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Bubberstation/code/datums/elements/climbable.dm
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necromanceranneandGitHub ab3cac746e Herculean/Atlas implants get a few additional BOULDER/Equipment related benefits. Boulders are more robust. Natural Athletics gains. (#87469)
## About The Pull Request

Herculean/Atlas spinal implants allow you to break boulders to process
them manually. Doing so also grants athletics experience.

They also increase the speed at which you throw objects, and also
increase the range further. The Atlas version also allows you to reduce
equipment movespeed penalties. (Fikou wanted me to do this for
specifically modsuits, but I don't see any reason this can't apply to
more than that, modsuits are just generally the slowest equipment you
could wear)

Boulders have 30 throw force, are by default HUGE, but have no throw
range at all and really weak tk throw range. You need a throwing booster
to throw boulders around. (They do extra damage to SPECIAL mobs, like
lavaland bosses, because it's funny to kill a god-like being with a huge
rock while slow as shit)

You naturally get athletics experience by doing some actions. Fireman
carrying, climbing tables/crates, climbing rope and climbing ladders
give you a slow and steady stream of experience. Rope gives a larger
amount if only because the process for doing so is destructive in some
way (you have to get more climbing rope eventually, so there is an
associated cost). Spinal implants now improve climbing speed for
climbing over objects.

## Why It's Good For The Game

I just had this strange compulsion to make the spinal implant make you
good at throwing boulders at lethal speeds. It already has some cool
rock-based special effects around you. Having mastery over rock throwing
just kind of made sense. Additionally, I thought it would be a funny
method for someone to be able to kill a boss via way of thrown boulders.
Or some hapless nuclear operative unprepared for a bunch of assistants
lobbing boulders at them.

Additionally, I also think it letting you break boulders for ore is a
fairly minor but fun addition. Pull boulders out of the vents, smash
them. Good work out. Particularly for miners.

I talked a while ago with I think Jacq about adding some natural methods
for accumulating athletics experience over the course of a round that
doesn't involve the dedicated weight lifting machinery/boxing bag. I
thought any method for doing that should probably be relatively slow and
definitely nonviable for significant athletics gains beyond novice
level. Mooost people will hit novice on a multi-z map if they go up and
down ladders enough. Or climb a lot of tables/crates. The results aren't
going to have much noticeable impact, however, as you only gain
appreciable benefits above novice. Probably just greater visibility of
fitness in a round. (Rather nice for the RD, who gets to show off how
swole they are more regularly).

<details>
  <summary>Spoiler warning</summary>


![CES8b4XWEAAIakb](https://github.com/user-attachments/assets/8baaa012-8048-419f-b936-2dc6621db3c2)

</details>

## Changelog
🆑
balance: Herculean/Atlas spinal implants make you better at climbing
tables, throw objects much faster and throw them much further. You can
also break boulders with your bare hands.
balance: Atlas implants let you offset the weight of worn/carried
equipment (like boulders).
balance: Boulders have no throw range, but if you can throw them via
throwing range boosters (such as the spinal implant), they deal fairly
large amounts of damage. Especially to powerful mobs like lavlaand
bosses.
balance: You naturally gain a small amount of athletics experience doing
some tasks, such as climbing rope, ladders and tables/crates, fireman
carrying, or smashing open boulders.
/🆑
2024-11-07 12:58:32 +00:00

141 lines
6.8 KiB
Plaintext

/datum/element/climbable
element_flags = ELEMENT_BESPOKE | ELEMENT_DETACH_ON_HOST_DESTROY // Detach for turfs
argument_hash_start_idx = 2
///Time it takes to climb onto the object
var/climb_time
///Stun duration for when you get onto the object
var/climb_stun
///Assoc list of object being climbed on - climbers. This allows us to check who needs to be shoved off a climbable object when its clicked on.
var/list/current_climbers
/datum/element/climbable/Attach(
datum/target,
climb_time = 2 SECONDS,
climb_stun = 2 SECONDS,
)
. = ..()
if(!isatom(target) || isarea(target))
return ELEMENT_INCOMPATIBLE
src.climb_time = climb_time
src.climb_stun = climb_stun
RegisterSignal(target, COMSIG_ATOM_ATTACK_HAND, PROC_REF(attack_hand))
RegisterSignal(target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignal(target, COMSIG_MOUSEDROPPED_ONTO, PROC_REF(mousedrop_receive))
ADD_TRAIT(target, TRAIT_CLIMBABLE, ELEMENT_TRAIT(type))
/datum/element/climbable/Detach(datum/target)
UnregisterSignal(target, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_EXAMINE, COMSIG_MOUSEDROPPED_ONTO, COMSIG_ATOM_BUMPED))
REMOVE_TRAIT(target, TRAIT_CLIMBABLE, ELEMENT_TRAIT(type))
return ..()
/datum/element/climbable/proc/on_examine(atom/source, mob/user, list/examine_texts)
SIGNAL_HANDLER
examine_texts += span_notice("[source] looks climbable.")
/datum/element/climbable/proc/can_climb(atom/source, mob/user)
if (!user.CanReach(source))
return FALSE
var/dir_step = get_dir(user, source.loc)
//To jump over a railing you have to be standing next to it, not far behind it.
if(source.flags_1 & ON_BORDER_1 && user.loc != source.loc && (dir_step & source.dir) == source.dir)
return FALSE
return TRUE
/datum/element/climbable/proc/attack_hand(atom/climbed_thing, mob/user)
SIGNAL_HANDLER
var/list/climbers = LAZYACCESS(current_climbers, climbed_thing)
for(var/i in climbers)
var/mob/living/structure_climber = i
if(structure_climber == user)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(climbed_thing)
structure_climber.Paralyze(40)
structure_climber.visible_message(span_warning("[structure_climber] is knocked off [climbed_thing]."), span_warning("You're knocked off [climbed_thing]!"), span_hear("You hear a cry from [structure_climber], followed by a slam."))
/datum/element/climbable/proc/climb_structure(atom/climbed_thing, mob/living/user, params)
if(!can_climb(climbed_thing, user))
return
climbed_thing.add_fingerprint(user)
user.visible_message(span_warning("[user] starts climbing onto [climbed_thing]."), \
span_notice("You start climbing onto [climbed_thing]..."))
// Time in deciseoncds it takes to complete the climb do_after()
var/adjusted_climb_time = climb_time
// Time in deciseonds that the mob is stunned after climbing successfully.
var/adjusted_climb_stun = climb_stun
// Our climbers fitness level, which removes some climb time and speeds up our climbing do_after, assuming they worked out
var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics) - 1
adjusted_climb_time = clamp(adjusted_climb_time - fitness_level, 1, climb_time) //Here we adjust the number of deciseconds we shave off per level of fitness, with a minimum of 1 decisecond and a maximum of climb_time (just in case)
var/obj/item/organ/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE)
if(istype(potential_spine))
adjusted_climb_time *= potential_spine.athletics_boost_multiplier
adjusted_climb_stun *= potential_spine.athletics_boost_multiplier
if(HAS_TRAIT(user, TRAIT_HANDS_BLOCKED)) //climbing takes twice as long without help from the hands.
adjusted_climb_time *= 2
if(isalien(user))
adjusted_climb_time *= 0.25 //aliens are terrifyingly fast
if(HAS_TRAIT(user, TRAIT_FREERUNNING)) //do you have any idea how fast I am???
adjusted_climb_time *= 0.8
adjusted_climb_stun *= 0.8
if(HAS_TRAIT(user, TRAIT_STUBBY_BODY)) //hold on, gimme a moment, my tiny legs can't get over the goshdamn table
adjusted_climb_time *= 1.5
adjusted_climb_stun *= 1.5
LAZYADDASSOCLIST(current_climbers, climbed_thing, user)
if(do_after(user, adjusted_climb_time, climbed_thing))
if(QDELETED(climbed_thing)) //Checking if structure has been destroyed
return
if(do_climb(climbed_thing, user, params))
user.visible_message(span_warning("[user] climbs onto [climbed_thing]."), \
span_notice("You climb onto [climbed_thing]."))
log_combat(user, climbed_thing, "climbed onto")
if(adjusted_climb_stun)
user.Stun(adjusted_climb_stun)
var/atom/movable/buckle_target = climbed_thing
if(istype(buckle_target))
if(buckle_target.is_buckle_possible(user))
buckle_target.buckle_mob(user)
user.mind?.adjust_experience(/datum/skill/athletics, 5) //Get a bit fitter with every climb.
else
to_chat(user, span_warning("You fail to climb onto [climbed_thing]."))
LAZYREMOVEASSOC(current_climbers, climbed_thing, user)
/datum/element/climbable/proc/do_climb(atom/climbed_thing, mob/living/user, params)
if(!can_climb(climbed_thing, user))
return
climbed_thing.set_density(FALSE)
var/dir_step = get_dir(user, climbed_thing.loc)
var/same_loc = climbed_thing.loc == user.loc
// on-border objects can be vaulted over and into the next turf.
// The reverse dir check is for when normal behavior should apply instead (e.g. John Doe hops east of a railing facing west, ending on the same turf as it).
if(climbed_thing.flags_1 & ON_BORDER_1 && (same_loc || !(dir_step & REVERSE_DIR(climbed_thing.dir))))
//it can be vaulted over in two different cardinal directions. we choose one.
if(ISDIAGONALDIR(climbed_thing.dir) && same_loc)
if(params) //we check the icon x and y parameters of the click-drag to determine step_dir.
var/list/modifiers = params2list(params)
var/x_dist = (text2num(LAZYACCESS(modifiers, ICON_X)) - ICON_SIZE_X/2) * (climbed_thing.dir & WEST ? -1 : 1)
var/y_dist = (text2num(LAZYACCESS(modifiers, ICON_Y)) - ICON_SIZE_Y/2) * (climbed_thing.dir & SOUTH ? -1 : 1)
dir_step = (x_dist >= y_dist ? (EAST|WEST) : (NORTH|SOUTH)) & climbed_thing.dir
else
dir_step = get_dir(user, get_step(climbed_thing, climbed_thing.dir))
. = step(user, dir_step)
climbed_thing.set_density(TRUE)
///Handles climbing onto the atom when you click-drag
/datum/element/climbable/proc/mousedrop_receive(atom/climbed_thing, atom/movable/dropped_atom, mob/user, params)
SIGNAL_HANDLER
if(user != dropped_atom || !isliving(dropped_atom))
return
if(!HAS_TRAIT(dropped_atom, TRAIT_FENCE_CLIMBER) && !HAS_TRAIT(dropped_atom, TRAIT_CAN_HOLD_ITEMS)) // If you can hold items you can probably climb a fence
return
var/mob/living/living_target = dropped_atom
if(living_target.mobility_flags & MOBILITY_MOVE)
INVOKE_ASYNC(src, PROC_REF(climb_structure), climbed_thing, living_target, params)
return COMPONENT_CANCEL_MOUSEDROPPED_ONTO