Files
Bubberstation/code/modules/point/point.dm
grungussuss ca4e9c76e8 pointing DLC, neurodivergency edition (#88333)
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/88327
- if a carbon has their hands blocked or missing, they will instead try
to point with their legs with probability to fail
- if they have the freerunning trait they get a lower probability to
fail
- if they have 1 leg they get higher probability to fail
- if they have no shoes on they will point with their toes
- if they have no legs - they will `gives meaningful glance at %t!`
- if they have no eyes - they will motion with their tongue
- if they have no tongue - they will bump their head on the floor
towards the target, getting brain damage
<details>


https://github.com/user-attachments/assets/9363e184-64dc-4890-9673-5d9fe9cc1b7e



https://github.com/user-attachments/assets/192b2503-887f-43ee-afa9-80b49060e9c2



https://github.com/user-attachments/assets/ed54dc4a-0308-4088-ada4-fc343cbe6844



https://github.com/user-attachments/assets/b88f2bc8-4762-4cd7-b60b-0ac039e52853



https://github.com/user-attachments/assets/a248d0af-09ec-498a-9c46-50ab2611b62b



https://github.com/user-attachments/assets/d65e9674-ffc7-4263-89b4-0d743b0a7f2d

</details>

## Why It's Good For The Game


![spongebob-tongue](https://github.com/user-attachments/assets/265beac2-1547-48da-ad46-9d454e897482)

also for the balance change, I think it's silly that you can't point
while cuffed, I don't think it'll impact powergaming much at all
## Changelog
🆑 grungussuss
add: pointing now has interactions with the amount of limbs/organs you
have
balance: you can now point while restrained
sound: pointing with your head makes a sound
/🆑
2024-12-08 14:38:08 -08:00

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#define POINT_TIME (2.5 SECONDS)
/**
* Point at an atom
*
* Intended to enable and standardise the pointing animation for all atoms
*
* Not intended as a replacement for the mob verb
*/
/atom/movable/proc/point_at(atom/pointed_atom, intentional = FALSE)
if(!isturf(loc))
return FALSE
if (pointed_atom in src)
create_point_bubble(pointed_atom)
return FALSE
var/turf/tile = get_turf(pointed_atom)
if (!tile)
return FALSE
var/turf/our_tile = get_turf(src)
var/obj/visual = new /obj/effect/temp_visual/point(our_tile, invisibility)
SEND_SIGNAL(src, COMSIG_MOVABLE_POINTED, pointed_atom, visual, intentional)
animate(visual, pixel_x = (tile.x - our_tile.x) * ICON_SIZE_X + pointed_atom.pixel_x, pixel_y = (tile.y - our_tile.y) * ICON_SIZE_Y + pointed_atom.pixel_y, time = 1.7, easing = EASE_OUT)
return TRUE
/mob/point_at(atom/pointed_atom, intentional = FALSE)
. = ..()
if(.)
face_atom(pointed_atom)
/atom/movable/proc/create_point_bubble(atom/pointed_atom)
var/mutable_appearance/thought_bubble = mutable_appearance(
'icons/effects/effects.dmi',
"thought_bubble",
offset_spokesman = src,
plane = POINT_PLANE,
appearance_flags = KEEP_APART,
)
var/mutable_appearance/pointed_atom_appearance = new(pointed_atom.appearance)
pointed_atom_appearance.blend_mode = BLEND_INSET_OVERLAY
pointed_atom_appearance.plane = FLOAT_PLANE
pointed_atom_appearance.layer = FLOAT_LAYER
pointed_atom_appearance.pixel_x = 0
pointed_atom_appearance.pixel_y = 0
thought_bubble.overlays += pointed_atom_appearance
var/hover_outline_index = pointed_atom.get_filter_index(HOVER_OUTLINE_FILTER)
if (!isnull(hover_outline_index))
pointed_atom_appearance.filters.Cut(hover_outline_index, hover_outline_index + 1)
thought_bubble.pixel_x = 16
thought_bubble.pixel_y = 32
thought_bubble.alpha = 200
var/mutable_appearance/point_visual = mutable_appearance(
'icons/hud/screen_gen.dmi',
"arrow"
)
thought_bubble.overlays += point_visual
add_overlay(thought_bubble)
LAZYADD(update_overlays_on_z, thought_bubble)
addtimer(CALLBACK(src, PROC_REF(clear_point_bubble), thought_bubble), POINT_TIME)
/atom/movable/proc/clear_point_bubble(mutable_appearance/thought_bubble)
LAZYREMOVE(update_overlays_on_z, thought_bubble)
cut_overlay(thought_bubble)
/obj/effect/temp_visual/point
name = "pointer"
icon = 'icons/hud/screen_gen.dmi'
icon_state = "arrow"
plane = POINT_PLANE
duration = POINT_TIME
/obj/effect/temp_visual/point/Initialize(mapload, set_invis = 0)
. = ..()
var/atom/old_loc = loc
abstract_move(get_turf(src))
pixel_x = old_loc.pixel_x
pixel_y = old_loc.pixel_y
SetInvisibility(set_invis)
#undef POINT_TIME
/**
* Point at an atom
*
* mob verbs are faster than object verbs. See
* [this byond forum post](https://secure.byond.com/forum/?post=1326139&page=2#comment8198716)
* for why this isn't atom/verb/pointed()
*
* note: ghosts can point, this is intended
*
* visible_message will handle invisibility properly
*
* overridden here and in /mob/dead/observer for different point span classes and sanity checks
*/
/mob/verb/pointed(atom/A as mob|obj|turf in view())
set name = "Point To"
set category = "Object"
if(istype(A, /obj/effect/temp_visual/point))
return FALSE
DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(_pointed), A))
/// possibly delayed verb that finishes the pointing process starting in [/mob/verb/pointed()].
/// either called immediately or in the tick after pointed() was called, as per the [DEFAULT_QUEUE_OR_CALL_VERB()] macro
/mob/proc/_pointed(atom/pointing_at)
if(client) //Clientless mobs can just go ahead and point
if(ismovable(pointing_at))
var/atom/movable/pointed_movable = pointing_at
if(pointed_movable.flags_1 & IS_ONTOP_1)
pointing_at = pointed_movable.loc
if(!(pointing_at in view(client.view, src)))
return FALSE
if(iscarbon(src)) // special interactions for carbons
var/mob/living/carbon/our_carbon = src
if(our_carbon.usable_hands <= 0 || src.incapacitated & INCAPABLE_RESTRAINTS || HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
if(TIMER_COOLDOWN_FINISHED(src, "point_verb_emote_cooldown"))
//cooldown handled in the emote.
our_carbon.emote("point [pointing_at]")
else
to_chat(src, span_warning("You need to wait before pointing again!"))
return FALSE
point_at(pointing_at, TRUE)
return TRUE