Files
Bubberstation/code/game/objects/items/cosmetics.dm
Qustinnus 707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:

    Disarm and Grab intents have been removed.
    Harm/Help is now combat mode, toggled by F or 4 by default
    The context/verb/popup menu now only works when you do shift+right-click
    Right click is now disarm, both in and out of combat mode.
    Grabbing is now on ctrl-click.
    If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)

Minor interaction changes:

Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game

Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.

As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.

As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.

In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.

The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00

232 lines
9.4 KiB
Plaintext

/obj/item/lipstick
gender = PLURAL
name = "red lipstick"
desc = "A generic brand of lipstick."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "lipstick"
w_class = WEIGHT_CLASS_TINY
var/colour = "red"
var/open = FALSE
/obj/item/lipstick/purple
name = "purple lipstick"
colour = "purple"
/obj/item/lipstick/jade
//It's still called Jade, but theres no HTML color for jade, so we use lime.
name = "jade lipstick"
colour = "lime"
/obj/item/lipstick/black
name = "black lipstick"
colour = "black"
/obj/item/lipstick/random
name = "lipstick"
icon_state = "random_lipstick"
/obj/item/lipstick/random/Initialize()
. = ..()
icon_state = "lipstick"
colour = pick("red","purple","lime","black","green","blue","white")
name = "[colour] lipstick"
/obj/item/lipstick/attack_self(mob/user)
cut_overlays()
to_chat(user, "<span class='notice'>You twist \the [src] [open ? "closed" : "open"].</span>")
open = !open
if(open)
var/mutable_appearance/colored_overlay = mutable_appearance(icon, "lipstick_uncap_color")
colored_overlay.color = colour
icon_state = "lipstick_uncap"
add_overlay(colored_overlay)
else
icon_state = "lipstick"
/obj/item/lipstick/attack(mob/M, mob/user)
if(!open)
return
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.is_mouth_covered())
to_chat(user, "<span class='warning'>Remove [ H == user ? "your" : "[H.p_their()]" ] mask!</span>")
return
if(H.lip_style) //if they already have lipstick on
to_chat(user, "<span class='warning'>You need to wipe off the old lipstick first!</span>")
return
if(H == user)
user.visible_message("<span class='notice'>[user] does [user.p_their()] lips with \the [src].</span>", \
"<span class='notice'>You take a moment to apply \the [src]. Perfect!</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to do [H]'s lips with \the [src].</span>", \
"<span class='notice'>You begin to apply \the [src] on [H]'s lips...</span>")
if(do_after(user, 20, target = H))
user.visible_message("<span class='notice'>[user] does [H]'s lips with \the [src].</span>", \
"<span class='notice'>You apply \the [src] on [H]'s lips.</span>")
H.lip_style = "lipstick"
H.lip_color = colour
H.update_body()
else
to_chat(user, "<span class='warning'>Where are the lips on that?</span>")
//you can wipe off lipstick with paper!
/obj/item/paper/attack(mob/M, mob/user)
if(user.zone_selected == BODY_ZONE_PRECISE_MOUTH)
if(!ismob(M))
return
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H == user)
to_chat(user, "<span class='notice'>You wipe off the lipstick with [src].</span>")
H.lip_style = null
H.update_body()
else
user.visible_message("<span class='warning'>[user] begins to wipe [H]'s lipstick off with \the [src].</span>", \
"<span class='notice'>You begin to wipe off [H]'s lipstick...</span>")
if(do_after(user, 10, target = H))
user.visible_message("<span class='notice'>[user] wipes [H]'s lipstick off with \the [src].</span>", \
"<span class='notice'>You wipe off [H]'s lipstick.</span>")
H.lip_style = null
H.update_body()
else
..()
/obj/item/razor
name = "electric razor"
desc = "The latest and greatest power razor born from the science of shaving."
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "razor"
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
/obj/item/razor/suicide_act(mob/living/carbon/user)
user.visible_message("<span class='suicide'>[user] begins shaving [user.p_them()]self without the razor guard! It looks like [user.p_theyre()] trying to commit suicide!</span>")
shave(user, BODY_ZONE_PRECISE_MOUTH)
shave(user, BODY_ZONE_HEAD)//doesnt need to be BODY_ZONE_HEAD specifically, but whatever
return BRUTELOSS
/obj/item/razor/proc/shave(mob/living/carbon/human/H, location = BODY_ZONE_PRECISE_MOUTH)
if(location == BODY_ZONE_PRECISE_MOUTH)
H.facial_hairstyle = "Shaved"
else
H.hairstyle = "Skinhead"
H.update_hair()
playsound(loc, 'sound/items/welder2.ogg', 20, TRUE)
/obj/item/razor/attack(mob/M, mob/living/user)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/location = user.zone_selected
if((location in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_HEAD)) && !H.get_bodypart(BODY_ZONE_HEAD))
to_chat(user, "<span class='warning'>[H] doesn't have a head!</span>")
return
if(location == BODY_ZONE_PRECISE_MOUTH)
if(!user.combat_mode)
if(H.gender == MALE)
if (H == user)
to_chat(user, "<span class='warning'>You need a mirror to properly style your own facial hair!</span>")
return
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
var/new_style = input(user, "Select a facial hairstyle", "Grooming") as null|anything in GLOB.facial_hairstyles_list
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The mask is in the way!</span>")
return
user.visible_message("<span class='notice'>[user] tries to change [H]'s facial hairstyle using [src].</span>", "<span class='notice'>You try to change [H]'s facial hairstyle using [src].</span>")
if(new_style && do_after(user, 60, target = H))
user.visible_message("<span class='notice'>[user] successfully changes [H]'s facial hairstyle using [src].</span>", "<span class='notice'>You successfully change [H]'s facial hairstyle using [src].</span>")
H.facial_hairstyle = new_style
H.update_hair()
return
else
return
else
if(!(FACEHAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no facial hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The mask is in the way!</span>")
return
if(H.facial_hairstyle == "Shaved")
to_chat(user, "<span class='warning'>Already clean-shaven!</span>")
return
if(H == user) //shaving yourself
user.visible_message("<span class='notice'>[user] starts to shave [user.p_their()] facial hair with [src].</span>", \
"<span class='notice'>You take a moment to shave your facial hair with [src]...</span>")
if(do_after(user, 50, target = H))
user.visible_message("<span class='notice'>[user] shaves [user.p_their()] facial hair clean with [src].</span>", \
"<span class='notice'>You finish shaving with [src]. Fast and clean!</span>")
shave(H, location)
else
user.visible_message("<span class='warning'>[user] tries to shave [H]'s facial hair with [src].</span>", \
"<span class='notice'>You start shaving [H]'s facial hair...</span>")
if(do_after(user, 50, target = H))
user.visible_message("<span class='warning'>[user] shaves off [H]'s facial hair with [src].</span>", \
"<span class='notice'>You shave [H]'s facial hair clean off.</span>")
shave(H, location)
else if(location == BODY_ZONE_HEAD)
if(!user.combat_mode)
if (H == user)
to_chat(user, "<span class='warning'>You need a mirror to properly style your own hair!</span>")
return
if(!user.canUseTopic(src, BE_CLOSE, FALSE, NO_TK))
return
var/new_style = input(user, "Select a hairstyle", "Grooming") as null|anything in GLOB.hairstyles_list
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The headgear is in the way!</span>")
return
if(HAS_TRAIT(H, TRAIT_BALD))
to_chat(H, "<span class='warning'>[H] is just way too bald. Like, really really bald.</span>")
return
user.visible_message("<span class='notice'>[user] tries to change [H]'s hairstyle using [src].</span>", "<span class='notice'>You try to change [H]'s hairstyle using [src].</span>")
if(new_style && do_after(user, 60, target = H))
user.visible_message("<span class='notice'>[user] successfully changes [H]'s hairstyle using [src].</span>", "<span class='notice'>You successfully change [H]'s hairstyle using [src].</span>")
H.hairstyle = new_style
H.update_hair()
return
else
if(!(HAIR in H.dna.species.species_traits))
to_chat(user, "<span class='warning'>There is no hair to shave!</span>")
return
if(!get_location_accessible(H, location))
to_chat(user, "<span class='warning'>The headgear is in the way!</span>")
return
if(H.hairstyle == "Bald" || H.hairstyle == "Balding Hair" || H.hairstyle == "Skinhead")
to_chat(user, "<span class='warning'>There is not enough hair left to shave!</span>")
return
if(H == user) //shaving yourself
user.visible_message("<span class='notice'>[user] starts to shave [user.p_their()] head with [src].</span>", \
"<span class='notice'>You start to shave your head with [src]...</span>")
if(do_after(user, 5, target = H))
user.visible_message("<span class='notice'>[user] shaves [user.p_their()] head with [src].</span>", \
"<span class='notice'>You finish shaving with [src].</span>")
shave(H, location)
else
var/turf/H_loc = H.loc
user.visible_message("<span class='warning'>[user] tries to shave [H]'s head with [src]!</span>", \
"<span class='notice'>You start shaving [H]'s head...</span>")
if(do_after(user, 50, target = H))
if(H_loc == H.loc)
user.visible_message("<span class='warning'>[user] shaves [H]'s head bald with [src]!</span>", \
"<span class='notice'>You shave [H]'s head bald.</span>")
shave(H, location)
else
..()
else
..()