Files
Bubberstation/code/game/objects/structures/mirror.dm
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00

477 lines
16 KiB
Plaintext

// Normal Mirrors
#define CHANGE_HAIR "Change Hair"
#define CHANGE_BEARD "Change Beard"
// Magic Mirrors!
#define CHANGE_RACE "Change Race"
#define CHANGE_SEX "Change Sex"
#define CHANGE_NAME "Change Name"
#define CHANGE_EYES "Change Eyes"
#define INERT_MIRROR_OPTIONS list(CHANGE_HAIR, CHANGE_BEARD)
#define PRIDE_MIRROR_OPTIONS list(CHANGE_HAIR, CHANGE_BEARD, CHANGE_RACE, CHANGE_SEX, CHANGE_EYES)
#define MAGIC_MIRROR_OPTIONS list(CHANGE_HAIR, CHANGE_BEARD, CHANGE_RACE, CHANGE_SEX, CHANGE_EYES, CHANGE_NAME)
/obj/structure/mirror
name = "mirror"
desc = "Mirror mirror on the wall, who's the most robust of them all?"
icon = 'icons/obj/watercloset.dmi'
icon_state = "mirror"
movement_type = FLOATING
density = FALSE
anchored = TRUE
integrity_failure = 0.5
max_integrity = 200
///Can this mirror be removed from walls with tools?
var/deconstructable = TRUE
var/list/mirror_options = INERT_MIRROR_OPTIONS
///Flags this race must have to be selectable with this type of mirror.
var/race_flags = MIRROR_MAGIC
///List of all Races that can be chosen, decided by its Initialize.
var/list/selectable_races = list()
/obj/structure/mirror/Initialize(mapload)
. = ..()
update_choices()
/obj/structure/mirror/Destroy()
mirror_options = null
selectable_races = null
return ..()
/obj/structure/mirror/proc/update_choices()
for(var/i in mirror_options)
mirror_options[i] = icon('icons/hud/radial.dmi', i)
/obj/structure/mirror/Initialize(mapload)
. = ..()
var/static/list/reflection_filter = alpha_mask_filter(icon = icon('icons/obj/watercloset.dmi', "mirror_mask"))
var/static/matrix/reflection_matrix = matrix(0.75, 0, 0, 0, 0.75, 0)
AddComponent(/datum/component/reflection, \
reflection_filter = reflection_filter, \
reflection_matrix = reflection_matrix, \
can_reflect = CALLBACK(src, PROC_REF(can_reflect)), \
update_signals = list(COMSIG_ATOM_BREAK), \
check_reflect_signals = list(SIGNAL_ADDTRAIT(TRAIT_NO_MIRROR_REFLECTION), SIGNAL_REMOVETRAIT(TRAIT_NO_MIRROR_REFLECTION)), \
)
/obj/structure/mirror/proc/can_reflect(atom/movable/target)
///I'm doing it this way too, because the signal is sent before the broken variable is set to TRUE.
if(atom_integrity <= integrity_failure * max_integrity)
return FALSE
if(broken || !isliving(target) || HAS_TRAIT(target, TRAIT_NO_MIRROR_REFLECTION))
return FALSE
return TRUE
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/mirror, 28)
/obj/structure/mirror/Initialize(mapload)
. = ..()
find_and_hang_on_wall()
register_context()
/obj/structure/mirror/broken
icon_state = "mirror_broke"
/obj/structure/mirror/broken/Initialize(mapload)
. = ..()
atom_break(null, mapload)
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/mirror/broken, 28)
/obj/structure/mirror/attack_hand(mob/living/carbon/human/user)
. = ..()
if(. || !ishuman(user) || broken)
return TRUE
if(!istype(src, /obj/structure/mirror/magic) && !user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
return TRUE //no tele-grooming (if nonmagical)
return display_radial_menu(user)
/obj/structure/mirror/wrench_act_secondary(mob/living/user, obj/item/tool)
if(!deconstructable)
balloon_alert(user, "magic prevents detaching!")
return NONE
user.visible_message(span_notice("[user] starts detaching [src]..."), span_notice("You start detaching [src]..."))
tool.play_tool_sound(src)
if(tool.use_tool(src, user, 3 SECONDS))
user.visible_message(span_notice("[user] detaches [src]!"), span_notice("You detach [src] from the wall."))
playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
deconstruct()
return ITEM_INTERACT_SUCCESS
return ITEM_INTERACT_BLOCKING
/obj/structure/mirror/atom_deconstruct()
new /obj/item/wallframe/mirror(loc, 1)
/obj/structure/mirror/proc/display_radial_menu(mob/living/carbon/human/user)
var/pick = show_radial_menu(user, src, mirror_options, user, radius = 36, require_near = TRUE, tooltips = TRUE)
if(!pick)
return TRUE //get out
switch(pick)
if(CHANGE_HAIR)
change_hair(user)
if(CHANGE_BEARD)
change_beard(user)
if(CHANGE_RACE)
change_race(user)
if(CHANGE_SEX) // sex: yes
change_sex(user)
if(CHANGE_NAME)
change_name(user)
if(CHANGE_EYES)
change_eyes(user)
return display_radial_menu(user)
/obj/structure/mirror/proc/change_beard(mob/living/carbon/human/beard_dresser)
if(beard_dresser.physique == FEMALE)
if(beard_dresser.facial_hairstyle == "Shaved")
balloon_alert(beard_dresser, "nothing to shave!")
return TRUE
var/shave_beard = tgui_alert(beard_dresser, "Shave your beard?", "Grooming", list("Yes", "No"))
if(shave_beard == "Yes")
beard_dresser.set_facial_hairstyle("Shaved", update = TRUE)
return TRUE
var/new_style = tgui_input_list(beard_dresser, "Select a facial hairstyle", "Grooming", SSaccessories.facial_hairstyles_list)
if(isnull(new_style))
return TRUE
if(HAS_TRAIT(beard_dresser, TRAIT_SHAVED))
to_chat(beard_dresser, span_notice("If only growing back facial hair were that easy for you... The reminder makes you feel terrible."))
beard_dresser.add_mood_event("bald_hair_day", /datum/mood_event/bald_reminder)
return TRUE
beard_dresser.set_facial_hairstyle(new_style, update = TRUE)
/obj/structure/mirror/proc/change_hair(mob/living/carbon/human/hairdresser)
var/new_style = tgui_input_list(hairdresser, "Select a hairstyle", "Grooming", SSaccessories.hairstyles_list)
if(isnull(new_style))
return TRUE
if(HAS_TRAIT(hairdresser, TRAIT_BALD))
to_chat(hairdresser, span_notice("If only growing back hair were that easy for you... The reminder makes you feel terrible."))
hairdresser.add_mood_event("bald_hair_day", /datum/mood_event/bald_reminder)
return TRUE
hairdresser.set_hairstyle(new_style, update = TRUE)
/obj/structure/mirror/proc/change_name(mob/living/carbon/human/user)
var/newname = sanitize_name(tgui_input_text(user, "Who are we again?", "Name change", user.name, MAX_NAME_LEN), allow_numbers = TRUE) //It's magic so whatever.
if(!newname)
return TRUE
user.real_name = newname
user.name = newname
if(user.dna)
user.dna.real_name = newname
if(user.mind)
user.mind.name = newname
// Erm ackshually the proper term is species. Get it right??
/obj/structure/mirror/proc/change_race(mob/living/carbon/human/race_changer)
var/racechoice = tgui_input_list(race_changer, "What are we again?", "Race change", selectable_races)
if(isnull(racechoice))
return TRUE
var/new_race_path = selectable_races[racechoice]
if(!ispath(new_race_path, /datum/species))
return TRUE
var/datum/species/newrace = new new_race_path()
var/attributes_desc = newrace.get_physical_attributes()
var/answer = tgui_alert(race_changer, attributes_desc, "Become a [newrace]?", list("Yes", "No"))
if(answer != "Yes")
qdel(newrace)
change_race(race_changer) // try again
return
race_changer.set_species(newrace, icon_update = FALSE)
if(HAS_TRAIT(race_changer, TRAIT_USES_SKINTONES))
var/new_s_tone = tgui_input_list(race_changer, "Choose your skin tone", "Race change", GLOB.skin_tones)
if(new_s_tone)
race_changer.skin_tone = new_s_tone
race_changer.dna.update_ui_block(DNA_SKIN_TONE_BLOCK)
else if(HAS_TRAIT(race_changer, TRAIT_MUTANT_COLORS) && !HAS_TRAIT(race_changer, TRAIT_FIXED_MUTANT_COLORS))
var/new_mutantcolor = input(race_changer, "Choose your skin color:", "Race change", race_changer.dna.features["mcolor"]) as color|null
if(new_mutantcolor)
var/list/mutant_hsv = rgb2hsv(new_mutantcolor)
if(mutant_hsv[3] >= 50) // mutantcolors must be bright
race_changer.dna.features["mcolor"] = sanitize_hexcolor(new_mutantcolor)
race_changer.dna.update_uf_block(DNA_MUTANT_COLOR_BLOCK)
else
to_chat(race_changer, span_notice("Invalid color. Your color is not bright enough."))
return TRUE
race_changer.update_body(is_creating = TRUE)
race_changer.update_mutations_overlay() // no hulk lizard
// possible Genders: MALE, FEMALE, PLURAL, NEUTER
// possible Physique: MALE, FEMALE
// saved you a click (many)
/obj/structure/mirror/proc/change_sex(mob/living/carbon/human/sexy)
var/chosen_sex = tgui_input_list(sexy, "Become a..", "Confirmation", list("Warlock", "Witch", "Wizard", "Itzard")) // YOU try coming up with the 'it' version of wizard
switch(chosen_sex)
if("Warlock")
sexy.gender = MALE
to_chat(sexy, span_notice("Man, you feel like a man!"))
if("Witch")
sexy.gender = FEMALE
to_chat(sexy, span_notice("Man, you feel like a woman!"))
if("Wizard")
sexy.gender = PLURAL
to_chat(sexy, span_notice("Woah dude, you feel like a dude!"))
if("Itzard")
sexy.gender = NEUTER
to_chat(sexy, span_notice("Woah dude, you feel like something else!"))
var/chosen_physique = tgui_input_list(sexy, "Alter your physique as well?", "Confirmation", list("Warlock Physique", "Witch Physique", "Wizards Don't Need Gender"))
if(chosen_physique && chosen_physique != "Wizards Don't Need Gender")
sexy.physique = (chosen_physique == "Warlock Physique") ? MALE : FEMALE
sexy.dna.update_ui_block(DNA_GENDER_BLOCK)
sexy.update_body(is_creating = TRUE) // or else physique won't change properly
sexy.update_mutations_overlay() //(hulk male/female)
sexy.update_clothing(ITEM_SLOT_ICLOTHING) // update gender shaped clothing
/obj/structure/mirror/proc/change_eyes(mob/living/carbon/human/user)
var/new_eye_color = input(user, "Choose your eye color", "Eye Color", user.eye_color_left) as color|null
if(isnull(new_eye_color))
return TRUE
user.set_eye_color(sanitize_hexcolor(new_eye_color))
user.dna.update_ui_block(DNA_EYE_COLOR_LEFT_BLOCK)
user.dna.update_ui_block(DNA_EYE_COLOR_RIGHT_BLOCK)
user.update_body()
to_chat(user, span_notice("You gaze at your new eyes with your new eyes. Perfect!"))
/obj/structure/mirror/examine(mob/user)
. = ..()
if(deconstructable)
. += span_notice("It's mounted to the wall with a couple of <b>bolts</b>.")
/obj/structure/mirror/examine_status(mob/living/carbon/human/user)
if(broken)
return list()// no message spam
return ..()
/obj/structure/mirror/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
if(isnull(held_item))
context[SCREENTIP_CONTEXT_LMB] = "Open Customize Radial"
return CONTEXTUAL_SCREENTIP_SET
if(held_item.tool_behaviour == TOOL_WRENCH && deconstructable)
context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
return CONTEXTUAL_SCREENTIP_SET
return .
/obj/structure/mirror/attacked_by(obj/item/I, mob/living/user, list/modifiers, list/attack_modifiers)
. = ..()
if(broken || !.) // breaking a mirror truly gets you bad luck!
return
to_chat(user, span_warning("A chill runs down your spine as [src] shatters..."))
user.AddComponent(/datum/component/omen, incidents_left = 7)
/obj/structure/mirror/bullet_act(obj/projectile/proj)
if(broken || !isliving(proj.firer) || !proj.damage)
return ..()
. = ..()
if(broken) // breaking a mirror truly gets you bad luck!
var/mob/living/unlucky_dude = proj.firer
to_chat(unlucky_dude, span_warning("A chill runs down your spine as [src] shatters..."))
unlucky_dude.AddComponent(/datum/component/omen, incidents_left = 7)
/obj/structure/mirror/atom_break(damage_flag, mapload)
. = ..()
if(broken)
return
icon_state = "mirror_broke"
if(!mapload)
playsound(src, SFX_SHATTER, 70, TRUE)
if(desc == initial(desc))
desc = "Oh no, seven years of bad luck!"
broken = TRUE
/obj/structure/mirror/atom_deconstruct(disassembled = TRUE)
if(!disassembled)
new /obj/item/shard(loc)
else
new /obj/item/wallframe/mirror(loc)
/obj/structure/mirror/welder_act(mob/living/user, obj/item/I)
..()
if(user.combat_mode)
return FALSE
if(!broken)
return TRUE
if(!I.tool_start_check(user, amount=1))
return TRUE
balloon_alert(user, "repairing...")
if(I.use_tool(src, user, 10, volume = 50))
balloon_alert(user, "repaired")
broken = FALSE
icon_state = initial(icon_state)
desc = initial(desc)
return TRUE
/obj/structure/mirror/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
if(BURN)
playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
/obj/item/wallframe/mirror
name = "mirror"
desc = "An unmounted mirror. Attach it to a wall to use."
icon = 'icons/obj/watercloset.dmi'
icon_state = "mirror"
custom_materials = list(
/datum/material/glass = SHEET_MATERIAL_AMOUNT,
/datum/material/silver = SHEET_MATERIAL_AMOUNT,
)
result_path = /obj/structure/mirror
pixel_shift = 28
/obj/structure/mirror/magic
name = "magic mirror"
desc = "Turn and face the strange... face."
icon_state = "magic_mirror"
mirror_options = MAGIC_MIRROR_OPTIONS
deconstructable = FALSE
/obj/structure/mirror/magic/Initialize(mapload)
. = ..()
if(length(selectable_races))
return
for(var/datum/species/species_type as anything in subtypesof(/datum/species))
if(initial(species_type.changesource_flags) & race_flags)
selectable_races[initial(species_type.name)] = species_type
selectable_races = sort_list(selectable_races)
/obj/structure/mirror/magic/change_beard(mob/living/carbon/human/beard_dresser) // magical mirrors do nothing but give you the damn beard
var/new_style = tgui_input_list(beard_dresser, "Select a facial hairstyle", "Grooming", SSaccessories.facial_hairstyles_list)
if(isnull(new_style))
return TRUE
beard_dresser.set_facial_hairstyle(new_style, update = TRUE)
return TRUE
//Magic mirrors can change hair color as well
/obj/structure/mirror/magic/change_hair(mob/living/carbon/human/user)
var/hairchoice = tgui_alert(user, "Hairstyle or hair color?", "Change Hair", list("Style", "Color"))
if(hairchoice == "Style") //So you just want to use a mirror then?
return ..()
var/new_hair_color = input(user, "Choose your hair color", "Hair Color", user.hair_color) as color|null
if(new_hair_color)
user.set_haircolor(sanitize_hexcolor(new_hair_color))
user.dna.update_ui_block(DNA_HAIR_COLOR_BLOCK)
if(user.physique == MALE)
var/new_face_color = input(user, "Choose your facial hair color", "Hair Color", user.facial_hair_color) as color|null
if(new_face_color)
user.set_facial_haircolor(sanitize_hexcolor(new_face_color))
user.dna.update_ui_block(DNA_FACIAL_HAIR_COLOR_BLOCK)
/obj/structure/mirror/magic/attack_hand(mob/living/carbon/human/user)
. = ..()
if(.)
return TRUE
if(HAS_TRAIT(user, TRAIT_ADVANCEDTOOLUSER) && HAS_TRAIT(user, TRAIT_LITERATE))
return TRUE
to_chat(user, span_alert("You feel quite intelligent."))
// Prevents wizards from being soft locked out of everything
// If this stays after the species was changed once more, well, the magic mirror did it. It's magic i aint gotta explain shit
user.add_traits(list(TRAIT_LITERATE, TRAIT_ADVANCEDTOOLUSER), SPECIES_TRAIT)
return TRUE
/obj/structure/mirror/magic/lesser/Initialize(mapload)
// Roundstart species don't have a flag, so it has to be set on Initialize.
selectable_races = get_selectable_species().Copy()
return ..()
/obj/structure/mirror/magic/badmin
race_flags = MIRROR_BADMIN
/obj/structure/mirror/magic/pride
name = "pride's mirror"
desc = "Pride cometh before the..."
race_flags = MIRROR_PRIDE
mirror_options = PRIDE_MIRROR_OPTIONS
/// If the last user has altered anything about themselves
var/changed = FALSE
/obj/structure/mirror/magic/pride/display_radial_menu(mob/living/carbon/human/user)
var/pick = show_radial_menu(user, src, mirror_options, user, radius = 36, require_near = TRUE, tooltips = TRUE)
if(!pick)
return TRUE //get out
changed = TRUE
switch(pick)
if(CHANGE_HAIR)
change_hair(user)
if(CHANGE_BEARD)
change_beard(user)
if(CHANGE_RACE)
change_race(user)
if(CHANGE_SEX) // sex: yes
change_sex(user)
if(CHANGE_NAME)
change_name(user)
if(CHANGE_EYES)
change_eyes(user)
return display_radial_menu(user)
/obj/structure/mirror/magic/pride/attack_hand(mob/living/carbon/human/user)
changed = FALSE
. = ..()
if (!changed)
return
user.visible_message(
span_bolddanger("The ground splits beneath [user] as [user.p_their()] hand leaves the mirror!"),
span_notice("Perfect. Much better! Now <i>nobody</i> will be able to resist yo-"),
)
var/turf/user_turf = get_turf(user)
var/list/levels = SSmapping.levels_by_trait(ZTRAIT_SPACE_RUINS)
var/turf/dest
if(length(levels))
dest = locate(user_turf.x, user_turf.y, pick(levels))
user_turf.ChangeTurf(/turf/open/chasm, flags = CHANGETURF_INHERIT_AIR)
var/turf/open/chasm/new_chasm = user_turf
new_chasm.set_target(dest)
new_chasm.drop(user)
#undef CHANGE_HAIR
#undef CHANGE_BEARD
#undef CHANGE_RACE
#undef CHANGE_SEX
#undef CHANGE_NAME
#undef CHANGE_EYES
#undef INERT_MIRROR_OPTIONS
#undef PRIDE_MIRROR_OPTIONS
#undef MAGIC_MIRROR_OPTIONS