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Bubberstation/code/__HELPERS/game.dm
EnterTheJake 6cee9e1254 Blade Heretic/Side knowledges improvements/fixes. (#87167)
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## About The Pull Request

Blade Heretic has received a few changes.

The cost of crafting a Dark blade has been reduced in exchange for a
lower blade capacity, The Dark blade itself has received a new sprite.

![Updated Dark
Blade](https://github.com/user-attachments/assets/f5dde8a3-6827-4d4f-a530-0a1a01965a63)

Realignment pulls you out stuns a bit faster and grants baton resistance
while active.

You may now infuse your blades with a (weaker) mansus grasp upon
unlocking the ability to dual wield, they also gain increased demolition
modifier.

Mawed Crucible now slowly refills and requires fewer organs to brew a
potion; you may now use a charge to refill your eldritch flask.

The potion themselves have also received changes more on that below.

The cooldown on the cursed curio shield has been reduced.

Lionhunter's rifle no longer does increased damage on scoped targets,
instead it marks them with Mansus grasp and teleports the heretic to
them.

Lastly Blade ascension has been fixed, you once again get the Ring of
Blades.

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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Oh boy, here we go.

# **Blade Heretic changes**

Blade Heretic sits in a pretty decent spot, I wouldn't call the path
weak by any stretch of imagination, but there are few aspects that could
be reasonably improved without changing the overall strength of the path
significantly.

**Sundered Blade**
I think these are too expensive to craft, especially compared to the
other blades which require very basic materials.

It's not uncommon to run into situations where you just cannot afford to
make more than a set of blades, and i'd argue it's not fun for the crew
to have their titanium or silver deposit drained every time a blade
heretic rolls around.

As a solution, i'm halving the cost in exchange of lowering the cap from
5 to 4 blades.

**Realingment**

This spell is lowkey awful; 25 stamina regen per second really doesn't
make much of a difference when you are getting chain batoned, I have
footage of blade heretics dying to a single shove stun while this abilty
was active.

The stamina regen and reduce immobility timer has been buffed on top of
granting baton resist so long as it stays active, so you can properly
get in fighting position without getting constantly knocked down.

Mind you, It's still no CNS rebooter, so stuns will still yield a few
seconds of vulnerability.

**Swift Blades reworked into Empowered Blades**

You may now use your Mansus grasp to infuse your Dark blades.

It comes with the tradeoff of losing the knockdown and the stamina
damage, you still retain the backstab.

Video Demonstration: https://www.youtube.com/watch?v=9cO9BOD8Zz4

Dark Blades also gain increased demolition modifier.

Dual wielding puts the heretic in the annoying position of having to
switch between the second Blade and an empty hand to use Mansus grasp.

Blade is supposed to be a master of melee combat, but they are still a
dark mage, so why shouldn't they be able to infuse their blades?

It still comes with a tradeoff, I'd reckon super sweaty players will
still want to hotswap, but hey, the option is there.

The added demolition modifier is to provide Blade with some way of
breaking in and out of places, given the path has no jaunts or utility
whatsoever, this seems reasonable to me.

Lastly Malestrom of Silver finally works now; you once again get the
blade aura upon ascending.


# **Side Knowledge changes**

**Mawed Crucible**

The crucible now passively refills, and has a special interaction to
refill the Eldritch Flask, the potion themselves have received changes.

- Xray Potion: duration bumped from 60 to 90 seconds.

- Wall phasing potion: Duration bumped from 15 to 40 seconds, you may
now recall to your original location at will.

- Potion of the Wounded soldier: Upon expiring, it heals your wounds and
regrows missing limbs.

**Reasoning**: Let's be honest here, noone ever makes this thing, the
cost of making 1 potion is exorbitant and the potion themselves are not
even that good to begin with.

I'm not gonna explain every change in detail, but considering the
crucible is one of the OG side knoweldges and you hardly hear anyone
talk about it, we can safely give it a few buffs.

**Unfathomable Curio**

Cooldown on the shield has been halved.

**Reasoning**: discussed it with Rex (the guy who created it), 60
seconds for 1 block is a bit excessive , 30 seconds seems reasonable
enough.

**Lionhunter's Rifle**

Made a bit easier to craft and maintain, it can now be stored in the
vest slot of the Eldritch Robes.

The homing projectile now fully penetrates armor instead of having bonus
damage; it also marks the victim with Mansus grasp and teleports the
Heretic directly to them, the homing on the projectile itself has been
improved.

**Reasoning**: another side knowledge that sadly barely sees any play.

Frankly this gun just doesn't have a purpose to exist, long range
weaponry don't really mix with Heretic toolkit all that well, as you
want to get close to your target to drag em to the spook dimension, not
snipe 'em from a distance

Lionhunter now works as an initiation tool, upon marking the target, the
Heretic transforms into the fired bullet until it connects, applying
mansus grasp on the victim.

Keep in mind you still need xray or thermals to use the rifle to its
full potential, either from the Crucible or the ashen medallion.

Video Demonstration: https://www.youtube.com/watch?v=AXmidKrx-Fg

As a trade off, the damage has been halved from 60 to 30.

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## Changelog

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🆑
balance: Sundered Blades now require 1 Titanium or Silver bar to craft
and their capacity has been reduced to 4.
balance: Realignment pulls you out of stuns a bit faster and grants
baton resist while active.
balance: Blade Heretic dual wielding now let's you infuse Your Dark
Blades with a weaker mansus grasp and grants an increase in demolition
modifier.
fix: Malestrom of Silver grants the ring of protective blades once
again.
balance: Mawed Crucible requires 3 organs to brew one potion, passively
refills overtime and can be used to refill the Eldritch Flask
balance: Brew of Crucible soul effect bumped to 40 seconds and can be
ended early.
balance: Brew Of Dusk and Dawn effect bumped to 3 minutes.
balance: Brew of the wounded soldier now offers a very minor passive
heal and fully heals your wounds and limbs upon expiring.
balance: Cursed Curio shield now recharges faster.
balance: Lionhunter's rifle has been reworked, it now fits on the
eldritch robes vest slots, it's cheaper to craft it and its ammunition
and works as an initiation tool.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-12-01 12:26:15 -08:00

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///Time before being allowed to select a new cult leader again
#define CULT_POLL_WAIT (240 SECONDS)
/// Returns either the error landmark or the location of the room. Needless to say, if this is used, it means things have gone awry.
#define GET_ERROR_ROOM ((locate(/obj/effect/landmark/error) in GLOB.landmarks_list) || locate(4,4,1))
///Returns the name of the area the atom is in
/proc/get_area_name(atom/checked_atom, format_text = FALSE)
var/area/checked_area = isarea(checked_atom) ? checked_atom : get_area(checked_atom)
if(!checked_area)
return null
return format_text ? format_text(checked_area.name) : checked_area.name
///Tries to move an atom to an adjacent turf, return TRUE if successful
/proc/try_move_adjacent(atom/movable/atom_to_move, trydir)
var/turf/atom_turf = get_turf(atom_to_move)
if(trydir)
if(atom_to_move.Move(get_step(atom_turf, trydir)))
return TRUE
for(var/direction in (GLOB.cardinals-trydir))
if(atom_to_move.Move(get_step(atom_turf, direction)))
return TRUE
return FALSE
///Return the mob type that is being controlled by a ckey
/proc/get_mob_by_key(key)
var/ckey = ckey(key)
for(var/player in GLOB.player_list)
var/mob/player_mob = player
if(player_mob.ckey == ckey)
return player_mob
return null
/**
* Checks if the passed mind has a mob that is "alive"
*
* * player_mind - who to check for alive status
* * enforce_human - if TRUE, the checks fails if the mind's mob is a silicon, brain, or infectious zombie.
*
* Returns TRUE if they're alive, FALSE otherwise
*/
/proc/considered_alive(datum/mind/player_mind, enforce_human = TRUE)
if(player_mind?.current)
if(enforce_human)
var/mob/living/carbon/human/player_mob = player_mind.current
if(player_mob.stat == DEAD)
return FALSE
if(issilicon(player_mob) || isbrain(player_mob))
return FALSE
if(istype(player_mob) && (player_mob.dna?.species?.id == SPECIES_ZOMBIE_INFECTIOUS))
return FALSE
return TRUE
else if(isliving(player_mind.current))
return (player_mind.current.stat != DEAD)
return FALSE
/**
* Exiled check
*
* Checks if the current body of the mind has an exile implant and is currently in
* an away mission. Returns FALSE if any of those conditions aren't met.
*/
/proc/considered_exiled(datum/mind/player_mind)
if(!ishuman(player_mind?.current))
return FALSE
for(var/obj/item/implant/implant_check in player_mind.current.implants)
if(istype(implant_check, /obj/item/implant/exile && player_mind.current.onAwayMission()))
return TRUE
///Checks if a player is considered AFK
/proc/considered_afk(datum/mind/player_mind)
return !player_mind || !player_mind.current || !player_mind.current.client || player_mind.current.client.is_afk()
///Return an object with a new maptext (not currently in use)
/proc/screen_text(obj/object_to_change, maptext = "", screen_loc = "CENTER-7,CENTER-7", maptext_height = 480, maptext_width = 480)
if(!isobj(object_to_change))
object_to_change = new /atom/movable/screen/text()
object_to_change.maptext = MAPTEXT(maptext)
object_to_change.maptext_height = maptext_height
object_to_change.maptext_width = maptext_width
object_to_change.screen_loc = screen_loc
return object_to_change
/// Adds an image to a client's `.images`. Useful as a callback.
/proc/add_image_to_client(image/image_to_remove, client/add_to)
add_to?.images += image_to_remove
/// Like add_image_to_client, but will add the image from a list of clients
/proc/add_image_to_clients(image/image_to_remove, list/show_to)
for(var/client/add_to in show_to)
add_to.images += image_to_remove
/// Removes an image from a client's `.images`. Useful as a callback.
/proc/remove_image_from_client(image/image_to_remove, client/remove_from)
remove_from?.images -= image_to_remove
/// Like remove_image_from_client, but will remove the image from a list of clients
/proc/remove_image_from_clients(image/image_to_remove, list/hide_from)
for(var/client/remove_from in hide_from)
remove_from.images -= image_to_remove
/// Add an image to a list of clients and calls a proc to remove it after a duration
/proc/flick_overlay_global(image/image_to_show, list/show_to, duration)
if(!show_to || !length(show_to) || !image_to_show)
return
for(var/client/add_to in show_to)
add_to.images += image_to_show
addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(remove_image_from_clients), image_to_show, show_to), duration, TIMER_CLIENT_TIME)
///Flicks a certain overlay onto an atom, handling icon_state strings
/atom/proc/flick_overlay(image_to_show, list/show_to, duration, layer)
var/image/passed_image = \
istext(image_to_show) \
? image(icon, src, image_to_show, layer) \
: image_to_show
flick_overlay_global(passed_image, show_to, duration)
/**
* Helper atom that copies an appearance and exists for a period
*/
/atom/movable/flick_visual
/// Takes the passed in MA/icon_state, mirrors it onto ourselves, and displays that in world for duration seconds
/// Returns the displayed object, you can animate it and all, but you don't own it, we'll delete it after the duration
/atom/proc/flick_overlay_view(mutable_appearance/display, duration)
if(!display)
return null
var/mutable_appearance/passed_appearance = \
istext(display) \
? mutable_appearance(icon, display, layer) \
: display
// If you don't give it a layer, we assume you want it to layer on top of this atom
// Because this is vis_contents, we need to set the layer manually (you can just set it as you want on return if this is a problem)
if(passed_appearance.layer == FLOAT_LAYER)
passed_appearance.layer = layer + 0.1
// This is faster then pooling. I promise
var/atom/movable/flick_visual/visual = new()
visual.appearance = passed_appearance
visual.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
// I hate /area
var/atom/movable/lies_to_children = src
lies_to_children.vis_contents += visual
QDEL_IN_CLIENT_TIME(visual, duration)
return visual
/area/flick_overlay_view(mutable_appearance/display, duration)
return
///Get active players who are playing in the round
/proc/get_active_player_count(alive_check = FALSE, afk_check = FALSE, human_check = FALSE)
var/active_players = 0
for(var/i = 1; i <= GLOB.player_list.len; i++)
var/mob/player_mob = GLOB.player_list[i]
if(!player_mob?.client)
continue
if(alive_check && player_mob.stat)
continue
else if(afk_check && player_mob.client.is_afk())
continue
else if(human_check && !ishuman(player_mob))
continue
else if(isnewplayer(player_mob)) // exclude people in the lobby
continue
else if(isobserver(player_mob)) // Ghosts are fine if they were playing once (didn't start as observers)
var/mob/dead/observer/ghost_player = player_mob
if(ghost_player.started_as_observer) // Exclude people who started as observers
continue
active_players++
return active_players
///Uses stripped down and bastardized code from respawn character
/proc/make_body(mob/dead/observer/ghost_player)
if(!ghost_player || !ghost_player.key)
return
//First we spawn a dude.
var/mob/living/carbon/human/new_character = new//The mob being spawned.
SSjob.send_to_late_join(new_character)
ghost_player.client.prefs.safe_transfer_prefs_to(new_character)
new_character.dna.update_dna_identity()
new_character.key = ghost_player.key
return new_character
///sends a whatever to all playing players; use instead of to_chat(world, where needed)
/proc/send_to_playing_players(thing)
for(var/player_mob in GLOB.player_list)
if(player_mob && !isnewplayer(player_mob))
to_chat(player_mob, thing)
///Flash the window of a player
/proc/window_flash(client/flashed_client, ignorepref = FALSE)
if(ismob(flashed_client))
var/mob/player_mob = flashed_client
if(player_mob.client)
flashed_client = player_mob.client
if(!flashed_client || (!flashed_client.prefs.read_preference(/datum/preference/toggle/window_flashing) && !ignorepref))
return
winset(flashed_client, "mainwindow", "flash=5")
///Recursively checks if an item is inside a given type/atom, even through layers of storage. Returns the atom if it finds it.
/proc/recursive_loc_check(atom/movable/target, type)
var/atom/atom_to_find = null
if(ispath(type))
atom_to_find = target
if(istype(atom_to_find, type))
return atom_to_find
while(!istype(atom_to_find, type))
if(!atom_to_find.loc)
return
atom_to_find = atom_to_find.loc
else if(isatom(type))
atom_to_find = target
if(atom_to_find == type)
return atom_to_find
while(atom_to_find != type)
if(!atom_to_find.loc)
return
atom_to_find = atom_to_find.loc
return atom_to_find
///Send a message in common radio when a player arrives
/proc/announce_arrival(mob/living/carbon/human/character, rank)
if(!SSticker.IsRoundInProgress() || QDELETED(character))
return
var/area/player_area = get_area(character)
deadchat_broadcast(span_game(" has arrived at the station at [span_name(player_area.name)]."), span_game("[span_name(character.real_name)] ([rank])"), follow_target = character, message_type=DEADCHAT_ARRIVALRATTLE)
if(!character.mind)
return
if(!GLOB.announcement_systems.len)
return
if(!(character.mind.assigned_role.job_flags & JOB_ANNOUNCE_ARRIVAL))
return
var/obj/machinery/announcement_system/announcer
var/list/available_machines = list()
for(var/obj/machinery/announcement_system/announce as anything in GLOB.announcement_systems)
if(announce.arrival_toggle)
available_machines += announce
break
if(!length(available_machines))
return
announcer = pick(available_machines)
announcer.announce(AUTO_ANNOUNCE_ARRIVAL, character.real_name, rank, list()) //make the list empty to make it announce it in common
///Check if the turf pressure allows specialized equipment to work
/proc/lavaland_equipment_pressure_check(turf/turf_to_check)
. = FALSE
if(!istype(turf_to_check))
return
var/datum/gas_mixture/environment = turf_to_check.return_air()
if(!istype(environment))
return
var/pressure = environment.return_pressure()
if(pressure <= LAVALAND_EQUIPMENT_EFFECT_PRESSURE)
. = TRUE
///Find an obstruction free turf that's within the range of the center. Can also condition on if it is of a certain area type.
/proc/find_obstruction_free_location(range, atom/center, area/specific_area)
var/list/possible_loc = list()
for(var/turf/found_turf as anything in RANGE_TURFS(range, center))
// We check if both the turf is a floor, and that it's actually in the area.
// We also want a location that's clear of any obstructions.
if (specific_area && !istype(get_area(found_turf), specific_area))
continue
if (!isgroundlessturf(found_turf) && !found_turf.is_blocked_turf())
possible_loc.Add(found_turf)
// Need at least one free location.
if (possible_loc.len < 1)
return FALSE
return pick(possible_loc)
///Checks to see if `atom/source` is behind `atom/target`
/proc/check_behind(atom/source, atom/target)
// Let's see if source is behind target
// "Behind" is defined as 3 tiles directly to the back of the target
// x . .
// x > .
// x . .
// No tactical spinning allowed
if(HAS_TRAIT(target, TRAIT_SPINNING))
return TRUE
// We'll take "same tile" as "behind" for ease
if(target.loc == source.loc)
return TRUE
// We'll also assume lying down is behind, as mob directions when lying are unclear
if(isliving(target))
var/mob/living/living_target = target
if(living_target.body_position == LYING_DOWN)
return TRUE
// Exceptions aside, let's actually check if they're, yknow, behind
var/dir_target_to_source = get_dir(target, source)
if(target.dir & REVERSE_DIR(dir_target_to_source))
return TRUE
return FALSE
///Disable power in the station APCs
/proc/power_fail(duration_min, duration_max)
for(var/obj/machinery/power/apc/current_apc as anything in SSmachines.get_machines_by_type_and_subtypes(/obj/machinery/power/apc))
if(!current_apc.cell || !SSmapping.level_trait(current_apc.z, ZTRAIT_STATION))
continue
var/area/apc_area = current_apc.area
if(is_type_in_typecache(apc_area, GLOB.typecache_powerfailure_safe_areas))
continue
var/duration = rand(duration_min,duration_max)
current_apc.energy_fail(duration)
/**
* Sends a round tip to a target. If selected_tip is null, a random tip will be sent instead (5% chance of it being silly).
* Tips that starts with the @ character won't be html encoded. That's necessary for any tip containing markup tags,
* just make sure they don't also have html characters like <, > and ' which will be garbled.
*/
/proc/send_tip_of_the_round(target, selected_tip, source = "Tip of the round")
var/message
if(selected_tip)
message = selected_tip
else
var/list/randomtips = world.file2list("strings/tips.txt")
var/list/memetips = world.file2list("strings/sillytips.txt")
if(randomtips.len && prob(95))
message = pick(randomtips)
else if(memetips.len)
message = pick(memetips)
if(!message)
return
if(message[1] != "@")
message = html_encode(message)
else
message = copytext(message, 2)
to_chat(target, span_purple(examine_block("<span class='oocplain'><b>[source]: </b>[message]</span>")))