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Bubberstation/code/modules/holodeck/items.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

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/*
Items, Structures, Machines
*/
//
// Items
//
/obj/item/holo
damtype = STAMINA
/obj/item/holo/esword
name = "holographic energy sword"
desc = "May the force be with you. Sorta."
icon = 'icons/obj/transforming_energy.dmi'
icon_state = "sword0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 3.0
throw_speed = 2
throw_range = 5
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
hitsound = "swing_hit"
armour_penetration = 50
var/active = 0
var/saber_color
/obj/item/holo/esword/green/Initialize()
. = ..()
saber_color = "green"
/obj/item/holo/esword/red/Initialize()
. = ..()
saber_color = "red"
/obj/item/holo/esword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(active)
return ..()
return 0
/obj/item/holo/esword/attack(target as mob, mob/user as mob)
..()
/obj/item/holo/esword/Initialize()
. = ..()
saber_color = pick("red","blue","green","purple")
/obj/item/holo/esword/attack_self(mob/living/user as mob)
active = !active
if (active)
force = 30
icon_state = "sword[saber_color]"
w_class = WEIGHT_CLASS_BULKY
hitsound = 'sound/weapons/blade1.ogg'
playsound(user, 'sound/weapons/saberon.ogg', 20, TRUE)
to_chat(user, "<span class='notice'>[src] is now active.</span>")
else
force = 3
icon_state = "sword0"
w_class = WEIGHT_CLASS_SMALL
hitsound = "swing_hit"
playsound(user, 'sound/weapons/saberoff.ogg', 20, TRUE)
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
return
//BASKETBALL OBJECTS
/obj/item/toy/beach_ball/holoball
name = "basketball"
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "basketball"
inhand_icon_state = "basketball"
desc = "Here's your chance, do your dance at the Space Jam."
w_class = WEIGHT_CLASS_BULKY //Stops people from hiding it in their bags/pockets
/obj/item/toy/beach_ball/holoball/dodgeball
name = "dodgeball"
icon_state = "dodgeball"
inhand_icon_state = "dodgeball"
desc = "Used for playing the most violent and degrading of childhood games."
/obj/item/toy/beach_ball/holoball/dodgeball/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
..()
if((ishuman(hit_atom)))
var/mob/living/carbon/M = hit_atom
playsound(src, 'sound/items/dodgeball.ogg', 50, TRUE)
M.apply_damage(10, STAMINA)
if(prob(5))
M.Paralyze(60)
visible_message("<span class='danger'>[M] is knocked right off [M.p_their()] feet!</span>")
//
// Structures
//
/obj/structure/holohoop
name = "basketball hoop"
desc = "Boom, shakalaka!"
icon = 'icons/obj/basketball.dmi'
icon_state = "hoop"
anchored = TRUE
density = TRUE
/obj/structure/holohoop/attackby(obj/item/W as obj, mob/user as mob, params)
if(get_dist(src,user)<2)
if(user.transferItemToLoc(W, drop_location()))
visible_message("<span class='warning'>[user] dunks [W] into \the [src]!</span>")
/obj/structure/holohoop/attack_hand(mob/living/user)
. = ..()
if(.)
return
if(user.pulling && isliving(user.pulling))
var/mob/living/L = user.pulling
if(user.grab_state < GRAB_AGGRESSIVE)
to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
return
L.forceMove(loc)
L.Paralyze(100)
visible_message("<span class='danger'>[user] dunks [L] into \the [src]!</span>")
user.stop_pulling()
else
..()
/obj/structure/holohoop/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
if (isitem(AM) && !istype(AM,/obj/projectile))
if(prob(50))
AM.forceMove(get_turf(src))
visible_message("<span class='warning'>Swish! [AM] lands in [src].</span>")
return
else
visible_message("<span class='danger'>[AM] bounces off of [src]'s rim!</span>")
return ..()
else
return ..()
//
// Machines
//
/obj/machinery/readybutton
name = "ready declaration device"
desc = "This device is used to declare ready. If all devices in an area are ready, the event will begin!"
icon = 'icons/obj/monitors.dmi'
icon_state = "auth_off"
var/ready = 0
var/area/currentarea = null
var/eventstarted = FALSE
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 6
power_channel = AREA_USAGE_ENVIRON
/obj/machinery/readybutton/attack_ai(mob/user as mob)
to_chat(user, "<span class='warning'>The station AI is not to interact with these devices!</span>")
return
/obj/machinery/readybutton/attack_paw(mob/user as mob)
to_chat(user, "<span class='warning'>You are too primitive to use this device!</span>")
return
/obj/machinery/readybutton/attackby(obj/item/W as obj, mob/user as mob, params)
to_chat(user, "<span class='warning'>The device is a solid button, there's nothing you can do with it!</span>")
/obj/machinery/readybutton/attack_hand(mob/user as mob)
. = ..()
if(.)
return
if(user.stat || machine_stat & (NOPOWER|BROKEN))
to_chat(user, "<span class='warning'>This device is not powered!</span>")
return
currentarea = get_area(src.loc)
if(!currentarea)
qdel(src)
if(eventstarted)
to_chat(usr, "<span class='warning'>The event has already begun!</span>")
return
ready = !ready
update_icon()
var/numbuttons = 0
var/numready = 0
for(var/obj/machinery/readybutton/button in currentarea)
numbuttons++
if (button.ready)
numready++
if(numbuttons == numready)
begin_event()
/obj/machinery/readybutton/update_icon_state()
if(ready)
icon_state = "auth_on"
else
icon_state = "auth_off"
/obj/machinery/readybutton/proc/begin_event()
eventstarted = TRUE
for(var/obj/structure/window/W in currentarea)
if(W.flags_1&NODECONSTRUCT_1) // Just in case: only holo-windows
qdel(W)
for(var/mob/M in currentarea)
to_chat(M, "<span class='userdanger'>FIGHT!</span>")
/obj/machinery/conveyor/holodeck
/obj/machinery/conveyor/holodeck/attackby(obj/item/I, mob/user, params)
if(!user.transferItemToLoc(I, drop_location()))
return ..()
/obj/item/paper/fluff/holodeck/trek_diploma
name = "paper - Starfleet Academy Diploma"
info = {"<h2>Starfleet Academy</h2></br><p>Official Diploma</p></br>"}
/obj/item/paper/fluff/holodeck/disclaimer
name = "Holodeck Disclaimer"
info = "Bruises sustained in the holodeck can be healed simply by sleeping."
/obj/vehicle/ridden/scooter/skateboard/pro/holodeck
name = "holographic skateboard"
desc = "A holographic copy of the EightO brand professional skateboard."
instability = 6
/obj/vehicle/ridden/scooter/skateboard/pro/holodeck/pick_up_board() //picking up normal skateboards spawned in the holodeck gets rid of the holo flag, now you cant pick them up.
return