//these aren't defines so they can stay in this file var/const/RESIZE_HUGE = 2 var/const/RESIZE_BIG = 1.5 var/const/RESIZE_NORMAL = 1 var/const/RESIZE_SMALL = 0.5 var/const/RESIZE_TINY = 0.25 //average var/const/RESIZE_A_HUGEBIG = (RESIZE_HUGE + RESIZE_BIG) / 2 var/const/RESIZE_A_BIGNORMAL = (RESIZE_BIG + RESIZE_NORMAL) / 2 var/const/RESIZE_A_NORMALSMALL = (RESIZE_NORMAL + RESIZE_SMALL) / 2 var/const/RESIZE_A_SMALLTINY = (RESIZE_SMALL + RESIZE_TINY) / 2 // Adding needed defines to /mob/living // Note: Polaris had this on /mob/living/carbon/human We need it higher up for animals and stuff. /mob/living var/size_multiplier = 1 //multiplier for the mob's icon size var/holder_default // Define holder_type on types we want to be scoop-able /mob/living/carbon/human holder_type = /obj/item/weapon/holder/micro // The reverse lookup of player_sizes_list, number to name. /proc/player_size_name(var/size_multiplier) // (This assumes list is sorted big->small) for(var/N in player_sizes_list) . = N // So we return the smallest if we get to the end if(size_multiplier >= player_sizes_list[N]) return N /** * Scale up the size of a mob's icon by the size_multiplier. * NOTE: mob/living/carbon/human/update_icons() has a more complicated system and * is already applying this transform. BUT, it does not call ..() * as long as that is true, we should be fine. If that changes we need to * re-evaluate. */ /mob/living/update_icons() . = ..() ASSERT(!ishuman(src)) var/matrix/M = matrix() M.Scale(size_multiplier * icon_scale_x, size_multiplier * icon_scale_y) M.Translate(0, (vis_height/2)*(size_multiplier-1)) transform = M /** * Get the effective size of a mob. * Currently this is based only on size_multiplier for micro/macro stuff, * but in the future we may also incorporate the "mob_size", so that * a macro mouse is still only effectively "normal" or a micro dragon is still large etc. */ /mob/proc/get_effective_size() return 100000 //Whatever it is, it's too big to pick up, or it's a ghost, or something. /mob/living/get_effective_size() return size_multiplier /** * Resizes the mob immediately to the desired mod, animating it growing/shrinking. * It can be used by anything that calls it. */ /mob/living/proc/resize(var/new_size, var/animate = TRUE) if(size_multiplier == new_size) return 1 size_multiplier = new_size //Change size_multiplier so that other items can interact with them if(animate) var/change = new_size - size_multiplier var/duration = (abs(change)+0.25) SECONDS var/matrix/resize = matrix() // Defines the matrix to change the player's size resize.Scale(new_size * icon_scale_x, new_size * icon_scale_y) //Change the size of the matrix resize.Translate(0, (vis_height/2) * (new_size - 1)) //Move the player up in the tile so their feet align with the bottom animate(src, transform = resize, time = duration) //Animate the player resizing var/aura_grow_to = change > 0 ? 2 : 0.5 var/aura_anim_duration = 5 var/aura_offset = change > 0 ? 0 : 10 var/aura_color = size_multiplier > new_size ? "#FF2222" : "#2222FF" var/aura_loops = round((duration)/aura_anim_duration) animate_aura(src, color = aura_color, offset = aura_offset, anim_duration = aura_anim_duration, loops = aura_loops, grow_to = aura_grow_to) else update_transform() //Lame way /mob/living/carbon/human/resize(var/new_size, var/animate = TRUE) if(species) vis_height = species.icon_height . = ..() if(LAZYLEN(hud_list) && has_huds) var/new_y_offset = vis_height * (size_multiplier - 1) for(var/index = 1 to hud_list.len) var/image/HI = grab_hud(index) HI.pixel_y = new_y_offset apply_hud(index, HI) // Optimize mannequins - never a point to animating or doing HUDs on these. /mob/living/carbon/human/dummy/mannequin/resize(var/new_size, var/animate = TRUE) size_multiplier = new_size /** * Verb proc for a command that lets players change their size OOCly. * Ace was here! Redid this a little so we'd use math for shrinking characters. This is the old code. */ /mob/living/proc/set_size() set name = "Adjust Mass" set category = "Abilities" //Seeing as prometheans have an IC reason to be changing mass. var/nagmessage = "Adjust your mass to be a size between 25 to 200% (DO NOT ABUSE)" var/new_size = input(nagmessage, "Pick a Size") as num|null if(new_size && ISINRANGE(new_size, 25, 200)) resize(new_size/100) // I'm not entirely convinced that `src ? ADMIN_JMP(src) : "null"` here does anything // but just in case it does, I'm leaving the null-src checking message_admins("[key_name(src)] used the resize command in-game to be [new_size]% size. [src ? ADMIN_JMP(src) : "null"]") /* //Add the set_size() proc to usable verbs. By commenting this out, we can leave the proc and hand it to species that need it. /hook/living_new/proc/resize_setup(mob/living/H) H.verbs += /mob/living/proc/set_size return 1 */ /** * Attempt to scoop up this mob up into H's hands, if the size difference is large enough. * @return false if normal code should continue, 1 to prevent normal code. */ /mob/living/proc/attempt_to_scoop(mob/living/M, mob/living/G) //second one is for the Grabber, only exists for animals to self-grab var/size_diff = M.get_effective_size() - get_effective_size() if(!holder_default && holder_type) holder_default = holder_type if(!istype(M)) return 0 if(isanimal(M)) var/mob/living/simple_mob/SA = M if(!SA.has_hands) return 0 if(buckled) to_chat(usr,"You have to unbuckle \the [M] before you pick them up.") return 0 if(size_diff >= 0.50 || mob_size < MOB_SMALL) holder_type = /obj/item/weapon/holder/micro var/obj/item/weapon/holder/m_holder = get_scooped(M, G) holder_type = holder_default if (m_holder) return 1 else return 0; // Unable to scoop, let other code run #define STEP_TEXT_OWNER(x) "[replacetext(x,"%prey",tmob)]" #define STEP_TEXT_PREY(x) "[replacetext(x,"%owner",src)]" /** * Handle bumping into someone with helping intent. * Called from /mob/living/Bump() in the 'brohugs all around' section. * @return false if normal code should continue, true to prevent normal code. */ /mob/living/proc/handle_micro_bump_helping(mob/living/tmob) //Riding and being moved to us or something similar if(tmob in buckled_mobs) return TRUE //Both small! Go ahead and go. if(get_effective_size() <= RESIZE_A_SMALLTINY && tmob.get_effective_size() <= RESIZE_A_SMALLTINY) return TRUE //Worthy of doing messages at all if(abs(get_effective_size() - tmob.get_effective_size()) >= 0.50) var/src_message = null var/tmob_message = null //Smaller person being stepped onto if(get_effective_size() > tmob.get_effective_size() && ishuman(src)) src_message = "You carefully step over [tmob]." tmob_message = "[src] steps over you carefully!" var/mob/living/carbon/human/H = src if(H.flying) return TRUE //Silently pass without a message. if(isTaurTail(H.tail_style)) var/datum/sprite_accessory/tail/taur/tail = H.tail_style src_message = tail.msg_owner_help_run tmob_message = tail.msg_prey_help_run //Smaller person stepping under larger person else if(get_effective_size() < tmob.get_effective_size() && ishuman(tmob)) src_message = "You run between [tmob]'s legs." tmob_message = "[src] runs between your legs." var/mob/living/carbon/human/H = tmob if(isTaurTail(H.tail_style)) var/datum/sprite_accessory/tail/taur/tail = H.tail_style src_message = tail.msg_prey_stepunder tmob_message = tail.msg_owner_stepunder if(src_message) to_chat(src, STEP_TEXT_OWNER(src_message)) if(tmob_message) to_chat(tmob, STEP_TEXT_PREY(tmob_message)) return TRUE return FALSE /** * Handle bumping into someone without mutual help intent. * Called from /mob/living/Bump() * * @return false if normal code should continue, 1 to prevent normal code. */ /mob/living/proc/handle_micro_bump_other(mob/living/tmob) ASSERT(istype(tmob)) //If we're flying, don't do any special interactions. if(flying) return //If the prey is flying, don't smush them. if(tmob.flying) return //We can't be stepping on anyone if(!canmove || buckled) return //Riding and being moved to us or something similar if(tmob in buckled_mobs) return TRUE //Test/set if human var/mob/living/carbon/human/pred = src if(!istype(pred)) //If we're not human, can't do the steppy return FALSE var/mob/living/carbon/human/prey = tmob if(!istype(prey)) //If they're not human, steppy shouldn't happen return FALSE // We need to be above a certain size ratio in order to do anything to the prey. // For DISARM and HURT intent, this is >=0.75, for GRAB it is >=0.5 var/size_ratio = get_effective_size() - tmob.get_effective_size() if(a_intent == I_GRAB && size_ratio < 0.5) return FALSE if((a_intent == I_DISARM || a_intent == I_HURT) && size_ratio < 0.75) return FALSE if(a_intent == I_HELP) // Theoretically not possible, but just in case. return FALSE if(tmob.a_intent != I_HELP && prob(35)) to_chat(pred, "[prey] dodges out from under your foot!") to_chat(prey, "You narrowly avoid [pred]'s foot!") return FALSE now_pushing = 0 forceMove(tmob.loc) if(a_intent == I_GRAB || a_intent == I_DISARM) if(tmob.a_intent == I_HELP) tmob.resting = 1 else tmob.Weaken(1) var/size_damage_multiplier = size_multiplier - tmob.size_multiplier // This technically means that I_GRAB will set this value to the same as I_HARM, but // I_GRAB won't ever trigger the damage-giving code, so it doesn't matter. // I_HARM: Rand 1-3 multiplied by 1 min or 1.75 max. 1 min 5.25 max damage to each limb. // I_DISARM: Perform some HALLOSS damage to the smaller. // Since stunned is broken, let's do this. Rand 15-30 multiplied by 1 min or 1.75 max. 15 holo to 52.5 holo, depending on RNG and size differnece. var/damage = (a_intent == I_DISARM) ? (rand(15, 30) * size_damage_multiplier) : (rand(1, 3) * size_damage_multiplier) // I_HARM only var/calculated_damage = damage / 2 //This will sting, but not kill. Does .5 to 2.625 damage, randomly, to each limb. var/message_pred = null var/message_prey = null var/datum/sprite_accessory/tail/taur/tail = null if(isTaurTail(pred.tail_style)) tail = pred.tail_style if(a_intent == I_GRAB) // You can only grab prey if you have no shoes on. if(pred.shoes) message_pred = "You step down onto [prey], squishing them and forcing them down to the ground!" message_prey = "[pred] steps down and squishes you with their foot, forcing you down to the ground!" if(tail) message_pred = STEP_TEXT_OWNER(tail.msg_owner_grab_fail) message_prey = STEP_TEXT_PREY(tail.msg_prey_grab_fail) add_attack_logs(pred, prey,"Grabbed underfoot ([tail ? "taur" : "nontaur"], shoes)") else message_pred = "You pin [prey] down onto the floor with your foot and curl your toes up around their body, trapping them inbetween them!" message_prey = "[pred] pins you down to the floor with their foot and curls their toes up around your body, trapping you inbetween them!" if(tail) message_pred = STEP_TEXT_OWNER(tail.msg_owner_grab_success) message_prey = STEP_TEXT_PREY(tail.msg_prey_grab_success) equip_to_slot_if_possible(prey.get_scooped(pred), slot_shoes, 0, 1) add_attack_logs(pred, prey, "Grabbed underfoot ([tail ? "taur" : "nontaur"], no shoes)") if(m_intent == "run") switch(a_intent) if(I_DISARM) message_pred = "You quickly push [prey] to the ground with your foot!" message_prey = "[pred] pushes you down to the ground with their foot!" if(tail) message_pred = STEP_TEXT_OWNER(tail.msg_owner_disarm_run) message_prey = STEP_TEXT_PREY(tail.msg_prey_disarm_run) add_attack_logs(pred, prey, "Pinned underfoot (run, no halloss)") if(I_HURT) message_pred = "You carelessly step down onto [prey], crushing them!" message_prey = "[pred] steps carelessly on your body, crushing you!" if(tail) message_pred = STEP_TEXT_OWNER(tail.msg_owner_harm_run) message_prey = STEP_TEXT_PREY(tail.msg_prey_harm_run) for(var/obj/item/organ/external/I in prey.organs) I.take_damage(calculated_damage, 0) // 5 damage min, 26.25 damage max, depending on size & RNG. If they're only stepped on once, the damage will (probably not...) heal over time. prey.drip(0.1) add_attack_logs(pred, prey, "Crushed underfoot (run, about [calculated_damage] damage)") else switch(a_intent) if(I_DISARM) message_pred = "You firmly push your foot down on [prey], painfully but harmlessly pinning them to the ground!" message_prey = "[pred] firmly pushes their foot down on you, quite painfully but harmlessly pinning you to the ground!" if(tail) message_pred = STEP_TEXT_OWNER(tail.msg_owner_disarm_walk) message_prey = STEP_TEXT_PREY(tail.msg_prey_disarm_walk) add_attack_logs(pred, prey, "Pinned underfoot (walk, about [damage] halloss)") tmob.Weaken(2) //Removed halloss because it was being abused if(I_HURT) message_pred = "You methodically place your foot down upon [prey]'s body, slowly applying pressure, crushing them against the floor below!" message_prey = "[pred] methodically places their foot upon your body, slowly applying pressure, crushing you against the floor below!" if(tail) message_pred = STEP_TEXT_OWNER(tail.msg_owner_harm_walk) message_prey = STEP_TEXT_PREY(tail.msg_prey_harm_walk) // Multiplies the above damage by 3.5. This means a min of 1.75 damage, or a max of 9.1875. damage to each limb, depending on size and RNG. calculated_damage *= 3.5 for(var/obj/item/organ/I in prey.organs) I.take_damage(calculated_damage, 0) prey.drip(3) add_attack_logs(pred, prey, "Crushed underfoot (walk, about [calculated_damage] damage)") to_chat(pred, "[message_pred]") to_chat(prey, "[message_prey]") return TRUE #undef STEP_TEXT_OWNER #undef STEP_TEXT_PREY