Files
John Willard 751bfc08bb Removes the IC tab (#95893)
## About The Pull Request

Removes the IC tab in its entirety

- Some mobs (Blob Minion & Lightgeist) had manually removed the "pull"
verb, this replaces it with taking away their pull force.
- Lightgeist had their "Me" verb manually removed, this is replaced by
giving them Emotemute trait (the same that mime's bane gives)
- Floor Changer: You can now RMB the arrow buttons to look in a
direction w/o moving. Added a tip to help with this.
- Exit Hivemind: Already an action button and was removed without
further edits

### Removed entirely

Rest
Resist
Look Up/Down
Move Upwards/Down
Activate Held Object
Open Language Menu
Memories
View Skills

### Moved to command bar (secret verb ooh) because I am biased

Sleep
Navigate

### Martial Arts

Martial Arts had a button to see your current skills & the ability to
cycle between artstyles. This was replaced with 1 action button that
does both of these.

<img width="317" height="148" alt="image"
src="https://github.com/user-attachments/assets/afed910f-b6b6-441d-86cb-dade0e253044"
/>


Name auto-updates as you swap artstyle to whatever help verb the current
style uses. Mention of RMB in the name is only there if you have more
than 1 martial art, but the desc will remain just so players can see it
even if they only have one, for future reference.

## Why It's Good For The Game

Brings greater visibility to Martial Art stuff, and especially since the
stat panel is being made optional we should not be hiding ANYTHING in
there.

This also helps me with my project listed in
https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view

And also fixes some sorta-removed features due to removing verbs not
matching people's actual powers due to new features like "Custom Me" and
"Ctrl Clicking".

## Changelog

🆑 SirNightKnight (sprites), JohnFulpWillard
del: Deleted the "IC" tab of the stat panel.
fix: Lightgeists can't emote or pull as intended.
fix: Blob minions can't pull again.
qol: Martial Art users now have an action button for their
artstyle-related businesses, rather than it being in the stat panel.
qol: You can now right-click the move up/down UI buttons to look in the
direction without moving.
/🆑
2026-05-26 16:27:09 -07:00

530 lines
24 KiB
Plaintext

#define LEFT_RIGHT_COMBO "DH"
#define RIGHT_LEFT_COMBO "HD"
#define LEFT_LEFT_COMBO "HH"
#define RIGHT_RIGHT_COMBO "DD"
#define STRAIGHT_PUNCH "straight_punch"
#define RIGHT_HOOK "right_hook"
#define LEFT_HOOK "left_hook"
#define UPPERCUT "uppercut"
#define LIGHT_JAB "light_jab"
#define DISCOMBOBULATE "discombobulate"
#define BLIND_JAB "blind_jab"
#define CRAVEN_BLOW "craven_blow"
#define NO_COMBO ""
/datum/martial_art/boxing
name = "Boxing"
id = MARTIALART_BOXING
pacifist_style = TRUE
help_verb = "Focus on your Form"
/// Boolean on whether we are sportsmanlike in our tussling; TRUE means we have restrictions
var/honorable_boxer = TRUE
/// Can we perform grabs even if it would be dishonorable?
var/ignore_grab_restriction = FALSE
/// 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)
/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, obj/item/bodypart/arm/active_arm)
if(check_behind(attacker, defender) && !honorable_boxer)
reset_streak()
return CRAVEN_BLOW
if(HAS_TRAIT(attacker, TRAIT_DETECTIVES_TASTE) && defender.is_blind()) //In short: discombobulate
reset_streak()
return DISCOMBOBULATE
if(findtext(streak, LEFT_LEFT_COMBO) && active_arm.body_zone == BODY_ZONE_R_ARM || findtext(streak, RIGHT_RIGHT_COMBO) && active_arm.body_zone == BODY_ZONE_L_ARM)
reset_streak()
if(attacker.is_blind())
return BLIND_JAB
else
return LIGHT_JAB
else if(findtext(streak, LEFT_LEFT_COMBO) && active_arm.body_zone == BODY_ZONE_L_ARM || findtext(streak, RIGHT_RIGHT_COMBO) && active_arm.body_zone == BODY_ZONE_R_ARM)
reset_streak()
return STRAIGHT_PUNCH
if(findtext(streak, LEFT_RIGHT_COMBO) || findtext(streak, RIGHT_LEFT_COMBO))
reset_streak()
if(active_arm.body_zone == BODY_ZONE_L_ARM)
if(findtext(streak, RIGHT_LEFT_COMBO))
return LEFT_HOOK
else if(active_arm.body_zone == BODY_ZONE_R_ARM)
if(findtext(streak, LEFT_RIGHT_COMBO))
return RIGHT_HOOK
else
return UPPERCUT
return NO_COMBO
/// 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)
return MARTIAL_ATTACK_SUCCESS
/datum/martial_art/boxing/grab_act(mob/living/attacker, mob/living/defender)
if(honorable_boxer && !ignore_grab_restriction)
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)
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)
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.get_stamina_loss() >= 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)
// Our potential wound bonus on a punch. Only applies if we're dishonorable. Otherwise, we can't wound.
var/possible_wound_bonus = honorable_boxer ? 0 : CANT_WOUND
// Determines damage dealt on a punch. Against a boxing defender, we apply our skill bonus.
var/damage = rand(lower_force, upper_force)
// Attack verbs for our visible chat messages.
var/current_atk_verb = "punches"
var/current_atk_verbed = "punched"
if(defender.check_block(attacker, damage, "[attacker]'s punch", UNARMED_ATTACK))
return FALSE
// 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 punch misses [defender]!"), \
span_danger("You avoid [attacker]'s punch!"), span_hear("You hear a swoosh!"), COMBAT_MESSAGE_RANGE, attacker)
to_chat(attacker, span_warning("Your punch misses [defender]!"))
log_combat(attacker, defender, "attempted to hit", "punch (boxing) ")
return FALSE
var/obj/item/bodypart/affecting = defender.get_bodypart(defender.get_random_valid_zone(attacker.zone_selected))
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
var/streak_augmentation = check_streak(attacker, defender, active_arm)
var/combo_multiplier = 0
switch(streak_augmentation)
if(STRAIGHT_PUNCH)
current_atk_verb = "straight punches"
current_atk_verbed = "straight punched"
combo_multiplier = 1
if(LIGHT_JAB)
current_atk_verb = "light jabs"
current_atk_verbed = "light jabbed"
combo_multiplier = 1
if(LEFT_HOOK)
current_atk_verb = "left hooks"
current_atk_verbed = "left hooked"
combo_multiplier = 1.5
attacker.changeNext_move(CLICK_CD_MELEE * 1.5)
if(RIGHT_HOOK)
current_atk_verb = "right hooks"
current_atk_verbed = "right hooked"
combo_multiplier = 1.5
attacker.changeNext_move(CLICK_CD_MELEE * 1.5)
if(UPPERCUT)
current_atk_verb = "uppercuts"
current_atk_verbed = "uppercutted"
base_unarmed_effectiveness *= 1.5
combo_multiplier = 1
attacker.changeNext_move(CLICK_CD_MELEE * 1.5)
if(DISCOMBOBULATE)
current_atk_verb = "discombobulates"
current_atk_verbed = "discombobulated"
affecting = defender.get_bodypart(defender.get_random_valid_zone(BODY_ZONE_HEAD))
defender.adjust_confusion_up_to(20 SECONDS, 50 SECONDS)
defender.adjust_dizzy_up_to(20 SECONDS, 50 SECONDS)
combo_multiplier = 1
if(BLIND_JAB)
current_atk_verb = "blind jabs"
current_atk_verbed = "blind jabbed"
combo_multiplier = 0.5
attacker.changeNext_move(CLICK_CD_MELEE * 1.5)
if(CRAVEN_BLOW)
current_atk_verb = "sucker punches"
current_atk_verbed = "sucker punch"
possible_wound_bonus = damage
combo_multiplier = 2
possible_wound_bonus *= 1.5
affecting = defender.get_bodypart(defender.get_random_valid_zone(BODY_ZONE_HEAD))
defender.adjust_staggered_up_to(STAGGERED_SLOWDOWN_LENGTH, 10 SECONDS) //why yes, this could result in them being knocked out in one.
damage += round((athletics_skill + strength_bonus) * combo_multiplier, 1)
if(combo_multiplier >= 1)
perform_extra_effect(attacker, defender)
if(defender.stat <= HARD_CRIT) // Do not grant experience against dead targets
grant_experience = TRUE
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_verb] [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, wound_bonus = possible_wound_bonus)
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) ")
if(attacker.pulling == defender && attacker.grab_state >= GRAB_AGGRESSIVE) // dubious a normal boxer will be in a state where this happens, buuuut.
var/atom/throw_target = get_edge_target_turf(defender, attacker.dir)
defender.throw_at(throw_target, 2, 2, attacker)
/// 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 ..()
/datum/martial_art/boxing/get_style_help()
. = list()
. += "<b><i>You focus on your form, visualizing how best to throw a punch.</i></b>"
. += "<b><i>What moves you perform depend on what mouse buttons you click, and whether the last button clicked matches which hand you have selected when you throw the last punch.</i></b>"
. += "[span_notice("Straight Punch")]: Left Left/Right Right with the matching hand. Regular damage."
. += "[span_notice("Jab")]: Left Left/Right Right with the opposite hand. Regular damage. If you're blind, you'll make a blind jab instead."
. += "[span_notice("Left/Right Hook")]: Left Right/Right Left with the matching hand. Does extra damage, but slows your next hit."
. += "[span_notice("Uppercut")]: Left Right/Right Left with the opposite hand. Has a higher probability to knock out the target, but slows your next hit.</b>"
. += "<b><i>While in Throw Mode, you can block incoming punches and return a bit of damage back to an attacker. Blocking attacks this way causes you to lose some stamina damage.</i></b>"
. += "<b><i>Your boxing abilities are only able to be used on other boxers.</i></b>"
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
help_verb = "Focus on Brawling"
honorable_boxer = FALSE
boxing_traits = list(TRAIT_BOXING_READY, TRAIT_STRENGTH, TRAIT_STIMMED)
/datum/martial_art/boxing/evil/get_style_help()
. = list()
. += "<b><i>You contemplate on the violence ahead, visualizing how best to throw a punch.</i></b>"
. += "<b><i>What moves you perform depend on what mouse buttons you click, and whether the last button clicked matches which hand you have selected when you throw the last punch.</i></b>"
. += "[span_notice("Straight Punch")]: Left Left/Right Right with the matching hand. Regular damage."
. += "[span_notice("Jab")]: Left Left/Right Right with the opposite hand. Regular damage. If you're blind, you'll make a blind jab instead."
. += "[span_notice("Left/Right Hook")]: Left Right/Right Left with the matching hand. Does extra damage, but slows your next hit."
. += "[span_notice("Uppercut")]: Left Right/Right Left with the opposite hand. Has a higher probability to knock out the target, but slows your next hit."
. += "[span_notice("Sucker Punch")]: Any combination done to a vulnerable target becomes a sucker punch. This could knock them out in one!.</b>"
. += "<b><i>While in Throw Mode, you can block incoming punches and return a bit of damage back to an attacker. Blocking attacks this way causes you to lose some stamina damage.</i></b>"
return .
/// 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
help_verb = "Focus on the Hunt"
default_damage_type = BRUTE
boxing_traits = list(TRAIT_BOXING_READY)
ignore_grab_restriction = TRUE
/// 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/get_style_help()
. = list()
. += "<b><i>You focus on your Fists. You focus on Adventure. You focus on the Hunt.</i></b>"
. += "<b><i>What moves you perform depend on what mouse buttons you click, and whether the last button clicked matches which hand you have selected when you throw the last punch.</i></b>"
. += "[span_notice("Straight Punch")]: Left Left/Right Right with the matching hand. Regular damage."
. += "[span_notice("Jab")]: Left Left/Right Right with the opposite hand. Regular damage. If you're blind, you'll make a blind jab instead."
. += "[span_notice("Left/Right Hook")]: Left Right/Right Left with the matching hand. Does extra damage, but slows your next hit."
. += "[span_notice("Uppercut")]: Left Right/Right Left with the opposite hand. Has a higher probability to critically hit the target, but slows your next hit.</b>"
. += "<b><i>While in Throw Mode, you can block incoming punches and return a bit of damage back to an attacker. Blocking attacks this way causes you to lose some stamina damage.</i></b>"
. += "<b><i>Stringing together effective combos restores some of your health and deals even more damage.</i></b>"
. += "<b><i>Your hunter boxing abilities are only able to be used on the various flora, fauna and unnatural creatures that reside in this universe. Against normal humanoids, you are just a boxer.</i></b>"
return .
/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
#undef STRAIGHT_PUNCH
#undef RIGHT_HOOK
#undef LEFT_HOOK
#undef UPPERCUT
#undef LIGHT_JAB
#undef DISCOMBOBULATE
#undef BLIND_JAB
#undef CRAVEN_BLOW
#undef NO_COMBO