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* 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>
236 lines
9.0 KiB
Plaintext
236 lines
9.0 KiB
Plaintext
#define DECK_SHUFFLE_TIME (5 SECONDS)
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#define DECK_SYNDIE_SHUFFLE_TIME (3 SECONDS)
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/obj/item/toy/cards/deck
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name = "deck of cards"
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desc = "A deck of space-grade playing cards."
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icon = 'icons/obj/toys/playing_cards.dmi'
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icon_state = "deck_nanotrasen_full"
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w_class = WEIGHT_CLASS_SMALL
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worn_icon_state = "card"
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hitsound = null
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attack_verb_continuous = list("attacks")
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attack_verb_simple = list("attack")
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/// The amount of time it takes to shuffle
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var/shuffle_time = DECK_SHUFFLE_TIME
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/// Deck shuffling cooldown.
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COOLDOWN_DECLARE(shuffle_cooldown)
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/// If the deck is the standard 52 playing card deck (used for poker and blackjack)
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var/is_standard_deck = TRUE
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/// The amount of cards to spawn in the deck (optional)
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var/decksize = INFINITY
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/// The description of the cardgame that is played with this deck (used for memories)
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var/cardgame_desc = "card game"
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/// Wielding status for holding with two hands
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var/wielded = FALSE
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/// The holodeck computer used to spawn a holographic deck (see /obj/item/toy/cards/deck/syndicate/holographic)
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var/obj/machinery/computer/holodeck/holodeck
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/// If the cards in the deck have different card faces icons (blank and CAS decks do not)
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var/has_unique_card_icons = TRUE
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/// The art style of deck used (determines both deck and card icons used)
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var/deckstyle = "nanotrasen"
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/obj/item/toy/cards/deck/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/drag_pickup)
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RegisterSignal(src, COMSIG_TWOHANDED_WIELD, PROC_REF(on_wield))
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RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, PROC_REF(on_unwield))
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AddComponent(/datum/component/two_handed, attacksound='sound/items/cardflip.ogg')
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register_context()
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if(!is_standard_deck)
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return
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// generate a normal playing card deck
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initial_cards += "Joker Clown"
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initial_cards += "Joker Mime"
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for(var/suit in list("Hearts", "Spades", "Clubs", "Diamonds"))
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initial_cards += "Ace of [suit]"
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for(var/i in 2 to 10)
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initial_cards += "[i] of [suit]"
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for(var/person in list("Jack", "Queen", "King"))
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initial_cards += "[person] of [suit]"
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/// triggered on wield of two handed item
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/obj/item/toy/cards/deck/proc/on_wield(obj/item/source, mob/user)
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SIGNAL_HANDLER
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wielded = TRUE
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/// triggered on unwield of two handed item
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/obj/item/toy/cards/deck/proc/on_unwield(obj/item/source, mob/user)
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SIGNAL_HANDLER
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wielded = FALSE
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/obj/item/toy/cards/deck/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] is slitting [user.p_their()] wrists with \the [src]! It looks like their luck ran out!"))
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playsound(src, 'sound/items/cardshuffle.ogg', 50, TRUE)
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return BRUTELOSS
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/obj/item/toy/cards/deck/examine(mob/user)
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. = ..()
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if(HAS_TRAIT(user, TRAIT_XRAY_VISION) && count_cards() > 0)
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. += span_notice("You scan the deck with your x-ray vision and the top card reads: [fetch_card_atoms()[1].cardname].")
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// This can only happen if card_atoms have been generated
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if(LAZYLEN(card_atoms) > 0)
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var/obj/item/toy/singlecard/card = fetch_card_atoms()[1]
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var/marked_color = card.getMarkedColor(user)
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if(marked_color)
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. += span_notice("The top card of the deck has a [marked_color] mark on the corner!")
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. += span_notice("Click and drag the deck to yourself to pickup.") // This should be a context screentip
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/obj/item/toy/cards/deck/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
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if(src == held_item)
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var/obj/item/toy/cards/deck/dealer_deck = held_item
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context[SCREENTIP_CONTEXT_LMB] = dealer_deck.wielded ? "Recycle mode" : "Dealer mode"
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context[SCREENTIP_CONTEXT_ALT_LMB] = "Shuffle"
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return CONTEXTUAL_SCREENTIP_SET
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if(isnull(held_item))
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context[SCREENTIP_CONTEXT_LMB] = "Draw card"
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context[SCREENTIP_CONTEXT_RMB] = "Draw card faceup"
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// add drag & drop screentip here in the future
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return CONTEXTUAL_SCREENTIP_SET
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if(istype(held_item, /obj/item/toy/singlecard))
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context[SCREENTIP_CONTEXT_LMB] = "Recycle card"
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return CONTEXTUAL_SCREENTIP_SET
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if(istype(held_item, /obj/item/toy/cards/cardhand))
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context[SCREENTIP_CONTEXT_LMB] = "Recycle cards"
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return CONTEXTUAL_SCREENTIP_SET
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return NONE
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/**
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* Shuffles the cards in the deck
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*
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* Arguments:
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* * user - The person shuffling the cards.
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*/
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/obj/item/toy/cards/deck/proc/shuffle_cards(mob/living/user)
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if(!COOLDOWN_FINISHED(src, shuffle_cooldown))
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return
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COOLDOWN_START(src, shuffle_cooldown, shuffle_time)
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shuffle_inplace(fetch_card_atoms())
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playsound(src, 'sound/items/cardshuffle.ogg', 50, TRUE)
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user.balloon_alert_to_viewers("shuffles the deck")
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addtimer(CALLBACK(src, PROC_REF(CardgameEvent), user), 60 SECONDS, TIMER_OVERRIDE|TIMER_UNIQUE)
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/// This checks if nearby mobs are playing a cardgame and triggers a mood and memory
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/obj/item/toy/cards/deck/proc/CardgameEvent(mob/living/dealer)
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var/card_players = list()
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for(var/mob/living/carbon/person in viewers(loc, COMBAT_MESSAGE_RANGE))
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var/obj/item/toy/held_card_item = person.is_holding_item_of_type(/obj/item/toy/singlecard) || person.is_holding_item_of_type(/obj/item/toy/cards/deck) || person.is_holding_item_of_type(/obj/item/toy/cards/cardhand)
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if(held_card_item)
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card_players[person] = held_card_item
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if(length(card_players) >= 2) // need at least 2 people to play a cardgame, duh!
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for(var/mob/living/carbon/player in card_players)
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var/other_players = english_list(card_players - player)
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var/obj/item/toy/held_card_item = card_players[player]
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player.add_mood_event("playing_cards", /datum/mood_event/playing_cards)
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player.add_mob_memory(/datum/memory/playing_cards, \
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deuteragonist = dealer, \
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game = cardgame_desc, \
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protagonist_held_card = held_card_item, \
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other_players = other_players)
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/obj/item/toy/cards/deck/attack_hand(mob/living/user, list/modifiers, flip_card = FALSE)
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if(!ishuman(user) || !user.canUseTopic(src, be_close = TRUE, no_dexterity = TRUE, no_tk = TRUE, need_hands = !iscyborg(user)))
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return
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var/obj/item/toy/singlecard/card = draw(user)
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if(!card)
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return
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if(flip_card)
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card.Flip()
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card.pickup(user)
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user.put_in_hands(card)
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user.balloon_alert_to_viewers("draws a card")
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/obj/item/toy/cards/deck/attack_hand_secondary(mob/living/user, list/modifiers)
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attack_hand(user, modifiers, flip_card = TRUE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/item/toy/cards/deck/AltClick(mob/living/user)
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if(user.canUseTopic(src, be_close = TRUE, no_dexterity = TRUE, no_tk = TRUE, need_hands = !iscyborg(user)))
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if(wielded)
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shuffle_cards(user)
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else
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to_chat(user, span_notice("You must hold the [src] with both hands to shuffle."))
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return ..()
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/obj/item/toy/cards/deck/update_icon_state()
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switch(count_cards())
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if(27 to INFINITY)
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icon_state = "deck_[deckstyle]_full"
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if(11 to 27)
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icon_state = "deck_[deckstyle]_half"
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if(1 to 11)
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icon_state = "deck_[deckstyle]_low"
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else
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icon_state = "deck_[deckstyle]_empty"
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return ..()
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/obj/item/toy/cards/deck/insert(obj/item/toy/card_item)
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// any card inserted into the deck is always facedown
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if(istype(card_item, /obj/item/toy/singlecard))
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var/obj/item/toy/singlecard/card = card_item
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card.Flip(CARD_FACEDOWN)
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if(istype(card_item, /obj/item/toy/cards/cardhand))
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var/obj/item/toy/cards/cardhand/cardhand = card_item
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for(var/obj/item/toy/singlecard/card in cardhand.fetch_card_atoms())
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card.Flip(CARD_FACEDOWN)
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. = ..()
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/obj/item/toy/cards/deck/attackby(obj/item/item, mob/living/user, params)
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if(istype(item, /obj/item/toy/singlecard) || istype(item, /obj/item/toy/cards/cardhand))
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insert(item)
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var/card_grammar = istype(item, /obj/item/toy/singlecard) ? "card" : "cards"
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user.balloon_alert_to_viewers("puts [card_grammar] in deck")
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return
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return ..()
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/// This is how we play 52 card pickup
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/obj/item/toy/cards/deck/throw_impact(mob/living/target, datum/thrownthing/throwingdatum)
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. = ..()
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if(. || !istype(target)) // was it caught or is the target not a living mob
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return .
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if(!throwingdatum?.thrower) // if a mob didn't throw it (need two people to play 52 pickup)
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return
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var/mob/living/thrower = throwingdatum.thrower
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target.visible_message(span_warning("[target] is forced to play 52 card pickup!"), span_warning("You are forced to play 52 card pickup."))
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target.add_mood_event("lost_52_card_pickup", /datum/mood_event/lost_52_card_pickup)
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thrower.add_mood_event("won_52_card_pickup", /datum/mood_event/won_52_card_pickup)
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add_memory_in_range(target, 7, /datum/memory/playing_card_pickup, protagonist = thrower, deuteragonist = target, antagonist = src)
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/*
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|| Syndicate playing cards, for pretending you're Gambit and playing poker for the nuke disk. ||
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*/
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/obj/item/toy/cards/deck/syndicate
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name = "suspicious looking deck of cards"
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desc = "A deck of space-grade playing cards. They seem unusually rigid."
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cardgame_desc = "suspicious card game"
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icon_state = "deck_syndicate_full"
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deckstyle = "syndicate"
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hitsound = 'sound/weapons/bladeslice.ogg'
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force = 5
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throwforce = 10
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attack_verb_continuous = list("attacks", "slices", "dices", "slashes", "cuts")
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attack_verb_simple = list("attack", "slice", "dice", "slash", "cut")
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resistance_flags = NONE
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shuffle_time = DECK_SYNDIE_SHUFFLE_TIME
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#undef DECK_SHUFFLE_TIME
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#undef DECK_SYNDIE_SHUFFLE_TIME
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