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About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
106 lines
4.4 KiB
Plaintext
106 lines
4.4 KiB
Plaintext
/datum/mutation/human/antenna
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name = "Antenna"
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desc = "The affected person sprouts an antenna. This is known to allow them to access common radio channels passively."
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quality = POSITIVE
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text_gain_indication = "<span class='notice'>You feel an antenna sprout from your forehead.</span>"
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text_lose_indication = "<span class='notice'>Your antenna shrinks back down.</span>"
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instability = 5
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difficulty = 8
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var/obj/item/implant/radio/antenna/linked_radio
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/obj/item/implant/radio/antenna
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name = "internal antenna organ"
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desc = "The internal organ part of the antenna. Science has not yet given it a good name."
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icon = 'icons/obj/radio.dmi'//maybe make a unique sprite later. not important
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icon_state = "walkietalkie"
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/obj/item/implant/radio/antenna/Initialize(mapload)
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. = ..()
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radio.name = "internal antenna"
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/datum/mutation/human/antenna/on_acquiring(mob/living/carbon/human/owner)
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if(..())
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return
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linked_radio = new(owner)
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linked_radio.implant(owner, null, TRUE, TRUE)
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/datum/mutation/human/antenna/on_losing(mob/living/carbon/human/owner)
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if(..())
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return
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QDEL_NULL(linked_radio)
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/datum/mutation/human/antenna/New(class_ = MUT_OTHER, timer, datum/mutation/human/copymut)
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..()
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if(!(type in visual_indicators))
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visual_indicators[type] = list(mutable_appearance('icons/effects/genetics.dmi', "antenna", -FRONT_MUTATIONS_LAYER+1))//-MUTATIONS_LAYER+1
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/datum/mutation/human/antenna/get_visual_indicator()
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return visual_indicators[type][1]
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/datum/mutation/human/mindreader
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name = "Mind Reader"
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desc = "The affected person can look into the recent memories of others."
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quality = POSITIVE
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text_gain_indication = "<span class='notice'>You hear distant voices at the corners of your mind.</span>"
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text_lose_indication = "<span class='notice'>The distant voices fade.</span>"
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power = /obj/effect/proc_holder/spell/targeted/mindread
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instability = 40
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difficulty = 8
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locked = TRUE
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/obj/effect/proc_holder/spell/targeted/mindread
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name = "Mindread"
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desc = "Read the target's mind."
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charge_max = 50
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range = 7
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clothes_req = FALSE
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action_icon_state = "mindread"
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/obj/effect/proc_holder/spell/targeted/mindread/cast(list/targets, mob/living/carbon/human/user = usr)
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for(var/mob/living/M in targets)
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if(usr.anti_magic_check(FALSE, FALSE, TRUE, 0) || M.anti_magic_check(FALSE, FALSE, TRUE, 0))
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to_chat(usr, "<span class='warning'>As you reach out with your mind, you're suddenly stopped by a vision of a massive tinfoil wall that streches beyond visible range. It seems you've been foiled.</span>")
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return
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if(M.stat == DEAD)
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to_chat(user, "<span class='boldnotice'>[M] is dead!</span>")
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return
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if(M.mind)
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to_chat(user, "<span class='boldnotice'>You plunge into [M]'s mind...</span>")
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if(prob(20))
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to_chat(M, "<span class='danger'>You feel something foreign enter your mind.</span>")//chance to alert the read-ee
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var/list/recent_speech = list()
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var/list/say_log = list()
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var/log_source = M.logging
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for(var/log_type in log_source)//this whole loop puts the read-ee's say logs into say_log in an easy to access way
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var/nlog_type = text2num(log_type)
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if(nlog_type & LOG_SAY)
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var/list/reversed = log_source[log_type]
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if(islist(reversed))
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say_log = reverseRange(reversed.Copy())
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break
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if(LAZYLEN(say_log))
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for(var/spoken_memory in say_log)
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if(recent_speech.len >= 3)//up to 3 random lines of speech, favoring more recent speech
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break
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if(prob(50))
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recent_speech[spoken_memory] = say_log[spoken_memory]
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if(recent_speech.len)
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to_chat(user, "<span class='boldnotice'>You catch some drifting memories of their past conversations...</span>")
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for(var/spoken_memory in recent_speech)
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to_chat(user, "<span class='notice'>[recent_speech[spoken_memory]]</span>")
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if(iscarbon(M))
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var/mob/living/carbon/human/H = M
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to_chat(user, "<span class='boldnotice'>You find that their intent is to [H.combat_mode ? "Harm" : "Help"]...</span>")
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if(H.mind)
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to_chat(user, "<span class='boldnotice'>You uncover that [H.p_their()] true identity is [H.mind.name].</span>")
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else
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to_chat(user, "<span class='warning'>You can't find a mind to read inside of [M]!</span>")
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/datum/mutation/human/mindreader/New(class_ = MUT_OTHER, timer, datum/mutation/human/copymut)
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..()
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if(!(type in visual_indicators))
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visual_indicators[type] = list(mutable_appearance('icons/effects/genetics.dmi', "antenna", -FRONT_MUTATIONS_LAYER+1))
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/datum/mutation/human/mindreader/get_visual_indicator()
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return visual_indicators[type][1]
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