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Bubberstation/code/modules/mob/transform_procs.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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#define TRANSFORMATION_DURATION 22
/mob/living/carbon/proc/monkeyize()
if (notransform || transformation_timer)
return
if(ismonkey(src))
return
//Make mob invisible and spawn animation
notransform = TRUE
Paralyze(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
icon = null
cut_overlays()
invisibility = INVISIBILITY_MAXIMUM
new /obj/effect/temp_visual/monkeyify(loc)
transformation_timer = addtimer(CALLBACK(src, .proc/finish_monkeyize), TRANSFORMATION_DURATION, TIMER_UNIQUE)
/mob/living/carbon/proc/finish_monkeyize()
transformation_timer = null
to_chat(src, "<B>You are now a monkey.</B>")
notransform = FALSE
icon = initial(icon)
invisibility = 0
set_species(/datum/species/monkey)
uncuff()
return src
////////////////////////// Humanize //////////////////////////////
//Could probably be merged with monkeyize but other transformations got their own procs, too
/mob/living/carbon/proc/humanize(species = /datum/species/human)
if (notransform || transformation_timer)
return
if(!ismonkey(src))
return
//Make mob invisible and spawn animation
notransform = TRUE
Paralyze(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
icon = null
cut_overlays()
invisibility = INVISIBILITY_MAXIMUM
new /obj/effect/temp_visual/monkeyify/humanify(loc)
transformation_timer = addtimer(CALLBACK(src, .proc/finish_humanize, species), TRANSFORMATION_DURATION, TIMER_UNIQUE)
/mob/living/carbon/proc/finish_humanize(species = /datum/species/human)
transformation_timer = null
to_chat(src, "<B>You are now a human.</B>")
notransform = FALSE
icon = initial(icon)
invisibility = 0
set_species(species)
return src
/mob/living/carbon/human/AIize(transfer_after = TRUE, client/preference_source)
if (notransform)
return
for(var/t in bodyparts)
qdel(t)
return ..()
/mob/living/carbon/AIize(transfer_after = TRUE, client/preference_source)
if (notransform)
return
notransform = TRUE
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
return ..()
/mob/proc/AIize(transfer_after = TRUE, client/preference_source, move = TRUE)
var/list/turf/landmark_loc = list()
if(!move)
landmark_loc += loc
else
for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
if(locate(/mob/living/silicon/ai) in sloc.loc)
continue
if(sloc.primary_ai)
LAZYCLEARLIST(landmark_loc)
landmark_loc += sloc.loc
break
landmark_loc += sloc.loc
if(!landmark_loc.len)
to_chat(src, "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone.")
for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
landmark_loc += sloc.loc
if(!landmark_loc.len)
message_admins("Could not find ai landmark for [src]. Yell at a mapper! We are spawning them at their current location.")
landmark_loc += loc
if(client)
stop_sound_channel(CHANNEL_LOBBYMUSIC)
if(!transfer_after)
mind.active = FALSE
. = new /mob/living/silicon/ai(pick(landmark_loc), null, src)
if(preference_source)
apply_pref_name("ai",preference_source)
qdel(src)
/mob/living/carbon/human/proc/Robotize(delete_items = 0, transfer_after = TRUE)
if (notransform)
return
notransform = TRUE
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
if(delete_items)
qdel(W)
else
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts)
qdel(t)
var/mob/living/silicon/robot/R = new /mob/living/silicon/robot(loc)
R.gender = gender
R.invisibility = 0
if(client)
R.updatename(client)
if(mind) //TODO //TODO WHAT
if(!transfer_after)
mind.active = FALSE
mind.transfer_to(R)
else if(transfer_after)
R.key = key
if(R.mmi)
R.mmi.name = "[initial(R.mmi.name)]: [real_name]"
if(R.mmi.brain)
R.mmi.brain.name = "[real_name]'s brain"
if(R.mmi.brainmob)
R.mmi.brainmob.real_name = real_name //the name of the brain inside the cyborg is the robotized human's name.
R.mmi.brainmob.name = real_name
R.job = "Cyborg"
R.notify_ai(NEW_BORG)
. = R
qdel(src)
//human -> alien
/mob/living/carbon/human/proc/Alienize()
if (notransform)
return
notransform = TRUE
ADD_TRAIT(src, TRAIT_IMMOBILIZED, TRAIT_GENERIC)
ADD_TRAIT(src, TRAIT_HANDS_BLOCKED, TRAIT_GENERIC)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts)
qdel(t)
var/alien_caste = pick("Hunter","Sentinel","Drone")
var/mob/living/carbon/alien/humanoid/new_xeno
switch(alien_caste)
if("Hunter")
new_xeno = new /mob/living/carbon/alien/humanoid/hunter(loc)
if("Sentinel")
new_xeno = new /mob/living/carbon/alien/humanoid/sentinel(loc)
if("Drone")
new_xeno = new /mob/living/carbon/alien/humanoid/drone(loc)
new_xeno.set_combat_mode(TRUE)
new_xeno.key = key
update_atom_languages()
to_chat(new_xeno, "<B>You are now an alien.</B>")
. = new_xeno
qdel(src)
/mob/living/carbon/human/proc/slimeize(reproduce as num)
if (notransform)
return
notransform = TRUE
ADD_TRAIT(src, TRAIT_IMMOBILIZED, TRAIT_GENERIC)
ADD_TRAIT(src, TRAIT_HANDS_BLOCKED, TRAIT_GENERIC)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts)
qdel(t)
var/mob/living/simple_animal/slime/new_slime
if(reproduce)
var/number = pick(14;2,3,4) //reproduce (has a small chance of producing 3 or 4 offspring)
var/list/babies = list()
for(var/i=1,i<=number,i++)
var/mob/living/simple_animal/slime/M = new/mob/living/simple_animal/slime(loc)
M.set_nutrition(round(nutrition/number))
step_away(M,src)
babies += M
new_slime = pick(babies)
else
new_slime = new /mob/living/simple_animal/slime(loc)
new_slime.set_combat_mode(TRUE)
new_slime.key = key
to_chat(new_slime, "<B>You are now a slime. Skreee!</B>")
. = new_slime
qdel(src)
/mob/proc/become_overmind(starting_points = OVERMIND_STARTING_POINTS)
var/mob/camera/blob/B = new /mob/camera/blob(get_turf(src), starting_points)
B.key = key
. = B
qdel(src)
/mob/living/carbon/human/proc/corgize()
if (notransform)
return
notransform = TRUE
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts) //this really should not be necessary
qdel(t)
var/mob/living/simple_animal/pet/dog/corgi/new_corgi = new /mob/living/simple_animal/pet/dog/corgi (loc)
new_corgi.set_combat_mode(TRUE)
new_corgi.key = key
to_chat(new_corgi, "<B>You are now a Corgi. Yap Yap!</B>")
. = new_corgi
qdel(src)
/mob/living/carbon/proc/gorillize()
if(notransform)
return
notransform = TRUE
Paralyze(1, ignore_canstun = TRUE)
SSblackbox.record_feedback("amount", "gorillas_created", 1)
var/Itemlist = get_equipped_items(TRUE)
Itemlist += held_items
for(var/obj/item/W in Itemlist)
dropItemToGround(W, TRUE)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
var/mob/living/simple_animal/hostile/gorilla/new_gorilla = new (get_turf(src))
new_gorilla.set_combat_mode(TRUE)
if(mind)
mind.transfer_to(new_gorilla)
else
new_gorilla.key = key
to_chat(new_gorilla, "<B>You are now a gorilla. Ooga ooga!</B>")
. = new_gorilla
qdel(src)
/mob/living/carbon/human/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in sortList(mobtypes, /proc/cmp_typepaths_asc)
if(!safe_animal(mobpath))
to_chat(usr, "<span class='danger'>Sorry but this mob type is currently unavailable.</span>")
return
if(notransform)
return
notransform = TRUE
Paralyze(1, ignore_canstun = TRUE)
for(var/obj/item/W in src)
dropItemToGround(W)
regenerate_icons()
icon = null
invisibility = INVISIBILITY_MAXIMUM
for(var/t in bodyparts)
qdel(t)
var/mob/living/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.set_combat_mode(TRUE)
to_chat(new_mob, "<span class='boldnotice'>You suddenly feel more... animalistic.</span>")
. = new_mob
qdel(src)
/mob/proc/Animalize()
var/list/mobtypes = typesof(/mob/living/simple_animal)
var/mobpath = input("Which type of mob should [src] turn into?", "Choose a type") in sortList(mobtypes, /proc/cmp_typepaths_asc)
if(!safe_animal(mobpath))
to_chat(usr, "<span class='danger'>Sorry but this mob type is currently unavailable.</span>")
return
var/mob/living/new_mob = new mobpath(src.loc)
new_mob.key = key
new_mob.set_combat_mode(TRUE)
to_chat(new_mob, "<span class='boldnotice'>You feel more... animalistic.</span>")
. = new_mob
qdel(src)
/* Certain mob types have problems and should not be allowed to be controlled by players.
*
* This proc is here to force coders to manually place their mob in this list, hopefully tested.
* This also gives a place to explain -why- players shouldn't be turn into certain mobs and hopefully someone can fix them.
*/
/mob/proc/safe_animal(MP)
//Bad mobs! - Remember to add a comment explaining what's wrong with the mob
if(!MP)
return FALSE //Sanity, this should never happen.
if(ispath(MP, /mob/living/simple_animal/hostile/construct))
return FALSE //Verbs do not appear for players.
//Good mobs!
if(ispath(MP, /mob/living/simple_animal/pet/cat))
return TRUE
if(ispath(MP, /mob/living/simple_animal/pet/dog/corgi))
return TRUE
if(ispath(MP, /mob/living/simple_animal/crab))
return TRUE
if(ispath(MP, /mob/living/simple_animal/hostile/carp))
return TRUE
if(ispath(MP, /mob/living/simple_animal/hostile/mushroom))
return TRUE
if(ispath(MP, /mob/living/simple_animal/shade))
return TRUE
if(ispath(MP, /mob/living/simple_animal/hostile/killertomato))
return TRUE
if(ispath(MP, /mob/living/simple_animal/mouse))
return TRUE
if(ispath(MP, /mob/living/simple_animal/hostile/bear))
return TRUE
if(ispath(MP, /mob/living/simple_animal/parrot))
return TRUE //Parrots are no longer unfinished! -Nodrak
//Not in here? Must be untested!
return FALSE
#undef TRANSFORMATION_DURATION