Merge conflict fix

This commit is contained in:
Artur
2020-05-13 12:37:18 +03:00
985 changed files with 295527 additions and 16121 deletions
-95
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@@ -1,95 +0,0 @@
/datum/component/archaeology
dupe_mode = COMPONENT_DUPE_UNIQUE
var/list/archdrops = list(/obj/item/bikehorn = list(ARCH_PROB = 100, ARCH_MAXDROP = 1)) // honk~
var/prob2drop
var/dug
var/datum/callback/callback
/datum/component/archaeology/Initialize(list/_archdrops = list(), datum/callback/_callback)
archdrops = _archdrops
for(var/i in archdrops)
if(isnull(archdrops[i][ARCH_MAXDROP]))
archdrops[i][ARCH_MAXDROP] = 1
stack_trace("ARCHAEOLOGY WARNING: [parent] contained a null max_drop value in [i].")
if(isnull(archdrops[i][ARCH_PROB]))
archdrops[i][ARCH_PROB] = 100
stack_trace("ARCHAEOLOGY WARNING: [parent] contained a null probability value in [i].")
callback = _callback
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY,.proc/Dig)
RegisterSignal(parent, COMSIG_ATOM_EX_ACT, .proc/BombDig)
RegisterSignal(parent, COMSIG_ATOM_SING_PULL, .proc/SingDig)
/datum/component/archaeology/InheritComponent(datum/component/archaeology/A, i_am_original)
var/list/other_archdrops = A.archdrops
var/list/_archdrops = archdrops
for(var/I in other_archdrops)
_archdrops[I] += other_archdrops[I]
/datum/component/archaeology/proc/Dig(datum/source, obj/item/I, mob/living/user)
if(dug)
to_chat(user, "<span class='notice'>Looks like someone has dug here already.</span>")
return
if(!isturf(user.loc))
return
if(I.tool_behaviour == TOOL_SHOVEL || I.tool_behaviour == TOOL_MINING)
to_chat(user, "<span class='notice'>You start digging...</span>")
if(I.use_tool(parent, user, 40, volume=50))
to_chat(user, "<span class='notice'>You dig a hole.</span>")
gets_dug()
dug = TRUE
SSblackbox.record_feedback("tally", "pick_used_mining", 1, I.type)
return COMPONENT_NO_AFTERATTACK
/datum/component/archaeology/proc/gets_dug()
if(dug)
return
else
var/turf/open/OT = get_turf(parent)
for(var/thing in archdrops)
var/maxtodrop = archdrops[thing][ARCH_MAXDROP]
for(var/i in 1 to maxtodrop)
if(prob(archdrops[thing][ARCH_PROB])) // can't win them all!
new thing(OT)
if(isopenturf(OT))
if(OT.postdig_icon_change)
if(istype(OT, /turf/open/floor/plating/asteroid/) && !OT.postdig_icon)
var/turf/open/floor/plating/asteroid/AOT = parent
AOT.icon_plating = "[AOT.environment_type]_dug"
AOT.icon_state = "[AOT.environment_type]_dug"
else
if(isplatingturf(OT))
var/turf/open/floor/plating/POT = parent
POT.icon_plating = "[POT.postdig_icon]"
POT.icon_state = "[OT.postdig_icon]"
if(OT.slowdown) //Things like snow slow you down until you dig them.
OT.slowdown = 0
dug = TRUE
if(callback)
callback.Invoke()
/datum/component/archaeology/proc/SingDig(datum/source, S, current_size)
switch(current_size)
if(STAGE_THREE)
if(prob(30))
gets_dug()
if(STAGE_FOUR)
if(prob(50))
gets_dug()
else
if(current_size >= STAGE_FIVE && prob(70))
gets_dug()
/datum/component/archaeology/proc/BombDig(datum/source, severity, target)
switch(severity)
if(3)
return
if(2)
if(prob(20))
gets_dug()
if(1)
gets_dug()
+1 -1
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@@ -4,7 +4,7 @@
var/list/bounce_signals = list(COMSIG_MOVABLE_IMPACT, COMSIG_ITEM_HIT_REACT, COMSIG_ITEM_ATTACK)
/datum/component/bouncy/Initialize(_bouncy_mod, list/_bounce_signals)
if(!ismovableatom(parent))
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
if(_bouncy_mod)
bouncy_mod = _bouncy_mod
+2 -2
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@@ -55,7 +55,7 @@
log_combat(user, H, "starts slicing the throat of")
playsound(H.loc, butcher_sound, 50, TRUE, -1)
if(do_mob(user, H, CLAMP(500 / source.force, 30, 100)) && H.Adjacent(source))
if(do_mob(user, H, clamp(500 / source.force, 30, 100)) && H.Adjacent(source))
if(H.has_status_effect(/datum/status_effect/neck_slice))
user.show_message("<span class='warning'>[H]'s neck has already been already cut, you can't make the bleeding any worse!</span>", 1, \
"<span class='warning'>Their neck has already been already cut, you can't make the bleeding any worse!</span>")
@@ -65,7 +65,7 @@
"<span class='userdanger'>[user] slits your throat...</span>")
log_combat(user, H, "finishes slicing the throat of")
H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD)
H.bleed_rate = CLAMP(H.bleed_rate + 20, 0, 30)
H.bleed_rate = clamp(H.bleed_rate + 20, 0, 30)
H.apply_status_effect(/datum/status_effect/neck_slice)
/datum/component/butchering/proc/Butcher(mob/living/butcher, mob/living/meat)
@@ -23,3 +23,4 @@
*/
/datum/crafting_recipe/proc/check_requirements(mob/user, list/collected_requirements)
return TRUE
@@ -327,3 +327,16 @@
/obj/item/stack/cable_coil = 10)
time = 100 //Takes awhile to put all the garlics on the coil and knot it.
category = CAT_CLOTHING
/datum/crafting_recipe/gripperoffbrand
name = "Improvised Gripper Gloves"
reqs = list(
/obj/item/clothing/gloves/fingerless = 1,
// /obj/item/stack/sticky_tape = 1
/obj/item/stack/cable_coil = 5,
/obj/item/stack/sheet/cloth = 2,
)
result = /obj/item/clothing/gloves/tackler/offbrand
category = CAT_CLOTHING
tools = list(TOOL_WIRECUTTER)
time = 20
@@ -115,6 +115,33 @@
//Tools & Storage//
///////////////////
/datum/crafting_recipe/upgraded_gauze
name = "Improved Gauze"
result = /obj/item/stack/medical/gauze/adv/one
time = 1
reqs = list(/obj/item/stack/medical/gauze = 1,
/datum/reagent/space_cleaner/sterilizine = 10)
category = CAT_MISC
subcategory = CAT_TOOL
/datum/crafting_recipe/bruise_pack
name = "Bruise Pack"
result = /obj/item/stack/medical/bruise_pack/one
time = 1
reqs = list(/obj/item/stack/medical/gauze = 1,
/datum/reagent/medicine/styptic_powder = 10)
category = CAT_MISC
subcategory = CAT_TOOL
/datum/crafting_recipe/burn_pack
name = "Burn Ointment"
result = /obj/item/stack/medical/ointment/one
time = 1
reqs = list(/obj/item/stack/medical/gauze = 1,
/datum/reagent/medicine/silver_sulfadiazine = 10)
category = CAT_MISC
subcategory = CAT_TOOL
/datum/crafting_recipe/ghettojetpack
name = "Improvised Jetpack"
result = /obj/item/tank/jetpack/improvised
@@ -233,6 +260,15 @@
subcategory = CAT_TOOL
category = CAT_MISC
/datum/crafting_recipe/electrochromatic_kit
name = "Electrochromatic Kit"
result = /obj/item/electronics/electrochromatic_kit
reqs = list(/obj/item/stack/sheet/metal = 1,
/obj/item/stack/cable_coil = 1)
time = 5
subcategory = CAT_TOOL
category = CAT_MISC
////////////
//Vehicles//
////////////
@@ -377,15 +413,6 @@
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
/datum/crafting_recipe/paperwork
name = "Filed Paper Work"
result = /obj/item/folder/paperwork_correct
time = 10 //Takes time for people to file and complete paper work!
tools = list(/obj/item/pen)
reqs = list(/obj/item/folder/paperwork = 1)
subcategory = CAT_MISCELLANEOUS
category = CAT_MISC
/datum/crafting_recipe/coconut_bong
name = "Coconut Bong"
result = /obj/item/bong/coconut
+1 -1
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@@ -3,7 +3,7 @@
var/list/say_lines
/datum/component/edit_complainer/Initialize(list/text)
if(!ismovableatom(parent))
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
var/static/list/default_lines = list(
+1 -1
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@@ -13,7 +13,7 @@
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/explodable_attack)
RegisterSignal(parent, COMSIG_TRY_STORAGE_INSERT, .proc/explodable_insert_item)
RegisterSignal(parent, COMSIG_ATOM_EX_ACT, .proc/detonate)
if(ismovableatom(parent))
if(ismovable(parent))
RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, .proc/explodable_impact)
RegisterSignal(parent, COMSIG_MOVABLE_BUMP, .proc/explodable_bump)
if(isitem(parent))
+1 -1
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@@ -54,7 +54,7 @@
/datum/fantasy_affix/pyromantic/apply(datum/component/fantasy/comp, newName)
var/obj/item/master = comp.parent
comp.appliedComponents += master.AddComponent(/datum/component/igniter, CLAMP(comp.quality, 1, 10))
comp.appliedComponents += master.AddComponent(/datum/component/igniter, clamp(comp.quality, 1, 10))
return "pyromantic [newName]"
/datum/fantasy_affix/vampiric
+88
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@@ -0,0 +1,88 @@
/**
* Identification components
*/
/datum/component/identification
/// General flags for how we should work.
var/identification_flags = NONE
/// General flags for what we should do.
var/identification_effect_flags = NONE
/// General flags for how we can be identified.
var/identification_method_flags = NONE
/// If this is set, show this on examine to the examiner if they know how to use it.
var/additional_examine_text = "<span class='notice'>You seem to know more about this item than others..</span>"
/// Added to deconstructive analyzer say on success if set
var/deconstructor_reveal_text = "item operation instructions"
/datum/component/identification/Initialize(id_flags, id_effect_flags, id_method_flags)
if(!isobj(parent))
return COMPONENT_INCOMPATIBLE
. = ..()
if(. & COMPONENT_INCOMPATIBLE)
return
identification_flags = id_flags
identification_effect_flags = id_effect_flags
identification_method_flags = id_method_flags
/datum/component/identification/RegisterWithParent()
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_examine)
if(identification_effect_flags & ID_COMPONENT_EFFECT_NO_ACTIONS)
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
if(identification_method_flags & ID_COMPONENT_IDENTIFY_WITH_DECONSTRUCTOR)
RegisterSignal(parent, COMSIG_ITEM_DECONSTRUCTOR_DEEPSCAN, .proc/on_deconstructor_deepscan)
/datum/component/identification/UnregisterFromParent()
var/list/unregister = list(COMSIG_PARENT_EXAMINE)
if(identification_effect_flags & ID_COMPONENT_EFFECT_NO_ACTIONS)
unregister += COMSIG_ITEM_EQUIPPED
if(identification_method_flags & ID_COMPONENT_IDENTIFY_WITH_DECONSTRUCTOR)
unregister += COMSIG_ITEM_DECONSTRUCTOR_DEEPSCAN
UnregisterSignal(parent, unregister)
/datum/component/identification/proc/on_examine(datum/source, mob/user, list/returnlist)
if(check_knowledge(user) != ID_COMPONENT_KNOWLEDGE_FULL)
return
if(!additional_examine_text)
return
returnlist += additional_examine_text
/datum/component/identification/vv_edit_var(var_name, var_value)
// since i care SOOO much about memory optimization, we only register signals we need to
// so when someone vv's us, we should probably make sure we have the ones we need to with an update.
if((var_value == NAMEOF(src, identification_flags)) || (var_value == NAMEOF(src, identification_effect_flags)) || (var_value == NAMEOF(src, identification_method_flags)))
UnregisterFromParent()
. = ..()
if((var_value == NAMEOF(src, identification_flags)) || (var_value == NAMEOF(src, identification_effect_flags)) || (var_value == NAMEOF(src, identification_method_flags)))
RegisterWithParent()
/datum/component/identification/proc/on_equip(datum/source, mob/user)
if(check_knowledge(user) == ID_COMPONENT_KNOWLEDGE_FULL)
return
if(identification_method_flags & ID_COMPONENT_EFFECT_NO_ACTIONS)
return COMPONENT_NO_GRANT_ACTIONS
/datum/component/identification/proc/check_knowledge(mob/user)
return ID_COMPONENT_KNOWLEDGE_NONE
/datum/component/identification/proc/on_identify(mob/user)
if(identification_flags & ID_COMPONENT_DEL_ON_IDENTIFY)
qdel(src)
/datum/component/identification/proc/on_deconstructor_deepscan(datum/source, obj/machinery/rnd/destructive_analyzer/analyzer, mob/user, list/information = list())
if((identification_method_flags & ID_COMPONENT_IDENTIFY_WITH_DECONSTRUCTOR) && !(identification_flags & ID_COMPONENT_DECONSTRUCTOR_DEEPSCANNED))
identification_flags |= ID_COMPONENT_DECONSTRUCTOR_DEEPSCANNED
on_identify(user)
if(deconstructor_reveal_text)
information += deconstructor_reveal_text
return COMPONENT_DEEPSCAN_UNCOVERED_INFORMATION
/**
* Identification component subtype - Syndicate
*
* Checks if the user is a traitor.
*/
/datum/component/identification/syndicate
/datum/component/identification/syndicate/check_knowledge(mob/user)
. = ..()
if(user?.mind?.has_antag_datum(/datum/antagonist/traitor))
. = max(., ID_COMPONENT_KNOWLEDGE_FULL)
+1 -1
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@@ -13,7 +13,7 @@
expire_time = world.time + expire_in
QDEL_IN(src, expire_in)
if(!ismovableatom(parent))
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_COMPONENT_CLEAN_ACT, .proc/clean)
RegisterSignal(parent, COMSIG_MOVABLE_BUCKLE, .proc/try_infect_buckle)
+20 -3
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@@ -1,13 +1,18 @@
/datum/component/knockback
/// distance the atom will be thrown
var/throw_distance
/// whether this can throw anchored targets (tables, etc)
var/throw_anchored
/// whether this is a gentle throw (default false means people thrown into walls are stunned / take damage)
var/throw_gentle
/datum/component/knockback/Initialize(throw_distance=1)
/datum/component/knockback/Initialize(throw_distance=1, throw_gentle=FALSE)
if(!isitem(parent) && !ishostile(parent) && !isgun(parent) && !ismachinery(parent) && !isstructure(parent))
return COMPONENT_INCOMPATIBLE
src.throw_distance = throw_distance
src.throw_anchored = throw_anchored
src.throw_gentle = throw_gentle
/datum/component/knockback/RegisterWithParent()
. = ..()
@@ -22,19 +27,31 @@
. = ..()
UnregisterSignal(parent, list(COMSIG_ITEM_AFTERATTACK, COMSIG_HOSTILE_ATTACKINGTARGET, COMSIG_PROJECTILE_ON_HIT))
/// triggered after an item attacks something
/datum/component/knockback/proc/item_afterattack(obj/item/source, atom/target, mob/user, proximity_flag, click_parameters)
if(!proximity_flag)
return
do_knockback(target, user, get_dir(source, target))
/// triggered after a hostile simplemob attacks something
/datum/component/knockback/proc/hostile_attackingtarget(mob/living/simple_animal/hostile/attacker, atom/target)
do_knockback(target, attacker, get_dir(attacker, target))
/// triggered after a projectile hits something
/datum/component/knockback/proc/projectile_hit(atom/fired_from, atom/movable/firer, atom/target, Angle)
do_knockback(target, null, angle2dir(Angle))
/**
* Throw a target in a direction
*
* Arguments:
* * target - Target atom to throw
* * thrower - Thing that caused this atom to be thrown
* * throw_dir - Direction to throw the atom
*/
/datum/component/knockback/proc/do_knockback(atom/target, mob/thrower, throw_dir)
if(!ismovableatom(target) || throw_dir == null)
if(!ismovable(target) || throw_dir == null)
return
var/atom/movable/throwee = target
if(throwee.anchored && !throw_anchored)
@@ -43,4 +60,4 @@
throw_dir = turn(throw_dir, 180)
throw_distance *= -1
var/atom/throw_target = get_edge_target_turf(throwee, throw_dir)
throwee.safe_throw_at(throw_target, throw_distance, 1, thrower)
throwee.safe_throw_at(throw_target, throw_distance, 1, thrower) //, gentle = throw_gentle)
+1 -1
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@@ -2,7 +2,7 @@
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examine)
if(ismovableatom(parent))
if(ismovable(parent))
RegisterSignal(parent, COMSIG_MOVABLE_CROSSED, .proc/crossed_react)
RegisterSignal(parent, COMSIG_MOVABLE_UNCROSSED, .proc/uncrossed_react)
for(var/i in get_turf(parent))
+3 -2
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@@ -14,8 +14,8 @@
var/x = target.x
var/y = target.y
var/z = target.z
var/turf/southwest = locate(CLAMP(x - (direction & WEST ? range : 0), 1, world.maxx), CLAMP(y - (direction & SOUTH ? range : 0), 1, world.maxy), CLAMP(z, 1, world.maxz))
var/turf/northeast = locate(CLAMP(x + (direction & EAST ? range : 0), 1, world.maxx), CLAMP(y + (direction & NORTH ? range : 0), 1, world.maxy), CLAMP(z, 1, world.maxz))
var/turf/southwest = locate(clamp(x - (direction & WEST ? range : 0), 1, world.maxx), clamp(y - (direction & SOUTH ? range : 0), 1, world.maxy), clamp(z, 1, world.maxz))
var/turf/northeast = locate(clamp(x + (direction & EAST ? range : 0), 1, world.maxx), clamp(y + (direction & NORTH ? range : 0), 1, world.maxy), clamp(z, 1, world.maxz))
//holder.vis_contents += block(southwest, northeast) // This doesnt work because of beta bug memes
for(var/i in block(southwest, northeast))
holder.vis_contents += i
@@ -39,4 +39,5 @@
/obj/effect/abstract/mirage_holder
name = "Mirage holder"
anchored = TRUE
plane = PLANE_SPACE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
+58 -10
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@@ -1,5 +1,7 @@
#define SLIGHT_INSANITY_PEN 1
#define MINOR_INSANITY_PEN 5
#define MAJOR_INSANITY_PEN 10
#define MOOD_INSANITY_MALUS 0.0054 // per point of sanity below SANITY_DISTURBED, a 40% debuff to skills at rock bottom depression.
/datum/component/mood
var/mood //Real happiness
@@ -22,7 +24,6 @@
RegisterSignal(parent, COMSIG_CLEAR_MOOD_EVENT, .proc/clear_event)
RegisterSignal(parent, COMSIG_MODIFY_SANITY, .proc/modify_sanity)
RegisterSignal(parent, COMSIG_LIVING_REVIVE, .proc/on_revive)
RegisterSignal(parent, COMSIG_MOB_HUD_CREATED, .proc/modify_hud)
var/mob/living/owner = parent
if(owner.hud_used)
@@ -150,7 +151,7 @@
if(8)
setSanity(sanity+0.25, maximum=SANITY_GREAT)
if(9)
setSanity(sanity+0.4, maximum=SANITY_GREAT)
setSanity(sanity+0.4, maximum=SANITY_AMAZING)
HandleNutrition(owner)
@@ -166,6 +167,7 @@
else if(sanity > maximum && amount > sanity - 0.5)
amount = sanity - 0.5
var/old_sanity = sanity
// Disturbed stops you from getting any more sane
if(HAS_TRAIT(master, TRAIT_UNSTABLE))
sanity = min(amount,sanity)
@@ -175,28 +177,34 @@
switch(sanity)
if(-INFINITY to SANITY_CRAZY)
setInsanityEffect(MAJOR_INSANITY_PEN)
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=1.5) //Did we change something ? movetypes is runtiming, movetypes=(~FLYING))
master.add_movespeed_modifier(/datum/movespeed_modifier/sanity/insane)
sanity_level = 6
if(SANITY_CRAZY to SANITY_UNSTABLE)
setInsanityEffect(MINOR_INSANITY_PEN)
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=1)//, movetypes=(~FLYING))
master.add_movespeed_modifier(/datum/movespeed_modifier/sanity/crazy)
sanity_level = 5
if(SANITY_UNSTABLE to SANITY_DISTURBED)
setInsanityEffect(0)
master.add_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE, 100, override=TRUE, multiplicative_slowdown=0.5)//, movetypes=(~FLYING))
setInsanityEffect(SLIGHT_INSANITY_PEN)
master.add_movespeed_modifier(/datum/movespeed_modifier/sanity/disturbed)
sanity_level = 4
if(SANITY_DISTURBED to SANITY_NEUTRAL)
setInsanityEffect(0)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
sanity_level = 3
if(SANITY_NEUTRAL+1 to SANITY_GREAT+1) //shitty hack but +1 to prevent it from responding to super small differences
setInsanityEffect(0)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
sanity_level = 2
if(SANITY_GREAT+1 to INFINITY)
setInsanityEffect(0)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY, TRUE)
master.remove_movespeed_modifier(MOVESPEED_ID_SANITY)
sanity_level = 1
if(old_sanity > 1 && sanity == 1)
RegisterSignal(master, COMSIG_MOB_SKILL_GET_AFFINITY, .proc/on_get_skill_affinity)
else if(old_sanity == 1 && sanity > 1)
UnregisterSignal(master, COMSIG_MOB_SKILL_GET_AFFINITY)
//update_mood_icon()
/datum/component/mood/proc/setInsanityEffect(newval)//More code so that the previous proc works
@@ -204,9 +212,14 @@
return
//var/mob/living/master = parent
//master.crit_threshold = (master.crit_threshold - insanity_effect) + newval
if(!insanity_effect && newval)
RegisterSignal(parent, COMSIG_MOB_ACTION_SKILL_MOD, .proc/on_mob_action_skill_mod)
RegisterSignal(parent, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD, .proc/on_item_action_skills_mod)
else if(insanity_effect && !newval)
UnregisterSignal(parent, list(COMSIG_MOB_ACTION_SKILL_MOD, COMSIG_MOB_ITEM_ACTION_SKILLS_MOD))
insanity_effect = newval
/datum/component/mood/proc/modify_sanity(datum/source, amount, minimum = -INFINITY, maximum = INFINITY)
/datum/component/mood/proc/modify_sanity(datum/source, amount, minimum = SANITY_INSANE, maximum = SANITY_AMAZING)
setSanity(sanity + amount, minimum, maximum)
/datum/component/mood/proc/add_event(datum/source, category, type, param) //Category will override any events in the same category, should be unique unless the event is based on the same thing like hunger.
@@ -288,5 +301,40 @@
remove_temp_moods()
setSanity(initial(sanity))
/datum/component/mood/proc/on_mob_action_skill_mod(mob/source, list/skill_args, list/mod_values)
var/datum/skill/S = GLOB.skill_datums[skill_args[ACTION_SKILL_MOD_SKILL]]
if(!(S.skill_flags & SKILL_USE_MOOD))
return
var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS
mod_values[MOD_VALUES_SKILL_MOD] *= skill_args[ACTION_SKILL_MOD_IS_MULTI] ? debuff : 1/debuff
/datum/component/mood/proc/on_item_action_skills_mod(mob/source, list/skill_args, list/mod_values)
if(skill_args[ITEM_SKILLS_MOD_BAD_FLAGS] & SKILL_USE_MOOD)
return
var/divisor = mod_values[MOD_VALUES_ITEM_SKILLS_DIV]
if(!divisor)
return
var/obj/item/I = skill_args[ITEM_SKILLS_MOD_ITEM]
var/list/L = mod_values[MOD_VALUES_ITEM_SKILLS_CHECKED]
var/skills_len = length(L)
var/affected_skills = skills_len
for(var/k in L)
var/datum/skill/S = k
var/our_flags = I.used_skills[S.type]|S.skill_flags
if(!(our_flags & SKILL_USE_MOOD))
affected_skills--
if(!affected_skills)
return
var/debuff = 1 - (SANITY_DISTURBED - sanity) * MOOD_INSANITY_MALUS * (affected_skills/skills_len)
mod_values[MOD_VALUES_ITEM_SKILLS_SUM] *= skill_args[ITEM_SKILLS_MOD_IS_MULTI] ? debuff : 1/debuff
/datum/component/mood/proc/on_get_skill_affinity(mob/source, skill_path, list/return_value)
var/datum/skill/S = GLOB.skill_datums[skill_path]
if(!S || !(S.skill_flags & SKILL_TRAIN_MOOD))
return
return_value[1] *= SKILL_AFFINITY_MOOD_BONUS
#undef SLIGHT_INSANITY_PEN
#undef MINOR_INSANITY_PEN
#undef MAJOR_INSANITY_PEN
#undef MOOD_INSANITY_MALUS
+6 -6
View File
@@ -12,7 +12,7 @@
var/list/datum/nanite_program/programs = list()
var/max_programs = NANITE_PROGRAM_LIMIT
var/list/datum/nanite_program/protocol/protocols = list() ///Separate list of protocol programs, to avoid looping through the whole programs list when cheking for conflicts
var/list/datum/nanite_program/protocol/protocols = list() ///Separate list of protocol programs, to avoid looping through the whole programs list when checking for conflicts
var/start_time = 0 ///Timestamp to when the nanites were first inserted in the host
var/stealth = FALSE //if TRUE, does not appear on HUDs and health scans
var/diagnostics = TRUE //if TRUE, displays program list when scanned by nanite scanners
@@ -175,7 +175,7 @@
return (nanite_volume > 0)
/datum/component/nanites/proc/adjust_nanites(datum/source, amount)
nanite_volume = CLAMP(nanite_volume + amount, 0, max_nanites)
nanite_volume = clamp(nanite_volume + amount, 0, max_nanites)
if(nanite_volume <= 0) //oops we ran out
qdel(src)
@@ -187,7 +187,7 @@
if(remove || stealth)
return //bye icon
var/nanite_percent = (nanite_volume / max_nanites) * 100
nanite_percent = CLAMP(CEILING(nanite_percent, 10), 10, 100)
nanite_percent = clamp(CEILING(nanite_percent, 10), 10, 100)
holder.icon_state = "nanites[nanite_percent]"
/datum/component/nanites/proc/on_emp(datum/source, severity)
@@ -249,13 +249,13 @@
return FALSE
/datum/component/nanites/proc/set_volume(datum/source, amount)
nanite_volume = CLAMP(amount, 0, max_nanites)
nanite_volume = clamp(amount, 0, max_nanites)
/datum/component/nanites/proc/set_max_volume(datum/source, amount)
max_nanites = max(1, max_nanites)
/datum/component/nanites/proc/set_cloud(datum/source, amount)
cloud_id = CLAMP(amount, 0, 100)
cloud_id = clamp(amount, 0, 100)
/datum/component/nanites/proc/set_cloud_sync(datum/source, method)
switch(method)
@@ -267,7 +267,7 @@
cloud_active = TRUE
/datum/component/nanites/proc/set_safety(datum/source, amount)
safety_threshold = CLAMP(amount, 0, max_nanites)
safety_threshold = clamp(amount, 0, max_nanites)
/datum/component/nanites/proc/set_regen(datum/source, amount)
regen_rate = amount
+4 -4
View File
@@ -22,14 +22,14 @@
/datum/component/orbiter/RegisterWithParent()
. = ..()
var/atom/target = parent
while(ismovableatom(target))
while(ismovable(target))
RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/move_react)
target = target.loc
/datum/component/orbiter/UnregisterFromParent()
. = ..()
var/atom/target = parent
while(ismovableatom(target))
while(ismovable(target))
UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
target = target.loc
@@ -111,12 +111,12 @@
// These are prety rarely activated, how often are you following something in a bag?
if(oldloc && !isturf(oldloc)) // We used to be registered to it, probably
var/atom/target = oldloc
while(ismovableatom(target))
while(ismovable(target))
UnregisterSignal(target, COMSIG_MOVABLE_MOVED)
target = target.loc
if(orbited?.loc && orbited.loc != newturf) // We want to know when anything holding us moves too
var/atom/target = orbited.loc
while(ismovableatom(target))
while(ismovable(target))
RegisterSignal(target, COMSIG_MOVABLE_MOVED, .proc/move_react, TRUE)
target = target.loc
+16 -4
View File
@@ -20,16 +20,21 @@
var/ride_check_ridden_incapacitated = FALSE
var/list/offhands = list() // keyed list containing all the current riding offsets associated by mob
var/del_on_unbuckle_all = FALSE
/datum/component/riding/Initialize()
if(!ismovableatom(parent))
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, COMSIG_MOVABLE_BUCKLE, .proc/vehicle_mob_buckle)
RegisterSignal(parent, COMSIG_MOVABLE_UNBUCKLE, .proc/vehicle_mob_unbuckle)
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/vehicle_moved)
/datum/component/riding/proc/vehicle_mob_unbuckle(datum/source, mob/living/M, force = FALSE)
var/atom/movable/AM = parent
restore_position(M)
unequip_buckle_inhands(M)
if(del_on_unbuckle_all && !AM.has_buckled_mobs())
qdel(src)
/datum/component/riding/proc/vehicle_mob_buckle(datum/source, mob/living/M, force = FALSE)
handle_vehicle_offsets()
@@ -194,26 +199,28 @@
///////Yes, I said humans. No, this won't end well...//////////
/datum/component/riding/human
del_on_unbuckle_all = TRUE
var/fireman_carrying = FALSE
/datum/component/riding/human/Initialize()
. = ..()
directional_vehicle_layers = list(TEXT_NORTH = MOB_LOWER_LAYER, TEXT_SOUTH = MOB_UPPER_LAYER, TEXT_EAST = MOB_UPPER_LAYER, TEXT_WEST = MOB_UPPER_LAYER)
RegisterSignal(parent, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, .proc/on_host_unarmed_melee)
/datum/component/riding/human/vehicle_mob_unbuckle(datum/source, mob/living/M, force = FALSE)
. = ..()
var/mob/living/carbon/human/H = parent
if(!length(H.buckled_mobs))
H.remove_movespeed_modifier(MOVESPEED_ID_HUMAN_CARRYING)
H.remove_movespeed_modifier(/datum/movespeed_modifier/human_carry)
if(!fireman_carrying)
M.Daze(25)
REMOVE_TRAIT(M, TRAIT_MOBILITY_NOUSE, src)
return ..()
/datum/component/riding/human/vehicle_mob_buckle(datum/source, mob/living/M, force = FALSE)
. = ..()
var/mob/living/carbon/human/H = parent
if(length(H.buckled_mobs))
H.add_movespeed_modifier(MOVESPEED_ID_HUMAN_CARRYING, multiplicative_slowdown = fireman_carrying? FIREMAN_CARRY_SLOWDOWN : PIGGYBACK_CARRY_SLOWDOWN)
H.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/human_carry, TRUE, fireman_carrying? FIREMAN_CARRY_SLOWDOWN : PIGGYBACK_CARRY_SLOWDOWN)
if(fireman_carrying)
ADD_TRAIT(M, TRAIT_MOBILITY_NOUSE, src)
@@ -260,6 +267,11 @@
user.visible_message("<span class='warning'>[AM] pushes [user] off of [AM.p_them()]!</span>")
/datum/component/riding/cyborg
del_on_unbuckle_all = TRUE
/datum/component/riding/cyborg/Initialize()
. = ..()
directional_vehicle_layers = list(TEXT_NORTH = MOB_LOWER_LAYER, TEXT_SOUTH = MOB_UPPER_LAYER, TEXT_EAST = MOB_UPPER_LAYER, TEXT_WEST = MOB_UPPER_LAYER)
/datum/component/riding/cyborg/ride_check(mob/user)
var/atom/movable/AM = parent
+1 -1
View File
@@ -14,7 +14,7 @@
var/default_rotation_direction = ROTATION_CLOCKWISE
/datum/component/simple_rotation/Initialize(rotation_flags = NONE ,can_user_rotate,can_be_rotated,after_rotation)
if(!ismovableatom(parent))
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
//throw if no rotation direction is specificed ?
+191
View File
@@ -0,0 +1,191 @@
/datum/component/shielded
dupe_mode = COMPONENT_DUPE_ALLOWED
can_transfer = TRUE
var/charges = 3
var/max_charges = 3
var/recharge_delay = 20 SECONDS //How long after we've been attacked before we can start recharging.
var/recharge_rate = 1 //How quickly the shield recharges once it starts charging. Can be a decimal. set to zero to disable.
var/last_time_used //Last time the shield attempted to stop an attack.
var/accepted_slots
var/shield_state = "shield-old" //the state of the shield overlay.
var/broken_state //null by default.
var/recharge_sound = 'sound/magic/charge.ogg'
var/recharge_end_sound = 'sound/machines/ding.ogg'
var/mob/living/holder //who is currently benefiting from the shield.
var/dissipating = FALSE //Is this shield meant to dissipate over time instead of recharging.
var/del_on_overload = FALSE //will delete itself once it has no charges left.
/datum/component/shielded/Initialize(current, max = 3, delay = 20 SECONDS, rate = 1, slots, state = "shield-old", broken, \
sound = 'sound/magic/charge.ogg', end_sound = 'sound/machines/ding.ogg', diss = FALSE, del_overload = FALSE)
var/isitem = isitem(parent)
if(!isitem && !isliving(parent))
return COMPONENT_INCOMPATIBLE
max_charges = max
charges = !isnull(current) ? current : max_charges
recharge_delay = delay
recharge_rate = rate
accepted_slots = slots
shield_state = state
broken_state = broken
recharge_sound = sound
recharge_end_sound = end_sound
dissipating = diss
del_on_overload = del_overload
if(dissipating && recharge_rate > 0)
recharge_rate = -recharge_rate
if(recharge_delay && recharge_rate && (charges < max_charges || dissipating))
START_PROCESSING(SSdcs, src)
/datum/component/shielded/RegisterWithParent()
. = ..()
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
else //it's a mob
var/mob/living/L = parent
RegisterSignal(L, COMSIG_LIVING_RUN_BLOCK, .proc/living_block)
holder = L
var/to_add = charges >= 1 ? shield_state : broken_state
if(to_add)
var/mutable_appearance/M = mutable_appearance('icons/effects/effects.dmi', to_add)
M.layer = (L.layer > MOB_LAYER ? L.layer : MOB_LAYER) + 0.01
holder.add_overlay(M, TRUE)
/datum/component/shielded/UnregisterFromParent()
. = ..()
if(parent != holder) //not a mob, thus an item.
UnregisterSignal(parent, list(COMSIG_ITEM_RUN_BLOCK,COMSIG_ITEM_CHECK_BLOCK,COMSIG_ITEM_EQUIPPED,COMSIG_ITEM_DROPPED))
if(holder)
UnregisterSignal(holder, list(COMSIG_LIVING_RUN_BLOCK, COMSIG_LIVING_GET_BLOCKING_ITEMS))
var/to_remove = charges >= 1 ? shield_state : broken_state
if(to_remove)
holder.cut_overlay(mutable_appearance('icons/effects/effects.dmi', to_remove), TRUE)
holder = null
/datum/component/shielded/process()
if(world.time < last_time_used && !dissipating)
return
var/old_charges = charges
charges = clamp(charges + recharge_rate, 0, max_charges)
if(round(old_charges) >= round(charges)) //only send outputs if it effectively gained at least one charge
return
var/sound = recharge_sound
if(dissipating ? !charges : charges == max_charges )
STOP_PROCESSING(SSdcs, src)
sound = recharge_end_sound
if(parent && sound)
playsound(parent, sound, 50, 1)
if(charges < 1 && del_on_overload)
if(holder)
holder.visible_message("[holder]'s shield overloads!")
qdel(src)
return
if(holder && (old_charges < 1 && charges >= 1) || (!del_on_overload && old_charges >= 1 && charges < 1))
update_shield_overlay(charges < 1)
/datum/component/shielded/proc/adjust_charges(amount)
var/old_charges = charges
charges = clamp(charges + amount, 0, max_charges)
if(recharge_delay && recharge_rate && (dissipating ? !charges : charges == max_charges))
STOP_PROCESSING(SSdcs, src)
if(charges < 1 && del_on_overload)
if(holder)
holder.visible_message("[holder]'s shield overloads!")
qdel(src)
return
if(holder && (old_charges < 1 && charges >= 1) || (!del_on_overload && old_charges >= 1 && charges < 1))
update_shield_overlay(charges < 1)
/datum/component/shielded/proc/update_shield_overlay(broken)
if(!holder)
return
var/to_remove = broken ? shield_state : broken_state
var/to_add = broken ? broken_state : shield_state
if(to_remove)
holder.cut_overlay(mutable_appearance('icons/effects/effects.dmi', to_remove), TRUE)
if(to_add)
var/mutable_appearance/M = mutable_appearance('icons/effects/effects.dmi', to_add)
M.layer = (holder.layer > MOB_LAYER ? holder.layer : MOB_LAYER) + 0.01
holder.add_overlay(M, TRUE)
/datum/component/shielded/proc/on_equip(obj/item/source, mob/living/equipper, slot)
if(!(accepted_slots & slotdefine2slotbit(slot)))
return
holder = equipper
RegisterSignal(parent, COMSIG_ITEM_RUN_BLOCK, .proc/on_run_block)
RegisterSignal(parent, COMSIG_ITEM_CHECK_BLOCK, .proc/on_check_block)
RegisterSignal(equipper, COMSIG_LIVING_GET_BLOCKING_ITEMS, .proc/include_shield)
var/to_add = charges >= 1 ? shield_state : broken_state
if(to_add)
var/mutable_appearance/M = mutable_appearance('icons/effects/effects.dmi', to_add)
M.layer = (holder.layer > MOB_LAYER ? holder.layer : MOB_LAYER) + 0.01
equipper.add_overlay(M, TRUE)
/datum/component/shielded/proc/on_drop(obj/item/source, mob/dropper)
if(holder == dropper)
UnregisterSignal(holder, COMSIG_LIVING_GET_BLOCKING_ITEMS)
UnregisterSignal(parent, list(COMSIG_ITEM_RUN_BLOCK, COMSIG_ITEM_CHECK_BLOCK))
var/to_remove = charges >= 1 ? shield_state : broken_state
if(to_remove)
holder.cut_overlay(mutable_appearance('icons/effects/effects.dmi', to_remove), TRUE)
holder = null
/datum/component/shielded/proc/include_shield(mob/source, list/items)
items += parent
/datum/component/shielded/proc/on_run_block(obj/item/source, mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] >= 100) //already blocked by another shielded item, don't do anything.
block_return[BLOCK_RETURN_BLOCK_CAPACITY] += round(charges)
return BLOCK_NONE
last_time_used = world.time + recharge_delay
if(charges < 1)
return BLOCK_NONE
var/datum/effect_system/spark_spread/s = new
s.set_up(2, 1, source)
s.start()
owner.visible_message("<span class='danger'>[holder]'s shields deflect [attack_text] in a shower of sparks!</span>")
charges--
var/rounded_charges = round(charges)
if(recharge_delay && recharge_rate && !dissipating)
START_PROCESSING(SSdcs, src)
if(charges < 1)
owner.visible_message("[holder]'s shield overloads!")
if(del_on_overload)
qdel(src)
else
update_shield_overlay(TRUE)
block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = 100
block_return[BLOCK_RETURN_BLOCK_CAPACITY] += rounded_charges
return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
/datum/component/shielded/proc/on_check_block(obj/item/source, mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(charges >= 1)
block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = 100
block_return[BLOCK_RETURN_BLOCK_CAPACITY] += round(charges)
/datum/component/shielded/proc/living_block(mob/living/source, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)
if(!real_attack)
if(charges >= 1)
return_list[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = 100
return_list[BLOCK_RETURN_BLOCK_CAPACITY] = round(charges)
return
last_time_used = world.time + recharge_delay
if(charges < 1)
return BLOCK_NONE
var/datum/effect_system/spark_spread/s = new
s.set_up(2, 1, source)
s.start()
source.visible_message("<span class='danger'>[source]'s shields deflect [attack_text] in a shower of sparks!</span>")
charges--
var/rounded_charges = round(charges)
if(recharge_delay && recharge_rate && !dissipating)
START_PROCESSING(SSdcs, src)
if(charges < 1)
source.visible_message("[source]'s shield overloads!")
if(del_on_overload)
qdel(src)
else
update_shield_overlay(TRUE)
return_list[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = 100
return_list[BLOCK_RETURN_BLOCK_CAPACITY] += rounded_charges
return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
+2 -2
View File
@@ -14,7 +14,7 @@
parent_atom.opacity = 0
if(isliving(parent_atom))
var/mob/living/L = parent_atom
L.add_movespeed_modifier(MOVESPEED_ID_SHRINK_RAY, update=TRUE, priority=100, multiplicative_slowdown=4)
L.add_movespeed_modifier(/datum/movespeed_modifier/shrink_ray)
if(iscarbon(L))
var/mob/living/carbon/C = L
C.unequip_everything()
@@ -35,7 +35,7 @@
parent_atom.opacity = oldopac
if(isliving(parent_atom))
var/mob/living/L = parent_atom
L.remove_movespeed_modifier(MOVESPEED_ID_SHRINK_RAY)
L.remove_movespeed_modifier(/datum/movespeed_modifier/shrink_ray)
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.physiology.damage_resistance += 100
+1 -1
View File
@@ -16,7 +16,7 @@
if(!isatom(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, list(COMSIG_ATOM_ENTERED, COMSIG_ATOM_BLOB_ACT, COMSIG_ATOM_HULK_ATTACK, COMSIG_PARENT_ATTACKBY), .proc/play_squeak)
if(ismovableatom(parent))
if(ismovable(parent))
RegisterSignal(parent, list(COMSIG_MOVABLE_BUMP, COMSIG_MOVABLE_IMPACT), .proc/play_squeak)
RegisterSignal(parent, list(COMSIG_MOVABLE_CROSSED, COMSIG_ITEM_WEARERCROSSED), .proc/play_squeak_crossed)
RegisterSignal(parent, COMSIG_MOVABLE_DISPOSING, .proc/disposing_react)
+1 -1
View File
@@ -5,7 +5,7 @@
var/allow_death = FALSE
/datum/component/stationloving/Initialize(inform_admins = FALSE, allow_death = FALSE)
if(!ismovableatom(parent))
if(!ismovable(parent))
return COMPONENT_INCOMPATIBLE
RegisterSignal(parent, list(COMSIG_MOVABLE_Z_CHANGED), .proc/check_in_bounds)
RegisterSignal(parent, list(COMSIG_MOVABLE_SECLUDED_LOCATION), .proc/relocate)
@@ -56,7 +56,8 @@
/obj/item/scalpel, /obj/item/reagent_containers/syringe, /obj/item/dnainjector,
/obj/item/reagent_containers/hypospray/medipen, /obj/item/reagent_containers/dropper,
/obj/item/implanter, /obj/item/screwdriver, /obj/item/weldingtool/mini,
/obj/item/firing_pin, /obj/item/gun/ballistic/automatic/pistol, /obj/item/gun/ballistic/automatic/magrifle/pistol
/obj/item/firing_pin, /obj/item/gun/ballistic/automatic/pistol, /obj/item/gun/ballistic/automatic/magrifle/pistol,
/obj/item/toy/plush/snakeplushie
))
/datum/component/storage/concrete/pockets/shoes/clown/Initialize()
+12 -12
View File
@@ -15,6 +15,7 @@
var/datum/component/storage/concrete/master //If not null, all actions act on master and this is just an access point.
var/list/can_hold //if this is set, only things in this typecache will fit.
var/list/can_hold_extra //if this is set, it will also be able to hold these.
var/list/cant_hold //if this is set, anything in this typecache will not be able to fit.
var/list/mob/is_using //lazy list of mobs looking at the contents of this storage.
@@ -493,26 +494,25 @@
if(M && !stop_messages)
host.add_fingerprint(M)
return FALSE
if(length(can_hold))
if(!is_type_in_typecache(I, can_hold))
if(!length(can_hold_extra) || !is_type_in_typecache(I, can_hold_extra))
if(length(can_hold) && !is_type_in_typecache(I, can_hold))
if(!stop_messages)
to_chat(M, "<span class='warning'>[host] cannot hold [I]!</span>")
return FALSE
if(is_type_in_typecache(I, cant_hold)) //Check for specific items which this container can't hold.
if(!stop_messages)
to_chat(M, "<span class='warning'>[host] cannot hold [I]!</span>")
return FALSE
// STORAGE LIMITS
if(is_type_in_typecache(I, cant_hold)) //Check for specific items which this container can't hold.
if(!stop_messages)
to_chat(M, "<span class='warning'>[host] cannot hold [I]!</span>")
return FALSE
if(storage_flags & STORAGE_LIMIT_MAX_W_CLASS && I.w_class > max_w_class)
if(!stop_messages)
to_chat(M, "<span class='warning'>[I] is too long for [host]!</span>")
return FALSE
// STORAGE LIMITS
if(storage_flags & STORAGE_LIMIT_MAX_ITEMS)
if(real_location.contents.len >= max_items)
if(!stop_messages)
to_chat(M, "<span class='warning'>[host] has too many things in it, make some space!</span>")
return FALSE //Storage item is full
if(storage_flags & STORAGE_LIMIT_MAX_W_CLASS)
if(I.w_class > max_w_class)
if(!stop_messages)
to_chat(M, "<span class='warning'>[I] is too long for [host]!</span>")
return FALSE
if(storage_flags & STORAGE_LIMIT_COMBINED_W_CLASS)
var/sum_w_class = I.w_class
for(var/obj/item/_I in real_location)
+4 -4
View File
@@ -27,8 +27,8 @@
numbered_contents = _process_numerical_display()
adjusted_contents = numbered_contents.len
var/columns = CLAMP(max_items, 1, maxcolumns ? maxcolumns : screen_max_columns)
var/rows = CLAMP(CEILING(adjusted_contents / columns, 1), 1, screen_max_rows)
var/columns = clamp(max_items, 1, maxcolumns ? maxcolumns : screen_max_columns)
var/rows = clamp(CEILING(adjusted_contents / columns, 1), 1, screen_max_rows)
// First, boxes.
ui_boxes = get_ui_boxes()
@@ -105,7 +105,7 @@
// after this point we are sure we can somehow fit all items into our max number of rows.
// determine rows
var/rows = CLAMP(CEILING(min_pixels / horizontal_pixels, 1), 1, screen_max_rows)
var/rows = clamp(CEILING(min_pixels / horizontal_pixels, 1), 1, screen_max_rows)
var/overrun = FALSE
if(used > our_volume)
@@ -198,7 +198,7 @@
M.active_storage.ui_hide(M)
M.active_storage = src
LAZYOR(is_using, M)
if(volumetric_ui())
if(!M.client?.prefs?.no_tetris_storage && volumetric_ui())
//new volumetric ui bay-style
M.client.screen |= orient2hud_volumetric(M, maxallowedscreensize)
else
+491
View File
@@ -0,0 +1,491 @@
#define MAX_TABLE_MESSES 8 // how many things can we knock off a table at once?
/**
*#tackle.dm
*
* For when you want to throw a person at something and have fun stuff happen
*
* This component is made for carbon mobs (really, humans), and allows its parent to throw themselves and perform tackles. This is done by enabling throw mode, then clicking on your
* intended target with an empty hand. You will then launch toward your target. If you hit a carbon, you'll roll to see how hard you hit them. If you hit a solid non-mob, you'll
* roll to see how badly you just messed yourself up. If, along your journey, you hit a table, you'll slam onto it and send up to MAX_TABLE_MESSES (8) /obj/items on the table flying,
* and take a bit of extra damage and stun for each thing launched.
*
* There are 2 """skill rolls""" involved here, which are handled and explained in sack() and rollTackle() (for roll 1, carbons), and splat() (for roll 2, walls and solid objects)
*/
/datum/component/tackler
dupe_mode = COMPONENT_DUPE_UNIQUE
///How much stamina it takes to launch a tackle
var/stamina_cost
///Launching a tackle calls Knockdown on you for this long, so this is your cooldown. Once you stand back up, you can tackle again.
var/base_knockdown
///Your max range for how far you can tackle.
var/range
///How fast you sail through the air. Standard tackles are 1 speed, but gloves that throw you faster come at a cost: higher speeds make it more likely you'll be badly injured if you fly into a non-mob obstacle.
var/speed
///A flat modifier to your roll against your target, as described in [rollTackle()][/datum/component/tackler/proc/rollTackle]. Slightly misleading, skills aren't relevant here, this is a matter of what type of gloves (or whatever) is granting you the ability to tackle.
var/skill_mod
///Some gloves, generally ones that increase mobility, may have a minimum distance to fly. Rocket gloves are especially dangerous with this, be sure you'll hit your target or have a clear background if you miss, or else!
var/min_distance
///The throwdatum we're currently dealing with, if we need it
var/datum/thrownthing/tackle
/datum/component/tackler/Initialize(stamina_cost = 25, base_knockdown = 1 SECONDS, range = 4, speed = 1, skill_mod = 0, min_distance = min_distance)
if(!iscarbon(parent))
return COMPONENT_INCOMPATIBLE
src.stamina_cost = stamina_cost
src.base_knockdown = base_knockdown
src.range = range
src.speed = speed
src.skill_mod = skill_mod
src.min_distance = min_distance
var/mob/living/carbon/P = parent
to_chat(P, "<span class='notice'>You are now able to launch tackles! You can do so by activating throw intent, and clicking on your target with an empty hand.</span>")
P.tackling = TRUE
addtimer(CALLBACK(src, .proc/resetTackle), base_knockdown, TIMER_STOPPABLE)
/datum/component/tackler/Destroy()
var/mob/living/carbon/P = parent
to_chat(P, "<span class='notice'>You can no longer tackle.</span>")
P.tackling = FALSE
..()
/datum/component/tackler/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOB_CLICKON, .proc/checkTackle)
RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, .proc/sack)
RegisterSignal(parent, COMSIG_MOVABLE_POST_THROW, .proc/registerTackle)
/datum/component/tackler/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_MOB_CLICKON, COMSIG_MOVABLE_IMPACT, COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_POST_THROW))
///Store the thrownthing datum for later use
/datum/component/tackler/proc/registerTackle(mob/living/carbon/user, datum/thrownthing/TT)
tackle = TT
///See if we can tackle or not. If we can, leap!
/datum/component/tackler/proc/checkTackle(mob/living/carbon/user, atom/A, params)
if(!user.in_throw_mode || user.get_active_held_item() || user.pulling || user.buckling)
return
if(HAS_TRAIT(user, TRAIT_HULK))
to_chat(user, "<span class='warning'>You're too angry to remember how to tackle!</span>")
return
if(user.restrained())
to_chat(user, "<span class='warning'>You need free use of your hands to tackle!</span>")
return
if(!(user.mobility_flags & MOBILITY_STAND))
to_chat(user, "<span class='warning'>You must be standing to tackle!</span>")
return
if(user.tackling)
to_chat(user, "<span class='warning'>You're not ready to tackle!</span>")
return
if(user.has_status_effect(STATUS_EFFECT_TASED)) // can't tackle if you just got tased
to_chat(user, "<span class='warning'>You can't tackle while tased!</span>")
return
user.face_atom(A)
var/list/modifiers = params2list(params)
if(modifiers["alt"] || modifiers["shift"] || modifiers["ctrl"] || modifiers["middle"])
return
user.tackling = TRUE
RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/checkObstacle)
playsound(user, 'sound/weapons/thudswoosh.ogg', 40, TRUE, -1)
var/leap_word = iscatperson(user) ? "pounce" : "leap" ///If cat, "pounce" instead of "leap".
if(can_see(user, A, 7))
user.visible_message("<span class='warning'>[user] [leap_word]s at [A]!</span>", "<span class='danger'>You [leap_word] at [A]!</span>")
else
user.visible_message("<span class='warning'>[user] [leap_word]s!</span>", "<span class='danger'>You [leap_word]!</span>")
if(get_dist(user, A) < min_distance)
A = get_ranged_target_turf(user, get_dir(user, A), min_distance) //TODO: this only works in cardinals/diagonals, make it work with in-betweens too!
user.Knockdown(base_knockdown, TRUE, TRUE)
user.adjustStaminaLoss(stamina_cost)
user.throw_at(A, range, speed, user, FALSE)
user.toggle_throw_mode()
addtimer(CALLBACK(src, .proc/resetTackle), base_knockdown, TIMER_STOPPABLE)
return(COMSIG_MOB_CANCEL_CLICKON)
/**
* sack()
*
* sack() is called when you actually smack into something, assuming we're mid-tackle. First it deals with smacking into non-carbons, in two cases:
* * If it's a non-carbon mob, we don't care, get out of here and do normal thrown-into-mob stuff
* * Else, if it's something dense (walls, machinery, structures, most things other than the floor), go to splat() and get ready for some high grade shit
*
* If it's a carbon we hit, we'll call rollTackle() which rolls a die and calculates modifiers for both the tackler and target, then gives us a number. Negatives favor the target, while positives favor the tackler.
* Check [rollTackle()][/datum/component/tackler/proc/rollTackle] for a more thorough explanation on the modifiers at play.
*
* Then, we figure out what effect we want, and we get to work! Note that with standard gripper gloves and no modifiers, the range of rolls is (-3, 3). The results are as follows, based on what we rolled:
* * -inf to -5: Seriously botched tackle, tackler suffers a concussion, brute damage, and a 3 second paralyze, target suffers nothing
* * -4 to -2: weak tackle, tackler gets 3 second knockdown, target gets shove slowdown but is otherwise fine
* * -1 to 0: decent tackle, tackler gets up a bit quicker than the target
* * 1: solid tackle, tackler has more of an advantage getting up quicker
* * 2 to 4: expert tackle, tackler has sizeable advantage and lands on their feet with a free passive grab
* * 5 to inf: MONSTER tackle, tackler gets up immediately and gets a free aggressive grab, target takes sizeable stamina damage from the hit and is paralyzed for one and a half seconds and knocked down for three seconds
*
* Finally, we return a bitflag to [COMSIG_MOVABLE_IMPACT] that forces the hitpush to false so that we don't knock them away.
*/
/datum/component/tackler/proc/sack(mob/living/carbon/user, atom/hit)
if(!user.tackling || !tackle)
return
if(!iscarbon(hit))
if(hit.density)
return splat(user, hit)
return
var/mob/living/carbon/target = hit
var/tackle_word = iscatperson(user) ? "pounce" : "tackle" ///If cat, "pounce" instead of "tackle".
var/roll = rollTackle(target)
user.tackling = FALSE
switch(roll)
if(-INFINITY to -5)
user.visible_message("<span class='danger'>[user] botches [user.p_their()] [tackle_word] and slams [user.p_their()] head into [target], knocking [user.p_them()]self silly!</span>", "<span class='userdanger'>You botch your [tackle_word] and slam your head into [target], knocking yourself silly!</span>", target)
to_chat(target, "<span class='userdanger'>[user] botches [user.p_their()] [tackle_word] and slams [user.p_their()] head into you, knocking [user.p_them()]self silly!</span>")
user.Paralyze(30)
var/obj/item/bodypart/head/hed = user.get_bodypart(BODY_ZONE_HEAD)
if(hed)
hed.receive_damage(brute=20, updating_health=TRUE)
user.gain_trauma(/datum/brain_trauma/mild/concussion)
if(-4 to -2) // glancing blow at best
user.visible_message("<span class='warning'>[user] lands a weak [tackle_word] on [target], briefly knocking [target.p_them()] off-balance!</span>", "<span class='userdanger'>You land a weak [tackle_word] on [target], briefly knocking [target.p_them()] off-balance!</span>", target)
to_chat(target, "<span class='userdanger'>[user] lands a weak [tackle_word] on you, briefly knocking you off-balance!</span>")
user.Knockdown(30)
target.apply_status_effect(STATUS_EFFECT_TASED_WEAK, 6 SECONDS)
if(-1 to 0) // decent hit, both parties are about equally inconvenienced
user.visible_message("<span class='warning'>[user] lands a passable [tackle_word] on [target], sending them both tumbling!</span>", "<span class='userdanger'>You land a passable [tackle_word] on [target], sending you both tumbling!</span>", target)
to_chat(target, "<span class='userdanger'>[user] lands a passable [tackle_word] on you, sending you both tumbling!</span>")
target.adjustStaminaLoss(stamina_cost)
target.Paralyze(5)
user.Knockdown(20)
target.Knockdown(25)
if(1 to 2) // solid hit, tackler has a slight advantage
user.visible_message("<span class='warning'>[user] lands a solid [tackle_word] on [target], knocking them both down hard!</span>", "<span class='userdanger'>You land a solid [tackle_word] on [target], knocking you both down hard!</span>", target)
to_chat(target, "<span class='userdanger'>[user] lands a solid [tackle_word] on you, knocking you both down hard!</span>")
target.adjustStaminaLoss(30)
target.Paralyze(5)
user.Knockdown(10)
target.Knockdown(20)
if(3 to 4) // really good hit, the target is definitely worse off here. Without positive modifiers, this is as good a tackle as you can land
user.visible_message("<span class='warning'>[user] lands an expert [tackle_word] on [target], knocking [target.p_them()] down hard while landing on [user.p_their()] feet with a passive grip!</span>", "<span class='userdanger'>You land an expert [tackle_word] on [target], knocking [target.p_them()] down hard while landing on your feet with a passive grip!</span>", target)
to_chat(target, "<span class='userdanger'>[user] lands an expert [tackle_word] on you, knocking you down hard and maintaining a passive grab!</span>")
user.SetKnockdown(0)
user.set_resting(FALSE, TRUE, FALSE)
user.forceMove(get_turf(target))
target.adjustStaminaLoss(40)
target.Paralyze(5)
target.Knockdown(30)
if(ishuman(target) && iscarbon(user))
target.grabbedby(user)
if(5 to INFINITY) // absolutely BODIED
user.visible_message("<span class='warning'>[user] lands a monster [tackle_word] on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", "<span class='userdanger'>You land a monster [tackle_word] on [target], knocking [target.p_them()] senseless and applying an aggressive pin!</span>", target)
to_chat(target, "<span class='userdanger'>[user] lands a monster [tackle_word] on you, knocking you senseless and aggressively pinning you!</span>")
user.SetKnockdown(0)
user.set_resting(FALSE, TRUE, FALSE)
user.forceMove(get_turf(target))
target.adjustStaminaLoss(40)
target.Paralyze(5)
target.Knockdown(30)
if(ishuman(target) && iscarbon(user))
target.grabbedby(user)
target.grippedby(user, instant = TRUE)
SEND_SIGNAL(user, COMSIG_CARBON_TACKLED, roll)
return COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH
/**
* rollTackle()
*
* This handles all of the modifiers for the actual carbon-on-carbon tackling, and gets its own proc because of how many there are (with plenty more in mind!)
*
* The base roll is between (-3, 3), with negative numbers favoring the target, and positive numbers favoring the tackler. The target and the tackler are both assessed for
* how easy they are to knock over, with clumsiness and dwarfiness being strong maluses for each, and gigantism giving a bonus for each. These numbers and ideas
* are absolutely subject to change.
* In addition, after subtracting the defender's mod and adding the attacker's mod to the roll, the component's base (skill) mod is added as well. Some sources of tackles
* are better at taking people down, like the bruiser and rocket gloves, while the dolphin gloves have a malus in exchange for better mobility.
*/
/datum/component/tackler/proc/rollTackle(mob/living/carbon/target)
var/defense_mod = 0
var/attack_mod = 0
// DE-FENSE
if(target.drunkenness > 60) // drunks are easier to knock off balance
defense_mod -= 3
else if(target.drunkenness > 30)
defense_mod -= 1
if(HAS_TRAIT(target, TRAIT_CLUMSY))
defense_mod -= 2
if(HAS_TRAIT(target, TRAIT_FAT)) // chonkers are harder to knock over
defense_mod += 1
//if(HAS_TRAIT(target, TRAIT_GRABWEAKNESS)) Todo, port the pushover trait
//defense_mod -= 2
if(HAS_TRAIT(target, TRAIT_DWARF))
defense_mod -= 2
if(HAS_TRAIT(target, TRAIT_GIANT))
defense_mod += 2
if(ishuman(target))
var/mob/living/carbon/human/T = target
var/suit_slot = T.get_item_by_slot(ITEM_SLOT_OCLOTHING)
if(isnull(T.wear_suit) && isnull(T.w_uniform)) // who honestly puts all of their effort into tackling a naked guy?
defense_mod += 2
if(suit_slot && (istype(suit_slot,/obj/item/clothing/suit/space/hardsuit)))
defense_mod += 1
if(T.is_shove_knockdown_blocked()) // riot armor and such
defense_mod += 5
if(T.is_holding_item_of_type(/obj/item/shield))
defense_mod += 2
if(islizard(T))
if(!T.getorganslot(ORGAN_SLOT_TAIL)) // lizards without tails are off-balance
defense_mod -= 1
else if(T.dna.species.is_wagging_tail()) // lizard tail wagging is robust and can swat away assailants!
defense_mod += 1
// OF-FENSE
var/mob/living/carbon/sacker = parent
if(sacker.drunkenness > 60) // you're far too drunk to hold back!
attack_mod += 1
else if(sacker.drunkenness > 30) // if you're only a bit drunk though, you're just sloppy
attack_mod -= 1
if(HAS_TRAIT(sacker, TRAIT_CLUMSY))
attack_mod -= 2
if(HAS_TRAIT(sacker, TRAIT_DWARF))
attack_mod -= 2
if(HAS_TRAIT(sacker, TRAIT_GIANT))
attack_mod += 2
if(ishuman(target))
var/mob/living/carbon/human/S = sacker
var/suit_slot = S.get_item_by_slot(ITEM_SLOT_OCLOTHING)
if(suit_slot && (istype(suit_slot,/obj/item/clothing/suit/armor/riot))) // tackling in riot armor is more effective, but tiring
attack_mod += 2
sacker.adjustStaminaLoss(20)
var/r = rand(-3, 3) - defense_mod + attack_mod + skill_mod
return r
/**
* splat()
*
* This is where we handle diving into dense atoms, generally with effects ranging from bad to REALLY bad. This works as a percentile roll that is modified in two steps as detailed below. The higher
* the roll, the more severe the result.
*
* Mod 1: Speed
* * Base tackle speed is 1, which is what normal gripper gloves use. For other sources with higher speed tackles, like dolphin and ESPECIALLY rocket gloves, we obey Newton's laws and hit things harder.
* * For every unit of speed above 1, move the lower bound of the roll up by 15. Unlike Mod 2, this only serves to raise the lower bound, so it can't be directly counteracted by anything you can control.
*
* Mod 2: Misc
* -Flat modifiers, these take whatever you rolled and add/subtract to it, with the end result capped between the minimum from Mod 1 and 100. Note that since we can't roll higher than 100 to start with,
* wearing a helmet should be enough to remove any chance of permanently paralyzing yourself and dramatically lessen knocking yourself unconscious, even with rocket gloves. Will expand on maybe
* * Wearing a helmet: -6
* * Wearing armor: -6
* * Clumsy: +6
*
* Effects: Below are the outcomes based off your roll, in order of increasing severity
* * 1-63: Knocked down for a few seconds and a bit of brute and stamina damage
* * 64-83: Knocked silly, gain some confusion as well as the above
* * 84-93: Cranial trauma, get a concussion and more confusion, plus more damage
* * 94-98: Knocked unconscious, significant chance to get a random mild brain trauma, as well as a fair amount of damage
* * 99-100: Break your spinal cord, get paralyzed, take a bunch of damage too. Very unlucky!
*/
/datum/component/tackler/proc/splat(mob/living/carbon/user, atom/hit)
if(istype(hit, /obj/structure/window))
var/obj/structure/window/W = hit
splatWindow(user, W)
if(QDELETED(W))
return COMPONENT_MOVABLE_IMPACT_NEVERMIND
return
var/oopsie_mod = 0
var/danger_zone = (speed - 1) * 15 // for every extra speed we have over 1, take away 15 of the safest chance
danger_zone = max(min(danger_zone, 100), 1)
if(ishuman(user))
var/mob/living/carbon/human/S = user
var/head_slot = S.get_item_by_slot(ITEM_SLOT_HEAD)
var/suit_slot = S.get_item_by_slot(ITEM_SLOT_OCLOTHING)
if(head_slot && (istype(head_slot,/obj/item/clothing/head/helmet) || istype(head_slot,/obj/item/clothing/head/hardhat)))
oopsie_mod -= 6
if(suit_slot && (istype(suit_slot,/obj/item/clothing/suit/armor/)))
oopsie_mod -= 6
if(HAS_TRAIT(user, TRAIT_CLUMSY))
oopsie_mod += 6 //honk!
var/oopsie = rand(danger_zone, 100)
if(oopsie >= 94 && oopsie_mod < 0) // good job avoiding getting paralyzed! gold star!
to_chat(user, "<span class='usernotice'>You're really glad you're wearing protection!</span>")
oopsie += oopsie_mod
switch(oopsie)
if(99 to INFINITY)
// can you imagine standing around minding your own business when all of the sudden some guy fucking launches himself into a wall at full speed and irreparably paralyzes himself?
user.visible_message("<span class='danger'>[user] slams face-first into [hit] at an awkward angle, severing [user.p_their()] spinal column with a sickening crack! Holy shit!</span>", "<span class='userdanger'>You slam face-first into [hit] at an awkward angle, severing your spinal column with a sickening crack! Holy shit!</span>")
user.adjustStaminaLoss(30)
user.adjustBruteLoss(30)
playsound(user, 'sound/effects/blobattack.ogg', 60, TRUE)
playsound(user, 'sound/effects/splat.ogg', 70, TRUE)
user.emote("scream")
user.gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic) // oopsie indeed!
shake_camera(user, 7, 7)
user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
user.clear_fullscreen("flash", 4.5)
if(94 to 98)
user.visible_message("<span class='danger'>[user] slams face-first into [hit] with a concerning squish, immediately going limp!</span>", "<span class='userdanger'>You slam face-first into [hit], and immediately lose consciousness!</span>")
user.adjustStaminaLoss(100)
user.adjustBruteLoss(30)
user.Unconscious(100)
user.gain_trauma_type(BRAIN_TRAUMA_MILD)
user.playsound_local(get_turf(user), 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
shake_camera(user, 6, 6)
user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
user.clear_fullscreen("flash", 3.5)
if(84 to 93)
user.visible_message("<span class='danger'>[user] slams head-first into [hit], suffering major cranial trauma!</span>", "<span class='userdanger'>You slam head-first into [hit], and the world explodes around you!</span>")
user.adjustStaminaLoss(30)
user.adjustBruteLoss(30)
user.confused += 15
if(prob(80))
user.gain_trauma(/datum/brain_trauma/mild/concussion)
user.playsound_local(get_turf(user), 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9)
user.DefaultCombatKnockdown(40)
shake_camera(user, 5, 5)
user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash)
user.clear_fullscreen("flash", 2.5)
if(64 to 83)
user.visible_message("<span class='danger'>[user] slams hard into [hit], knocking [user.p_them()] senseless!</span>", "<span class='userdanger'>You slam hard into [hit], knocking yourself senseless!</span>")
user.adjustStaminaLoss(30)
user.adjustBruteLoss(10)
user.confused += 10
user.DefaultCombatKnockdown(30)
shake_camera(user, 3, 4)
if(1 to 63)
user.visible_message("<span class='danger'>[user] slams into [hit]!</span>", "<span class='userdanger'>You slam into [hit]!</span>")
user.adjustStaminaLoss(20)
user.adjustBruteLoss(10)
user.DefaultCombatKnockdown(30)
shake_camera(user, 2, 2)
playsound(user, 'sound/weapons/smash.ogg', 70, TRUE)
/datum/component/tackler/proc/resetTackle()
var/mob/living/carbon/P = parent
P.tackling = FALSE
QDEL_NULL(tackle)
UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
///A special case for splatting for handling windows
/datum/component/tackler/proc/splatWindow(mob/living/carbon/user, obj/structure/window/W)
playsound(user, "sound/effects/Glasshit.ogg", 140, TRUE)
if(W.type in list(/obj/structure/window, /obj/structure/window/fulltile, /obj/structure/window/unanchored, /obj/structure/window/fulltile/unanchored)) // boring unreinforced windows
for(var/i = 0, i < speed, i++)
var/obj/item/shard/shard = new /obj/item/shard(get_turf(user))
//shard.embedding = list(embed_chance = 100, ignore_throwspeed_threshold = TRUE, impact_pain_mult=3, pain_chance=5)
//shard.AddElement(/datum/element/embed, shard.embedding)
user.hitby(shard, skipcatch = TRUE, hitpush = FALSE)
//shard.embedding = list()
//shard.AddElement(/datum/element/embed, shard.embedding)
W.obj_destruction()
user.adjustStaminaLoss(10 * speed)
user.DefaultCombatKnockdown(40)
user.Paralyze(5)
user.visible_message("<span class='danger'>[user] slams into [W] and shatters it, shredding [user.p_them()]self with glass!</span>", "<span class='userdanger'>You slam into [W] and shatter it, shredding yourself with glass!</span>")
else
user.visible_message("<span class='danger'>[user] slams into [W] like a bug, then slowly slides off it!</span>", "<span class='userdanger'>You slam into [W] like a bug, then slowly slide off it!</span>")
user.Paralyze(2)
user.DefaultCombatKnockdown(20)
W.take_damage(20 * speed)
user.adjustStaminaLoss(10 * speed)
user.adjustBruteLoss(5 * speed)
/datum/component/tackler/proc/delayedSmash(obj/structure/window/W)
if(W)
W.obj_destruction()
playsound(W, "shatter", 70, TRUE)
///Check to see if we hit a table, and if so, make a big mess!
/datum/component/tackler/proc/checkObstacle(mob/living/carbon/owner)
if(!owner.tackling)
return
var/turf/T = get_turf(owner)
var/obj/structure/table/kevved = locate(/obj/structure/table) in T.contents
if(!kevved)
return
var/list/messes = list()
// we split the mess-making into two parts (check what we're gonna send flying, intermission for dealing with the tackler, then actually send stuff flying) for the benefit of making sure the face-slam text
// comes before the list of stuff that goes flying, but can still adjust text + damage to how much of a mess it made
for(var/obj/item/I in T.contents)
if(!I.anchored)
messes += I
if(messes.len >= MAX_TABLE_MESSES)
break
/// for telling HOW big of a mess we just made
var/HOW_big_of_a_miss_did_we_just_make = ""
if(messes.len)
if(messes.len < MAX_TABLE_MESSES / 4)
HOW_big_of_a_miss_did_we_just_make = ", making a mess"
else if(messes.len < MAX_TABLE_MESSES / 2)
HOW_big_of_a_miss_did_we_just_make = ", making a big mess"
else if(messes.len < MAX_TABLE_MESSES)
HOW_big_of_a_miss_did_we_just_make = ", making a giant mess"
else
HOW_big_of_a_miss_did_we_just_make = ", making a ginormous mess!" // an extra exclamation point!! for emphasis!!!
owner.visible_message("<span class='danger'>[owner] trips over [kevved] and slams into it face-first[HOW_big_of_a_miss_did_we_just_make]!</span>", "<span class='userdanger'>You trip over [kevved] and slam into it face-first[HOW_big_of_a_miss_did_we_just_make]!</span>")
owner.adjustStaminaLoss(20 + messes.len * 2)
owner.adjustBruteLoss(10 + messes.len)
owner.Paralyze(2 * messes.len)
owner.DefaultCombatKnockdown(20 + 5 * messes.len) // 2 seconds of knockdown after the paralyze
for(var/obj/item/I in messes)
var/dist = rand(1, 3)
var/sp = 2
if(prob(25 * (src.speed - 1))) // if our tackle speed is higher than 1, with chance (speed - 1 * 25%), throw the thing at our tackle speed + 1
sp = speed + 1
I.throw_at(get_ranged_target_turf(I, pick(GLOB.alldirs), range = dist), range = dist, speed = sp)
I.visible_message("<span class='danger'>[I] goes flying[sp > 3 ? " dangerously fast" : ""]!</span>") // standard embed speed
playsound(owner, 'sound/weapons/smash.ogg', 70, TRUE)
tackle.finalize(hit=TRUE)
resetTackle()
#undef MAX_TABLE_MESSES
+1 -1
View File
@@ -181,7 +181,7 @@
/datum/component/wet_floor/proc/_do_add_wet(type, duration_minimum, duration_add, duration_maximum)
var/time = 0
if(LAZYACCESS(time_left_list, "[type]"))
time = CLAMP(LAZYACCESS(time_left_list, "[type]") + duration_add, duration_minimum, duration_maximum)
time = clamp(LAZYACCESS(time_left_list, "[type]") + duration_add, duration_minimum, duration_maximum)
else
time = min(duration_minimum, duration_maximum)
LAZYSET(time_left_list, "[type]", time)