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* Minigame DLC - Intergalactic Basketball League (#72459) ## About The Pull Request New DLC bout to drop.  Lots of new things included: - New basketball minigame that can be played between 2-7 players - Crafting recipe for basketballs using leather sheets - Crafting recipe for basketball hoops using metal, rods, and durathread - New basketball sounds for the ball and hoops - New scorecard that can be reset using CtrlClick - Basketball hoops can be rotated using a wrench and AltClick - Dunking and shooting animations. ### New basketball mechanics that now utilize stamina: - Dunking costs large stamina and you must be directly adjacent to the hoop and click on it. - Shooting costs medium stamina and uses RMB. Shooting lets you aim the ball over peoples heads, meaning anyone obstructing your path will be bypassed. There is a half second delay during shooting where someone can bump or push to prevent the shot from succeeding. - Shooting from further away results in less accuracy. If you do not click directly on the hoop, there is also an accuracy penalty! - Passing costs no stamina and uses LMB. Trying to score into the hoop via passing results in a reduced chance. - Spinning costs medium stamina while holding the ball. It gives a reduced chance for the ball to be stolen but decreases accuracy for shooting. - Pushing a player using RMB will attempt to steal the ball and drain their stamina. - The chance to steal the ball is based on the stamina of both players and the direction they are facing. If the person with the ball is at low stamina, and the person stealing is at full stamina, they will have a higher chance. Likewise, if the person with the ball is face to face with the stealer, then there is a higher chance for the ball to be stolen. If the person has their back to the stealer, then it's a lower chance. - Shooting from more than 2 tiles away, results in 3 points. See below picture to know the distance.  ### Now to introduce the teams: <details> <summary>Nanotrasen Basketball Department</summary>  </details> <details> <summary>Greytide Worldwide</summary>  </details> <details> <summary>Lusty Xenomorphs</summary>  </details> <details> <summary>Space Surfers</summary>  </details> --- Big shoutout to the nukie round a few weeks ago where the nuke ops challenged the crew (and clown) to a basketball match on their rebuilt basketball shuttle. The nukies won, but it made me realize that the basketball mechanics were very raw and needed some polishing. #### TODO LIST - [x] Fix bug where ball only goes over peoples heads if they are 1 tile away - [x] Remove leftover code comments and procs - [x] Rebalance stamina values (maybe move this to different ball types) - [x] Fix basketball stadium template runtiming from wall smoothing during load - [x] Fix space surfer stadium having an air breach somewhere - [x] Add more sounds for when ball is passed, shot, or dunked - [x] Make it so that holding a ball while on the floor isn't possible (to avoid those meta cheese strats) - [x] Drop basketball lets mobs make sounds when spinning (need to detach signal?) - [x] Finish adding a simple lobby menu for minigame ## Why It's Good For The Game _If you can't slam with the best, then jam with the rest._ ## Changelog 🆑 add: Add crafting recipe for basketballs (leather sheets) and basketball hoops (metal, rods, and durathread) add: Add new basketball minigame for 2-7 players. There are 4 different courts and teams by default with more planned to be added later. add: New basketball mechanics that uses stamina. Shoot with RMB, pass with LMB, and dunk by clicking the hoop while adjacent. Spinning while holding the ball decreases the chance for someone to steal the ball, but it decreases your shooting accuracy. Shooting from 2 tiles away lets you score 3 points. qol: Basketballs now play a buzzer sound when someone scores. CtrlClick will reset the scorecard and AltClick with a wrench will rotate the hoop. qol: Dunking and shooting animations for basketball. soundadd: Added basketball bounce sound with credits attribution imageadd: Added basketball icon to minigames. Move baseball and dodgeball icons to toy/balls.dmi /🆑 * Minigame DLC - Intergalactic Basketball League * Update CentCom_skyrat_z2.dmm * raptor --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: lessthnthree <three@lessthanthree.dk> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
165 lines
4.6 KiB
Plaintext
165 lines
4.6 KiB
Plaintext
/*
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Items, Structures, Machines
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*/
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//
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// Items
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//
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/obj/item/melee/energy/sword/holographic
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name = "holographic energy sword"
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desc = "May the force be with you. Sorta."
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damtype = STAMINA
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throw_speed = 2
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block_chance = 0
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throwforce = 0
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embedding = null
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sword_color_icon = null
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active_throwforce = 0
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active_sharpness = NONE
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active_heat = 0
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/obj/item/melee/energy/sword/holographic/Initialize(mapload)
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. = ..()
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if(!sword_color_icon)
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sword_color_icon = pick("red", "blue", "green", "purple")
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/obj/item/melee/energy/sword/holographic/green
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sword_color_icon = "green"
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/obj/item/melee/energy/sword/holographic/red
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sword_color_icon = "red"
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/obj/item/toy/cards/deck/syndicate/holographic
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desc = "A deck of holographic playing cards."
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/obj/item/toy/cards/deck/syndicate/holographic/Initialize(mapload, obj/machinery/computer/holodeck/holodeck)
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src.holodeck = holodeck
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RegisterSignal(src, COMSIG_PARENT_QDELETING, PROC_REF(handle_card_delete))
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. = ..()
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/obj/item/toy/cards/deck/syndicate/holographic/proc/handle_card_delete(datum/source)
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SIGNAL_HANDLER
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//if any REAL cards have been inserted into the deck they are moved outside before destroying it
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for(var/obj/item/toy/singlecard/card in card_atoms)
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if(card.flags_1 & HOLOGRAM_1)
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continue
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card_atoms -= card
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card.forceMove(drop_location())
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/obj/item/toy/dodgeball
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name = "dodgeball"
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icon = 'icons/obj/toys/balls.dmi'
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icon_state = "dodgeball"
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inhand_icon_state = "dodgeball"
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desc = "Used for playing the most violent and degrading of childhood games."
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w_class = WEIGHT_CLASS_BULKY //Stops people from hiding it in their bags/pockets
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/obj/item/toy/dodgeball/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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..()
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if((ishuman(hit_atom)))
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var/mob/living/carbon/M = hit_atom
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playsound(src, 'sound/items/dodgeball.ogg', 50, TRUE)
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M.apply_damage(10, STAMINA)
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if(prob(5))
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M.Paralyze(60)
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visible_message(span_danger("[M] is knocked right off [M.p_their()] feet!"))
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//
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// Machines
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//
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/obj/machinery/readybutton
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name = "ready declaration device"
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desc = "This device is used to declare ready. If all devices in an area are ready, the event will begin!"
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icon = 'icons/obj/monitors.dmi'
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icon_state = "auth_off"
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var/ready = 0
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var/area/currentarea = null
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var/eventstarted = FALSE
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idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.02
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active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.006
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power_channel = AREA_USAGE_ENVIRON
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/obj/machinery/readybutton/attack_ai(mob/user)
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to_chat(user, span_warning("The station AI is not to interact with these devices!"))
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return
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/obj/machinery/readybutton/attack_paw(mob/user, list/modifiers)
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to_chat(user, span_warning("You are too primitive to use this device!"))
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return
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/obj/machinery/readybutton/attackby(obj/item/W, mob/user, params)
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to_chat(user, span_warning("The device is a solid button, there's nothing you can do with it!"))
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/obj/machinery/readybutton/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(user.stat || machine_stat & (NOPOWER|BROKEN))
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to_chat(user, span_warning("This device is not powered!"))
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return
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currentarea = get_area(src.loc)
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if(!currentarea)
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qdel(src)
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if(eventstarted)
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to_chat(usr, span_warning("The event has already begun!"))
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return
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ready = !ready
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update_appearance()
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var/numbuttons = 0
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var/numready = 0
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for(var/obj/machinery/readybutton/button in currentarea)
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numbuttons++
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if (button.ready)
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numready++
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if(numbuttons == numready)
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begin_event()
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/obj/machinery/readybutton/update_icon_state()
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icon_state = "auth_[ready ? "on" : "off"]"
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return ..()
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/obj/machinery/readybutton/proc/begin_event()
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eventstarted = TRUE
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for(var/obj/structure/window/W in currentarea)
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if(W.flags_1&NODECONSTRUCT_1) // Just in case: only holo-windows
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qdel(W)
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for(var/mob/M in currentarea)
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to_chat(M, span_userdanger("FIGHT!"))
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/obj/machinery/conveyor/holodeck
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/obj/machinery/conveyor/holodeck/attackby(obj/item/I, mob/user, params)
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if(!user.transferItemToLoc(I, drop_location()))
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return ..()
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/obj/item/paper/fluff/holodeck/trek_diploma
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name = "paper - Starfleet Academy Diploma"
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default_raw_text = {"<h2>Starfleet Academy</h2></br><p>Official Diploma</p></br>"}
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/obj/item/paper/fluff/holodeck/disclaimer
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name = "Holodeck Disclaimer"
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default_raw_text = "Bruises sustained in the holodeck can be healed simply by sleeping."
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/obj/vehicle/ridden/scooter/skateboard/pro/holodeck
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name = "holographic skateboard"
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desc = "A holographic copy of the EightO brand professional skateboard."
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instability = 6
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/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.
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return
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