Files
Bubberstation/code/datums/martial.dm
kingofkosmos c3ea51908d Adds "you" to local visible_messages (#45631)
* adds "you" to some combat visible_messages.

* more you-messages and attack verbs to present tense.

* small fixes

* more additions and small fixes

* few message tweaks

* Fixes a typo and few other wordings.
2019-08-06 02:15:34 -07:00

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/datum/martial_art
var/name = "Martial Art"
var/id = "" //ID, used by mind/has_martialart
var/streak = ""
var/max_streak_length = 6
var/current_target
var/datum/martial_art/base // The permanent style. This will be null unless the martial art is temporary
var/block_chance = 0 //Chance to block melee attacks using items while on throw mode.
var/help_verb
var/allow_temp_override = TRUE //if this martial art can be overridden by temporary martial arts
/datum/martial_art/proc/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
return 0
/datum/martial_art/proc/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
return 0
/datum/martial_art/proc/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
return 0
/datum/martial_art/proc/can_use(mob/living/carbon/human/H)
return TRUE
/datum/martial_art/proc/add_to_streak(element,mob/living/carbon/human/D)
if(D != current_target)
reset_streak(D)
streak = streak+element
if(length(streak) > max_streak_length)
streak = copytext(streak,2)
return
/datum/martial_art/proc/reset_streak(mob/living/carbon/human/new_target)
current_target = new_target
streak = ""
/datum/martial_art/proc/basic_hit(mob/living/carbon/human/A,mob/living/carbon/human/D)
var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
var/atk_verb = A.dna.species.attack_verb
if(!(D.mobility_flags & MOBILITY_STAND))
atk_verb = "kick"
switch(atk_verb)
if("kick")
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
if("slash")
A.do_attack_animation(D, ATTACK_EFFECT_CLAW)
if("smash")
A.do_attack_animation(D, ATTACK_EFFECT_SMASH)
else
A.do_attack_animation(D, ATTACK_EFFECT_PUNCH)
if(!damage)
playsound(D.loc, A.dna.species.miss_sound, 25, 1, -1)
D.visible_message("<span class='warning'>[A]'s [atk_verb] misses [D]!</span>", \
"<span class='userdanger'>[A]'s [atk_verb] misses you!</span>", null, COMBAT_MESSAGE_RANGE)
log_combat(A, D, "attempted to [atk_verb]")
return 0
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
var/armor_block = D.run_armor_check(affecting, "melee")
playsound(D.loc, A.dna.species.attack_sound, 25, 1, -1)
D.visible_message("<span class='danger'>[A] [atk_verb]ed [D]!</span>", \
"<span class='userdanger'>[A] [atk_verb]ed you!</span>", null, COMBAT_MESSAGE_RANGE)
D.apply_damage(damage, A.dna.species.attack_type, affecting, armor_block)
log_combat(A, D, "punched")
if((D.stat != DEAD) && damage >= A.dna.species.punchstunthreshold)
D.visible_message("<span class='danger'>[A] knocks [D] down!!</span>", \
"<span class='userdanger'>[A] knocks you down!</span>")
D.apply_effect(40, EFFECT_KNOCKDOWN, armor_block)
D.forcesay(GLOB.hit_appends)
else if(!(D.mobility_flags & MOBILITY_STAND))
D.forcesay(GLOB.hit_appends)
return 1
/datum/martial_art/proc/teach(mob/living/carbon/human/H,make_temporary=FALSE)
if(!istype(H) || !H.mind)
return FALSE
if(H.mind.martial_art)
if(make_temporary)
if(!H.mind.martial_art.allow_temp_override)
return FALSE
store(H.mind.martial_art,H)
else
H.mind.martial_art.on_remove(H)
else if(make_temporary)
base = H.mind.default_martial_art
if(help_verb)
H.verbs += help_verb
H.mind.martial_art = src
return TRUE
/datum/martial_art/proc/store(datum/martial_art/M,mob/living/carbon/human/H)
M.on_remove(H)
if(M.base) //Checks if M is temporary, if so it will not be stored.
base = M.base
else //Otherwise, M is stored.
base = M
/datum/martial_art/proc/remove(mob/living/carbon/human/H)
if(!istype(H) || !H.mind || H.mind.martial_art != src)
return
on_remove(H)
if(base)
base.teach(H)
else
var/datum/martial_art/X = H.mind.default_martial_art
X.teach(H)
/datum/martial_art/proc/on_remove(mob/living/carbon/human/H)
if(help_verb)
H.verbs -= help_verb
return
///Gets called when a projectile hits the owner. Returning anything other than BULLET_ACT_HIT will stop the projectile from hitting the mob.
/datum/martial_art/proc/on_projectile_hit(mob/living/carbon/human/A, obj/item/projectile/P, def_zone)
return BULLET_ACT_HIT