* ports all the tg junk for icemoon, not yet changed to make it all compile * fixes * fixes * fixes * fixes * fixes * new stuff * whew * fixes * it compiles, now to fix the maps * fixes the maps * fixes solars + removes the space tiles in the toxins burn chamber * nukes the SpawnTerrain proc used for tg geysers * linter fix * fix * fixes the non matching turf atmos (hopefully) * more mapping fixes * dmm2tgm * unfucks changeturf for the more_caves * fixes the volanic subtypes of the other thing * fixes the stupid fucking tile placing list * some map fixes, fixes the station_ruin loader shitting out errors this commit took 2 hours of my fucking life * fixes a bunch of mismatch atmos in ruins * fixes wendigo cave having no air * backwards couch backwards couch * fixes the SM up * wendigos can't runtime when butchering if you can't butcher them 😎 * makes the wendigo fight have the same atmos as the surrounding icemoon * Tweaks atmos mixture from o2=22;n2=82;TEMP=180 to o2=18;n2=63;TEMP=180, making lavaland weapons actually work * makes the wendigo screech shake not completely aids * fixes snowlegion portals dropping proper legions instead of skeles * brings the engioutpost ruin over as well * whoopps * empty commit to reroll bots * Fixes pirates, ops, the mining base, and gives pirates and ops drills * fixes lone ops and ninjas * fixes the snowed plating getting fucked when tiles are placed on it * removes some OP junk from the wabbajack pool (aka removes non-antag headslugs again) * more bug fixes * empty commit to reroll bots * hopefully finally kills the active turfs on the library ruin Co-authored-by: kevinz000 <2003111+kevinz000@users.noreply.github.com>
This commit is contained in:
@@ -391,78 +391,34 @@
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owner.underlays -= marked_underlay //if this is being called, we should have an owner at this point.
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..()
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/datum/status_effect/saw_bleed
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/datum/status_effect/stacking/saw_bleed
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id = "saw_bleed"
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duration = -1 //removed under specific conditions
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tick_interval = 6
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alert_type = null
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var/mutable_appearance/bleed_overlay
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var/mutable_appearance/bleed_underlay
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var/bleed_amount = 3
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var/bleed_buildup = 3
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var/delay_before_decay = 5
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delay_before_decay = 5
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stack_threshold = 10
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max_stacks = 10
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overlay_file = 'icons/effects/bleed.dmi'
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underlay_file = 'icons/effects/bleed.dmi'
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overlay_state = "bleed"
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underlay_state = "bleed"
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var/bleed_damage = 200
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var/needs_to_bleed = FALSE
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/datum/status_effect/saw_bleed/Destroy()
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if(owner)
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owner.cut_overlay(bleed_overlay)
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owner.underlays -= bleed_underlay
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QDEL_NULL(bleed_overlay)
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return ..()
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/datum/status_effect/stacking/saw_bleed/fadeout_effect()
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new /obj/effect/temp_visual/bleed(get_turf(owner))
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/datum/status_effect/saw_bleed/on_apply()
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if(owner.stat == DEAD)
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return FALSE
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bleed_overlay = mutable_appearance('icons/effects/bleed.dmi', "bleed[bleed_amount]")
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bleed_underlay = mutable_appearance('icons/effects/bleed.dmi', "bleed[bleed_amount]")
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var/icon/I = icon(owner.icon, owner.icon_state, owner.dir)
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var/icon_height = I.Height()
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bleed_overlay.pixel_x = -owner.pixel_x
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bleed_overlay.pixel_y = FLOOR(icon_height * 0.25, 1)
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bleed_overlay.transform = matrix() * (icon_height/world.icon_size) //scale the bleed overlay's size based on the target's icon size
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bleed_underlay.pixel_x = -owner.pixel_x
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bleed_underlay.transform = matrix() * (icon_height/world.icon_size) * 3
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bleed_underlay.alpha = 40
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owner.add_overlay(bleed_overlay)
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owner.underlays += bleed_underlay
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return ..()
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/datum/status_effect/stacking/saw_bleed/threshold_cross_effect()
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owner.adjustBruteLoss(bleed_damage)
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var/turf/T = get_turf(owner)
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new /obj/effect/temp_visual/bleed/explode(T)
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for(var/d in GLOB.alldirs)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, d)
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playsound(T, "desceration", 100, TRUE, -1)
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/datum/status_effect/saw_bleed/tick()
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if(owner.stat == DEAD)
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qdel(src)
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else
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add_bleed(-1)
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/datum/status_effect/saw_bleed/proc/add_bleed(amount)
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owner.cut_overlay(bleed_overlay)
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owner.underlays -= bleed_underlay
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bleed_amount += amount
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if(bleed_amount)
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if(bleed_amount >= 10)
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needs_to_bleed = TRUE
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qdel(src)
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else
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if(amount > 0)
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tick_interval += delay_before_decay
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bleed_overlay.icon_state = "bleed[bleed_amount]"
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bleed_underlay.icon_state = "bleed[bleed_amount]"
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owner.add_overlay(bleed_overlay)
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owner.underlays += bleed_underlay
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else
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qdel(src)
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/datum/status_effect/saw_bleed/on_remove()
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. = ..()
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if(needs_to_bleed)
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var/turf/T = get_turf(owner)
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new /obj/effect/temp_visual/bleed/explode(T)
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for(var/d in GLOB.alldirs)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, d)
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playsound(T, "desceration", 200, 1, -1)
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owner.adjustBruteLoss(bleed_damage)
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else
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new /obj/effect/temp_visual/bleed(get_turf(owner))
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/datum/status_effect/stacking/saw_bleed/bloodletting
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id = "bloodletting"
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stack_threshold = 7
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max_stacks = 7
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bleed_damage = 20
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/datum/status_effect/neck_slice
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id = "neck_slice"
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@@ -7,7 +7,6 @@
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var/duration = -1 //How long the status effect lasts in DECISECONDS. Enter -1 for an effect that never ends unless removed through some means.
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var/tick_interval = 10 //How many deciseconds between ticks, approximately. Leave at 10 for every second.
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var/mob/living/owner //The mob affected by the status effect.
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var/status_type = STATUS_EFFECT_UNIQUE //How many of the effect can be on one mob, and what happens when you try to add another
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var/on_remove_on_mob_delete = FALSE //if we call on_remove() when the mob is deleted
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var/examine_text //If defined, this text will appear when the mob is examined - to use he, she etc. use "SUBJECTPRONOUN" and replace it in the examines themselves
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var/alert_type = /obj/screen/alert/status_effect //the alert thrown by the status effect, contains name and description
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@@ -16,6 +15,8 @@
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/// If this is TRUE, the user will have sprint forcefully disabled while this is active.
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var/blocks_sprint = FALSE
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var/obj/screen/alert/status_effect/linked_alert = null //the alert itself, if it exists
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/// How many of the effect can be on one mob, and what happens when you try to add another
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var/status_type = STATUS_EFFECT_UNIQUE
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/datum/status_effect/New(list/arguments)
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on_creation(arglist(arguments))
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@@ -67,6 +68,9 @@
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/datum/status_effect/proc/tick() //Called every tick.
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/datum/status_effect/proc/before_remove() //! Called before being removed; returning FALSE will cancel removal
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return TRUE
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/datum/status_effect/proc/on_remove() //Called whenever the buff expires or is removed; do note that at the point this is called, it is out of the owner's status_effects but owner is not yet null
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SHOULD_CALL_PARENT(TRUE)
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REMOVE_TRAIT(owner, TRAIT_COMBAT_MODE_LOCKED, src)
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@@ -123,12 +127,13 @@
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S1 = new effect(arguments)
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. = S1
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/mob/living/proc/remove_status_effect(effect) //removes all of a given status effect from this mob, returning TRUE if at least one was removed
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/mob/living/proc/remove_status_effect(effect, ...) //removes all of a given status effect from this mob, returning TRUE if at least one was removed
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. = FALSE
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var/list/arguments = args.Copy(2)
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if(status_effects)
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var/datum/status_effect/S1 = effect
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for(var/datum/status_effect/S in status_effects)
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if(initial(S1.id) == S.id)
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if(initial(S1.id) == S.id && S.before_remove(arguments))
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qdel(S)
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. = TRUE
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@@ -147,3 +152,129 @@
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for(var/datum/status_effect/S in status_effects)
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if(initial(S1.id) == S.id)
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. += S
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//////////////////////
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// STACKING EFFECTS //
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//////////////////////
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/datum/status_effect/stacking
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id = "stacking_base"
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duration = -1 //removed under specific conditions
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alert_type = null
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var/stacks = 0 //how many stacks are accumulated, also is # of stacks that target will have when first applied
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var/delay_before_decay //deciseconds until ticks start occuring, which removes stacks (first stack will be removed at this time plus tick_interval)
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tick_interval = 10 //deciseconds between decays once decay starts
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var/stack_decay = 1 //how many stacks are lost per tick (decay trigger)
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var/stack_threshold //special effects trigger when stacks reach this amount
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var/max_stacks //stacks cannot exceed this amount
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var/consumed_on_threshold = TRUE //if status should be removed once threshold is crossed
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var/threshold_crossed = FALSE //set to true once the threshold is crossed, false once it falls back below
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var/overlay_file
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var/underlay_file
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var/overlay_state // states in .dmi must be given a name followed by a number which corresponds to a number of stacks. put the state name without the number in these state vars
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var/underlay_state // the number is concatonated onto the string based on the number of stacks to get the correct state name
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var/mutable_appearance/status_overlay
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var/mutable_appearance/status_underlay
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/datum/status_effect/stacking/proc/threshold_cross_effect() //what happens when threshold is crossed
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/datum/status_effect/stacking/proc/stacks_consumed_effect() //runs if status is deleted due to threshold being crossed
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/datum/status_effect/stacking/proc/fadeout_effect() //runs if status is deleted due to being under one stack
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/datum/status_effect/stacking/proc/stack_decay_effect() //runs every time tick() causes stacks to decay
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/datum/status_effect/stacking/proc/on_threshold_cross()
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threshold_cross_effect()
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if(consumed_on_threshold)
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stacks_consumed_effect()
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qdel(src)
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/datum/status_effect/stacking/proc/on_threshold_drop()
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/datum/status_effect/stacking/proc/can_have_status()
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return owner.stat != DEAD
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/datum/status_effect/stacking/proc/can_gain_stacks()
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return owner.stat != DEAD
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/datum/status_effect/stacking/tick()
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if(!can_have_status())
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qdel(src)
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else
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add_stacks(-stack_decay)
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stack_decay_effect()
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/datum/status_effect/stacking/proc/add_stacks(stacks_added)
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if(stacks_added > 0 && !can_gain_stacks())
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return FALSE
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owner.cut_overlay(status_overlay)
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owner.underlays -= status_underlay
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stacks += stacks_added
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if(stacks > 0)
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if(stacks >= stack_threshold && !threshold_crossed) //threshold_crossed check prevents threshold effect from occuring if changing from above threshold to still above threshold
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threshold_crossed = TRUE
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on_threshold_cross()
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if(consumed_on_threshold)
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return
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else if(stacks < stack_threshold && threshold_crossed)
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threshold_crossed = FALSE //resets threshold effect if we fall below threshold so threshold effect can trigger again
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on_threshold_drop()
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if(stacks_added > 0)
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tick_interval += delay_before_decay //refreshes time until decay
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stacks = min(stacks, max_stacks)
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status_overlay.icon_state = "[overlay_state][stacks]"
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status_underlay.icon_state = "[underlay_state][stacks]"
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owner.add_overlay(status_overlay)
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owner.underlays += status_underlay
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else
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fadeout_effect()
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qdel(src) //deletes status if stacks fall under one
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/datum/status_effect/stacking/on_creation(mob/living/new_owner, stacks_to_apply)
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. = ..()
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if(.)
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add_stacks(stacks_to_apply)
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/datum/status_effect/stacking/on_apply()
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if(!can_have_status())
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return FALSE
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status_overlay = mutable_appearance(overlay_file, "[overlay_state][stacks]")
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status_underlay = mutable_appearance(underlay_file, "[underlay_state][stacks]")
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var/icon/I = icon(owner.icon, owner.icon_state, owner.dir)
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var/icon_height = I.Height()
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status_overlay.pixel_x = -owner.pixel_x
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status_overlay.pixel_y = FLOOR(icon_height * 0.25, 1)
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status_overlay.transform = matrix() * (icon_height/world.icon_size) //scale the status's overlay size based on the target's icon size
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status_underlay.pixel_x = -owner.pixel_x
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status_underlay.transform = matrix() * (icon_height/world.icon_size) * 3
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status_underlay.alpha = 40
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owner.add_overlay(status_overlay)
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owner.underlays += status_underlay
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return ..()
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/datum/status_effect/stacking/Destroy()
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if(owner)
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owner.cut_overlay(status_overlay)
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owner.underlays -= status_underlay
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QDEL_NULL(status_overlay)
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return ..()
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/// Status effect from multiple sources, when all sources are removed, so is the effect
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/datum/status_effect/grouped
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status_type = STATUS_EFFECT_MULTIPLE //! Adds itself to sources and destroys itself if one exists already, there are never multiple
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var/list/sources = list()
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/datum/status_effect/grouped/on_creation(mob/living/new_owner, source)
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var/datum/status_effect/grouped/existing = new_owner.has_status_effect(type)
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if(existing)
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existing.sources |= source
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qdel(src)
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return FALSE
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else
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sources |= source
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return ..()
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/datum/status_effect/grouped/before_remove(source)
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sources -= source
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return !length(sources)
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Reference in New Issue
Block a user