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## 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>  </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. /🆑
328 lines
10 KiB
Plaintext
328 lines
10 KiB
Plaintext
// Basic ladder. By default links to the z-level above/below.
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/obj/structure/ladder
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name = "ladder"
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desc = "A sturdy metal ladder."
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icon = 'icons/obj/structures.dmi'
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icon_state = "ladder11"
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anchored = TRUE
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obj_flags = CAN_BE_HIT | BLOCK_Z_OUT_DOWN
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var/obj/structure/ladder/down //the ladder below this one
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var/obj/structure/ladder/up //the ladder above this one
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var/crafted = FALSE
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/// travel time for ladder in deciseconds
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var/travel_time = 1 SECONDS
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/obj/structure/ladder/Initialize(mapload, obj/structure/ladder/up, obj/structure/ladder/down)
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..()
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GLOB.ladders += src
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if (up)
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src.up = up
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up.down = src
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up.update_appearance()
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if (down)
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src.down = down
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down.up = src
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down.update_appearance()
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register_context()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/ladder/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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if(up)
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context[SCREENTIP_CONTEXT_LMB] = "Climb up"
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if(down)
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context[SCREENTIP_CONTEXT_RMB] = "Climb down"
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return CONTEXTUAL_SCREENTIP_SET
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/obj/structure/ladder/examine(mob/user)
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. = ..()
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. += span_info("<b>Left-click</b> it to start moving up; <b>Right-click</b> to start moving down.")
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/obj/structure/ladder/Destroy(force)
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GLOB.ladders -= src
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disconnect()
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return ..()
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/obj/structure/ladder/LateInitialize()
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// By default, discover ladders above and below us vertically
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var/turf/T = get_turf(src)
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var/obj/structure/ladder/L
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if (!down)
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L = locate() in GET_TURF_BELOW(T)
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if (L)
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if(crafted == L.crafted)
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down = L
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L.up = src // Don't waste effort looping the other way
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L.update_appearance()
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if (!up)
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L = locate() in GET_TURF_ABOVE(T)
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if (L)
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if(crafted == L.crafted)
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up = L
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L.down = src // Don't waste effort looping the other way
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L.update_appearance()
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update_appearance()
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/obj/structure/ladder/proc/disconnect()
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if(up && up.down == src)
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up.down = null
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up.update_appearance()
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if(down && down.up == src)
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down.up = null
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down.update_appearance()
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up = down = null
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/obj/structure/ladder/update_icon_state()
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icon_state = "ladder[up ? 1 : 0][down ? 1 : 0]"
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return ..()
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/obj/structure/ladder/singularity_pull(atom/singularity, current_size)
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if (!(resistance_flags & INDESTRUCTIBLE))
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visible_message(span_danger("[src] is torn to pieces by the gravitational pull!"))
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qdel(src)
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/obj/structure/ladder/proc/use(mob/user, going_up = TRUE)
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if(!in_range(src, user) || DOING_INTERACTION(user, DOAFTER_SOURCE_CLIMBING_LADDER))
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return
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if(!up && !down)
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balloon_alert(user, "doesn't lead anywhere!")
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return
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if(going_up ? !up : !down)
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balloon_alert(user, "can't go any further [going_up ? "up" : "down"]")
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return
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if(user.buckled && user.buckled.anchored)
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balloon_alert(user, "buckled to something anchored!")
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return
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if(travel_time)
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INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
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else
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travel(user, going_up)
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add_fingerprint(user)
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/obj/structure/ladder/proc/start_travelling(mob/user, going_up)
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show_initial_fluff_message(user, going_up)
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// Our climbers athletics ability
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var/fitness_level = user.mind?.get_skill_level(/datum/skill/athletics)
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// Misc bonuses to the climb speed.
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var/misc_multiplier = 1
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var/obj/item/organ/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE)
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if(istype(potential_spine))
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misc_multiplier *= potential_spine.athletics_boost_multiplier
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var/final_travel_time = (travel_time - fitness_level) * misc_multiplier
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if(do_after(user, final_travel_time, target = src, interaction_key = DOAFTER_SOURCE_CLIMBING_LADDER))
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travel(user, going_up, grant_exp = TRUE)
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/// The message shown when the player starts climbing the ladder
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/obj/structure/ladder/proc/show_initial_fluff_message(mob/user, going_up)
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var/up_down = going_up ? "up" : "down"
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user.balloon_alert_to_viewers("climbing [up_down]...")
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/obj/structure/ladder/proc/travel(mob/user, going_up = TRUE, is_ghost = FALSE, grant_exp = FALSE)
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var/obj/structure/ladder/ladder = going_up ? up : down
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if(!ladder)
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balloon_alert(user, "there's nothing that way!")
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return
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var/response = SEND_SIGNAL(user, COMSIG_LADDER_TRAVEL, src, ladder, going_up)
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if(response & LADDER_TRAVEL_BLOCK)
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return
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var/turf/target = get_turf(ladder)
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user.zMove(target = target, z_move_flags = ZMOVE_CHECK_PULLEDBY|ZMOVE_ALLOW_BUCKLED|ZMOVE_INCLUDE_PULLED)
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if(grant_exp)
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user.mind?.adjust_experience(/datum/skill/athletics, 10) //get a little experience for our trouble
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if(!is_ghost)
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show_final_fluff_message(user, ladder, going_up)
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// to avoid having players hunt for the pixels of a ladder that goes through several stories and is
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// partially covered by the sprites of their mobs, a radial menu will be displayed over them.
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// this way players can keep climbing up or down with ease until they reach an end.
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if(ladder.up && ladder.down)
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ladder.show_options(user, is_ghost)
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/// The messages shown after the player has finished climbing. Players can see this happen from either src or the destination so we've 2 POVs here
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/obj/structure/ladder/proc/show_final_fluff_message(mob/user, obj/structure/ladder/destination, going_up)
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var/up_down = going_up ? "up" : "down"
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//POV of players around the source
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visible_message(span_notice("[user] climbs [up_down] [src]."))
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//POV of players around the destination
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user.balloon_alert_to_viewers("climbed [up_down]")
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/// Shows a radial menu that players can use to climb up and down a stair.
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/obj/structure/ladder/proc/show_options(mob/user, is_ghost = FALSE)
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var/list/tool_list = list()
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tool_list["Up"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = NORTH)
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tool_list["Down"] = image(icon = 'icons/testing/turf_analysis.dmi', icon_state = "red_arrow", dir = SOUTH)
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var/datum/callback/check_menu
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if(!is_ghost)
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check_menu = CALLBACK(src, PROC_REF(check_menu), user)
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var/result = show_radial_menu(user, src, tool_list, custom_check = check_menu, require_near = !is_ghost, tooltips = TRUE)
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var/going_up
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switch(result)
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if("Up")
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going_up = TRUE
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if("Down")
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going_up = FALSE
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else
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return
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if(is_ghost || !travel_time)
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travel(user, going_up, is_ghost)
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else
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INVOKE_ASYNC(src, PROC_REF(start_travelling), user, going_up)
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/obj/structure/ladder/proc/check_menu(mob/user, is_ghost)
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if(user.incapacitated || (!user.Adjacent(src)))
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return FALSE
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return TRUE
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/obj/structure/ladder/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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use(user)
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/obj/structure/ladder/attack_hand_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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//Not be called when right clicking as a monkey. attack_hand_secondary() handles that.
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/obj/structure/ladder/attack_paw(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_alien(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_alien_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_larva(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_larva_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_animal(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_animal_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attackby(obj/item/item, mob/user, params)
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use(user)
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return TRUE
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/obj/structure/ladder/attackby_secondary(obj/item/item, mob/user, params)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_robot(mob/living/silicon/robot/user)
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if(user.Adjacent(src))
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use(user)
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return TRUE
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/obj/structure/ladder/attack_robot_secondary(mob/living/silicon/robot/user)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || !user.Adjacent(src))
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/structure/ladder/attack_pai(mob/user, list/modifiers)
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use(user)
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return TRUE
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/obj/structure/ladder/attack_pai_secondary(mob/user, list/modifiers)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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use(user, going_up = FALSE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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//ATTACK GHOST IGNORING PARENT RETURN VALUE
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/obj/structure/ladder/attack_ghost(mob/dead/observer/user)
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ghost_use(user)
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return ..()
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///Ghosts use the byond default popup menu function on right click, so this is going to work a little differently for them.
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/obj/structure/ladder/proc/ghost_use(mob/user)
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if (!up && !down)
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balloon_alert(user, "doesn't lead anywhere!")
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return
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if(!up) //only goes down
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travel(user, going_up = FALSE, is_ghost = TRUE)
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else if(!down) //only goes up
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travel(user, going_up = TRUE, is_ghost = TRUE)
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else //goes both ways
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show_options(user, is_ghost = TRUE)
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// Indestructible away mission ladders which link based on a mapped ID and height value rather than X/Y/Z.
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/obj/structure/ladder/unbreakable
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name = "sturdy ladder"
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desc = "An extremely sturdy metal ladder."
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resistance_flags = INDESTRUCTIBLE
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var/id
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var/height = 0 // higher numbers are considered physically higher
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/obj/structure/ladder/unbreakable/LateInitialize()
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// Override the parent to find ladders based on being height-linked
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if (!id || (up && down))
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update_appearance()
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return
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for(var/obj/structure/ladder/unbreakable/unbreakable_ladder in GLOB.ladders)
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if (unbreakable_ladder.id != id)
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continue // not one of our pals
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if (!down && unbreakable_ladder.height == height - 1)
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down = unbreakable_ladder
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unbreakable_ladder.up = src
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unbreakable_ladder.update_appearance()
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if (up)
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break // break if both our connections are filled
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else if (!up && unbreakable_ladder.height == height + 1)
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up = unbreakable_ladder
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unbreakable_ladder.down = src
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unbreakable_ladder.update_appearance()
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if (down)
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break // break if both our connections are filled
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update_appearance()
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/obj/structure/ladder/crafted
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crafted = TRUE
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