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necromanceranneandGitHub e4bc6faf80 Increases the experience earned by Hunter Boxing (#93435)
## About The Pull Request

Hunter boxing now uses the full quantity of damage inflicted by your
punches, rather than half. We also multiply our experience based on the
max health of the creature we're punching.

You do not get the exercised status effect for punching mobs with Hunter
Boxing.

You do not earn experience for punching dead things.

Hunter Boxing can now brutalized Crustaceans and Reptiles. This does not
include lizardpeople, as they're humanoid. No, you can't Hunter Boxing
the ashwalkers. Or your lizard QM boss.

## Why It's Good For The Game

It takes a really, really, really long time to level up using Hunter
Boxing. Normal athletics progression is largely kept in line by the fact
that you need to go sleep every time you do a workout session.

Hunter boxing, however, does not allow you to do that because you're
currently trying to punch xenofauna and demons to death while in the
middle of a hell planet and trying not to die.

The fact that fauna fight back when punched means leveling up with
hunter boxing has its own internal complications for preventing
athletics progression from being a walk in the part. Obviously, the
threat of death is its own punishment mechanic.

It's maybe a bit much of an ask miners to be weightlifting when they
should be mining after all.

## Changelog
🆑
balance: Hunter boxing now grants a reasonable amount of experience in
Athletics for punching the absolute shit out of the local wildlife.
balance: Includes crustaceans and reptiles to the list of mob types that
Hunter Boxing is allowed to mangle with their bare hands. You still
can't use Hunter Boxing on lizardpeople. Or crabpeople when they are
added in 2030.
/🆑
2025-10-14 00:12:07 +02:00

377 lines
17 KiB
Plaintext

#define LEFT_RIGHT_COMBO "DH"
#define RIGHT_LEFT_COMBO "HD"
#define LEFT_LEFT_COMBO "HH"
#define RIGHT_RIGHT_COMBO "DD"
/datum/martial_art/boxing
name = "Boxing"
id = MARTIALART_BOXING
pacifist_style = TRUE
/// Boolean on whether we are sportsmanlike in our tussling; TRUE means we have restrictions
var/honorable_boxer = TRUE
/// Default damage type for our boxing.
var/default_damage_type = STAMINA
/// List of traits applied to users of this martial art.
var/list/boxing_traits = list(TRAIT_BOXING_READY)
/// Balloon alert cooldown for warning our boxer to alternate their blows to get more damage
COOLDOWN_DECLARE(warning_cooldown)
/datum/martial_art/boxing/can_teach(mob/living/new_holder)
return ishuman(new_holder)
/datum/martial_art/boxing/activate_style(mob/living/new_holder)
. = ..()
new_holder.add_traits(boxing_traits, BOXING_TRAIT)
RegisterSignal(new_holder, COMSIG_LIVING_CHECK_BLOCK, PROC_REF(check_block))
/datum/martial_art/boxing/deactivate_style(mob/living/remove_from)
remove_from.remove_traits(boxing_traits, BOXING_TRAIT)
UnregisterSignal(remove_from, list(COMSIG_LIVING_CHECK_BLOCK))
return ..()
///Unlike most instances of this proc, this is actually called in _proc/tussle()
///Returns a multiplier on our skill damage bonus.
/datum/martial_art/boxing/proc/check_streak(mob/living/attacker, mob/living/defender)
var/combo_multiplier = 1
if(findtext(streak, LEFT_LEFT_COMBO) || findtext(streak, RIGHT_RIGHT_COMBO))
reset_streak()
if(COOLDOWN_FINISHED(src, warning_cooldown))
COOLDOWN_START(src, warning_cooldown, 2 SECONDS)
attacker.balloon_alert(attacker, "weak combo, alternate your hits!")
return combo_multiplier * 0.5
if(findtext(streak, LEFT_RIGHT_COMBO) || findtext(streak, RIGHT_LEFT_COMBO))
reset_streak()
// If we have an extra effect from the combo, perform it here. By default, we have no extra effect.
perform_extra_effect(attacker, defender)
return combo_multiplier * 1.5
return combo_multiplier
/// An extra effect on some moves and attacks.
/datum/martial_art/boxing/proc/perform_extra_effect(mob/living/attacker, mob/living/defender)
return
/datum/martial_art/boxing/disarm_act(mob/living/attacker, mob/living/defender)
if(honor_check(defender))
add_to_streak("D", defender)
tussle(attacker, defender, "right hook", "right hooked")
return MARTIAL_ATTACK_SUCCESS
/datum/martial_art/boxing/grab_act(mob/living/attacker, mob/living/defender)
if(honorable_boxer)
attacker.balloon_alert(attacker, "no grabbing while boxing!")
return MARTIAL_ATTACK_FAIL
return MARTIAL_ATTACK_INVALID //UNLESS YOU'RE EVIL
/datum/martial_art/boxing/harm_act(mob/living/attacker, mob/living/defender)
if(honor_check(defender))
add_to_streak("H", defender)
tussle(attacker, defender, "left hook", "left hooked")
return MARTIAL_ATTACK_SUCCESS
// Our only boxing move, which occurs on literally all attacks; the tussle. However, quite a lot morphs the results of this proc. Combos, unlike most martial arts attacks, are checked in this proc rather than our standard unarmed procs
/datum/martial_art/boxing/proc/tussle(mob/living/attacker, mob/living/defender, atk_verb = "blind jab", atk_verbed = "blind jabbed")
if(honorable_boxer) //Being a good sport, you never hit someone on the ground or already knocked down. It shows you're the better person.
if(defender.body_position == LYING_DOWN && defender.getStaminaLoss() >= 100 || defender.IsUnconscious()) //If they're in stamcrit or unconscious, don't bloody punch them
attacker.balloon_alert(attacker, "unsportsmanlike behaviour!")
return FALSE
var/obj/item/bodypart/arm/active_arm = attacker.get_active_hand()
//The values between which damage is rolled for punches
var/lower_force = active_arm.unarmed_damage_low
var/upper_force = active_arm.unarmed_damage_high
//Determines knockout potential and armor penetration (if that matters)
var/base_unarmed_effectiveness = active_arm.unarmed_effectiveness
//Determines attack sound based on attacker arm
var/attack_sound = active_arm.unarmed_attack_sound
// Out athletics skill is added as a damage bonus
var/athletics_skill = attacker.mind?.get_skill_level(/datum/skill/athletics)
// If true, grants experience for punching; we only gain experience if we punch another boxer.
var/grant_experience = FALSE
// What type of damage does our kind of boxing do? Defaults to STAMINA for normal boxing, unless you're performing EVIL BOXING. Subtypes use different damage types.
var/damage_type = honorable_boxer ? default_damage_type : attacker.get_attack_type()
attacker.do_attack_animation(defender, ATTACK_EFFECT_PUNCH)
// Determines damage dealt on a punch. Against a boxing defender, we apply our skill bonus.
var/damage = rand(lower_force, upper_force)
if(honor_check(defender))
var/strength_bonus = HAS_TRAIT(attacker, TRAIT_STRENGTH) ? 2 : 0 //Investing into genetic strength improvements makes you a better boxer
var/obj/item/organ/cyberimp/chest/spine/potential_spine = attacker.get_organ_slot(ORGAN_SLOT_SPINE) //Getting a cyberspine also pushes you further than just mere meat
if(istype(potential_spine))
strength_bonus *= potential_spine.strength_bonus
damage += round(athletics_skill * check_streak(attacker, defender) + strength_bonus, 1)
if(defender.stat <= HARD_CRIT) // Do not grant experience against dead targets
grant_experience = TRUE
var/current_atk_verb = atk_verb
var/current_atk_verbed = atk_verbed
if(is_detective_job(attacker.mind?.assigned_role)) //In short: discombobulate
current_atk_verb = "discombobulate"
current_atk_verbed = "discombulated"
// Similar to a normal punch, should we have a value of 0 for our lower force, we simply miss outright.
if(!lower_force)
playsound(defender.loc, active_arm.unarmed_miss_sound, 25, TRUE, -1)
defender.visible_message(span_warning("[attacker]'s [current_atk_verb] misses [defender]!"), \
span_danger("You avoid [attacker]'s [current_atk_verb]!"), span_hear("You hear a swoosh!"), COMBAT_MESSAGE_RANGE, attacker)
to_chat(attacker, span_warning("Your [current_atk_verb] misses [defender]!"))
log_combat(attacker, defender, "attempted to hit", current_atk_verb)
return FALSE
if(defender.check_block(attacker, damage, "[attacker]'s [current_atk_verb]", UNARMED_ATTACK))
return FALSE
var/obj/item/bodypart/affecting = defender.get_bodypart(defender.get_random_valid_zone(attacker.zone_selected))
var/armor_block = defender.run_armor_check(affecting, MELEE, armour_penetration = base_unarmed_effectiveness)
playsound(defender, attack_sound, 25, TRUE, -1)
defender.visible_message(
span_danger("[attacker] [current_atk_verbed] [defender]!"),
span_userdanger("You're [current_atk_verbed] by [attacker]!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
COMBAT_MESSAGE_RANGE,
attacker,
)
to_chat(attacker, span_danger("You [current_atk_verbed] [defender]!"))
// Determines the total amount of experience earned per punch
var/experience_earned = round(damage/4, 1)
defender.apply_damage(damage, damage_type, affecting, armor_block)
log_combat(attacker, defender, "punched (boxing) ")
if(defender.stat == DEAD || !honor_check(defender)) //early returning here so we don't worry about knockout probs or experience gain
return TRUE
if(grant_experience)
skill_experience_adjustment(attacker, defender, (damage/lower_force))
//Determine our attackers athletics level as a knockout probability bonus
var/attacker_athletics_skill = (attacker.mind?.get_skill_modifier(/datum/skill/athletics, SKILL_RANDS_MODIFIER) + base_unarmed_effectiveness)
// Defender boxing skill and armor block are used as a defense here. This has already factored in base_unarmed_effectiveness from the attacker
var/defender_athletics_skill = clamp(defender.mind?.get_skill_modifier(/datum/skill/athletics, SKILL_RANDS_MODIFIER), 0, 100)
//Determine our final probability, using a clamp to stop any prob() weirdness.
var/final_knockout_probability = clamp(round(attacker_athletics_skill - defender_athletics_skill, 1), 0 , 100)
if(!prob(final_knockout_probability))
return TRUE
crit_effect(attacker, defender, armor_block, damage_type, damage)
experience_earned *= 2 //Double our experience gain on a crit hit
playsound(defender, 'sound/effects/coin2.ogg', 40, TRUE)
new /obj/effect/temp_visual/crit(get_turf(defender))
skill_experience_adjustment(attacker, defender, experience_earned) //double experience for a successful crit
return TRUE
/// Our crit effect. For normal boxing, this applies a stagger, then applies a knockout if they're staggered. Other types of boxing apply different kinds of effects.
/datum/martial_art/boxing/proc/crit_effect(mob/living/attacker, mob/living/defender, armor_block = 0, damage_type = STAMINA, damage = 0)
if(defender.get_timed_status_effect_duration(/datum/status_effect/staggered))
defender.visible_message(
span_danger("[attacker] knocks [defender] out with a haymaker!"),
span_userdanger("You're knocked unconscious by [attacker]!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
COMBAT_MESSAGE_RANGE,
attacker,
)
to_chat(attacker, span_danger("You knock [defender] out with a haymaker!"))
defender.apply_effect(20 SECONDS, EFFECT_KNOCKDOWN, armor_block)
defender.SetSleeping(10 SECONDS)
log_combat(attacker, defender, "knocked out (boxing) ")
else
defender.visible_message(
span_danger("[attacker] staggers [defender] with a haymaker!"),
span_userdanger("You're nearly knocked off your feet by [attacker]!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
COMBAT_MESSAGE_RANGE,
attacker,
)
defender.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH, 10 SECONDS)
to_chat(attacker, span_danger("You stagger [defender] with a haymaker!"))
log_combat(attacker, defender, "staggered (boxing) ")
/// Returns whether whoever is checked by this proc is complying with the rules of boxing. The boxer cannot block non-boxers, and cannot apply their scariest moves against non-boxers.
/datum/martial_art/boxing/proc/honor_check(mob/living/possible_boxer)
if(!honorable_boxer)
return TRUE //You scoundrel!!
if(!HAS_TRAIT(possible_boxer, TRAIT_BOXING_READY))
return FALSE
return TRUE
/// Handles our instances of experience gain while boxing. It also applies the exercised status effect.
/datum/martial_art/boxing/proc/skill_experience_adjustment(mob/living/boxer, mob/living/defender, experience_value)
//Boxing in heavier gravity gives you more experience
var/gravity_modifier = boxer.has_gravity() > STANDARD_GRAVITY ? 1 : 2
//You gotta sleep before you get any experience!
boxer.mind?.adjust_experience(/datum/skill/athletics, round(experience_value / gravity_modifier, 1))
boxer.apply_status_effect(/datum/status_effect/exercised)
/// Handles our blocking signals, similar to hit_reaction() on items. Only blocks while the boxer is in throw mode.
/datum/martial_art/boxing/proc/check_block(mob/living/boxer, atom/movable/hitby, damage, attack_text, attack_type, ...)
SIGNAL_HANDLER
if(!can_use(boxer) || !boxer.throw_mode || INCAPACITATED_IGNORING(boxer, INCAPABLE_GRAB))
return NONE
if(attack_type != UNARMED_ATTACK)
return NONE
//Determines unarmed defense against boxers using our current active arm.
var/obj/item/bodypart/arm/active_arm = boxer.get_active_hand()
var/base_unarmed_effectiveness = active_arm.unarmed_effectiveness
// Out athletics skill is added to our block potential
var/athletics_skill_rands = boxer.mind?.get_skill_modifier(/datum/skill/athletics, SKILL_RANDS_MODIFIER)
var/block_chance = base_unarmed_effectiveness + athletics_skill_rands
var/block_text = pick("block", "evade")
var/mob/living/attacker = GET_ASSAILANT(hitby)
if(!honor_check(attacker))
return NONE
var/experience_earned = round(damage/4, 1)
if(!damage)
experience_earned = 2
// WE reward experience for getting punched while boxing
skill_experience_adjustment(boxer, attacker, experience_earned) //just getting hit a bunch doesn't net you much experience however
if(!prob(block_chance))
return NONE
if(istype(attacker) && boxer.Adjacent(attacker))
attacker.apply_damage(10, default_damage_type)
boxer.apply_damage(5, STAMINA)
perform_extra_effect(boxer, attacker)
boxer.visible_message(
span_danger("[boxer] [block_text]s [attack_text]!"),
span_userdanger("You [block_text] [attack_text]!"),
)
if(block_text == "evade")
playsound(boxer.loc, active_arm.unarmed_miss_sound, 25, TRUE, -1)
return SUCCESSFUL_BLOCK
/datum/martial_art/boxing/can_use(mob/living/martial_artist)
if(!ishuman(martial_artist))
return FALSE
return ..()
// Boxing Variants!
/// Evil Boxing; for sick, evil scoundrels. Has no honor, making it more lethal (therefore unable to be used by pacifists).
/// Grants Strength and Stimmed to speed up any experience gain.
/datum/martial_art/boxing/evil
name = "Evil Boxing"
id = MARTIALART_EVIL_BOXING
pacifist_style = FALSE
honorable_boxer = FALSE
boxing_traits = list(TRAIT_BOXING_READY, TRAIT_STRENGTH, TRAIT_STIMMED)
/// Hunter Boxing: for the uncaring, completely deranged one-spacer ecological disaster.
/// The honor check accepts boxing ready targets, OR various biotypes as valid targets. Uses a special crit effect rather than the standard one (against monsters).
/// I guess technically, this allows for lethal boxing. If you want.
/datum/martial_art/boxing/hunter
name = "Hunter Boxing"
id = MARTIALART_HUNTER_BOXING
pacifist_style = FALSE
default_damage_type = BRUTE
boxing_traits = list(TRAIT_BOXING_READY)
/// The mobs we are looking for to pass the honor check
var/honorable_mob_biotypes = MOB_BEAST | MOB_SPECIAL | MOB_PLANT | MOB_BUG | MOB_MINING | MOB_CRUSTACEAN | MOB_REPTILE
/// Our crit shout words. First word is then paired with a second word to form an attack name.
var/list/first_word_strike = list("Extinction", "Brutalization", "Explosion", "Adventure", "Thunder", "Lightning", "Sonic", "Atomizing", "Whirlwind", "Tornado", "Shark", "Falcon")
var/list/second_word_strike = list(" Punch", " Pawnch", "-punch", " Jab", " Hook", " Fist", " Uppercut", " Straight", " Strike", " Lunge")
/datum/martial_art/boxing/hunter/honor_check(mob/living/possible_boxer)
if(HAS_TRAIT(possible_boxer, TRAIT_BOXING_READY))
return TRUE
if(possible_boxer.mob_biotypes & MOB_HUMANOID && !istype(possible_boxer, /mob/living/simple_animal/hostile/megafauna)) //We're after animals, not people. Unless they want to box. (Or a megafauna)
return FALSE
if(possible_boxer.mob_biotypes & honorable_mob_biotypes) //We're after animals, not people
return TRUE
return FALSE //rather than default assume TRUE, we default assume FALSE. After all, there could be mobs that are none of our biotypes and also not humanoid. By default, they would be valid for being boxed if TRUE.
// Our hunter boxer applies a rebuke and double damage against the target of their crit. If the target is humanoid, we just perform our regular crit effect instead.
/datum/martial_art/boxing/hunter/crit_effect(mob/living/attacker, mob/living/defender, armor_block = 0, damage_type = STAMINA, damage = 0)
if(defender.mob_biotypes & MOB_HUMANOID && !istype(defender, /mob/living/simple_animal/hostile/megafauna))
return ..() //Applies the regular crit effect if it is a normal human, and not a megafauna
var/first_word_pick = pick(first_word_strike)
var/second_word_pick = pick(second_word_strike)
defender.visible_message(
span_danger("[attacker] knocks the absolute bajeezus out of [defender] utilizing the terrifying [first_word_pick][second_word_pick]!!!"),
span_userdanger("You have the absolute bajeezus knocked out of you by [attacker]!!!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
COMBAT_MESSAGE_RANGE,
attacker,
)
to_chat(attacker, span_danger("You knock the absolute bajeezus out of [defender] out with the terrifying [first_word_pick][second_word_pick]!!!"))
if(ishuman(attacker))
var/mob/living/carbon/human/human_attacker = attacker
human_attacker.force_say()
human_attacker.say("[first_word_pick][second_word_pick]!!!", forced = "hunter boxing enthusiastic battlecry")
defender.apply_status_effect(/datum/status_effect/rebuked)
defender.apply_damage(damage * 2, default_damage_type, BODY_ZONE_CHEST, armor_block) //deals double our damage AGAIN
var/healing_factor = round(damage/3, 1)
attacker.heal_overall_damage(healing_factor, healing_factor, healing_factor)
log_combat(attacker, defender, "hunter crit punched (boxing)")
// Our hunter boxer does a sizable amount of extra damage on a successful combo or block
/datum/martial_art/boxing/hunter/perform_extra_effect(mob/living/attacker, mob/living/defender)
if(defender.mob_biotypes & MOB_HUMANOID && !istype(defender, /mob/living/simple_animal/hostile/megafauna))
return // Does not apply to humans (who aren't megafauna)
defender.apply_damage(rand(15,20), default_damage_type, BODY_ZONE_CHEST)
/datum/martial_art/boxing/hunter/skill_experience_adjustment(mob/living/boxer, mob/living/defender, experience_value)
if(defender.mob_biotypes & MOB_HUMANOID && !istype(defender, /mob/living/simple_animal/hostile/megafauna))
return ..() //IF they're a normal human, we give the normal amount of experience instead
var/gravity_modifier = boxer.has_gravity() > STANDARD_GRAVITY ? 2 : 1
var/big_game_bonus = (defender.maxHealth / 500)
boxer.mind?.adjust_experience(/datum/skill/athletics, round(experience_value * (gravity_modifier + big_game_bonus), 1))
#undef LEFT_RIGHT_COMBO
#undef RIGHT_LEFT_COMBO
#undef LEFT_LEFT_COMBO
#undef RIGHT_RIGHT_COMBO