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Bubberstation/code/datums/components/throwbonus_on_windup.dm
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Ben10OmintrixandGitHub 90cc66953e adds a new fish to lava and plasma rivers (#83146)
## About The Pull Request
this pr adds a new fish to lavaland and icebox, the lavaloop! i noticed
neither has any exclusive fish so im trying to add one of my own. u can
find this fish by using reinforced rods on lava or plasmarivers. this
fish is also lobstrosity's favorite delicacy as you will now often see
AI controlled lobstrosities fishing for it in lava and then eating it.

![fished](https://github.com/tgstation/tgstation/assets/138636438/03cd4095-940d-4cc0-8d1e-2064cae1921d)

because of its body's curvature and razor sharp spikes, this fish can
also be used as a make-shift boomerang weapon against mining mobs,
although it comes with some new mechanics. u can increase the damage it
does to mobs by winding up ur throw. when the bar reaches purple, this
indicates maximum damage. however, if it goes over the purple, it will
react violently and explode your arm off, so you have to time it just
right to get the best damage possible. On icebox, instead of dealing raw
damage, fish will freeze mobs depending on how long you charged ur
throw. charging it for too long will cause the fish to freeze you
instead


https://github.com/tgstation/tgstation/assets/138636438/c8ac3696-3705-45b0-bc43-c5b81d75cb1b

while its nowhere near as effective as using PKA's or crushers, it can
be a useful tool for hermits and ashwalkers.
## Why It's Good For The Game
having lobstrosities fish and hunt for it makes lavaland feel more like
an ecosystem with a food chain. also i think tossing fish at eldritch
horrors is a funny way to fight them

## Changelog
🆑
add: adds a new fish to lava and plasma rivers, the lava loop
/🆑
2024-05-22 23:11:45 -06:00

173 lines
5.7 KiB
Plaintext

/datum/component/throwbonus_on_windup
///the maximum windup bonus
var/maximum_bonus = 20
///additional behavior if we exceed the maximum bonus
var/datum/callback/pass_maximum_callback
///the player currently winding up their throw
var/datum/weakref/holder
///the current bonus we are at
var/throwforce_bonus = 0
///the bar relaying feedback to the player
var/obj/effect/overlay/windup_bar/our_bar
///any additional behavior we should look for before applying the bonus
var/datum/callback/apply_bonus_callback
///sound we play after successfully damaging the enemy with a bonus
var/sound_on_success
///effect we play after successfully damaging the enemy with a bonus
var/effect_on_success
///how fast we increase the wind up counter on process
var/windup_increment_speed
///text we display when we start winding up
var/throw_text
/datum/component/throwbonus_on_windup/Initialize(maximum_bonus = 20, windup_increment_speed = 1, pass_maximum_callback, apply_bonus_callback, sound_on_success, effect_on_success, throw_text)
. = ..()
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
src.maximum_bonus = maximum_bonus
src.pass_maximum_callback = pass_maximum_callback
src.apply_bonus_callback = apply_bonus_callback
src.sound_on_success = sound_on_success
src.effect_on_success = effect_on_success
src.windup_increment_speed = windup_increment_speed
src.throw_text = throw_text
/datum/component/throwbonus_on_windup/proc/on_equip(datum/source, mob/living/equipper, slot)
SIGNAL_HANDLER
if(!(slot & ITEM_SLOT_HANDS) || holder?.resolve())
return
holder = WEAKREF(equipper)
RegisterSignal(equipper, COMSIG_LIVING_THROW_MODE_TOGGLE, PROC_REF(throw_change))
RegisterSignal(equipper, COMSIG_MOB_SWAP_HANDS, PROC_REF(on_hands_swap))
if(equipper.throw_mode)
start_windup()
/datum/component/throwbonus_on_windup/proc/start_windup()
throwforce_bonus = initial(throwforce_bonus)
var/mob/living/our_holder = holder?.resolve()
if(isnull(holder))
return
if(throw_text)
to_chat(our_holder, span_warning(throw_text))
var/list/offset_to_add = get_icon_dimensions(our_holder.icon)
var/x_position = CEILING(offset_to_add["width"] * 0.5, 1)
our_bar = new()
our_bar.maximum_count = maximum_bonus
our_bar.pixel_x = x_position
our_holder.vis_contents += our_bar
START_PROCESSING(SSfastprocess, src)
/datum/component/throwbonus_on_windup/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(on_move))
RegisterSignal(parent, COMSIG_MOVABLE_PRE_IMPACT, PROC_REF(on_thrown))
/datum/component/throwbonus_on_windup/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_PRE_IMPACT))
var/atom/our_holder = holder?.resolve()
if(!isnull(our_holder))
UnregisterSignal(our_holder, list(COMSIG_LIVING_THROW_MODE_TOGGLE, COMSIG_MOB_SWAP_HANDS))
/datum/component/throwbonus_on_windup/Destroy()
STOP_PROCESSING(SSfastprocess, src)
QDEL_NULL(our_bar)
holder = null
return ..()
/datum/component/throwbonus_on_windup/proc/throw_change(datum/source, throw_mode)
SIGNAL_HANDLER
if(throw_mode)
start_windup()
else
end_windup()
/datum/component/throwbonus_on_windup/proc/on_hands_swap(mob/living/source)
SIGNAL_HANDLER
if(source.get_active_held_item() != parent)
end_windup()
return
if(source.throw_mode)
start_windup()
/datum/component/throwbonus_on_windup/process(seconds_per_tick)
if(throwforce_bonus > maximum_bonus)
var/mob/living/our_holder = holder?.resolve()
pass_maximum_callback?.Invoke(our_holder)
end_windup()
return PROCESS_KILL
our_bar.recalculate_position(min(throwforce_bonus, maximum_bonus))
throwforce_bonus += windup_increment_speed
/datum/component/throwbonus_on_windup/proc/on_move(obj/item/source, atom/entering_loc)
SIGNAL_HANDLER
end_windup()
var/mob/living/our_holder = holder?.resolve()
if(isnull(our_holder))
return
holder = null
UnregisterSignal(our_holder, list(COMSIG_LIVING_THROW_MODE_TOGGLE, COMSIG_MOB_SWAP_HANDS))
/datum/component/throwbonus_on_windup/proc/end_windup()
QDEL_NULL(our_bar)
STOP_PROCESSING(SSfastprocess, src)
/datum/component/throwbonus_on_windup/proc/on_thrown(datum/source, atom/hit_atom, datum/thrownthing/throwingdatum)
SIGNAL_HANDLER
var/damage_to_apply = throwforce_bonus
throwforce_bonus = initial(throwforce_bonus)
if(!isliving(hit_atom))
return
if(apply_bonus_callback && !apply_bonus_callback.Invoke(hit_atom, damage_to_apply))
return
if(effect_on_success)
new effect_on_success(get_turf(hit_atom))
if(sound_on_success)
playsound(hit_atom, sound_on_success, 50, TRUE)
var/mob/living/living_target = hit_atom
living_target.apply_damage(damage_to_apply)
/obj/effect/overlay/windup_bar
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = TRUE
vis_flags = VIS_INHERIT_DIR | VIS_INHERIT_PLANE
icon = 'icons/effects/effects.dmi'
icon_state = "windup_bar"
layer = ABOVE_ALL_MOB_LAYER
///the maximum windup bonus
var/maximum_count = INFINITY
///the current count we are at
var/current_count = 0
/obj/effect/overlay/windup_bar/proc/recalculate_position(input_count)
current_count = input_count
update_appearance(UPDATE_OVERLAYS)
/obj/effect/overlay/windup_bar/update_overlays()
. = ..()
var/static/list/bar_positions = list(0, 2, 4, 6, 8)
var/current_percentage = current_count / maximum_count
var/bars_to_add = CEILING(length(bar_positions) * current_percentage, 1)
for(var/curr_number in 1 to bars_to_add)
var/bar_color
switch(curr_number)
if(1 to 2)
bar_color = "windup_red"
if(2 to 4)
bar_color = "windup_green"
if(4 to 5)
bar_color = "windup_purple"
var/mutable_appearance/bar_overlay = mutable_appearance(icon = icon, icon_state = bar_color, layer = ABOVE_HUD_PLANE)
bar_overlay.pixel_y = bar_positions[curr_number]
. += bar_overlay