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Bubberstation/code/datums/elements/high_fiver.dm
SkyratBot 25f4961156 [MIRROR] Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. [MDB IGNORE] (#18487)
* Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate.  (#72110)

So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!

Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.

But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.

It also made it much harder to organize new memories keep it clean for
stuff like downstreams.

So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.

Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.

This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.

To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.

Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?

🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑

* Modular!

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-17 12:51:58 +13:00

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/**
* # High Fiver Element
*
* Attach to an item to make it offer a "high five" when offered to people
*/
/datum/element/high_fiver
/datum/element/high_fiver/Attach(datum/target)
. = ..()
if(!isitem(target))
return ELEMENT_INCOMPATIBLE
RegisterSignal(target, COMSIG_ITEM_OFFERING, PROC_REF(on_offer))
RegisterSignal(target, COMSIG_ITEM_OFFER_TAKEN, PROC_REF(on_offer_taken))
/datum/element/high_fiver/Detach(datum/source, ...)
. = ..()
UnregisterSignal(source, list(COMSIG_ITEM_OFFERING, COMSIG_ITEM_OFFER_TAKEN))
/// Signal proc for [COMSIG_ITEM_OFFERING] to set up the high-five on offer
/datum/element/high_fiver/proc/on_offer(obj/item/source, mob/living/carbon/offerer)
SIGNAL_HANDLER
if(locate(/mob/living/carbon) in orange(1, offerer))
offerer.visible_message(
span_notice("[offerer] raises [offerer.p_their()] arm, looking for a high-five!"),
span_notice("You post up, looking for a high-five!"),
vision_distance = 2,
)
offerer.apply_status_effect(/datum/status_effect/offering, source, /atom/movable/screen/alert/give/highfive)
else
offerer.visible_message(
span_danger("[offerer] raises [offerer.p_their()] arm, looking around for a high-five, but there's no one around!"),
span_warning("You post up, looking for a high-five, but find no one to accept it..."),
vision_distance = 4,
)
return COMPONENT_OFFER_INTERRUPT
/// Signal proc for [COMSIG_ITEM_OFFER_TAKEN] to continue through with the high-five on take
/datum/element/high_fiver/proc/on_offer_taken(obj/item/source, mob/living/carbon/offerer, mob/living/carbon/taker)
SIGNAL_HANDLER
var/open_hands_taker = 0
var/slappers_giver = 0
// see how many hands the taker has open for high'ing
for(var/hand in taker.held_items)
if(isnull(hand))
open_hands_taker++
// see how many hands the offerer is using for high'ing
for(var/obj/item/slap_check in offerer.held_items)
if(slap_check.item_flags & HAND_ITEM)
slappers_giver++
var/high_ten = (slappers_giver >= 2)
var/descriptor = "high-[high_ten ? "ten" : "five"]"
if(open_hands_taker <= 0)
to_chat(taker, span_warning("You can't [descriptor] [offerer] with no open hands!"))
taker.add_mood_event(descriptor, /datum/mood_event/high_five_full_hand) // not so successful now!
return COMPONENT_OFFER_INTERRUPT
playsound(offerer, 'sound/weapons/slap.ogg', min(50 * slappers_giver, 300), TRUE, 1)
offerer.add_mob_memory(/datum/memory/high_five, deuteragonist = taker, high_five_type = descriptor, high_ten = high_ten)
taker.add_mob_memory(/datum/memory/high_five, deuteragonist = offerer, high_five_type = descriptor, high_ten = high_ten)
if(high_ten)
to_chat(taker, span_nicegreen("You give high-tenning [offerer] your all!"))
offerer.visible_message(
span_notice("[taker] enthusiastically high-tens [offerer]!"),
span_nicegreen("Wow! You're high-tenned [taker]!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
ignored_mobs = taker,
)
offerer.add_mood_event(descriptor, /datum/mood_event/high_ten)
taker.add_mood_event(descriptor, /datum/mood_event/high_ten)
else
to_chat(taker, span_nicegreen("You high-five [offerer]!"))
offerer.visible_message(
span_notice("[taker] high-fives [offerer]!"),
span_nicegreen("All right! You're high-fived by [taker]!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
ignored_mobs = taker,
)
offerer.add_mood_event(descriptor, /datum/mood_event/high_five)
taker.add_mood_event(descriptor, /datum/mood_event/high_five)
return COMPONENT_OFFER_INTERRUPT