mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-16 20:16:09 +00:00
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
304 lines
12 KiB
Plaintext
304 lines
12 KiB
Plaintext
/obj/item/storage/book
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name = "hollowed book"
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desc = "I guess someone didn't like it."
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icon = 'icons/obj/library.dmi'
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icon_state ="book"
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worn_icon_state = "book"
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throw_speed = 2
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throw_range = 5
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w_class = WEIGHT_CLASS_NORMAL
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resistance_flags = FLAMMABLE
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var/title = "book"
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/obj/item/storage/book/ComponentInitialize()
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. = ..()
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var/datum/component/storage/STR = GetComponent(/datum/component/storage)
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STR.max_items = 1
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/obj/item/storage/book/attack_self(mob/user)
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to_chat(user, "<span class='notice'>The pages of [title] have been cut out!</span>")
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GLOBAL_LIST_INIT(biblenames, list("Bible", "Quran", "Scrapbook", "Burning Bible", "Clown Bible", "Banana Bible", "Creeper Bible", "White Bible", "Holy Light", "The God Delusion", "Tome", "The King in Yellow", "Ithaqua", "Scientology", "Melted Bible", "Necronomicon", "Insulationism", "Guru Granth Sahib"))
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//If you get these two lists not matching in size, there will be runtimes and I will hurt you in ways you couldn't even begin to imagine
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// if your bible has no custom itemstate, use one of the existing ones
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GLOBAL_LIST_INIT(biblestates, list("bible", "koran", "scrapbook", "burning", "honk1", "honk2", "creeper", "white", "holylight", "atheist", "tome", "kingyellow", "ithaqua", "scientology", "melted", "necronomicon", "insuls", "gurugranthsahib"))
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GLOBAL_LIST_INIT(bibleitemstates, list("bible", "koran", "scrapbook", "burning", "honk1", "honk2", "creeper", "white", "holylight", "atheist", "tome", "kingyellow", "ithaqua", "scientology", "melted", "necronomicon", "kingyellow", "gurugranthsahib"))
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/mob/proc/bible_check() //The bible, if held, might protect against certain things
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var/obj/item/storage/book/bible/B = locate() in src
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if(is_holding(B))
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return B
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return 0
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/obj/item/storage/book/bible
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name = "bible"
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desc = "Apply to head repeatedly."
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icon = 'icons/obj/storage.dmi'
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icon_state = "bible"
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inhand_icon_state = "bible"
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worn_icon_state = "bible"
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lefthand_file = 'icons/mob/inhands/misc/books_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/books_righthand.dmi'
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var/mob/affecting = null
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var/deity_name = "Christ"
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force_string = "holy"
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/obj/item/storage/book/bible/Initialize()
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. = ..()
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AddComponent(/datum/component/anti_magic, FALSE, TRUE)
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/obj/item/storage/book/bible/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is offering [user.p_them()]self to [deity_name]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (BRUTELOSS)
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/obj/item/storage/book/bible/attack_self(mob/living/carbon/human/user)
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if(GLOB.bible_icon_state)
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return FALSE
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if(user?.mind?.holy_role != HOLY_ROLE_HIGHPRIEST)
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return FALSE
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var/list/skins = list()
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for(var/i in 1 to GLOB.biblestates.len)
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var/image/bible_image = image(icon = 'icons/obj/storage.dmi', icon_state = GLOB.biblestates[i])
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skins += list("[GLOB.biblenames[i]]" = bible_image)
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var/choice = show_radial_menu(user, src, skins, custom_check = CALLBACK(src, .proc/check_menu, user), radius = 40, require_near = TRUE)
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if(!choice)
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return FALSE
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var/bible_index = GLOB.biblenames.Find(choice)
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if(!bible_index)
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return FALSE
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icon_state = GLOB.biblestates[bible_index]
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inhand_icon_state = GLOB.bibleitemstates[bible_index]
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switch(icon_state)
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if("honk1")
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user.dna.add_mutation(CLOWNMUT)
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user.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(user), ITEM_SLOT_MASK)
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if("honk2")
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user.dna.add_mutation(CLOWNMUT)
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user.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/clown_hat(user), ITEM_SLOT_MASK)
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if("insuls")
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var/obj/item/clothing/gloves/color/fyellow/insuls = new
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insuls.name = "insuls"
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insuls.desc = "A mere copy of the true insuls."
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insuls.siemens_coefficient = 0.99999
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user.equip_to_slot(insuls, ITEM_SLOT_GLOVES)
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GLOB.bible_icon_state = icon_state
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GLOB.bible_inhand_icon_state = inhand_icon_state
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SSblackbox.record_feedback("text", "religion_book", 1, "[choice]")
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/**
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* Checks if we are allowed to interact with a radial menu
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*
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* Arguments:
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* * user The mob interacting with the menu
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*/
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/obj/item/storage/book/bible/proc/check_menu(mob/living/carbon/human/user)
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if(GLOB.bible_icon_state)
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return FALSE
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if(!istype(user))
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return FALSE
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if(!user.is_holding(src))
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return FALSE
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if(!user.can_read(src))
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return FALSE
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if(user.incapacitated())
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return FALSE
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if(user.mind?.holy_role != HOLY_ROLE_HIGHPRIEST)
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return FALSE
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return TRUE
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/obj/item/storage/book/bible/proc/bless(mob/living/L, mob/living/user)
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if(GLOB.religious_sect)
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return GLOB.religious_sect.sect_bless(L,user)
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if(!ishuman(L))
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return
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var/mob/living/carbon/human/H = L
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for(var/X in H.bodyparts)
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var/obj/item/bodypart/BP = X
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if(BP.status == BODYPART_ROBOTIC)
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to_chat(user, "<span class='warning'>[src.deity_name] refuses to heal this metallic taint!</span>")
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return 0
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var/heal_amt = 10
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var/list/hurt_limbs = H.get_damaged_bodyparts(1, 1, null, BODYPART_ORGANIC)
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if(hurt_limbs.len)
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for(var/X in hurt_limbs)
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var/obj/item/bodypart/affecting = X
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if(affecting.heal_damage(heal_amt, heal_amt, null, BODYPART_ORGANIC))
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H.update_damage_overlays()
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H.visible_message("<span class='notice'>[user] heals [H] with the power of [deity_name]!</span>")
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to_chat(H, "<span class='boldnotice'>May the power of [deity_name] compel you to be healed!</span>")
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playsound(src.loc, "punch", 25, TRUE, -1)
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SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "blessing", /datum/mood_event/blessing)
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return 1
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/obj/item/storage/book/bible/attack(mob/living/M, mob/living/carbon/human/user, heal_mode = TRUE)
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if (!ISADVANCEDTOOLUSER(user))
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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return
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if (HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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to_chat(user, "<span class='danger'>[src] slips out of your hand and hits your head.</span>")
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user.take_bodypart_damage(10)
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user.Unconscious(400)
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return
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var/chaplain = 0
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if(user.mind && (user.mind.holy_role))
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chaplain = 1
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if(!chaplain)
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to_chat(user, "<span class='danger'>The book sizzles in your hands.</span>")
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user.take_bodypart_damage(0,10)
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return
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if (!heal_mode)
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return ..()
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var/smack = TRUE
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if (M.stat != DEAD)
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if(chaplain && user == M)
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to_chat(user, "<span class='warning'>You can't heal yourself!</span>")
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return
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if(prob(60) && bless(M, user))
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smack = FALSE
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else if(iscarbon(M))
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var/mob/living/carbon/C = M
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if(!istype(C.head, /obj/item/clothing/head/helmet))
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C.adjustOrganLoss(ORGAN_SLOT_BRAIN, 5, 60)
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to_chat(C, "<span class='danger'>You feel dumber.</span>")
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if(smack)
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M.visible_message("<span class='danger'>[user] beats [M] over the head with [src]!</span>", \
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"<span class='userdanger'>[user] beats [M] over the head with [src]!</span>")
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playsound(src.loc, "punch", 25, TRUE, -1)
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log_combat(user, M, "attacked", src)
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else
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M.visible_message("<span class='danger'>[user] smacks [M]'s lifeless corpse with [src].</span>")
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playsound(src.loc, "punch", 25, TRUE, -1)
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/obj/item/storage/book/bible/afterattack(atom/A, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(isfloorturf(A))
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to_chat(user, "<span class='notice'>You hit the floor with the bible.</span>")
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if(user.mind && (user.mind.holy_role))
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for(var/obj/effect/rune/R in orange(2,user))
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R.invisibility = 0
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if(user?.mind?.holy_role)
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if(A.reagents && A.reagents.has_reagent(/datum/reagent/water)) // blesses all the water in the holder
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to_chat(user, "<span class='notice'>You bless [A].</span>")
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var/water2holy = A.reagents.get_reagent_amount(/datum/reagent/water)
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A.reagents.del_reagent(/datum/reagent/water)
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A.reagents.add_reagent(/datum/reagent/water/holywater,water2holy)
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if(A.reagents && A.reagents.has_reagent(/datum/reagent/fuel/unholywater)) // yeah yeah, copy pasted code - sue me
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to_chat(user, "<span class='notice'>You purify [A].</span>")
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var/unholy2clean = A.reagents.get_reagent_amount(/datum/reagent/fuel/unholywater)
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A.reagents.del_reagent(/datum/reagent/fuel/unholywater)
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A.reagents.add_reagent(/datum/reagent/water/holywater,unholy2clean)
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if(istype(A, /obj/item/storage/book/bible) && !istype(A, /obj/item/storage/book/bible/syndicate))
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to_chat(user, "<span class='notice'>You purify [A], conforming it to your belief.</span>")
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var/obj/item/storage/book/bible/B = A
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B.name = name
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B.icon_state = icon_state
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B.inhand_icon_state = inhand_icon_state
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if(istype(A, /obj/item/cult_bastard) && !iscultist(user))
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var/obj/item/cult_bastard/sword = A
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to_chat(user, "<span class='notice'>You begin to exorcise [sword].</span>")
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playsound(src,'sound/hallucinations/veryfar_noise.ogg',40,TRUE)
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if(do_after(user, 40, target = sword))
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playsound(src,'sound/effects/pray_chaplain.ogg',60,TRUE)
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for(var/obj/item/soulstone/SS in sword.contents)
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SS.usability = TRUE
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for(var/mob/living/simple_animal/shade/EX in SS)
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SSticker.mode.remove_cultist(EX.mind, 1, 0)
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EX.icon_state = "ghost1"
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EX.name = "Purified [EX.name]"
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SS.release_shades(user)
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qdel(SS)
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new /obj/item/nullrod/claymore(get_turf(sword))
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user.visible_message("<span class='notice'>[user] purifies [sword]!</span>")
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qdel(sword)
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else if(istype(A, /obj/item/soulstone) && !iscultist(user))
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var/obj/item/soulstone/SS = A
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if(SS.purified)
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return
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to_chat(user, "<span class='notice'>You begin to exorcise [SS].</span>")
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playsound(src,'sound/hallucinations/veryfar_noise.ogg',40,TRUE)
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if(do_after(user, 40, target = SS))
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playsound(src,'sound/effects/pray_chaplain.ogg',60,TRUE)
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SS.usability = TRUE
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SS.purified = TRUE
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SS.icon_state = "purified_soulstone"
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for(var/mob/M in SS.contents)
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if(M.mind)
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SS.icon_state = "purified_soulstone2"
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if(iscultist(M))
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SSticker.mode.remove_cultist(M.mind, FALSE, FALSE)
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for(var/mob/living/simple_animal/shade/EX in SS)
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EX.icon_state = "ghost1"
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EX.name = "Purified [initial(EX.name)]"
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user.visible_message("<span class='notice'>[user] purifies [SS]!</span>")
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else if(istype(A, /obj/item/nullrod/scythe/talking))
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var/obj/item/nullrod/scythe/talking/sword = A
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to_chat(user, "<span class='notice'>You begin to exorcise [sword]...</span>")
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playsound(src,'sound/hallucinations/veryfar_noise.ogg',40,TRUE)
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if(do_after(user, 40, target = sword))
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playsound(src,'sound/effects/pray_chaplain.ogg',60,TRUE)
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for(var/mob/living/simple_animal/shade/S in sword.contents)
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to_chat(S, "<span class='userdanger'>You were destroyed by the exorcism!</span>")
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qdel(S)
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sword.possessed = FALSE //allows the chaplain (or someone else) to reroll a new spirit for their sword
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sword.name = initial(sword.name)
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REMOVE_TRAIT(sword, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT) //in case the "sword" is a possessed dummy
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user.visible_message("<span class='notice'>[user] exorcises [sword]!</span>", \
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"<span class='notice'>You successfully exorcise [sword]!</span>")
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/obj/item/storage/book/bible/booze
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desc = "To be applied to the head repeatedly."
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/obj/item/storage/book/bible/booze/PopulateContents()
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new /obj/item/reagent_containers/food/drinks/bottle/whiskey(src)
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/obj/item/storage/book/bible/syndicate
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icon_state ="ebook"
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deity_name = "The Syndicate"
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throw_speed = 2
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throwforce = 18
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throw_range = 7
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force = 18
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hitsound = 'sound/weapons/sear.ogg'
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damtype = BURN
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name = "Syndicate Tome"
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attack_verb_continuous = list("attacks", "burns", "blesses", "damns", "scorches")
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attack_verb_simple = list("attack", "burn", "bless", "damn", "scorch")
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var/uses = 1
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/obj/item/storage/book/bible/syndicate/attack_self(mob/living/carbon/human/H)
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if (uses)
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H.mind.holy_role = HOLY_ROLE_PRIEST
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uses -= 1
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to_chat(H, "<span class='userdanger'>You try to open the book AND IT BITES YOU!</span>")
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playsound(src.loc, 'sound/effects/snap.ogg', 50, TRUE)
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H.apply_damage(5, BRUTE, pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
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to_chat(H, "<span class='notice'>Your name appears on the inside cover, in blood.</span>")
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var/ownername = H.real_name
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desc += "<span class='warning'>The name [ownername] is written in blood inside the cover.</span>"
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/obj/item/storage/book/bible/syndicate/attack(mob/living/M, mob/living/carbon/human/user, heal_mode = TRUE)
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if (!user.combat_mode)
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return ..()
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else
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return ..(M,user,heal_mode = FALSE)
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/obj/item/storage/book/bible/syndicate/add_blood_DNA(list/blood_dna)
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return FALSE
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