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## About The Pull Request Reworks sneezing. Instead of a range check that checks if you're facing someone, it is now a skill check https://github.com/tgstation/tgstation/assets/7501474/c11ffa16-9bd2-4ed1-8022-2094360657bc All sneezes shoot projectiles, but depends on the virus if they're infectious. Using the sneeze emote is the only method that doesn't shoot a sneeze ## Why It's Good For The Game I think the invisible infection mechanics are unfun. A lot of station dangers challenge your knowledge and mechanical skill, while viruses are gotten by being around people in a roleplay game. You can get a round seriously ruined if you walk past someone with a sneezing virus and don't immediately rush spaceillin or chemistry, which I don't think is mechanically interesting. Now if you get infected, it's a skill issue. Get good and dodge the sneeze Note that this is just one method of infection. I didn't touch coughing and airborne viruses, which do constant area checks and infect everyone around. I plan to, but not now. I'll probably make coughing do a cone or something, and ignore the airborne viruses since they can't be modified and are generally less broken ## Changelog 🆑 balance: You can now dodge sneezes balance: Infectious simple diseases that use sneezes now infect with sneezes and have lowered airborn transmission balance: Damageless attacks, projectiles, hugs etc no longer drain shields /🆑 - [x] Make sneezes shoot to your cursor so you can either intentionally sneeze on people or sneeze away from people if you react fast --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
68 lines
2.5 KiB
Plaintext
68 lines
2.5 KiB
Plaintext
/// An effect which tracks the cursor's location on the screen
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/atom/movable/screen/fullscreen/cursor_catcher
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icon_state = "fullscreen_blocker" // Fullscreen semi transparent icon
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plane = HUD_PLANE
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mouse_opacity = MOUSE_OPACITY_ICON
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default_click = TRUE
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/// The mob whose cursor we are tracking.
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var/mob/owner
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/// Client view size of the scoping mob.
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var/list/view_list
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/// Pixel x relative to the hovered tile we send to the scope component.
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var/given_x
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/// Pixel y relative to the hovered tile we send to the scope component.
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var/given_y
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/// The turf we send to the scope component.
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var/turf/given_turf
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/// Mouse parameters, for calculation.
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var/mouse_params
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/// Links this up with a mob
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/atom/movable/screen/fullscreen/cursor_catcher/proc/assign_to_mob(mob/owner)
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src.owner = owner
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view_list = getviewsize(owner.client.view)
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RegisterSignal(owner, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
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RegisterSignal(owner, COMSIG_VIEWDATA_UPDATE, PROC_REF(on_viewdata_update))
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calculate_params()
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/// Update when the mob we're assigned to has moved
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/atom/movable/screen/fullscreen/cursor_catcher/proc/on_move(atom/source, atom/oldloc, dir, forced)
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SIGNAL_HANDLER
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if(!given_turf)
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return
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var/x_offset = source.loc.x - oldloc.x
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var/y_offset = source.loc.y - oldloc.y
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given_turf = locate(given_turf.x+x_offset, given_turf.y+y_offset, given_turf.z)
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/// Update when our screen size changes
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/atom/movable/screen/fullscreen/cursor_catcher/proc/on_viewdata_update(datum/source, view)
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SIGNAL_HANDLER
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view_list = getviewsize(view)
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/atom/movable/screen/fullscreen/cursor_catcher/MouseEntered(location, control, params)
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. = ..()
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MouseMove(location, control, params)
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if(usr == owner)
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calculate_params()
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/atom/movable/screen/fullscreen/cursor_catcher/MouseMove(location, control, params)
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if(usr != owner)
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return
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mouse_params = params
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/atom/movable/screen/fullscreen/cursor_catcher/proc/calculate_params()
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var/list/modifiers = params2list(mouse_params)
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var/icon_x = text2num(LAZYACCESS(modifiers, VIS_X))
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if(isnull(icon_x))
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icon_x = text2num(LAZYACCESS(modifiers, ICON_X))
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var/icon_y = text2num(LAZYACCESS(modifiers, VIS_Y))
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if(isnull(icon_y))
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icon_y = text2num(LAZYACCESS(modifiers, ICON_Y))
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var/our_x = round(icon_x / world.icon_size)
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var/our_y = round(icon_y / world.icon_size)
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given_turf = locate(owner.x + our_x - round(view_list[1]/2), owner.y + our_y - round(view_list[2]/2), owner.z)
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given_x = round(icon_x - world.icon_size * our_x, 1)
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given_y = round(icon_y - world.icon_size * our_y, 1)
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