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## About The Pull Request So my previous PR was to give ashwalker the settler trait so they'd get some of the benefits of settler (better riding, fishing, and taming) but it was suggested that Settler be atomized into different traits instead. I've done that here. Ashwalkers now get TRAIT_ROUGHRIDER TRAIT_BEAST_EMPATHY TRAIT_EXPERT_FISHER which will, respectively, make them better riders, better tamers, and better at fishing. I also made a small change to the riding code that references riding speed boosts for people with the ROUGHRIDER trait (would, at the moment, only be ashwalkers and settlers) that gives ashwalkers the maximum bonus, to represent their primal connection with the beasts in the area. ## Why It's Good For The Game Ashwalkers are described in the lore as being denizens of lavaland, the same as all the other messed up shit down there. This change brings them in line with that. The improvements to the handling of the settler trait will also open up avenues for expanding or improving on related systems ## Changelog 🆑 Bisar add: Ashwalkers are now better at riding, taming animals, and fishing. code: Behavior for the settler trait has been partially atomized into several traits instead. /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com>
127 lines
5.8 KiB
Plaintext
127 lines
5.8 KiB
Plaintext
/datum/element/climbable
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element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH_ON_HOST_DESTROY // Detach for turfs
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argument_hash_start_idx = 2
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///Time it takes to climb onto the object
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var/climb_time
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///Stun duration for when you get onto the object
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var/climb_stun
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///Assoc list of object being climbed on - climbers. This allows us to check who needs to be shoved off a climbable object when its clicked on.
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var/list/current_climbers
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/datum/element/climbable/Attach(
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datum/target,
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climb_time = 2 SECONDS,
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climb_stun = 2 SECONDS,
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)
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. = ..()
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if(!isatom(target) || isarea(target))
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return ELEMENT_INCOMPATIBLE
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src.climb_time = climb_time
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src.climb_stun = climb_stun
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RegisterSignal(target, COMSIG_ATOM_ATTACK_HAND, PROC_REF(attack_hand))
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RegisterSignal(target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(target, COMSIG_MOUSEDROPPED_ONTO, PROC_REF(mousedrop_receive))
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ADD_TRAIT(target, TRAIT_CLIMBABLE, ELEMENT_TRAIT(type))
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/datum/element/climbable/Detach(datum/target)
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UnregisterSignal(target, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_EXAMINE, COMSIG_MOUSEDROPPED_ONTO, COMSIG_ATOM_BUMPED))
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REMOVE_TRAIT(target, TRAIT_CLIMBABLE, ELEMENT_TRAIT(type))
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return ..()
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/datum/element/climbable/proc/on_examine(atom/source, mob/user, list/examine_texts)
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SIGNAL_HANDLER
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examine_texts += span_notice("[source] looks climbable.")
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/datum/element/climbable/proc/can_climb(atom/source, mob/user)
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var/dir_step = get_dir(user, source.loc)
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//To jump over a railing you have to be standing next to it, not far behind it.
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if(source.flags_1 & ON_BORDER_1 && user.loc != source.loc && (dir_step & source.dir) == source.dir)
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return FALSE
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return TRUE
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/datum/element/climbable/proc/attack_hand(atom/climbed_thing, mob/user)
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SIGNAL_HANDLER
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var/list/climbers = LAZYACCESS(current_climbers, climbed_thing)
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for(var/i in climbers)
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var/mob/living/structure_climber = i
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if(structure_climber == user)
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(climbed_thing)
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structure_climber.Paralyze(40)
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structure_climber.visible_message(span_warning("[structure_climber] is knocked off [climbed_thing]."), span_warning("You're knocked off [climbed_thing]!"), span_hear("You hear a cry from [structure_climber], followed by a slam."))
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/datum/element/climbable/proc/climb_structure(atom/climbed_thing, mob/living/user, params)
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if(!can_climb(climbed_thing, user))
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return
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climbed_thing.add_fingerprint(user)
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user.visible_message(span_warning("[user] starts climbing onto [climbed_thing]."), \
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span_notice("You start climbing onto [climbed_thing]..."))
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var/adjusted_climb_time = climb_time
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var/adjusted_climb_stun = climb_stun
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if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED)) //climbing takes twice as long without help from the hands.
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adjusted_climb_time *= 2
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if(isalien(user))
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adjusted_climb_time *= 0.25 //aliens are terrifyingly fast
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if(HAS_TRAIT(user, TRAIT_FREERUNNING)) //do you have any idea how fast I am???
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adjusted_climb_time *= 0.8
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adjusted_climb_stun *= 0.8
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if(HAS_TRAIT(user, TRAIT_STUBBY_BODY)) //hold on, gimme a moment, my tiny legs can't get over the goshdamn table
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adjusted_climb_time *= 1.5
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adjusted_climb_stun *= 1.5
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LAZYADDASSOCLIST(current_climbers, climbed_thing, user)
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if(do_after(user, adjusted_climb_time, climbed_thing))
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if(QDELETED(climbed_thing)) //Checking if structure has been destroyed
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return
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if(do_climb(climbed_thing, user, params))
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user.visible_message(span_warning("[user] climbs onto [climbed_thing]."), \
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span_notice("You climb onto [climbed_thing]."))
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log_combat(user, climbed_thing, "climbed onto")
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if(adjusted_climb_stun)
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user.Stun(adjusted_climb_stun)
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var/atom/movable/buckle_target = climbed_thing
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if(istype(buckle_target))
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if(buckle_target.is_buckle_possible(user))
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buckle_target.buckle_mob(user)
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else
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to_chat(user, span_warning("You fail to climb onto [climbed_thing]."))
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LAZYREMOVEASSOC(current_climbers, climbed_thing, user)
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/datum/element/climbable/proc/do_climb(atom/climbed_thing, mob/living/user, params)
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if(!can_climb(climbed_thing, user))
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return
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climbed_thing.set_density(FALSE)
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var/dir_step = get_dir(user, climbed_thing.loc)
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var/same_loc = climbed_thing.loc == user.loc
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// on-border objects can be vaulted over and into the next turf.
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// The reverse dir check is for when normal behavior should apply instead (e.g. John Doe hops east of a railing facing west, ending on the same turf as it).
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if(climbed_thing.flags_1 & ON_BORDER_1 && (same_loc || !(dir_step & REVERSE_DIR(climbed_thing.dir))))
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//it can be vaulted over in two different cardinal directions. we choose one.
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if(ISDIAGONALDIR(climbed_thing.dir) && same_loc)
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if(params) //we check the icon x and y parameters of the click-drag to determine step_dir.
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var/list/modifiers = params2list(params)
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var/x_dist = (text2num(LAZYACCESS(modifiers, ICON_X)) - world.icon_size/2) * (climbed_thing.dir & WEST ? -1 : 1)
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var/y_dist = (text2num(LAZYACCESS(modifiers, ICON_Y)) - world.icon_size/2) * (climbed_thing.dir & SOUTH ? -1 : 1)
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dir_step = (x_dist >= y_dist ? (EAST|WEST) : (NORTH|SOUTH)) & climbed_thing.dir
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else
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dir_step = get_dir(user, get_step(climbed_thing, climbed_thing.dir))
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. = step(user, dir_step)
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climbed_thing.set_density(TRUE)
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///Handles climbing onto the atom when you click-drag
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/datum/element/climbable/proc/mousedrop_receive(atom/climbed_thing, atom/movable/dropped_atom, mob/user, params)
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SIGNAL_HANDLER
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if(user != dropped_atom || !isliving(dropped_atom))
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return
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if(!HAS_TRAIT(dropped_atom, TRAIT_FENCE_CLIMBER) && !HAS_TRAIT(dropped_atom, TRAIT_CAN_HOLD_ITEMS)) // If you can hold items you can probably climb a fence
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return
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var/mob/living/living_target = dropped_atom
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if(living_target.mobility_flags & MOBILITY_MOVE)
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INVOKE_ASYNC(src, PROC_REF(climb_structure), climbed_thing, living_target, params)
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return COMPONENT_CANCEL_MOUSEDROPPED_ONTO
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