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Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous. There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this. Hi codeowners! Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
83 lines
3.3 KiB
Plaintext
83 lines
3.3 KiB
Plaintext
/datum/component/jousting
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var/current_direction = NONE
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var/max_tile_charge = 5
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var/min_tile_charge = 2 //tiles before this code gets into effect.
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var/current_tile_charge = 0
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var/movement_reset_tolerance = 3 //deciseconds
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var/unmounted_damage_boost_per_tile = 0
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var/unmounted_knockdown_chance_per_tile = 0
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var/unmounted_knockdown_time = 0
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var/mounted_damage_boost_per_tile = 2
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var/mounted_knockdown_chance_per_tile = 20
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var/mounted_knockdown_time = 20
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var/requires_mob_riding = TRUE //whether this only works if the attacker is riding a mob, rather than anything they can buckle to.
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var/requires_mount = TRUE //kinda defeats the point of jousting if you're not mounted but whatever.
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var/mob/current_holder
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var/current_timerid
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/datum/component/jousting/Initialize()
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_drop)
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RegisterSignal(parent, COMSIG_ITEM_ATTACK, .proc/on_attack)
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/datum/component/jousting/proc/on_equip(datum/source, mob/user, slot)
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SIGNAL_HANDLER
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RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/mob_move, TRUE)
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current_holder = user
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/datum/component/jousting/proc/on_drop(datum/source, mob/user)
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SIGNAL_HANDLER
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UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
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current_holder = null
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current_direction = NONE
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current_tile_charge = 0
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/datum/component/jousting/proc/on_attack(datum/source, mob/living/target, mob/user)
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SIGNAL_HANDLER
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if(user != current_holder)
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return
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var/current = current_tile_charge
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var/obj/item/I = parent
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var/target_buckled = target.buckled ? TRUE : FALSE //we don't need the reference of what they're buckled to, just whether they are.
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if((requires_mount && ((requires_mob_riding && !ismob(user.buckled)) || (!user.buckled))) || !current_direction || (current_tile_charge < min_tile_charge))
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return
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var/turf/target_turf = get_step(user, current_direction)
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if(target in range(1, target_turf))
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var/knockdown_chance = (target_buckled? mounted_knockdown_chance_per_tile : unmounted_knockdown_chance_per_tile) * current
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var/knockdown_time = (target_buckled? mounted_knockdown_time : unmounted_knockdown_time)
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var/damage = (target_buckled? mounted_damage_boost_per_tile : unmounted_damage_boost_per_tile) * current
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var/sharp = I.get_sharpness()
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var/msg
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if(damage)
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msg += "[user] [sharp? "impales" : "slams into"] [target] [sharp? "on" : "with"] their [parent]"
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target.apply_damage(damage, BRUTE, user.zone_selected, 0)
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if(prob(knockdown_chance))
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msg += " and knocks [target] [target_buckled? "off of [target.buckled]" : "down"]"
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if(target_buckled)
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target.buckled.unbuckle_mob(target)
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target.Paralyze(knockdown_time)
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if(length(msg))
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user.visible_message("<span class='danger'>[msg]!</span>")
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/datum/component/jousting/proc/mob_move(datum/source, newloc, dir)
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SIGNAL_HANDLER
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if(!current_holder || (requires_mount && ((requires_mob_riding && !ismob(current_holder.buckled)) || (!current_holder.buckled))))
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return
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if(dir != current_direction)
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current_tile_charge = 0
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current_direction = dir
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if(current_tile_charge < max_tile_charge)
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current_tile_charge++
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if(current_timerid)
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deltimer(current_timerid)
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current_timerid = addtimer(CALLBACK(src, .proc/reset_charge), movement_reset_tolerance, TIMER_STOPPABLE)
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/datum/component/jousting/proc/reset_charge()
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current_tile_charge = 0
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