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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>
230 lines
8.4 KiB
Plaintext
230 lines
8.4 KiB
Plaintext
#define MAX_THROWING_DIST 1280 // 5 z-levels on default width
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#define MAX_TICKS_TO_MAKE_UP 3 //how many missed ticks will we attempt to make up for this run.
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SUBSYSTEM_DEF(throwing)
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name = "Throwing"
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priority = FIRE_PRIORITY_THROWING
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wait = 1
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flags = SS_NO_INIT|SS_KEEP_TIMING|SS_TICKER
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runlevels = RUNLEVEL_GAME | RUNLEVEL_POSTGAME
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var/list/currentrun
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var/list/processing = list()
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/datum/controller/subsystem/throwing/stat_entry(msg)
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msg = "P:[length(processing)]"
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return ..()
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/datum/controller/subsystem/throwing/fire(resumed = 0)
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if (!resumed)
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src.currentrun = processing.Copy()
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//cache for sanic speed (lists are references anyways)
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var/list/currentrun = src.currentrun
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while(length(currentrun))
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var/atom/movable/AM = currentrun[currentrun.len]
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var/datum/thrownthing/TT = currentrun[AM]
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currentrun.len--
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if (QDELETED(AM) || QDELETED(TT))
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processing -= AM
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if (MC_TICK_CHECK)
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return
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continue
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TT.tick()
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if (MC_TICK_CHECK)
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return
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currentrun = null
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/datum/thrownthing
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///Defines the atom that has been thrown (Objects and Mobs, mostly.)
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var/atom/movable/thrownthing
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///Weakref to the original intended target of the throw, to prevent hardDels
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var/datum/weakref/initial_target
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///The turf that the target was on, if it's not a turf itself.
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var/turf/target_turf
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///The turf that we were thrown from.
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var/turf/starting_turf
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///If the target happens to be a carbon and that carbon has a body zone aimed at, this is carried on here.
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var/target_zone
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///The initial direction of the thrower of the thrownthing for building the trajectory of the throw.
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var/init_dir
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///The maximum number of turfs that the thrownthing will travel to reach it's target.
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var/maxrange
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///The speed of the projectile thrownthing being thrown.
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var/speed
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///If a mob is the one who has thrown the object, then it's moved here. This can be null and must be null checked before trying to use it.
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var/mob/thrower
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///A variable that helps in describing objects thrown at an angle, if it should be moved diagonally first or last.
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var/diagonals_first
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///Set to TRUE if the throw is exclusively diagonal (45 Degree angle throws for example)
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var/pure_diagonal
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///Tracks how far a thrownthing has traveled mid-throw for the purposes of maxrange
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var/dist_travelled = 0
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///The start_time obtained via world.time for the purposes of tiles moved/tick.
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var/start_time
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///Distance to travel in the X axis/direction.
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var/dist_x
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///Distance to travel in the y axis/direction.
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var/dist_y
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///The Horizontal direction we're traveling (EAST or WEST)
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var/dx
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///The VERTICAL direction we're traveling (NORTH or SOUTH)
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var/dy
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///The movement force provided to a given object in transit. More info on these in move_force.dm
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var/force = MOVE_FORCE_DEFAULT
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///If the throw is gentle, then the thrownthing is harmless on impact.
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var/gentle = FALSE
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///How many tiles that need to be moved in order to travel to the target.
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var/diagonal_error
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///If a thrown thing has a callback, it can be invoked here within thrownthing.
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var/datum/callback/callback
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///Mainly exists for things that would freeze a thrown object in place, like a timestop'd tile. Or a Tractor Beam.
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var/paused = FALSE
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///How long an object has been paused for, to be added to the travel time.
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var/delayed_time = 0
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///The last world.time value stored when the thrownthing was moving.
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var/last_move = 0
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/datum/thrownthing/New(thrownthing, target, init_dir, maxrange, speed, thrower, diagonals_first, force, gentle, callback, target_zone)
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. = ..()
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src.thrownthing = thrownthing
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RegisterSignal(thrownthing, COMSIG_PARENT_QDELETING, PROC_REF(on_thrownthing_qdel))
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src.starting_turf = get_turf(thrownthing)
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src.target_turf = get_turf(target)
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if(target_turf != target)
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src.initial_target = WEAKREF(target)
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src.init_dir = init_dir
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src.maxrange = maxrange
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src.speed = speed
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src.thrower = thrower
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src.diagonals_first = diagonals_first
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src.force = force
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src.gentle = gentle
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src.callback = callback
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src.target_zone = target_zone
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/datum/thrownthing/Destroy()
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SSthrowing.processing -= thrownthing
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SSthrowing.currentrun -= thrownthing
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thrownthing.throwing = null
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thrownthing = null
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thrower = null
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initial_target = null
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if(callback)
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QDEL_NULL(callback) //It stores a reference to the thrownthing, its source. Let's clean that.
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return ..()
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///Defines the datum behavior on the thrownthing's qdeletion event.
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/datum/thrownthing/proc/on_thrownthing_qdel(atom/movable/source, force)
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SIGNAL_HANDLER
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qdel(src)
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/datum/thrownthing/proc/tick()
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var/atom/movable/AM = thrownthing
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if (!isturf(AM.loc) || !AM.throwing)
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finalize()
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return
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if(paused)
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delayed_time += world.time - last_move
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return
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var/atom/movable/actual_target = initial_target?.resolve()
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if(dist_travelled) //to catch sneaky things moving on our tile while we slept
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for(var/atom/movable/obstacle as anything in get_turf(thrownthing))
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if (obstacle == thrownthing || (obstacle == thrower && !ismob(thrownthing)))
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continue
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if(ismob(obstacle) && thrownthing.pass_flags & PASSMOB && (obstacle != actual_target))
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continue
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if(obstacle.pass_flags_self & LETPASSTHROW)
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continue
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if (obstacle == actual_target || (obstacle.density && !(obstacle.flags_1 & ON_BORDER_1) && !(obstacle in AM.buckled_mobs)))
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finalize(TRUE, obstacle)
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return
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var/atom/step
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last_move = world.time
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//calculate how many tiles to move, making up for any missed ticks.
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var/tilestomove = CEILING(min(((((world.time+world.tick_lag) - start_time + delayed_time) * speed) - (dist_travelled ? dist_travelled : -1)), speed*MAX_TICKS_TO_MAKE_UP) * (world.tick_lag * SSthrowing.wait), 1)
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while (tilestomove-- > 0)
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if ((dist_travelled >= maxrange || AM.loc == target_turf) && AM.has_gravity(AM.loc))
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finalize()
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return
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if (dist_travelled <= max(dist_x, dist_y)) //if we haven't reached the target yet we home in on it, otherwise we use the initial direction
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step = get_step(AM, get_dir(AM, target_turf))
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else
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step = get_step(AM, init_dir)
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if (!pure_diagonal && !diagonals_first) // not a purely diagonal trajectory and we don't want all diagonal moves to be done first
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if (diagonal_error >= 0 && max(dist_x,dist_y) - dist_travelled != 1) //we do a step forward unless we're right before the target
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step = get_step(AM, dx)
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diagonal_error += (diagonal_error < 0) ? dist_x/2 : -dist_y
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if (!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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finalize()
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return
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if(!AM.Move(step, get_dir(AM, step), DELAY_TO_GLIDE_SIZE(1 / speed))) // we hit something during our move...
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if(AM.throwing) // ...but finalize() wasn't called on Bump() because of a higher level definition that doesn't always call parent.
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finalize()
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return
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dist_travelled++
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if(actual_target && !(actual_target.pass_flags_self & LETPASSTHROW) && actual_target.loc == AM.loc) // we crossed a movable with no density (e.g. a mouse or APC) we intend to hit anyway.
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finalize(TRUE, actual_target)
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return
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if (dist_travelled > MAX_THROWING_DIST)
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finalize()
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return
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/datum/thrownthing/proc/finalize(hit = FALSE, target=null)
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set waitfor = FALSE
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//done throwing, either because it hit something or it finished moving
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if(!thrownthing)
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return
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thrownthing.throwing = null
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if (!hit)
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for (var/atom/movable/obstacle as anything in get_turf(thrownthing)) //looking for our target on the turf we land on.
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if (obstacle == target)
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hit = TRUE
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thrownthing.throw_impact(obstacle, src)
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if(QDELETED(thrownthing)) //throw_impact can delete things, such as glasses smashing
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return //deletion should already be handled by on_thrownthing_qdel()
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break
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if (!hit)
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thrownthing.throw_impact(get_turf(thrownthing), src) // we haven't hit something yet and we still must, let's hit the ground.
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if(QDELETED(thrownthing)) //throw_impact can delete things, such as glasses smashing
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return //deletion should already be handled by on_thrownthing_qdel()
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thrownthing.newtonian_move(init_dir)
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else
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thrownthing.newtonian_move(init_dir)
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if(target)
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thrownthing.throw_impact(target, src)
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if(QDELETED(thrownthing)) //throw_impact can delete things, such as glasses smashing
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return //deletion should already be handled by on_thrownthing_qdel()
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if (callback)
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callback.Invoke()
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if(!thrownthing.currently_z_moving) // I don't think you can zfall while thrown but hey, just in case.
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var/turf/T = get_turf(thrownthing)
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T?.zFall(thrownthing)
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if(thrownthing)
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SEND_SIGNAL(thrownthing, COMSIG_MOVABLE_THROW_LANDED, src)
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qdel(src)
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