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* Heretics cannot be converted, and are immune to cult stun hands. Instead, the cult is rewarded for sacrificing them with the bloody bastard sword, an oversized SPIN2WIN funblade. + Soul Stealing Fantasy Affix (#69725) About The Pull Request Heretics can no longer be converted to a cult, as they follow their own Forgotten Gods. Instead, Nar'Sie will reward the cult for managing to sacrifice one, with the bastard sword. The bloody bastard sword has been cleaned up codewise and all that. Because it is a free reward instead of a (removed) progression mechanic of cult, it swings just a bit slower during the spin and doesn't have a jaunt. It's still a !fun! swinging sword of hilarity and death. BLOODY BASTARD https://www.youtube.com/watch?v=ukznXQ3MgN0 Fantasy weapons can now roll "soul-stealing" weapons. They, on killing something, capture its soul inside the item. Add fail conditions that instantly end a spin2win, ala how Mimes can now hold a baguette like a sword by right clicking it #69592 works Why It's Good For The Game Bloody bastard sword was fun, it made no sense that heretics were valid converts when they're already worshipping a DIFFERENT evil god granting them powers. Should be in a good spot as a nice little antag to antag special interaction. I fucking love antag to antag special interactions, we should have more of 'em Fantasy affixes are always a neat thing to throw a new component into Changelog cl add: Heretics can no longer be converted to cult. But sacrificing them is very valuable to Nar'Sie, and she will grant special weapons if you manage to do so. add: Fantasy affixes can also include soul-stealing items! /cl * Heretics cannot be converted, and are immune to cult stun hands. Instead, the cult is rewarded for sacrificing them with the bloody bastard sword, an oversized SPIN2WIN funblade. + Soul Stealing Fantasy Affix Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: Tastyfish <crazychris32@gmail.com>
126 lines
4.3 KiB
Plaintext
126 lines
4.3 KiB
Plaintext
/**
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* ### Spin 2 Win component!
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*
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* Component that attaches to items, making their attack_self begin a spin 2 win
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*/
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/datum/component/spin2win
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///the cooldown for spinning to winning
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COOLDOWN_DECLARE(spin_cooldown)
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///how long a spin2win takes to recharge.
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var/spin_cooldown_time
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///whether we are currently spin2winning or not.
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var/spinning = FALSE
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///Timer id for when we should stop spinning.
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var/stop_spinning_timer_id
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var/datum/callback/on_spin_callback
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var/datum/callback/on_unspin_callback
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var/start_spin_message
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var/end_spin_message
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/datum/component/spin2win/Initialize(
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spin_cooldown_time = 10 SECONDS,
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on_spin_callback = null,
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on_unspin_callback = null,
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start_spin_message = "",
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end_spin_message = ""
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)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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src.spin_cooldown_time = spin_cooldown_time
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src.on_spin_callback = on_spin_callback
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src.on_unspin_callback = on_unspin_callback
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src.start_spin_message = start_spin_message
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src.end_spin_message = end_spin_message
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/datum/component/spin2win/Destroy(force, silent)
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QDEL_NULL(on_spin_callback)
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QDEL_NULL(on_unspin_callback)
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return ..()
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/datum/component/spin2win/RegisterWithParent()
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_examine)
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RegisterSignal(parent, COMSIG_ITEM_ATTACK_SELF, .proc/on_attack_self)
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/datum/component/spin2win/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_PARENT_EXAMINE, COMSIG_ITEM_ATTACK_SECONDARY))
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///signal called on parent being examined
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/datum/component/spin2win/proc/on_examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += span_notice("Using [parent] in your hands will make you spin your weapon around for a few moments, attacking everyone near you repeatedly!")
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if(spinning)
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examine_list += span_warning("...Of which you are currently doing right now!")
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return
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if(COOLDOWN_FINISHED(src, spin_cooldown))
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examine_list += span_notice("It has a cooldown of [DisplayTimeText(spin_cooldown_time)].")
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else
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examine_list += span_notice("It will be ready to spin again in [DisplayTimeText(COOLDOWN_TIMELEFT(src, spin_cooldown))].")
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/datum/component/spin2win/proc/on_attack_self(datum/source, mob/user, location, direction)
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SIGNAL_HANDLER
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if(spinning)
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user.balloon_alert(user, "already active!")
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return
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if(!COOLDOWN_FINISHED(src, spin_cooldown))
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user.balloon_alert(user, "on cooldown!")
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return
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start_spinning(user)
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/datum/component/spin2win/proc/start_spinning(mob/living/spinning_user)
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//user will always exist for the start
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spinning = TRUE
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spinning_user.changeNext_move(5 SECONDS)
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if(on_spin_callback)
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on_spin_callback.Invoke(spinning_user)
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if(start_spin_message)
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var/message = replacetext(start_spin_message, "%USER", spinning_user)
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spinning_user.visible_message(message)
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playsound(spinning_user, 'sound/weapons/fwoosh.ogg', 75, FALSE)
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stop_spinning_timer_id = addtimer(CALLBACK(src, .proc/stop_spinning, spinning_user), 5 SECONDS, TIMER_STOPPABLE|TIMER_DELETE_ME)
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_spin_equipped)
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/on_spin_dropped)
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START_PROCESSING(SSprocessing, src)
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/datum/component/spin2win/proc/stop_spinning(mob/living/user)
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//user might not exist for the end
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STOP_PROCESSING(SSprocessing, src)
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UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED))
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deltimer(stop_spinning_timer_id)
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playsound(user, 'sound/weapons/fwoosh.ogg', 75, FALSE)
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if(user && end_spin_message)
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var/message = replacetext(end_spin_message, "%USER", user)
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user.visible_message(message)
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if(on_unspin_callback)
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on_unspin_callback.Invoke(user, 5 SECONDS)
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COOLDOWN_START(src, spin_cooldown, spin_cooldown_time)
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spinning = FALSE
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/datum/component/spin2win/process(delta_time)
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var/obj/item/spinning_item = parent
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if(!isliving(spinning_item.loc))
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stop_spinning()
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return PROCESS_KILL
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var/mob/living/item_owner = spinning_item.loc
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item_owner.emote("spin")
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playsound(item_owner, 'sound/weapons/fwoosh.ogg', 75, FALSE)
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for(var/mob/living/victim in orange(1, item_owner))
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spinning_item.attack(victim, item_owner)
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/datum/component/spin2win/proc/on_spin_dropped(datum/source, mob/user)
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SIGNAL_HANDLER
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stop_spinning(user)
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/datum/component/spin2win/proc/on_spin_equipped(datum/source, mob/equipper, slot)
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SIGNAL_HANDLER
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if(slot != ITEM_SLOT_HANDS)
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stop_spinning(equipper)
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