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Bubberstation/code/modules/mob/emote.dm
T
GhomandGitHub 491b9083f2 fixes an if statement from the jump emote (#86488)
## About The Pull Request
An if statement without parenthetis slipped through the cracks after
optimumtact resolved the conflicts in his latest PR, discarding the
previous reviews. I'm not sure if functionally it works the same, but it
sure doesn't fit the coding style either way.

This also changes the condition from `ishuman(user)` to
`isliving(user)`, there's no reason to restrict the sound to human mobs,
we only need to exclude observers from playing it.

## Why It's Good For The Game
See above.

## Changelog
N/A ?
2024-09-07 23:12:06 -04:00

169 lines
5.9 KiB
Plaintext

///How confused a carbon must be before they will vomit
#define BEYBLADE_PUKE_THRESHOLD (30 SECONDS)
///How must nutrition is lost when a carbon pukes
#define BEYBLADE_PUKE_NUTRIENT_LOSS 60
///How often a carbon becomes penalized
#define BEYBLADE_DIZZINESS_PROBABILITY 20
///How long the screenshake lasts
#define BEYBLADE_DIZZINESS_DURATION (20 SECONDS)
///How much confusion a carbon gets every time they are penalized
#define BEYBLADE_CONFUSION_INCREMENT (10 SECONDS)
///A max for how much confusion a carbon will be for beyblading
#define BEYBLADE_CONFUSION_LIMIT (40 SECONDS)
//The code execution of the emote datum is located at code/datums/emotes.dm
/mob/proc/emote(act, m_type = null, message = null, intentional = FALSE, force_silence = FALSE)
var/param = message
var/custom_param = findchar(act, " ")
if(custom_param)
param = copytext(act, custom_param + length(act[custom_param]))
act = copytext(act, 1, custom_param)
act = LOWER_TEXT(act)
var/list/key_emotes = GLOB.emote_list[act]
if(!length(key_emotes))
if(intentional && !force_silence)
to_chat(src, span_notice("'[act]' emote does not exist. Say *help for a list."))
return FALSE
var/silenced = FALSE
for(var/datum/emote/emote in key_emotes)
if(!emote.check_cooldown(src, intentional))
silenced = TRUE
continue
if(!emote.can_run_emote(src, TRUE, intentional, param))
continue
if(SEND_SIGNAL(src, COMSIG_MOB_PRE_EMOTED, emote.key, param, m_type, intentional, emote) & COMPONENT_CANT_EMOTE)
silenced = TRUE
continue
emote.run_emote(src, param, m_type, intentional)
SEND_SIGNAL(src, COMSIG_MOB_EMOTE, emote, act, m_type, message, intentional)
SEND_SIGNAL(src, COMSIG_MOB_EMOTED(emote.key))
return TRUE
if(intentional && !silenced && !force_silence)
to_chat(src, span_notice("Unusable emote '[act]'. Say *help for a list."))
return FALSE
/datum/emote/help
key = "help"
mob_type_ignore_stat_typecache = list(/mob/dead/observer, /mob/living/silicon/ai, /mob/camera/imaginary_friend)
/datum/emote/help/run_emote(mob/user, params, type_override, intentional)
. = ..()
var/list/keys = list()
var/list/message = list("Available emotes, you can use them with say [span_bold("\"*emote\"")]: \n")
message += span_smallnoticeital("Note - emotes highlighted in blue play a sound \n\n")
for(var/key in GLOB.emote_list)
for(var/datum/emote/emote_action in GLOB.emote_list[key])
if(emote_action.key in keys)
continue
if(emote_action.can_run_emote(user, status_check = FALSE , intentional = TRUE))
keys += emote_action.key
keys = sort_list(keys)
// the span formatting will mess up sorting so need to do it afterwards
for(var/i in 1 to keys.len)
for(var/datum/emote/emote_action in GLOB.emote_list[keys[i]])
if(emote_action.get_sound(user) && emote_action.should_play_sound(user, intentional = TRUE))
keys[i] = span_boldnotice(keys[i])
message += keys.Join(", ")
message += "."
message = message.Join("")
to_chat(user, examine_block(message))
/datum/emote/flip
key = "flip"
key_third_person = "flips"
hands_use_check = TRUE
mob_type_allowed_typecache = list(/mob/living, /mob/dead/observer, /mob/camera/imaginary_friend)
mob_type_ignore_stat_typecache = list(/mob/dead/observer, /mob/living/silicon/ai, /mob/camera/imaginary_friend)
/datum/emote/flip/run_emote(mob/user, params , type_override, intentional)
. = ..()
user.SpinAnimation(FLIP_EMOTE_DURATION, 1)
/datum/emote/flip/check_cooldown(mob/user, intentional)
. = ..()
if(.)
return
if(!can_run_emote(user, intentional=intentional))
return
if(isliving(user))
var/mob/living/flippy_mcgee = user
if(prob(20))
flippy_mcgee.Knockdown(1 SECONDS)
flippy_mcgee.visible_message(
span_notice("[flippy_mcgee] attempts to do a flip and falls over, what a doofus!"),
span_notice("You attempt to do a flip while still off balance from the last flip and fall down!")
)
if(prob(50))
flippy_mcgee.adjustBruteLoss(1)
else
flippy_mcgee.visible_message(
span_notice("[flippy_mcgee] stumbles a bit after their flip."),
span_notice("You stumble a bit from still being off balance from your last flip.")
)
/datum/emote/spin
key = "spin"
key_third_person = "spins"
hands_use_check = TRUE
mob_type_allowed_typecache = list(/mob/living, /mob/dead/observer, /mob/camera/imaginary_friend)
mob_type_ignore_stat_typecache = list(/mob/dead/observer, /mob/camera/imaginary_friend)
/datum/emote/spin/run_emote(mob/user, params, type_override, intentional)
. = ..()
user.spin(20, 1)
/datum/emote/spin/check_cooldown(mob/living/carbon/user, intentional)
. = ..()
if(.)
return
if(!can_run_emote(user, intentional=intentional))
return
if(!iscarbon(user))
return
if(user.get_timed_status_effect_duration(/datum/status_effect/confusion) > BEYBLADE_PUKE_THRESHOLD)
user.vomit(VOMIT_CATEGORY_KNOCKDOWN, lost_nutrition = BEYBLADE_PUKE_NUTRIENT_LOSS, distance = 0)
return
if(prob(BEYBLADE_DIZZINESS_PROBABILITY))
to_chat(user, span_warning("You feel woozy from spinning."))
user.set_dizzy_if_lower(BEYBLADE_DIZZINESS_DURATION)
user.adjust_confusion_up_to(BEYBLADE_CONFUSION_INCREMENT, BEYBLADE_CONFUSION_LIMIT)
#undef BEYBLADE_PUKE_THRESHOLD
#undef BEYBLADE_PUKE_NUTRIENT_LOSS
#undef BEYBLADE_DIZZINESS_PROBABILITY
#undef BEYBLADE_DIZZINESS_DURATION
#undef BEYBLADE_CONFUSION_INCREMENT
#undef BEYBLADE_CONFUSION_LIMIT
/datum/emote/jump
key = "jump"
key_third_person = "jumps"
message = "jumps!"
// Allows ghosts to jump
mob_type_ignore_stat_typecache = list(/mob/dead/observer)
/datum/emote/jump/run_emote(mob/user, params, type_override, intentional)
. = ..()
var/original_transform = user.transform
animate(user, transform = user.transform.Translate(0, 4), time = 0.1 SECONDS, flags = ANIMATION_PARALLEL)
animate(transform = original_transform, time = 0.1 SECONDS)
/datum/emote/jump/get_sound(mob/user)
return 'sound/weapons/thudswoosh.ogg'
// Avoids playing sounds if we're a ghost
/datum/emote/jump/should_play_sound(mob/user, intentional)
if(isliving(user))
return ..()
return FALSE