mirror of
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* Minigame DLC - Intergalactic Basketball League (#72459) ## About The Pull Request New DLC bout to drop.  Lots of new things included: - New basketball minigame that can be played between 2-7 players - Crafting recipe for basketballs using leather sheets - Crafting recipe for basketball hoops using metal, rods, and durathread - New basketball sounds for the ball and hoops - New scorecard that can be reset using CtrlClick - Basketball hoops can be rotated using a wrench and AltClick - Dunking and shooting animations. ### New basketball mechanics that now utilize stamina: - Dunking costs large stamina and you must be directly adjacent to the hoop and click on it. - Shooting costs medium stamina and uses RMB. Shooting lets you aim the ball over peoples heads, meaning anyone obstructing your path will be bypassed. There is a half second delay during shooting where someone can bump or push to prevent the shot from succeeding. - Shooting from further away results in less accuracy. If you do not click directly on the hoop, there is also an accuracy penalty! - Passing costs no stamina and uses LMB. Trying to score into the hoop via passing results in a reduced chance. - Spinning costs medium stamina while holding the ball. It gives a reduced chance for the ball to be stolen but decreases accuracy for shooting. - Pushing a player using RMB will attempt to steal the ball and drain their stamina. - The chance to steal the ball is based on the stamina of both players and the direction they are facing. If the person with the ball is at low stamina, and the person stealing is at full stamina, they will have a higher chance. Likewise, if the person with the ball is face to face with the stealer, then there is a higher chance for the ball to be stolen. If the person has their back to the stealer, then it's a lower chance. - Shooting from more than 2 tiles away, results in 3 points. See below picture to know the distance.  ### Now to introduce the teams: <details> <summary>Nanotrasen Basketball Department</summary>  </details> <details> <summary>Greytide Worldwide</summary>  </details> <details> <summary>Lusty Xenomorphs</summary>  </details> <details> <summary>Space Surfers</summary>  </details> --- Big shoutout to the nukie round a few weeks ago where the nuke ops challenged the crew (and clown) to a basketball match on their rebuilt basketball shuttle. The nukies won, but it made me realize that the basketball mechanics were very raw and needed some polishing. #### TODO LIST - [x] Fix bug where ball only goes over peoples heads if they are 1 tile away - [x] Remove leftover code comments and procs - [x] Rebalance stamina values (maybe move this to different ball types) - [x] Fix basketball stadium template runtiming from wall smoothing during load - [x] Fix space surfer stadium having an air breach somewhere - [x] Add more sounds for when ball is passed, shot, or dunked - [x] Make it so that holding a ball while on the floor isn't possible (to avoid those meta cheese strats) - [x] Drop basketball lets mobs make sounds when spinning (need to detach signal?) - [x] Finish adding a simple lobby menu for minigame ## Why It's Good For The Game _If you can't slam with the best, then jam with the rest._ ## Changelog 🆑 add: Add crafting recipe for basketballs (leather sheets) and basketball hoops (metal, rods, and durathread) add: Add new basketball minigame for 2-7 players. There are 4 different courts and teams by default with more planned to be added later. add: New basketball mechanics that uses stamina. Shoot with RMB, pass with LMB, and dunk by clicking the hoop while adjacent. Spinning while holding the ball decreases the chance for someone to steal the ball, but it decreases your shooting accuracy. Shooting from 2 tiles away lets you score 3 points. qol: Basketballs now play a buzzer sound when someone scores. CtrlClick will reset the scorecard and AltClick with a wrench will rotate the hoop. qol: Dunking and shooting animations for basketball. soundadd: Added basketball bounce sound with credits attribution imageadd: Added basketball icon to minigames. Move baseball and dodgeball icons to toy/balls.dmi /🆑 * Minigame DLC - Intergalactic Basketball League * Update CentCom_skyrat_z2.dmm * raptor --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: lessthnthree <three@lessthanthree.dk> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
335 lines
13 KiB
Plaintext
335 lines
13 KiB
Plaintext
/obj/item/stack/sheet/animalhide
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name = "hide"
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desc = "Something went wrong."
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icon_state = "sheet-hide"
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inhand_icon_state = null
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novariants = TRUE
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merge_type = /obj/item/stack/sheet/animalhide
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/obj/item/stack/sheet/animalhide/human
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name = "human skin"
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desc = "The by-product of human farming."
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singular_name = "human skin piece"
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novariants = FALSE
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merge_type = /obj/item/stack/sheet/animalhide/human
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GLOBAL_LIST_INIT(human_recipes, list( \
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new/datum/stack_recipe("bloated human costume", /obj/item/clothing/suit/hooded/bloated_human, 5, category = CAT_CLOTHING), \
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new/datum/stack_recipe("human skin hat", /obj/item/clothing/head/fedora/human_leather, 1, category = CAT_CLOTHING), \
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))
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/obj/item/stack/sheet/animalhide/human/get_main_recipes()
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. = ..()
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. += GLOB.human_recipes
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/obj/item/stack/sheet/animalhide/generic
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name = "skin"
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desc = "A piece of skin."
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singular_name = "skin piece"
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novariants = FALSE
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merge_type = /obj/item/stack/sheet/animalhide/generic
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/obj/item/stack/sheet/animalhide/corgi
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name = "corgi hide"
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desc = "The by-product of corgi farming."
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singular_name = "corgi hide piece"
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icon_state = "sheet-corgi"
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inhand_icon_state = null
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merge_type = /obj/item/stack/sheet/animalhide/corgi
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GLOBAL_LIST_INIT(gondola_recipes, list ( \
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new/datum/stack_recipe("gondola mask", /obj/item/clothing/mask/gondola, 1, category = CAT_CLOTHING), \
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new/datum/stack_recipe("gondola suit", /obj/item/clothing/under/costume/gondola, 2, category = CAT_CLOTHING), \
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))
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/obj/item/stack/sheet/animalhide/mothroach
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name = "mothroach hide"
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desc = "A thin layer of mothroach hide."
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singular_name = "mothroach hide piece"
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icon_state = "sheet-mothroach"
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inhand_icon_state = null
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merge_type = /obj/item/stack/sheet/animalhide/mothroach
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/obj/item/stack/sheet/animalhide/gondola
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name = "gondola hide"
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desc = "The extremely valuable product of gondola hunting."
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singular_name = "gondola hide piece"
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icon_state = "sheet-gondola"
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inhand_icon_state = null
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merge_type = /obj/item/stack/sheet/animalhide/gondola
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/obj/item/stack/sheet/animalhide/gondola/get_main_recipes()
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. = ..()
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. += GLOB.gondola_recipes
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GLOBAL_LIST_INIT(corgi_recipes, list ( \
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new/datum/stack_recipe("corgi costume", /obj/item/clothing/suit/hooded/ian_costume, 3, category = CAT_CLOTHING), \
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))
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/obj/item/stack/sheet/animalhide/corgi/get_main_recipes()
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. = ..()
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. += GLOB.corgi_recipes
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/obj/item/stack/sheet/animalhide/cat
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name = "cat hide"
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desc = "The by-product of cat farming."
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singular_name = "cat hide piece"
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icon_state = "sheet-cat"
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inhand_icon_state = null
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merge_type = /obj/item/stack/sheet/animalhide/cat
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/obj/item/stack/sheet/animalhide/monkey
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name = "monkey hide"
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desc = "The by-product of monkey farming."
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singular_name = "monkey hide piece"
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icon_state = "sheet-monkey"
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inhand_icon_state = null
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merge_type = /obj/item/stack/sheet/animalhide/monkey
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GLOBAL_LIST_INIT(monkey_recipes, list ( \
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new/datum/stack_recipe("monkey mask", /obj/item/clothing/mask/gas/monkeymask, 1, category = CAT_CLOTHING), \
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new/datum/stack_recipe("monkey suit", /obj/item/clothing/suit/costume/monkeysuit, 2, category = CAT_CLOTHING), \
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))
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/obj/item/stack/sheet/animalhide/monkey/get_main_recipes()
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. = ..()
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. += GLOB.monkey_recipes
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/obj/item/stack/sheet/animalhide/lizard
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name = "lizard skin"
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desc = "Sssssss..."
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singular_name = "lizard skin piece"
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icon_state = "sheet-lizard"
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inhand_icon_state = null
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merge_type = /obj/item/stack/sheet/animalhide/lizard
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/obj/item/stack/sheet/animalhide/xeno
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name = "alien hide"
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desc = "The skin of a terrible creature."
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singular_name = "alien hide piece"
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icon_state = "sheet-xeno"
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inhand_icon_state = null
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merge_type = /obj/item/stack/sheet/animalhide/xeno
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GLOBAL_LIST_INIT(xeno_recipes, list ( \
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new/datum/stack_recipe("alien helmet", /obj/item/clothing/head/costume/xenos, 1, category = CAT_CLOTHING), \
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new/datum/stack_recipe("alien suit", /obj/item/clothing/suit/costume/xenos, 2, category = CAT_CLOTHING), \
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))
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/obj/item/stack/sheet/animalhide/xeno/get_main_recipes()
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. = ..()
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. += GLOB.xeno_recipes
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//don't see anywhere else to put these, maybe together they could be used to make the xenos suit?
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/obj/item/stack/sheet/xenochitin
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name = "alien chitin"
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desc = "A piece of the hide of a terrible creature."
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singular_name = "alien hide piece"
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icon = 'icons/mob/nonhuman-player/alien.dmi'
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icon_state = "chitin"
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novariants = TRUE
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merge_type = /obj/item/stack/sheet/xenochitin
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/obj/item/xenos_claw
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name = "alien claw"
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desc = "The claw of a terrible creature."
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icon = 'icons/mob/nonhuman-player/alien.dmi'
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icon_state = "claw"
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/obj/item/weed_extract
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name = "weed extract"
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desc = "A piece of slimy, purplish weed."
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icon = 'icons/mob/nonhuman-player/alien.dmi'
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icon_state = "weed_extract"
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/obj/item/stack/sheet/hairlesshide
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name = "hairless hide"
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desc = "This hide was stripped of its hair, but still needs washing and tanning."
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singular_name = "hairless hide piece"
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icon_state = "sheet-hairlesshide"
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inhand_icon_state = null
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merge_type = /obj/item/stack/sheet/hairlesshide
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/obj/item/stack/sheet/wethide
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name = "wet hide"
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desc = "This hide has been cleaned but still needs to be dried."
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singular_name = "wet hide piece"
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icon_state = "sheet-wetleather"
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inhand_icon_state = null
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merge_type = /obj/item/stack/sheet/wethide
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/// Reduced when exposed to high temperatures
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var/wetness = 30
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/// Kelvin to start drying
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var/drying_threshold_temperature = 500
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/obj/item/stack/sheet/wethide/Initialize(mapload, new_amount, merge = TRUE, list/mat_override=null, mat_amt=1)
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. = ..()
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AddElement(/datum/element/dryable, /obj/item/stack/sheet/leather)
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AddElement(/datum/element/atmos_sensitive, mapload)
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AddComponent(/datum/component/grillable, /obj/item/stack/sheet/leather, rand(1 SECONDS, 3 SECONDS), TRUE)
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/obj/item/stack/sheet/wethide/burn()
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visible_message(span_notice("[src] burns up, leaving a sheet of leather behind!"))
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new /obj/item/stack/sheet/leather(loc) // only one sheet remains to incentivise not burning your wethide to dry it
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qdel(src)
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/*
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* Leather SHeet
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*/
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/obj/item/stack/sheet/leather
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name = "leather"
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desc = "The by-product of mob grinding."
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singular_name = "leather piece"
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icon_state = "sheet-leather"
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inhand_icon_state = null
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merge_type = /obj/item/stack/sheet/leather
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GLOBAL_LIST_INIT(leather_recipes, list ( \
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new/datum/stack_recipe("wallet", /obj/item/storage/wallet, 1, category = CAT_CONTAINERS), \
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new/datum/stack_recipe("muzzle", /obj/item/clothing/mask/muzzle, 2, category = CAT_ENTERTAINMENT), \
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new/datum/stack_recipe("basketball", /obj/item/toy/basketball, 20, category = CAT_ENTERTAINMENT), \
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new/datum/stack_recipe("saddle", /obj/item/saddle, 5, category = CAT_EQUIPMENT), \
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new/datum/stack_recipe("leather shoes", /obj/item/clothing/shoes/laceup, 2, category = CAT_CLOTHING), \
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new/datum/stack_recipe("cowboy boots", /obj/item/clothing/shoes/cowboy, 2, category = CAT_CLOTHING), \
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new/datum/stack_recipe("botany gloves", /obj/item/clothing/gloves/botanic_leather, 3, category = CAT_CLOTHING), \
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new/datum/stack_recipe("leather satchel", /obj/item/storage/backpack/satchel/leather, 5, category = CAT_CLOTHING), \
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new/datum/stack_recipe("sheriff vest", /obj/item/clothing/accessory/vest_sheriff, 4, category = CAT_CLOTHING), \
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new/datum/stack_recipe("leather jacket", /obj/item/clothing/suit/jacket/leather, 7, category = CAT_CLOTHING), \
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new/datum/stack_recipe("biker jacket", /obj/item/clothing/suit/jacket/leather/biker, 7, category = CAT_CLOTHING), \
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new/datum/stack_recipe_list("belts", list( \
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new/datum/stack_recipe("tool belt", /obj/item/storage/belt/utility, 4, category = CAT_CONTAINERS), \
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new/datum/stack_recipe("botanical belt", /obj/item/storage/belt/plant, 2, category = CAT_CONTAINERS), \
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new/datum/stack_recipe("janitorial belt", /obj/item/storage/belt/janitor, 2, category = CAT_CONTAINERS), \
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new/datum/stack_recipe("medical belt", /obj/item/storage/belt/medical, 2, category = CAT_CONTAINERS), \
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new/datum/stack_recipe("security belt", /obj/item/storage/belt/security, 2, category = CAT_CONTAINERS), \
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new/datum/stack_recipe("shoulder holster", /obj/item/storage/belt/holster, 3, category = CAT_CONTAINERS), \
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new/datum/stack_recipe("bandolier", /obj/item/storage/belt/bandolier, 5, category = CAT_CONTAINERS), \
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)),
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new/datum/stack_recipe_list("cowboy hats", list( \
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new/datum/stack_recipe("sheriff hat", /obj/item/clothing/head/cowboy/brown, 2, category = CAT_CLOTHING), \
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new/datum/stack_recipe("desperado hat", /obj/item/clothing/head/cowboy/black, 2, category = CAT_CLOTHING), \
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new/datum/stack_recipe("ten-gallon hat", /obj/item/clothing/head/cowboy/white, 2, category = CAT_CLOTHING), \
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new/datum/stack_recipe("deputy hat", /obj/item/clothing/head/cowboy/red, 2, category = CAT_CLOTHING), \
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new/datum/stack_recipe("drifter hat", /obj/item/clothing/head/cowboy/grey, 2, category = CAT_CLOTHING), \
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)),
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))
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/obj/item/stack/sheet/leather/get_main_recipes()
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. = ..()
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. += GLOB.leather_recipes
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/*
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* Sinew
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*/
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/obj/item/stack/sheet/sinew
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name = "watcher sinew"
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icon = 'icons/obj/mining.dmi'
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desc = "Long stringy filaments which presumably came from a watcher's wings."
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singular_name = "watcher sinew"
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icon_state = "sinew"
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novariants = TRUE
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merge_type = /obj/item/stack/sheet/sinew
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/obj/item/stack/sheet/sinew/wolf
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name = "wolf sinew"
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desc = "Long stringy filaments which came from the insides of a wolf."
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singular_name = "wolf sinew"
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merge_type = /obj/item/stack/sheet/sinew/wolf
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GLOBAL_LIST_INIT(sinew_recipes, list ( \
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new/datum/stack_recipe("sinew restraints", /obj/item/restraints/handcuffs/cable/sinew, 1, category = CAT_EQUIPMENT), \
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))
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/obj/item/stack/sheet/sinew/get_main_recipes()
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. = ..()
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. += GLOB.sinew_recipes
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/*Plates*/
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/obj/item/stack/sheet/animalhide/goliath_hide
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name = "goliath hide plates"
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desc = "Pieces of a goliath's rocky hide, these might be able to make your suit a bit more durable to attack from the local fauna."
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icon = 'icons/obj/stack_objects.dmi'
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icon_state = "goliath_hide"
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singular_name = "hide plate"
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max_amount = 6
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novariants = FALSE
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item_flags = NOBLUDGEON
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w_class = WEIGHT_CLASS_NORMAL
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layer = MOB_LAYER
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merge_type = /obj/item/stack/sheet/animalhide/goliath_hide
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/obj/item/stack/sheet/animalhide/goliath_hide/polar_bear_hide
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name = "polar bear hides"
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desc = "Pieces of a polar bear's fur, these might be able to make your suit a bit more durable to attack from the local fauna."
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icon_state = "polar_bear_hide"
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singular_name = "polar bear hide"
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merge_type = /obj/item/stack/sheet/animalhide/goliath_hide/polar_bear_hide
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/obj/item/stack/sheet/animalhide/ashdrake
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name = "ash drake hide"
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desc = "The strong, scaled hide of an ash drake."
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icon = 'icons/obj/stack_objects.dmi'
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icon_state = "dragon_hide"
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singular_name = "drake plate"
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max_amount = 10
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novariants = FALSE
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item_flags = NOBLUDGEON
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w_class = WEIGHT_CLASS_NORMAL
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layer = MOB_LAYER
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merge_type = /obj/item/stack/sheet/animalhide/ashdrake
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//Step one - dehairing.
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/obj/item/stack/sheet/animalhide/attackby(obj/item/W, mob/user, params)
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if(W.get_sharpness())
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playsound(loc, 'sound/weapons/slice.ogg', 50, TRUE, -1)
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user.visible_message(span_notice("[user] starts cutting hair off \the [src]."), span_notice("You start cutting the hair off \the [src]..."), span_hear("You hear the sound of a knife rubbing against flesh."))
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if(do_after(user, 50, target = src))
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to_chat(user, span_notice("You cut the hair from this [src.singular_name]."))
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new /obj/item/stack/sheet/hairlesshide(user.drop_location(), 1)
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use(1)
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else
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return ..()
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//Step two - washing..... it's actually in washing machine code.
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//Step three - drying
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/obj/item/stack/sheet/wethide
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/obj/item/stack/sheet/wethide/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/microwavable, /obj/item/stack/sheet/leather)
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AddComponent(/datum/component/bakeable, /obj/item/stack/sheet/leather, rand(15 SECONDS, 20 SECONDS), TRUE, TRUE)
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/obj/item/stack/sheet/wethide/should_atmos_process(datum/gas_mixture/air, exposed_temperature)
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return (exposed_temperature > drying_threshold_temperature)
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/obj/item/stack/sheet/wethide/atmos_expose(datum/gas_mixture/air, exposed_temperature)
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wetness--
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if(wetness == 0)
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new /obj/item/stack/sheet/leather(drop_location(), 1)
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wetness = initial(wetness)
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use(1)
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/obj/item/stack/sheet/animalhide/carp
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name = "carp scales"
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desc = "The scaly skin of a space carp. It looks quite beatiful when detached from the foul creature who once wore it."
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singular_name = "carp scale"
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icon_state = "sheet-carp"
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inhand_icon_state = null
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merge_type = /obj/item/stack/sheet/animalhide/carp
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GLOBAL_LIST_INIT(carp_recipes, list ( \
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new/datum/stack_recipe("carp costume", /obj/item/clothing/suit/hooded/carp_costume, 4, category = CAT_CLOTHING), \
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new/datum/stack_recipe("carp mask", /obj/item/clothing/mask/gas/carp, 1, category = CAT_CLOTHING), \
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new/datum/stack_recipe("carpskin chair", /obj/structure/chair/comfy/carp, 2, category = CAT_FURNITURE), \
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new/datum/stack_recipe("carpskin suit", /obj/item/clothing/under/suit/carpskin, 3, category = CAT_CLOTHING), \
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new/datum/stack_recipe("carpskin fedora", /obj/item/clothing/head/fedora/carpskin, 2, category = CAT_CLOTHING), \
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))
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/obj/item/stack/sheet/animalhide/carp/get_main_recipes()
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. = ..()
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. += GLOB.carp_recipes
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