Bloodsucker additional levelling system. (#1140)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

This system adds a new way for bloodsuckers to level in addition to
their ordinary one, thus rewarding bloodsuckers for actually engaging in
combat and doing antagonistic behaviours rather than playing extremely
passive.

Bloodsuckers that drink blood from creatures with a mind (has been or is
controlled by a player) get that blood tracked and added to a new
system, this blood can be used to purchase level ups.

The blood consumed is taken out of your actual blood volume, meaning
that you still need to spend your blood for this level up. Furthermore,
whilst the blood per level starts at 30% of your max blood, it increases
by 5% per level you gain with this feature, capping out at 90%.

Before you ask, no you can't farm vassals for unlimited levels. I've set
the points you get towards a level to be quartered from drinking from a
vassal and if you remember, you cannot (currently) drink past your blood
cap. Thus if i drink myself from 0 blood to 1000 blood on vassals alone,
that's not enough for a single level. Furthermore, the usual blood
drinking penalties apply (dead, non-human, mindless)

No, you can't drink a bunch of blood, buy levels with the points
(because it's theoretically cheaper to buy them whilst you are a lower
level bloodsucker) and then spend them. The system is designed to auto
spend normal levels first before later offering you the ability to buy a
level in your coffin.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->

## Why It's Good For The Game

Bloodsucker right now is an antagonist that is played extremely
passively due to all clans except tremere and ventrue having no way to
scale that involves combat. Thus you are better to just sit on your
laurels and do nothing, waiting for levels to come to you rather than
actually doing antagonist things
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Proof Of Testing

Tested with @Arturlang, the code works as intended.
https://www.youtube.com/watch?v=RWxp5fozlvc
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->


## Changelog



<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Added a new way for bloodsuckers to earn levels
removed: Blood sucker passive levels no longer cost blood to attain.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->

---------

Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: Swift <jackwars4@gmail.com>
This commit is contained in:
destrucktoid
2024-04-30 10:12:55 +00:00
committed by GitHub
co-authored by projectkepler-RU Swift
parent 4bf6a608f3
commit d7148f5bc0
7 changed files with 36 additions and 5 deletions
@@ -26,7 +26,9 @@
#define HUMANITY_LOST_MAXIMUM 50
/// Level up blood cost define, max_blood * this = blood cost
#define BLOODSUCKER_LEVELUP_PERCENTAGE 0.15
#define BLOODSUCKER_LEVELUP_PERCENTAGE 0
/// Upper bound for Blood cost increase; used for blood thickening
#define BLOOD_LEVEL_GAIN_MAX 0.9
///The level when at a bloodsucker becomes snobby about who they drink from and gain their non-fledling reputation
#define BLOODSUCKER_HIGH_LEVEL 4
@@ -65,6 +65,10 @@
var/obj/structure/closet/crate/coffin
var/total_blood_drank = 0
/// Used for Bloodsuckers gaining levels from drinking blood
var/blood_level_gain = 0
var/blood_level_gain_amount = 0
///Blood display HUD
var/atom/movable/screen/bloodsucker/blood_counter/blood_display
///Vampire level display HUD
@@ -58,6 +58,7 @@
. += ""
. += "Blood Drank: [bloodsuckerdatum.total_blood_drank]"
. += "Maximum blood: [bloodsuckerdatum.max_blood_volume]"
. += "Blood Thickening: [bloodsuckerdatum.blood_level_gain] / [bloodsuckerdatum.get_level_cost()]"
if(bloodsuckerdatum.frenzied)
. += "Frenzy exit blood threshold: [bloodsuckerdatum.frenzy_exit_threshold()]"
else
@@ -102,6 +102,11 @@
target.reagents.trans_to(owner.current, INGEST, 1) // Run transfer of 1 unit of reagent from them to me.
owner.current.playsound_local(null, 'sound/effects/singlebeat.ogg', 40, 1) // Play THIS sound for user only. The "null" is where turf would go if a location was needed. Null puts it right in their head.
total_blood_drank += blood_taken
if(target.mind) // Checks if the target has a mind
if(IS_VASSAL(target)) // Checks if the target is a vassal
blood_level_gain += blood_taken / 4
else
blood_level_gain += blood_taken
return blood_taken
/**
@@ -165,6 +165,24 @@
//returnString += "\n" Don't need spacers. Using . += "" in examine.dm does this on its own.
return returnIcon + returnString
// Blood level gain is used to give Bloodsuckers more levels if they are being agressive and drinking from real, sentient people.
// The maximum blood that counts towards this
/datum/antagonist/bloodsucker/proc/blood_level_gain()
var/level_cost = get_level_cost()
if(blood_level_gain >= level_cost && bloodsucker_blood_volume >= level_cost) // Checks if we have drunk enough blood from the living to allow us to gain a level up as well as checking if we have enough blood to actually use on the level up
switch(tgui_alert(owner.current, "You have drunk enough blood from the living to thicken your blood, this will cost you [level_cost] blood and give you another level", "Thicken your blood?.", list("Yes", "No"))) //asks user if they want to spend their blood on a level
if("Yes")
AdjustUnspentRank(1) // gives level
blood_level_gain -= level_cost // Subtracts the cost from the pool of drunk blood
AdjustBloodVolume(-level_cost) // Subtracts the cost from the bloodsucker's actual blood
blood_level_gain_amount += 1 // Increments the variable that makes future levels more expensive
/datum/antagonist/bloodsucker/proc/get_level_cost()
var/level_cost = (0.3 + (0.05 * blood_level_gain_amount))
level_cost = min(level_cost, BLOOD_LEVEL_GAIN_MAX)
level_cost = max_blood_volume * level_cost
return level_cost
/datum/antagonist/bloodsucker/proc/max_vassals()
return bloodsucker_level
@@ -157,7 +157,7 @@
to_chat(bloodsuckerdatum.owner.current, span_notice("You grow more ancient by the night!"))
else
// Give them the UI to purchase a power.
var/choice = tgui_input_list(human_user, "You have the opportunity to grow more ancient. Spend [round(blood_cost, 1)] blood to advance your rank", "Your Blood Thickens...", options)
var/choice = tgui_input_list(human_user, "You have the opportunity to grow more ancient.[blood_cost > 0 ? " Spend [round(blood_cost, 1)] blood to advance your rank" : ""]", "Your Blood Thickens...", options)
// Prevent Bloodsuckers from closing/reopning their coffin to spam Levels.
if(cost_rank && bloodsuckerdatum.GetUnspentRank() <= 0)
return
@@ -221,10 +221,11 @@
if(!bloodsuckerdatum.my_clan)
user.balloon_alert("enter a clan!")
to_chat(user, span_notice("You must enter a Clan to rank up. Do it in the antag menu, which you can see by pressing the action button in the top left."))
else
else if(!bloodsuckerdatum.frenzied)
if(bloodsuckerdatum.GetUnspentRank() < 1)
bloodsuckerdatum.blood_level_gain()
// Level ups cost 30% of your max blood volume, which scales with your rank.
if(!bloodsuckerdatum.frenzied)
bloodsuckerdatum.SpendRank(blood_cost = bloodsuckerdatum.max_blood_volume * BLOODSUCKER_LEVELUP_PERCENTAGE)
bloodsuckerdatum.SpendRank(blood_cost = bloodsuckerdatum.max_blood_volume * BLOODSUCKER_LEVELUP_PERCENTAGE)
bloodsuckerdatum.check_begin_torpor(TORPOR_SKIP_CHECK_DAMAGE)
return TRUE