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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request
516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.
This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.
I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.
Lints will probably be failing for a bit, got to wait for [this
update](4b77cd487d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt
## Why It's Good For The Game
Fixes this massive 516 mess, hopefully.
closes #90281
## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
267 lines
8.9 KiB
Plaintext
267 lines
8.9 KiB
Plaintext
#define STARTING_ARROW_POSITION -50
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#define ENDING_ARROW_POSITION 20
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#define VERTICAL_ARROW_HEIGHT 13
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#define HORIZONTAL_ARROW_HEIGHT 9
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#define FADE_AWAY_TIME 0.1 SECONDS
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#define PING_GRACE 0.25 SECONDS
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//a simple minigame players must win to mount and tame a mob
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/datum/riding_minigame
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///our host mob
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var/datum/weakref/host
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///our current rider
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var/datum/weakref/mounter
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///the total amount of tries the rider gets
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var/maximum_attempts = 25
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///maximum number of failures before we fail
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var/current_attempts = 0
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///required number of successes
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var/required_successes = 11
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///what failures are we on
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var/current_failures = 0
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///we win these
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var/current_succeeded = 0
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///holder of our heart counter
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var/image/heart_counter
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///list of our hearts
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var/list/hearts_list = list()
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///holder of our minigame!
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var/image/minigame_holder
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///cached directional icons of our host
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var/list/cached_arrows = list()
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///speed of our arrow
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var/arrow_speed = 45
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///time to linger
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var/linger_time = 0.3 SECONDS
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///multiplier for easy settings
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var/easy_difficulty_multiplier = 1.1
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///multiplier for hard settings
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var/hard_difficulty_multiplier = 0.9
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///cooldown when we fail
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COOLDOWN_DECLARE(failure_cooldown)
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/datum/riding_minigame/New(mob/living/ridden, mob/living/rider)
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. = ..()
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host = WEAKREF(ridden)
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mounter = WEAKREF(rider)
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set_difficulty(ridden, rider)
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RegisterSignal(rider, COMSIG_MOB_UNBUCKLED, PROC_REF(lose_minigame))
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RegisterSignal(ridden, COMSIG_MOVABLE_ATTEMPTED_MOVE, PROC_REF(on_ridden_moved))
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minigame_holder = image(icon='icons/effects/effects.dmi', loc=rider,icon_state="nothing", layer = 0)
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minigame_holder.pixel_w = 32
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heart_counter = image(icon='icons/effects/effects.dmi', loc=rider,icon_state="nothing", layer = 0)
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heart_counter.pixel_z = -32
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SET_PLANE_EXPLICIT(minigame_holder, ABOVE_HUD_PLANE, rider)
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SET_PLANE_EXPLICIT(heart_counter, ABOVE_HUD_PLANE, rider)
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generate_heart_counter()
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generate_visuals()
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rider.client.images |= list(minigame_holder, heart_counter)
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START_PROCESSING(SSprocessing, src)
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/datum/riding_minigame/proc/set_difficulty(mob/living/ridden, mob/living/rider)
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if(HAS_TRAIT(rider, TRAIT_BEAST_EMPATHY) || HAS_TRAIT(ridden, TRAIT_MOB_EASY_TO_MOUNT))
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linger_time *= easy_difficulty_multiplier
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if(HAS_TRAIT(ridden, TRAIT_MOB_DIFFICULT_TO_MOUNT))
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linger_time *= hard_difficulty_multiplier
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/datum/riding_minigame/proc/generate_visuals()
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var/static/list/void_arrow_order = list(
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"north",
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"west",
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"south",
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"east",
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)
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var/x_offset = 0
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for(var/direction in void_arrow_order)
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var/obj/effect/overlay/vis/ride_minigame/new_arrow = new
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new_arrow.icon = 'icons/effects/riding_minigame.dmi'
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new_arrow.icon_state = "blank_arrow"
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new_arrow.setDir(text2dir(direction))
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new_arrow.pixel_x = x_offset
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new_arrow.pixel_y = ENDING_ARROW_POSITION
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new_arrow.layer = ABOVE_ALL_MOB_LAYER
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minigame_holder.vis_contents += new_arrow
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cached_arrows[direction] = list("visual_object" = new_arrow, "is_active" = null)
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x_offset += 16
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/datum/riding_minigame/proc/generate_heart_counter()
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var/x_offset = -32
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for(var/i in 1 to required_successes)
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var/obj/effect/overlay/vis/ride_minigame/heart = new
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heart.icon = 'icons/effects/effects.dmi'
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heart.icon_state = "empty_heart"
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heart.pixel_x = x_offset
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x_offset += 8
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hearts_list += heart
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heart_counter.vis_contents += heart
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/datum/riding_minigame/process()
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if(current_attempts >= maximum_attempts)
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lose_minigame()
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return
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if(prob(30)) //we shake and move uncontrollably!
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var/mob/living/living_host = host.resolve()
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living_host.Shake(pixelshiftx = 1, pixelshifty = 0, duration = 0.75 SECONDS)
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living_host.spin(spintime = 0.75 SECONDS, speed = 1)
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generate_arrow()
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/datum/riding_minigame/proc/generate_arrow()
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if(current_attempts >= maximum_attempts)
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return
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var/static/list/possible_arrows = list(
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"north" = 0,
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"west" = 16,
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"south" = 32,
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"east" = 48,
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)
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current_attempts++
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var/picked_arrow = pick(possible_arrows)
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var/obj/effect/overlay/vis/ride_minigame/new_arrow = new
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new_arrow.icon = 'icons/effects/riding_minigame.dmi'
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new_arrow.icon_state = "[picked_arrow]_arrow"
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new_arrow.alpha = 0
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new_arrow.layer = ABOVE_ALL_MOB_LAYER + 0.1
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new_arrow.pixel_x = possible_arrows[picked_arrow]
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new_arrow.pixel_y = STARTING_ARROW_POSITION
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minigame_holder.vis_contents += new_arrow
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animate(new_arrow, alpha = 255, time = 0.15 SECONDS)
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animate(new_arrow, pixel_y = ENDING_ARROW_POSITION, time = ((ENDING_ARROW_POSITION - STARTING_ARROW_POSITION) / arrow_speed) SECONDS)
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addtimer(CALLBACK(src, PROC_REF(add_active_arrow), new_arrow, picked_arrow), ((ENDING_ARROW_POSITION - (STARTING_ARROW_POSITION + get_arrow_height(picked_arrow))) / arrow_speed) SECONDS)
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/datum/riding_minigame/proc/get_arrow_height(text_direction)
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var/direction = text2dir(text_direction)
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return NSCOMPONENT(direction) ? VERTICAL_ARROW_HEIGHT : HORIZONTAL_ARROW_HEIGHT
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/datum/riding_minigame/proc/add_active_arrow(atom/arrow, direction)
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if(QDELETED(arrow))
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return
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if(!COOLDOWN_FINISHED(src, failure_cooldown))
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remove_active_arrow(arrow, direction)
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return
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var/mob/living/rider = mounter?.resolve()
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if(isnull(rider))
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return
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var/client/rider_client = rider.client
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if(isnull(rider_client))
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return
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cached_arrows[direction]["is_active"] = arrow
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RegisterSignal(arrow, COMSIG_QDELETING, PROC_REF(on_arrow_delete))
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var/distance_to_travel = get_arrow_height(direction) * 2
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var/time_of_grace = (distance_to_travel / arrow_speed) SECONDS + linger_time + PING_GRACE - FADE_AWAY_TIME
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addtimer(CALLBACK(src, PROC_REF(remove_active_arrow), arrow, direction), time_of_grace)
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/datum/riding_minigame/proc/remove_active_arrow(atom/arrow, direction)
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if(QDELETED(arrow))
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return
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animate(arrow, alpha = 0, time = FADE_AWAY_TIME)
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QDEL_IN(arrow, FADE_AWAY_TIME)
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/datum/riding_minigame/proc/on_arrow_delete(datum/source)
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SIGNAL_HANDLER
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for(var/arrow in cached_arrows)
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var/list/arrow_details = cached_arrows[arrow]
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if(arrow_details["is_active"] != source)
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continue
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arrow_details["is_active"] = null
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/datum/riding_minigame/proc/on_ridden_moved(atom/movable/source, atom/new_loc, direction)
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SIGNAL_HANDLER
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. = NONE
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if(new_loc.z != source.z || !COOLDOWN_FINISHED(src, failure_cooldown))
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return
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var/list/arrow_data = cached_arrows[dir2text(direction)]
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var/atom/existing_arrow = arrow_data["is_active"]
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if(!QDELETED(existing_arrow))
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qdel(existing_arrow)
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var/atom/arrow_object = arrow_data["visual_object"]
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flick("blank_arrow_win", arrow_object)
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increment_counter()
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return
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for(var/arrow_direction in cached_arrows)
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var/obj/my_arrow = cached_arrows[arrow_direction]["visual_object"]
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if(isnull(my_arrow))
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continue
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var/atom/clickable_arrow = cached_arrows[arrow_direction]["is_active"]
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if(!QDELETED(clickable_arrow))
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qdel(clickable_arrow)
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my_arrow.layer = ABOVE_ALL_MOB_LAYER + 0.2
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flick("blank_arrow_lose", my_arrow)
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my_arrow.Shake(duration = 2 SECONDS)
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addtimer(VARSET_CALLBACK(my_arrow, layer, ABOVE_ALL_MOB_LAYER), 2 SECONDS)
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increment_failure()
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/datum/riding_minigame/proc/increment_counter()
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current_succeeded++
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var/obj/new_heart = hearts_list[current_succeeded]
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new_heart.icon_state = "full_heart"
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new_heart.transform = new_heart.transform.Scale(2 ,2)
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animate(new_heart, transform = matrix(), time = 0.3 SECONDS)
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if(current_succeeded >= required_successes)
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win_minigame()
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/datum/riding_minigame/proc/increment_failure()
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current_failures++
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COOLDOWN_START(src, failure_cooldown, 2 SECONDS)
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if(current_failures > (maximum_attempts - required_successes))
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lose_minigame()
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/datum/riding_minigame/proc/lose_minigame()
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SIGNAL_HANDLER
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var/mob/living/living_host = host?.resolve()
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var/mob/living/living_rider = mounter?.resolve()
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if(isnull(living_host) || isnull(living_rider))
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qdel(src)
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return
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if(LAZYFIND(living_host.buckled_mobs, living_rider))
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UnregisterSignal(living_rider, COMSIG_MOB_UNBUCKLED) //we're about to knock them down!
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living_host.spin(spintime = 2 SECONDS, speed = 1)
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living_rider.Knockdown(4 SECONDS)
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living_host.unbuckle_mob(living_rider)
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living_host.balloon_alert(living_rider, "knocks you down!")
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qdel(src)
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/datum/riding_minigame/proc/win_minigame()
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var/mob/living/living_host = host?.resolve()
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var/mob/living/living_rider = mounter?.resolve()
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if(isnull(living_host) || isnull(living_rider))
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qdel(src)
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return
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living_host.befriend(living_rider)
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living_host.balloon_alert(living_rider, "calms down...")
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qdel(src)
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/datum/riding_minigame/Destroy()
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STOP_PROCESSING(SSprocessing, src)
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var/mob/living/living_mounter = mounter?.resolve()
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if(living_mounter)
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living_mounter.client.images -= minigame_holder
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living_mounter.client.images -= heart_counter
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mounter = null
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host = null
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hearts_list = null
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cached_arrows = null
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minigame_holder = null
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heart_counter = null
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return ..()
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/obj/effect/overlay/vis/ride_minigame
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vis_flags = VIS_INHERIT_PLANE
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#undef STARTING_ARROW_POSITION
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#undef ENDING_ARROW_POSITION
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#undef VERTICAL_ARROW_HEIGHT
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#undef HORIZONTAL_ARROW_HEIGHT
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#undef FADE_AWAY_TIME
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#undef PING_GRACE
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