) // we'll be nice and take the better of bullet and bomb armor
var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
if(armor) // we only care about armor penetration if there's actually armor to penetrate
var/pen_mod = -armor + weapon.armour_penetration // even a little bit of armor can make a big difference for shrapnel with large negative armor pen
actual_chance += pen_mod // doing the armor pen as a separate calc just in case this ever gets expanded on
if(actual_chance <= 0)
victim.visible_message("<span class='danger'>[weapon] bounces off [victim]'s armor!</span>", "<span class='notice'>[weapon] bounces off your armor!</span>", vision_distance = COMBAT_MESSAGE_RANGE)
victim.visible_message("<span class='danger'>[weapon] bounces off [victim]'s armor, unable to embed!</span>", "<span class='notice'>[weapon] bounces off your armor, unable to embed!</span>", vision_distance = COMBAT_MESSAGE_RANGE)
return
var/roll_embed = prob(actual_chance)
@@ -147,7 +147,7 @@
return TRUE
///A different embed element has been attached, so we'll detach and let them handle things
/datum/element/embed/proc/severancePackage(obj/item/weapon, datum/element/E)
/datum/element/embed/proc/severancePackage(obj/weapon, datum/element/E)
if(istype(E, /datum/element/embed))
Detach(weapon)
@@ -169,46 +169,35 @@
* it to call tryForceEmbed() on its own embed element (it's out of our hands here, our projectile is done), where it will run through all the checks it needs to.
*/
/datum/element/embed/proc/checkEmbedProjectile(obj/item/projectile/P, atom/movable/firer, atom/hit, angle, hit_zone)
if(!iscarbon(hit) && !isclosedturf(hit))
if(!iscarbon(hit))
Detach(P)
return // we don't care
var/obj/item/payload = new payload_type(get_turf(hit))
var/did_embed
if(iscarbon(hit))
var/mob/living/carbon/C = hit
var/obj/item/bodypart/limb
limb = C.get_bodypart(hit_zone)
if(!limb)
limb = C.get_bodypart()
did_embed = payload.tryEmbed(limb)
else
did_embed = payload.tryEmbed(hit)
if(istype(payload, /obj/item/shrapnel/bullet))
payload.name = P.name
payload.embedding = P.embedding
payload.updateEmbedding()
var/mob/living/carbon/C = hit
var/obj/item/bodypart/limb = C.get_bodypart(hit_zone)
if(!limb)
limb = C.get_bodypart()
if(!did_embed)
payload.failedEmbed()
payload.tryEmbed(limb)
Detach(P)
/**
* tryForceEmbed() is called here when we fire COMSIG_EMBED_TRY_FORCE from [/obj/item/proc/tryEmbed]. Mostly, this means we're a piece of shrapnel from a projectile that just impacted something, and we're trying to embed in it.
*
* The reason for this extra mucking about is avoiding having to do an extra hitby(), and annoying the target by impacting them once with the projectile, then again with the shrapnel (which likely represents said bullet), and possibly
* AGAIN if we actually embed. This way, we save on at least one message. Runs the standard embed checks on the mob/turf.
*
* Arguments:
* * I- what we're trying to embed, obviously
* * target- what we're trying to shish-kabob, either a bodypart, a carbon, or a closed turf
* * I- the item we're trying to insert into the target
* * target- what we're trying to shish-kabob, either a bodypart or a carbon
* * hit_zone- if our target is a carbon, try to hit them in this zone, if we don't have one, pick a random one. If our target is a bodypart, we already know where we're hitting.
* * forced- if we want this to succeed 100%
*/
/datum/element/embed/proc/tryForceEmbed(obj/item/I, atom/target, hit_zone, forced=FALSE)
var/obj/item/bodypart/limb
var/mob/living/carbon/C
var/turf/closed/T
if(!forced && !prob(embed_chance))
return
if(iscarbon(target))
C = target
if(!hit_zone)
@@ -218,10 +207,5 @@
limb = target
hit_zone = limb.body_zone
C = limb.owner
else if(isclosedturf(target))
T = target
if(C)
return checkEmbedMob(I, C, hit_zone, forced=TRUE)
else if(T)
return checkEmbedOther(I, T, forced=TRUE)
checkEmbedMob(I, C, hit_zone, forced=TRUE)
return TRUE
+1 -1
View File
@@ -60,7 +60,7 @@
if(L.stat == DEAD)
continue
if(light_nutrition_gain)
L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_FULL)
L.adjust_nutrition(light_amount * light_nutrition_gain * attached_atoms[AM], NUTRITION_LEVEL_WELL_FED)
if(light_amount > bonus_lum || light_amount < malus_lum)
var/mult = ((light_amount > bonus_lum) ? 1 : -1) * attached_atoms[AM]
if(light_bruteheal)