Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[MIRROR] Fixes Venus Human Trap Tangle Ability #2556

Merged
merged 1 commit into from
Mar 25, 2024
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
16 changes: 8 additions & 8 deletions code/modules/mob/living/basic/jungle/venus_human_trap.dm
Original file line number Diff line number Diff line change
Expand Up @@ -173,7 +173,7 @@
. = ..()
AddElement(/datum/element/lifesteal, 5)
var/static/list/innate_actions = list(
/datum/action/cooldown/vine_tangle = BB_TARGETED_ACTION,
/datum/action/cooldown/mob_cooldown/projectile_attack/vine_tangle = BB_TARGETED_ACTION,
)
grant_actions_by_list(innate_actions)

Expand All @@ -199,32 +199,32 @@

adjustBruteLoss(vines_in_range ? -weed_heal : no_weed_damage) //every life tick take 20 damage if not near vines or heal 10 if near vines, 5 times out of weeds = u ded

/datum/action/cooldown/vine_tangle
/datum/action/cooldown/mob_cooldown/projectile_attack/vine_tangle
name = "Tangle"
button_icon = 'icons/mob/spacevines.dmi'
button_icon_state = "Light1"
desc = "Grabs a target with a sticky vine, allowing you to pull it alongside you."
cooldown_time = 8 SECONDS
///how many vines can we handle
var/max_vines = 2
/// An assoc list of all the plant's vines (beam = leash)
var/list/datum/beam/vines = list()
/// How far away a plant can attach a vine to something
var/vine_grab_distance = 4
/// how long does a vine attached to something last (and its leash) (lasts twice as long on nonliving things)
var/vine_duration = 2 SECONDS

/datum/action/cooldown/vine_tangle/Remove(mob/remove_from)
/datum/action/cooldown/mob_cooldown/projectile_attack/vine_tangle/Remove(mob/remove_from)
QDEL_LIST(vines)
return ..()

/datum/action/cooldown/vine_tangle/Activate(atom/target_atom)
/datum/action/cooldown/mob_cooldown/projectile_attack/vine_tangle/Activate(atom/target_atom)
if(isturf(target_atom) || istype(target_atom, /obj/structure/spacevine))
return
if(length(vines) >= max_vines || get_dist(owner, target_atom) > vine_grab_distance)
if(get_dist(owner, target_atom) > vine_grab_distance)
owner.balloon_alert(owner, "too far!")
return
for(var/turf/blockage in get_line(owner, target_atom))
if(blockage.is_blocked_turf(exclude_mobs = TRUE))
owner.balloon_alert(owner, "something's in the way!")
return

var/datum/beam/new_vine = owner.Beam(target_atom, icon_state = "vine", time = vine_duration * (ismob(target_atom) ? 1 : 2), beam_type = /obj/effect/ebeam/vine, emissive = FALSE)
Expand All @@ -245,7 +245,7 @@
* Arguments:
* * datum/beam/vine - The vine to be removed from the list.
*/
/datum/action/cooldown/vine_tangle/proc/remove_vine(datum/beam/vine)
/datum/action/cooldown/mob_cooldown/projectile_attack/vine_tangle/proc/remove_vine(datum/beam/vine)
SIGNAL_HANDLER

qdel(vines[vine])
Expand Down
Loading