slime puddles look better and cant be abused by lings (#13567)

* perfect

* further changes

* no squeaking please

* no more squeaking damnit

* no more squeaking damnit

* slower

* they get broken armor

* broken armor application

* Apply suggestions from code review

* add a comma

* make crossed work properly

* Update squeak.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
This commit is contained in:
Timothy Teakettle
2020-11-01 20:40:58 +00:00
committed by GitHub
parent 713ed9018e
commit 46dbb9345d
8 changed files with 51 additions and 16 deletions

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@@ -208,10 +208,9 @@
#define TRAIT_FAST_PUMP "fast_pump"
#define TRAIT_NO_PROCESS_FOOD "no-process-food" // You don't get benefits from nutriment, nor nutrition from reagent consumables
#define TRAIT_NICE_SHOT "nice_shot" //hnnnnnnnggggg..... you're pretty good...
/// Prevents stamina buffer regeneration
#define TRAIT_NO_STAMINA_BUFFER_REGENERATION "block_stamina_buffer_regen"
/// Prevents stamina regeneration
#define TRAIT_NO_STAMINA_REGENERATION "block_stamina_regen"
#define TRAIT_NO_STAMINA_BUFFER_REGENERATION "block_stamina_buffer_regen" /// Prevents stamina buffer regeneration
#define TRAIT_NO_STAMINA_REGENERATION "block_stamina_regen" /// Prevents stamina regeneration
#define TRAIT_ARMOR_BROKEN "armor_broken" //acts as if you are wearing no clothing when taking damage, does not affect non-clothing sources of protection
// mobility flag traits
// IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it)

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@@ -46,6 +46,21 @@
if(isnum(use_delay_override))
use_delay = use_delay_override
/datum/component/squeak/UnregisterFromParent()
if(!isatom(parent))
return
UnregisterSignal(parent, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_BLOB_ACT, COMSIG_ATOM_HULK_ATTACK, COMSIG_PARENT_ATTACKBY))
if(ismovable(parent))
UnregisterSignal(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT,
COMSIG_MOVABLE_CROSSED, COMSIG_ITEM_WEARERCROSSED, COMSIG_MOVABLE_CROSS,
COMSIG_CROSS_SQUEAKED, COMSIG_MOVABLE_DISPOSING))
if(isitem(parent))
UnregisterSignal(parent, list(COMSIG_ITEM_ATTACK, COMSIG_ITEM_ATTACK_OBJ, COMSIG_ITEM_HIT_REACT, COMSIG_ITEM_ATTACK_SELF,
COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED))
if(istype(parent, /obj/item/clothing/shoes))
UnregisterSignal(parent, COMSIG_SHOES_STEP_ACTION)
return ..()
/datum/component/squeak/proc/play_squeak()
do_play_squeak()

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@@ -150,7 +150,6 @@
overlays_standing[CM.layer_used] = mut_overlay
apply_overlay(CM.layer_used)
/datum/mutation/human/proc/modify() //called when a genome is applied so we can properly update some stats without having to remove and reapply the mutation from someone
if(modified || !power || !owner)
return

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@@ -212,6 +212,7 @@
// called when something steps onto a human
// this could be made more general, but for now just handle mulebot
/mob/living/carbon/human/Crossed(atom/movable/AM)
..()
var/mob/living/simple_animal/bot/mulebot/MB = AM
if(istype(MB))
MB.RunOver(src)

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@@ -1,4 +1,6 @@
/mob/living/carbon/human/getarmor(def_zone, type)
if(HAS_TRAIT(src, TRAIT_ARMOR_BROKEN)) //trait that makes it act as if you have no armor at all, you take natural damage from all sources
return 0
var/armorval = 0
var/organnum = 0
@@ -18,7 +20,6 @@
organnum++
return (armorval/max(organnum, 1))
/mob/living/carbon/human/proc/checkarmor(obj/item/bodypart/def_zone, d_type)
if(!d_type || !def_zone)
return 0

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@@ -714,18 +714,25 @@
return FALSE
/datum/action/innate/slime_puddle/Activate()
var/mob/living/carbon/human/H = owner
//if they have anything stuck to their hands, we immediately say 'no' and return
for(var/obj/item/I in H.held_items)
if(HAS_TRAIT(I, TRAIT_NODROP))
to_chat(owner, "There's something stuck to your hand, stopping you from transforming!")
return
if(isjellyperson(owner) && IsAvailable())
transforming = TRUE
UpdateButtonIcon()
var/mob/living/carbon/human/H = owner
var/mutcolor = "#" + H.dna.features["mcolor"]
if(!is_puddle)
if(CHECK_MOBILITY(H, MOBILITY_USE))
is_puddle = TRUE
owner.cut_overlays()
if(CHECK_MOBILITY(H, MOBILITY_USE)) //if we can use items, we can turn into a puddle
is_puddle = TRUE //so we know which transformation to use when its used
owner.cut_overlays() //we dont show our normal sprite, we show a puddle sprite
var/obj/effect/puddle_effect = new puddle_into_effect(get_turf(owner), owner.dir)
puddle_effect.color = mutcolor
H.Stun(in_transformation_duration, ignore_canstun = TRUE)
H.Stun(in_transformation_duration, ignore_canstun = TRUE) //cant move while transforming
//series of traits that make up the puddle behaviour
ADD_TRAIT(H, TRAIT_PARALYSIS_L_ARM, SLIMEPUDDLE_TRAIT)
ADD_TRAIT(H, TRAIT_PARALYSIS_R_ARM, SLIMEPUDDLE_TRAIT)
ADD_TRAIT(H, TRAIT_MOBILITY_NOPICKUP, SLIMEPUDDLE_TRAIT)
@@ -733,19 +740,30 @@
ADD_TRAIT(H, TRAIT_SPRINT_LOCKED, SLIMEPUDDLE_TRAIT)
ADD_TRAIT(H, TRAIT_COMBAT_MODE_LOCKED, SLIMEPUDDLE_TRAIT)
ADD_TRAIT(H, TRAIT_MOBILITY_NOREST, SLIMEPUDDLE_TRAIT)
ADD_TRAIT(H, TRAIT_ARMOR_BROKEN, SLIMEPUDDLE_TRAIT)
H.update_disabled_bodyparts(silent = TRUE) //silently update arms to be paralysed
H.add_movespeed_modifier(/datum/movespeed_modifier/slime_puddle)
H.update_disabled_bodyparts(silent = TRUE)
H.layer -= 1 //go one layer down so people go over you
ENABLE_BITFIELD(H.pass_flags, PASSMOB)
squeak = H.AddComponent(/datum/component/squeak, custom_sounds = list('sound/effects/blobattack.ogg'))
sleep(in_transformation_duration)
ENABLE_BITFIELD(H.pass_flags, PASSMOB) //this actually lets people pass over you
squeak = H.AddComponent(/datum/component/squeak, custom_sounds = list('sound/effects/blobattack.ogg')) //blorble noise when people step on you
//if the user is a changeling, retract their sting
H.unset_sting()
sleep(in_transformation_duration) //wait for animation to end
//set the puddle overlay up
var/mutable_appearance/puddle_overlay = mutable_appearance(icon = puddle_icon, icon_state = puddle_state)
puddle_overlay.color = mutcolor
tracked_overlay = puddle_overlay
owner.add_overlay(puddle_overlay)
transforming = FALSE
UpdateButtonIcon()
else
//like the above, but reverse everything done!
owner.cut_overlay(tracked_overlay)
var/obj/effect/puddle_effect = new puddle_from_effect(get_turf(owner), owner.dir)
puddle_effect.color = mutcolor
@@ -758,6 +776,7 @@
REMOVE_TRAIT(H, TRAIT_SPRINT_LOCKED, SLIMEPUDDLE_TRAIT)
REMOVE_TRAIT(H, TRAIT_COMBAT_MODE_LOCKED, SLIMEPUDDLE_TRAIT)
REMOVE_TRAIT(H, TRAIT_MOBILITY_NOREST, SLIMEPUDDLE_TRAIT)
REMOVE_TRAIT(H, TRAIT_ARMOR_BROKEN, SLIMEPUDDLE_TRAIT)
H.update_disabled_bodyparts(silent = TRUE)
H.remove_movespeed_modifier(/datum/movespeed_modifier/slime_puddle)
H.layer += 1 //go one layer back above!

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@@ -20,5 +20,6 @@
flags = IGNORE_NOSLOW
/datum/movespeed_modifier/slime_puddle
multiplicative_slowdown = 2
multiplicative_slowdown = 4.5
flags = IGNORE_NOSLOW
variable = TRUE

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