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attack delay fixes - kick cooldown, shooting lockers/tables, throwing at lockers/tables

Open nervere opened this issue 1 year ago • 3 comments

What this does

Fixes oversights in #36050 with a better implementation

  • Can no longer kick without cooldown
  • Shooting lockers/crates is no longer without cooldown
  • Throwing at lockers/crates is no longer without cooldown

This isn't ready for a merge yet, current commit is me trying to make something more efficient and in the process I broke some important stuff.

Changelog

:cl:

  • bugfix: Fixed kicks, ranged attacks against lockers/tables, and throws at lockers/tables being without cooldown.

nervere avatar Mar 09 '24 11:03 nervere

kickbros we had a good run

Eneocho avatar Mar 09 '24 16:03 Eneocho

while you're doing attack delays, planted glowshrooms don't have an attack message or delay (and an insane health value and can be stacked infinitely on a tile)

hacker-on-steroids avatar Mar 09 '24 21:03 hacker-on-steroids

can't you just remove them instantly with PBG? https://github.com/vgstation-coders/vgstation13/blob/0d7e1eccef1a3909779918b893ca04023b77b08b/code/modules/reagents/reagents/reagents_plant.dm#L155-L156

Eneocho avatar Mar 09 '24 23:03 Eneocho

PBG insta mercing glowshrooms is fine but they do feel like they have too much HP and it wouldn't be out of place for them to be destroyed just a bit easier. does their HP scale with potency?

RealestEstate avatar Mar 15 '24 02:03 RealestEstate

No, it scales with endurance, with mapped in shrooms having 30 endurance (and thus health) and most grown glowshrooms having about the same amount. That seems about right with the damage they can take when planted on trays. It loses the exact force the weapon has (doesn't seem to check for sharpness or anything) of endurance/health per hit, if below 0, it qdels. Also, it apparently could spread at one point (having as many spread tries as yield, with a 40% chance each roll), as there is a spread() proc, but the only instance in the glowshroom effect where that proc was called was commented out here, probably because a turbo plant autist could literally plant a dozen of glowshrooms then have them spread stationwide causing massive lag from all the light calculations. https://github.com/vgstation-coders/vgstation13/blob/2624657e5bd5627cb3ac36794337f042eb225b7a/code/game/objects/effects/glowshroom.dm#L46-L47 It's the light level that scales according to potency, equaling to potency/10 (meaning a 200pot has a light level of 20)

Eneocho avatar Mar 15 '24 04:03 Eneocho

see #36244

nervere avatar Mar 20 '24 10:03 nervere