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Bubberstation/code/datums/elements/climbable.dm
san7890 39d9c45b4a Meat Hook Rework (Accidental Features) (#80002)
## About The Pull Request

Or, how I tried to kill `/datum/forced_movement` but got absolutely
clonged.

Actually, I did kill `/datum/forced_movement`. It was only used in one
spot so I just went ahead and cooked it into a special utility datum
that should only be used in one spot. We can optimize the code later or
something, but I like the way it is right now (pretty much status quo
without the potential of someone using a depreciated framework).

Alright, there were also like 3 `TODO`s (4 if you count the move loop
comment (which is ehhhh)). I naively tried to tackle them a very hard
way, but then I just realized I could use the fancy new datum I cooked
up and wow they're all solved now. The hook looks so fucking good now.

* The code is overall more streamlined, with all of the post-projectile
work being handled by a special datum (I wanted it to be handled by the
hook but the timings were all based on SSFastprocess so datum it is).
Forced movement is killed but we just salvaged whatever we needed from
it.
* More traits to ensure we don't cheese in a way we're not supposed to
* A very sexy chain will spawn when you drag your kill in (this wasn't
there before but I fixeded it :3)
* The firer will actually get grounded when they try and shoot the chain
out. They get grounded for 0.25 seconds unless they hit something. I
don't know how the timing is but I think it's fair.
* We also add a unique suicide act, because I noticed we did the
"magical" one previously, which big-league sucked.
* More traits to ensure less cheese! I like how nice it is now.
## Why It's Good For The Game

The meat hook really makes you _feel_ like Roadhog from Overwatch.
Resolves a bunch of old TODOs while getting rid of a completely obsolete
framework in a really neat way. I don't typically like mixing balances
and refactors but these TODOs were getting crusty man i just wanted to
get them out of the way
## Changelog
🆑
balance: The Meat Hook will now "ground" you whenever you fire it out at
someone. You get a very small immobilization every time you fire, which
"upgrades" to a full immobilization whenever you actually hit an atom
and start to drag it in.
fix: A chain should now show up as you drag in something with the meat
hooks.
fix: Meat hooks should no longer play the "magical gun" suicide if you
were to use it, but instead do their own unique thing.
/🆑
2023-11-30 00:59:42 +00:00

121 lines
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/datum/element/climbable
element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH_ON_HOST_DESTROY // Detach for turfs
argument_hash_start_idx = 2
///Time it takes to climb onto the object
var/climb_time
///Stun duration for when you get onto the object
var/climb_stun
///Assoc list of object being climbed on - climbers. This allows us to check who needs to be shoved off a climbable object when its clicked on.
var/list/current_climbers
/datum/element/climbable/Attach(
datum/target,
climb_time = 2 SECONDS,
climb_stun = 2 SECONDS,
)
. = ..()
if(!isatom(target) || isarea(target))
return ELEMENT_INCOMPATIBLE
src.climb_time = climb_time
src.climb_stun = climb_stun
RegisterSignal(target, COMSIG_ATOM_ATTACK_HAND, PROC_REF(attack_hand))
RegisterSignal(target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignal(target, COMSIG_MOUSEDROPPED_ONTO, PROC_REF(mousedrop_receive))
ADD_TRAIT(target, TRAIT_CLIMBABLE, ELEMENT_TRAIT(type))
/datum/element/climbable/Detach(datum/target)
UnregisterSignal(target, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_EXAMINE, COMSIG_MOUSEDROPPED_ONTO, COMSIG_ATOM_BUMPED))
REMOVE_TRAIT(target, TRAIT_CLIMBABLE, ELEMENT_TRAIT(type))
return ..()
/datum/element/climbable/proc/on_examine(atom/source, mob/user, list/examine_texts)
SIGNAL_HANDLER
examine_texts += span_notice("[source] looks climbable.")
/datum/element/climbable/proc/can_climb(atom/source, mob/user)
var/dir_step = get_dir(user, source.loc)
//To jump over a railing you have to be standing next to it, not far behind it.
if(source.flags_1 & ON_BORDER_1 && user.loc != source.loc && (dir_step & source.dir) == source.dir)
return FALSE
return TRUE
/datum/element/climbable/proc/attack_hand(atom/climbed_thing, mob/user)
SIGNAL_HANDLER
var/list/climbers = LAZYACCESS(current_climbers, climbed_thing)
for(var/i in climbers)
var/mob/living/structure_climber = i
if(structure_climber == user)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(climbed_thing)
structure_climber.Paralyze(40)
structure_climber.visible_message(span_warning("[structure_climber] is knocked off [climbed_thing]."), span_warning("You're knocked off [climbed_thing]!"), span_hear("You hear a cry from [structure_climber], followed by a slam."))
/datum/element/climbable/proc/climb_structure(atom/climbed_thing, mob/living/user, params)
if(!can_climb(climbed_thing, user))
return
climbed_thing.add_fingerprint(user)
user.visible_message(span_warning("[user] starts climbing onto [climbed_thing]."), \
span_notice("You start climbing onto [climbed_thing]..."))
var/adjusted_climb_time = climb_time
var/adjusted_climb_stun = climb_stun
if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED)) //climbing takes twice as long without help from the hands.
adjusted_climb_time *= 2
if(isalien(user))
adjusted_climb_time *= 0.25 //aliens are terrifyingly fast
if(HAS_TRAIT(user, TRAIT_FREERUNNING)) //do you have any idea how fast I am???
adjusted_climb_time *= 0.8
adjusted_climb_stun *= 0.8
if(HAS_TRAIT(user, TRAIT_SETTLER)) //hold on, gimme a moment, my tiny legs can't get over the goshdamn table
adjusted_climb_time *= 1.5
adjusted_climb_stun *= 1.5
LAZYADDASSOCLIST(current_climbers, climbed_thing, user)
if(do_after(user, adjusted_climb_time, climbed_thing))
if(QDELETED(climbed_thing)) //Checking if structure has been destroyed
return
if(do_climb(climbed_thing, user, params))
user.visible_message(span_warning("[user] climbs onto [climbed_thing]."), \
span_notice("You climb onto [climbed_thing]."))
log_combat(user, climbed_thing, "climbed onto")
if(adjusted_climb_stun)
user.Stun(adjusted_climb_stun)
else
to_chat(user, span_warning("You fail to climb onto [climbed_thing]."))
LAZYREMOVEASSOC(current_climbers, climbed_thing, user)
/datum/element/climbable/proc/do_climb(atom/climbed_thing, mob/living/user, params)
if(!can_climb(climbed_thing, user))
return
climbed_thing.set_density(FALSE)
var/dir_step = get_dir(user, climbed_thing.loc)
var/same_loc = climbed_thing.loc == user.loc
// on-border objects can be vaulted over and into the next turf.
// The reverse dir check is for when normal behavior should apply instead (e.g. John Doe hops east of a railing facing west, ending on the same turf as it).
if(climbed_thing.flags_1 & ON_BORDER_1 && (same_loc || !(dir_step & REVERSE_DIR(climbed_thing.dir))))
//it can be vaulted over in two different cardinal directions. we choose one.
if(ISDIAGONALDIR(climbed_thing.dir) && same_loc)
if(params) //we check the icon x and y parameters of the click-drag to determine step_dir.
var/list/modifiers = params2list(params)
var/x_dist = (text2num(LAZYACCESS(modifiers, ICON_X)) - world.icon_size/2) * (climbed_thing.dir & WEST ? -1 : 1)
var/y_dist = (text2num(LAZYACCESS(modifiers, ICON_Y)) - world.icon_size/2) * (climbed_thing.dir & SOUTH ? -1 : 1)
dir_step = (x_dist >= y_dist ? (EAST|WEST) : (NORTH|SOUTH)) & climbed_thing.dir
else
dir_step = get_dir(user, get_step(climbed_thing, climbed_thing.dir))
. = step(user, dir_step)
climbed_thing.set_density(TRUE)
///Handles climbing onto the atom when you click-drag
/datum/element/climbable/proc/mousedrop_receive(atom/climbed_thing, atom/movable/dropped_atom, mob/user, params)
SIGNAL_HANDLER
if(user != dropped_atom || !isliving(dropped_atom))
return
if(!HAS_TRAIT(dropped_atom, TRAIT_FENCE_CLIMBER) && !HAS_TRAIT(dropped_atom, TRAIT_CAN_HOLD_ITEMS)) // If you can hold items you can probably climb a fence
return
var/mob/living/living_target = dropped_atom
if(living_target.mobility_flags & MOBILITY_MOVE)
INVOKE_ASYNC(src, PROC_REF(climb_structure), climbed_thing, living_target, params)