Sabrage uses skills now (#22854)

Bartender sabrage now uses the skills system instead.

Gives a small morale boost on success.
This commit is contained in:
Wowzewow (Wezzy)
2026-07-20 21:28:40 +00:00
committed by GitHub
parent a06c0982cc
commit 2d81c1afb3
3 changed files with 97 additions and 4 deletions
@@ -69,3 +69,14 @@
var/datum/moodlet/new_moodlet = morale_comp.load_moodlet(/datum/moodlet/bartender_drink, moodlet_value)
new_moodlet.refresh_moodlet() // Reset the duration when they drink it.
/datum/moodlet/bartender_sabrage
moodlet_descriptor = SPAN_GOOD("Saw a skillfully done sabrage.")
initial_descriptor = SPAN_GOOD("You have gained a morale modifier from seeing a successful sabrage.")
/datum/component/sabrage_moodlet_provider
/// The morale boosting value of the moodlet this drink will provide.
var/moodlet_value = 0
/// Whether the DrinkMoodletProvider is allowed to overwrite stronger moodlets with weaker moodlets.
var/overwrite_moodlet = FALSE
@@ -390,12 +390,13 @@
src.reagents.remove_any(reagents.total_volume / 5)
return
///The bonus to success chance that the user gets for being a command role
var/command_bonus = (user.mind?.assigned_role in command_positions) ? 20 : 0
var/skill_bonus = 0
var/job_bonus = user.mind?.assigned_role == "Bartender" ? 25 : 0
var/datum/component/skill/bartending/bar_skill = user.GetComponent(BARTENDING_SKILL_COMPONENT)
if(bar_skill)
skill_bonus = 6.25 * bar_skill.skill_level
var/sabrage_chance = (attacking_item.force * sabrage_success_percentile) + command_bonus + job_bonus
var/sabrage_chance = (attacking_item.force * sabrage_success_percentile) + skill_bonus
if(prob(sabrage_chance))
///Severity of the resulting froth to pass to make_froth()
@@ -439,6 +440,28 @@
user.visible_message(SPAN_DANGER("[user] cleanly slices off the cork of [src], causing it to fly off the bottle with great force."), \
SPAN_GOOD("You elegantly slice the cork off of [src], causing it to fly off the bottle with great force."), \
"You can hear a pop.")
var/moodlet_value = 5
if (!moodlet_value)
return
var/list/listening = get_hearers_in_view(world.view, user)
if (!listening)
return
listening -= user
for (var/mob/player_mob in listening)
var/datum/component/morale/receiver_morale = player_mob.GetComponent(MORALE_COMPONENT)
if (!receiver_morale)
continue
if (astype(receiver_morale.moodlets[/datum/moodlet/bartender_sabrage], /datum/moodlet)?.get_morale_modifier() >= moodlet_value)
receiver_morale.load_moodlet(/datum/moodlet/bartender_sabrage)?.refresh_moodlet()
continue // Don't overwrite stronger moodlets.
var/datum/moodlet/sabraged = receiver_morale.load_moodlet(/datum/moodlet/bartender_sabrage, moodlet_value)
sabraged.refresh_moodlet()
sabraged.moodlet_descriptor += " from [user.name]."
playsound(src, 'sound/items/champagne_pop.ogg', 70, TRUE)
atom_flags |= ATOM_FLAG_OPEN_CONTAINER
update_icon()
+59
View File
@@ -0,0 +1,59 @@
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changes:
- rscadd: "Sabrage skill now uses the bartending skill component to determine success chance."
- rscadd: "A successful Sabrage also gives a minor morale boost."