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https://github.com/Bubberstation/Bubberstation.git
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About The Pull Request
This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:
Disarm and Grab intents have been removed.
Harm/Help is now combat mode, toggled by F or 4 by default
The context/verb/popup menu now only works when you do shift+right-click
Right click is now disarm, both in and out of combat mode.
Grabbing is now on ctrl-click.
If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)
Minor interaction changes:
Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game
Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.
As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.
As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.
In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.
The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog
cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
250 lines
7.5 KiB
Plaintext
250 lines
7.5 KiB
Plaintext
//wip wip wup
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/obj/structure/mirror
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name = "mirror"
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desc = "Mirror mirror on the wall, who's the most robust of them all?"
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icon = 'icons/obj/watercloset.dmi'
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icon_state = "mirror"
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density = FALSE
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anchored = TRUE
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max_integrity = 200
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integrity_failure = 0.5
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/obj/structure/mirror/Initialize(mapload)
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. = ..()
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if(icon_state == "mirror_broke" && !broken)
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obj_break(null, mapload)
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/obj/structure/mirror/attack_hand(mob/user)
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. = ..()
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if(.)
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return
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if(broken || !Adjacent(user))
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return
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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//see code/modules/mob/dead/new_player/preferences.dm at approx line 545 for comments!
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//this is largely copypasted from there.
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//handle facial hair (if necessary)
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if(H.gender != FEMALE)
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var/new_style = input(user, "Select a facial hairstyle", "Grooming") as null|anything in GLOB.facial_hairstyles_list
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return //no tele-grooming
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if(new_style)
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H.facial_hairstyle = new_style
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else
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H.facial_hairstyle = "Shaved"
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//handle normal hair
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var/new_style = input(user, "Select a hairstyle", "Grooming") as null|anything in GLOB.hairstyles_list
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return //no tele-grooming
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if(HAS_TRAIT(H, TRAIT_BALD))
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to_chat(H, "<span class='notice'>If only growing back hair were that easy for you...</span>")
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if(new_style)
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H.hairstyle = new_style
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H.update_hair()
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/obj/structure/mirror/examine_status(mob/user)
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if(broken)
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return list()// no message spam
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return ..()
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/obj/structure/mirror/obj_break(damage_flag, mapload)
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if(!broken && !(flags_1 & NODECONSTRUCT_1))
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icon_state = "mirror_broke"
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if(!mapload)
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playsound(src, "shatter", 70, TRUE)
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if(desc == initial(desc))
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desc = "Oh no, seven years of bad luck!"
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broken = TRUE
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/obj/structure/mirror/deconstruct(disassembled = TRUE)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(!disassembled)
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new /obj/item/shard( src.loc )
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qdel(src)
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/obj/structure/mirror/welder_act(mob/living/user, obj/item/I)
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..()
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if(user.combat_mode)
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return FALSE
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if(!broken)
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return TRUE
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if(!I.tool_start_check(user, amount=0))
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return TRUE
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to_chat(user, "<span class='notice'>You begin repairing [src]...</span>")
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if(I.use_tool(src, user, 10, volume=50))
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to_chat(user, "<span class='notice'>You repair [src].</span>")
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broken = 0
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icon_state = initial(icon_state)
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desc = initial(desc)
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return TRUE
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/obj/structure/mirror/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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if(BURN)
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playsound(src, 'sound/effects/hit_on_shattered_glass.ogg', 70, TRUE)
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/obj/structure/mirror/magic
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name = "magic mirror"
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desc = "Turn and face the strange... face."
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icon_state = "magic_mirror"
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var/list/choosable_races = list()
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/obj/structure/mirror/magic/New()
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if(!choosable_races.len)
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for(var/speciestype in subtypesof(/datum/species))
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var/datum/species/S = speciestype
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if(initial(S.changesource_flags) & MIRROR_MAGIC)
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choosable_races += initial(S.id)
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choosable_races = sortList(choosable_races)
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..()
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/obj/structure/mirror/magic/lesser/New()
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choosable_races = GLOB.roundstart_races.Copy()
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..()
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/obj/structure/mirror/magic/badmin/New()
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for(var/speciestype in subtypesof(/datum/species))
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var/datum/species/S = speciestype
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if(initial(S.changesource_flags) & MIRROR_BADMIN)
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choosable_races += initial(S.id)
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..()
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/obj/structure/mirror/magic/attack_hand(mob/user)
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. = ..()
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if(.)
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return
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if(!ishuman(user))
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return
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var/mob/living/carbon/human/H = user
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var/choice = input(user, "Something to change?", "Magical Grooming") as null|anything in list("name", "race", "gender", "hair", "eyes")
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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switch(choice)
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if("name")
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var/newname = sanitize_name(stripped_input(H, "Who are we again?", "Name change", H.name, MAX_NAME_LEN), allow_numbers = TRUE) //It's magic so whatever.
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if(!newname)
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return
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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H.real_name = newname
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H.name = newname
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if(H.dna)
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H.dna.real_name = newname
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if(H.mind)
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H.mind.name = newname
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if("race")
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var/newrace
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var/racechoice = input(H, "What are we again?", "Race change") as null|anything in choosable_races
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newrace = GLOB.species_list[racechoice]
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if(!newrace)
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return
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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H.set_species(newrace, icon_update=0)
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if(H.dna.species.use_skintones)
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var/new_s_tone = input(user, "Choose your skin tone:", "Race change") as null|anything in GLOB.skin_tones
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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if(new_s_tone)
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H.skin_tone = new_s_tone
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H.dna.update_ui_block(DNA_SKIN_TONE_BLOCK)
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if(MUTCOLORS in H.dna.species.species_traits)
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var/new_mutantcolor = input(user, "Choose your skin color:", "Race change","#"+H.dna.features["mcolor"]) as color|null
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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if(new_mutantcolor)
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var/temp_hsv = RGBtoHSV(new_mutantcolor)
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if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
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H.dna.features["mcolor"] = sanitize_hexcolor(new_mutantcolor)
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else
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to_chat(H, "<span class='notice'>Invalid color. Your color is not bright enough.</span>")
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H.update_body()
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H.update_hair()
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H.update_body_parts()
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H.update_mutations_overlay() // no hulk lizard
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if("gender")
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if(!(H.gender in list("male", "female"))) //blame the patriarchy
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return
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if(H.gender == "male")
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if(alert(H, "Become a Witch?", "Confirmation", "Yes", "No") == "Yes")
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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H.gender = FEMALE
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H.body_type = FEMALE
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to_chat(H, "<span class='notice'>Man, you feel like a woman!</span>")
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else
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return
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else
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if(alert(H, "Become a Warlock?", "Confirmation", "Yes", "No") == "Yes")
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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H.gender = MALE
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H.body_type = MALE
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to_chat(H, "<span class='notice'>Whoa man, you feel like a man!</span>")
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else
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return
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H.dna.update_ui_block(DNA_GENDER_BLOCK)
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H.update_body()
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H.update_mutations_overlay() //(hulk male/female)
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if("hair")
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var/hairchoice = alert(H, "Hairstyle or hair color?", "Change Hair", "Style", "Color")
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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if(hairchoice == "Style") //So you just want to use a mirror then?
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..()
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else
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var/new_hair_color = input(H, "Choose your hair color", "Hair Color","#"+H.hair_color) as color|null
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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if(new_hair_color)
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H.hair_color = sanitize_hexcolor(new_hair_color)
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H.dna.update_ui_block(DNA_HAIR_COLOR_BLOCK)
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if(H.gender == "male")
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var/new_face_color = input(H, "Choose your facial hair color", "Hair Color","#"+H.facial_hair_color) as color|null
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if(new_face_color)
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H.facial_hair_color = sanitize_hexcolor(new_face_color)
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H.dna.update_ui_block(DNA_FACIAL_HAIR_COLOR_BLOCK)
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H.update_hair()
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if(BODY_ZONE_PRECISE_EYES)
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var/new_eye_color = input(H, "Choose your eye color", "Eye Color","#"+H.eye_color) as color|null
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if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
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return
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if(new_eye_color)
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H.eye_color = sanitize_hexcolor(new_eye_color)
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H.dna.update_ui_block(DNA_EYE_COLOR_BLOCK)
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H.update_body()
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if(choice)
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curse(user)
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/obj/structure/mirror/magic/proc/curse(mob/living/user)
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return
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