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The weeds are hungry: Bodies for the weeds #3644
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this looks really cool, but maybe leave a tiny portion of the body sticking out so people are less likely to miss it? |
Ando chance the body absorption happens on slow steps ? Example 1 stage each 20 seconds requiring the body ti be there for at least a minute for the full absorption to happen . |
Yeah when its more finalized I will make each animation step take a minute as well as the initial time probably a few minutes. |
aww... no more hidding under bodies as hugger to got marines :( |
Fix weeds upgrading Fix force methods Refactoring
Fix possible edgecase where a xeno transfer prevents the rest of the death proc of queen Fix unnecessary weed_food component adding to actually gibbed humans (it would get cleaned up, but a lot of unnecessary extra work)
can queen gib body if its under weeds? just asking. |
No because when weeded they are untargetable, and it would be a waste because only permadead can be weeded. |
Just before you merge this any chance NON perma humans get the first weed sprite ? It would look VERY epic . Like weed is starting to crawl over them but it doesnt cover them |
I'm not sure about before they're perma'd but I could when the first delay begins when they perma if I add another static sprite icon_state and have that be the appearance when in the "started" phase. However, this then makes medical goggles less useful... With how its designed, it just has 3 states: dormant on death (waiting for conditions to be ready via signals), started (timer started), and merging (its anchored, untouchable, unexamineable, no-huds, and the sprite animation has started). It exits these states either by that one timer (for started -> merging), or by qdel signals from the weeds they are on. I tried to design it to be as performant as possible; so really the most that I could tweak without changing that current logic is to make the first sprite state considerably longer than the other states in the sprite animation delays. |
Oh . Nevermind then because it could affect balance . Ty for gygafast response lol |
Fix rollers (now there is a signal for afterbuckle) Fix coffins (now closets also check for anchored)
…ocally for testing)
# Conflicts: # code/modules/mob/living/carbon/xenomorph/death.dm
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sprites look great i think the upright sprite looks fine. approved
…to just an if check
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Code seems good
# About the pull request This PR is a followup to #3644 and #3666 to implement the weeded states for xenos. I only created 3 states but the images are unique per caste other than drones that have the same silhouette as lurkers, spitters, and sentinels. As before, only bodies that are no longer draggable by xenos can merge with weeds when dead. This means larva and bursted do not merge with weeds. # Explain why it's good for the game Much like the case for humans, this is for more immersion and to declutter the battlefield. Technically it makes IO's jobs slightly harder since they need to clear weeds to more easily find xeno corpses, but they should be clearing weeds anyways. # Testing Photographs and Procedure ![0](https://github.com/cmss13-devs/cmss13/assets/76988376/a4a2ba67-e2ee-4ac6-95f1-15a5e6bc0770) ![1](https://github.com/cmss13-devs/cmss13/assets/76988376/d8cf56b4-3f46-4c7b-8f00-3aafddfdd3c5) ![2](https://github.com/cmss13-devs/cmss13/assets/76988376/02630b1c-1f97-46ea-8267-1ded2066b241) ![3](https://github.com/cmss13-devs/cmss13/assets/76988376/c5b4c6fd-4fe4-4bc1-a1a8-badf7ee0eb4d) ![4](https://github.com/cmss13-devs/cmss13/assets/76988376/11acffca-eb7b-4de2-941a-2a771a00b0f7) Tweaked Queen to remove most black pixels immediately: ![image](https://github.com/cmss13-devs/cmss13/assets/76988376/7e3f8997-869a-402a-9e8f-841d152c2f70) # Changelog :cl: Drathek add: Implemented xeno corpse weed merging imageadd: Added 48 sprites, 3 stages per caste silhouette, for xeno weeded corpses fix: Fixes ghosts not displaying their name on hover if weeded and weird behavior when orbited via ctrl+click /:cl:
About the pull request
This PR adds Kugamo's sprites where bodies can be integrated into the weeds. The bodies lose their interactivity, examinability, and HUDs when merged with the weeds, and are anchored. Destroying the weeds though will restore the body to normal. Currently requires the body to not be grabbable by a xeno (as in not impregnated or bursted) as well as unrevivable.
Once they are permadead it currently waits 5 minutes to start merging, then 1 minute on each sprite state (there are 5).
Support is basically already in place for non-humans to also use this system (just uncomment two blocks of commented out code), but I am unsure what sprites or method to hide their corpses would be used instead. I also see no issues (visual or code) with this merging nested hosts, but it will not currently merge bursts until they are no longer considered grabbable.
Explain why it's good for the game
Less clutter, and it just looks neat.
After fixing the flipped lighting:
Testing Photographs and Procedure
Screenshots & Videos
As an animation when it was fast:
Earlier testing:
Tested with zombies (they don't have undefib set when they die so won't be consumed before revival, and revival removes the component off of them until they die again - if they decap they will get a undefib signal to cause them to be consumed), smols (look at that cute little tail), rollers, coffins (now they don't suck up anchored mobs), beds, chairs, and fulton:
Changelog
🆑 Drathek Kugamo
add: Added the ability for weeds to merge with unrevivable corpses
imageadd: Added human shaped weeds by Kugamo
code: Added a signal for weeds sent to the turf to indicate it is now weeded, and added a signal for afterbuckle.
fix: Closets (including coffins) can no longer move anchored mobs.
/:cl: