mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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416 lines
18 KiB
Plaintext
416 lines
18 KiB
Plaintext
// Adding needed defines to /mob/living
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// Note: Polaris had this on /mob/living/carbon/human We need it higher up for animals and stuff.
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/mob/living
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var/holder_default
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var/step_mechanics_pref = TRUE // Allow participation in macro-micro step mechanics
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var/pickup_pref = TRUE // Allow participation in macro-micro pickup mechanics
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var/pickup_active = TRUE // Toggle whether your help intent picks up micros or pets them
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var/center_offset = 0.5 // Center offset for uneven scaling symmetry. //CHOMPEdit
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var/offset_override = FALSE // Pref toggle for center offset. //CHOMPEdit
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// Define holder_type on types we want to be scoop-able
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/mob/living/carbon/human
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holder_type = /obj/item/weapon/holder/micro
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// The reverse lookup of player_sizes_list, number to name.
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/proc/player_size_name(var/size_multiplier)
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// (This assumes list is sorted big->small)
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for(var/N in player_sizes_list)
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. = N // So we return the smallest if we get to the end
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if(size_multiplier >= player_sizes_list[N])
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return N
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/**
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* Scale up the size of a mob's icon by the size_multiplier.
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* NOTE: mob/living/carbon/human/update_icons() has a more complicated system and
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* is already applying this transform. BUT, it does not call ..()
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* as long as that is true, we should be fine. If that changes we need to
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* re-evaluate.
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*/
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/mob/living/update_icons()
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. = ..()
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ASSERT(!ishuman(src))
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if(fuzzy || offset_override) //CHOMPEdit
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center_offset = 0 //CHOMPEdit
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var/matrix/M = matrix()
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M.Scale(size_multiplier * icon_scale_x, size_multiplier * icon_scale_y)
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M.Translate(center_offset * size_multiplier * icon_scale_x, (vis_height/2)*(size_multiplier-1)) //CHOMPEdit
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transform = M
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/**
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* Get the effective size of a mob.
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* Currently this is based only on size_multiplier for micro/macro stuff,
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* but in the future we may also incorporate the "mob_size", so that
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* a macro mouse is still only effectively "normal" or a micro dragon is still large etc.
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*/
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/mob/proc/get_effective_size(var/micro = FALSE)
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return 100000 //Whatever it is, it's too big to pick up, or it's a ghost, or something.
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/mob/living/get_effective_size(var/micro = FALSE)
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return size_multiplier
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/mob/living/carbon/human/get_effective_size(var/micro = FALSE) // Set micro to TRUE for interactions where you're small, to FALSE for ones where you're large.
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var/effective_size = size_multiplier
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if(micro)
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effective_size += species.micro_size_mod
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else
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effective_size += species.macro_size_mod
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return effective_size
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/atom/movable/proc/size_range_check(size_select) //both objects and mobs needs to have that
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var/area/A = get_area(src) //Get the atom's area to check for size limit.
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if((A?.limit_mob_size && (size_select > 200 || size_select < 25)) || (size_select > 600 || size_select <1))
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return FALSE
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return TRUE
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/atom/movable/proc/has_large_resize_bounds()
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var/area/A = get_area(src) //Get the atom's area to check for size limit.
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return A ? !A.limit_mob_size : FALSE //CHOMPEdit
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/proc/is_extreme_size(size)
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return (size < RESIZE_MINIMUM || size > RESIZE_MAXIMUM)
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/**
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* Resizes the mob immediately to the desired mod, animating it growing/shrinking.
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* It can be used by anything that calls it.
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*/
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/mob/living/proc/resize(var/new_size, var/animate = TRUE, var/uncapped = FALSE, var/ignore_prefs = FALSE, var/aura_animation = TRUE)
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if(!uncapped)
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new_size = clamp(new_size, RESIZE_MINIMUM, RESIZE_MAXIMUM)
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var/datum/component/resize_guard/guard = GetComponent(/datum/component/resize_guard)
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if(guard)
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qdel(guard)
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else if(has_large_resize_bounds())
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if(is_extreme_size(new_size))
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AddComponent(/datum/component/resize_guard)
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else
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var/datum/component/resize_guard/guard = GetComponent(/datum/component/resize_guard)
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if(guard)
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qdel(guard)
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if(size_multiplier == new_size)
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return 1
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size_multiplier = new_size //Change size_multiplier so that other items can interact with them
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if(animate)
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var/change = new_size - size_multiplier
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var/duration = (abs(change)+0.25) SECONDS
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var/matrix/resize = matrix() // Defines the matrix to change the player's size
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var/special_x = 1
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var/special_y = 1
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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var/datum/species/S = H.species
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special_x = S.icon_scale_x
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special_y = S.icon_scale_y
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if(fuzzy || offset_override) //CHOMPEdit Start
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center_offset = 0
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else
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center_offset = S.center_offset
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resize.Scale(new_size * icon_scale_x * special_x, new_size * icon_scale_y * special_y) //Change the size of the matrix
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resize.Translate(center_offset * size_multiplier * icon_scale_x * special_x, (vis_height/2) * (new_size - 1)) //Move the player up in the tile so their feet align with the bottom //CHOMPEdit End
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animate(src, transform = resize, time = duration) //Animate the player resizing
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if(aura_animation)
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var/aura_grow_to = change > 0 ? 2 : 0.5
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var/aura_anim_duration = 5
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var/aura_offset = change > 0 ? 0 : 10
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var/aura_color = size_multiplier > new_size ? "#FF2222" : "#2222FF"
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var/aura_loops = round((duration)/aura_anim_duration)
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animate_aura(src, color = aura_color, offset = aura_offset, anim_duration = aura_anim_duration, loops = aura_loops, grow_to = aura_grow_to)
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else
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update_transform() //Lame way
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/mob/living/carbon/human/resize(var/new_size, var/animate = TRUE, var/uncapped = FALSE, var/ignore_prefs = FALSE, var/aura_animation = TRUE)
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if(!resizable && !ignore_prefs)
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return 1
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. = ..()
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if(LAZYLEN(hud_list) && has_huds)
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var/new_y_offset = vis_height * (size_multiplier - 1)
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for(var/index = 1 to hud_list.len)
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var/image/HI = grab_hud(index)
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HI.pixel_y = new_y_offset
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apply_hud(index, HI)
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// Optimize mannequins - never a point to animating or doing HUDs on these.
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/mob/living/carbon/human/dummy/mannequin/resize(var/new_size, var/animate = TRUE, var/uncapped = FALSE, var/ignore_prefs = FALSE, var/aura_animation = TRUE)
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size_multiplier = new_size
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/**
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* Verb proc for a command that lets players change their size OOCly.
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* Ace was here! Redid this a little so we'd use math for shrinking characters. This is the old code.
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*/
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/mob/living/proc/set_size()
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set name = "Adjust Mass"
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set category = "Abilities" //Seeing as prometheans have an IC reason to be changing mass.
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if(!resizable)
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to_chat(src, "<span class='warning'>You are immune to resizing!</span>")
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return
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var/nagmessage = "Adjust your mass to be a size between 25 to 200% (or 1% to 600% in dormitories). (DO NOT ABUSE)"
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var/default = size_multiplier * 100
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var/new_size = tgui_input_number(usr, nagmessage, "Pick a Size", default, 600, 1)
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if(size_range_check(new_size))
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resize(new_size/100, uncapped = has_large_resize_bounds(), ignore_prefs = TRUE)
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if(temporary_form) //CHOMPEdit - resizing both our forms
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var/mob/living/L = temporary_form
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L.resize(new_size/100, uncapped = has_large_resize_bounds(), ignore_prefs = TRUE)
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//CHOMPEDIT - I don't need to be informed every time a prommie changes sizes
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/*
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//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.
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/hook/living_new/proc/resize_setup(mob/living/H)
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H.verbs += /mob/living/proc/set_size
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return 1
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*/
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/**
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* Attempt to scoop up this mob up into H's hands, if the size difference is large enough.
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* @return false if normal code should continue, 1 to prevent normal code.
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*/
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/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
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if(!(pickup_pref && M.pickup_pref && M.pickup_active))
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return 0
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if(!(M.a_intent == I_HELP))
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return 0
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var/size_diff = M.get_effective_size(FALSE) - get_effective_size(TRUE)
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if(!holder_default && holder_type)
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holder_default = holder_type
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if(!istype(M))
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return 0
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if(isanimal(M))
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var/mob/living/simple_mob/SA = M
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if(!SA.has_hands)
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return 0
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if(size_diff >= 0.50 || mob_size < MOB_SMALL || size_diff >= get_effective_size())
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if(buckled)
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to_chat(usr,"<span class='notice'>You have to unbuckle \the [src] before you pick them up.</span>")
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return 0
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holder_type = /obj/item/weapon/holder/micro
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var/obj/item/weapon/holder/m_holder = get_scooped(M, G)
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holder_type = holder_default
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if (m_holder)
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return 1
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else
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return 0; // Unable to scoop, let other code run
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#define STEP_TEXT_OWNER(x) "[replacetext(x,"%prey",tmob)]"
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#define STEP_TEXT_PREY(x) "[replacetext(x,"%owner",src)]"
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/**
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* Handle bumping into someone with helping intent.
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* Called from /mob/living/Bump() in the 'brohugs all around' section.
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* @return false if normal code should continue, true to prevent normal code.
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*/
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/mob/living/proc/handle_micro_bump_helping(mob/living/tmob)
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//Riding and being moved to us or something similar
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if(tmob in buckled_mobs)
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return TRUE
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//Both small! Go ahead and go.
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if(get_effective_size(TRUE) <= RESIZE_A_SMALLTINY && tmob.get_effective_size(TRUE) <= RESIZE_A_SMALLTINY) // For help intent interaction just assume both are 'smol'
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return TRUE
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//Worthy of doing messages at all
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if(abs(get_effective_size(TRUE) - tmob.get_effective_size(TRUE)) >= 0.50)
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var/src_message = null
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var/tmob_message = null
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//Smaller person being stepped onto
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if(get_effective_size(TRUE) > tmob.get_effective_size(TRUE) && ishuman(src))
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src_message = "You carefully step over [tmob]."
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tmob_message = "[src] steps over you carefully!"
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var/mob/living/carbon/human/H = src
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if(H.flying)
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return TRUE //Silently pass without a message.
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if(istaurtail(H.tail_style))
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var/datum/sprite_accessory/tail/taur/tail = H.tail_style
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src_message = tail.msg_owner_help_run
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tmob_message = tail.msg_prey_help_run
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//Smaller person stepping under larger person
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else if(get_effective_size(TRUE) < tmob.get_effective_size(TRUE) && ishuman(tmob))
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src_message = "You run between [tmob]'s legs."
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tmob_message = "[src] runs between your legs."
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var/mob/living/carbon/human/H = tmob
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if(istaurtail(H.tail_style))
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var/datum/sprite_accessory/tail/taur/tail = H.tail_style
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src_message = tail.msg_prey_stepunder
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tmob_message = tail.msg_owner_stepunder
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if(src_message)
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to_chat(src, "<span class='filter_notice'>[STEP_TEXT_OWNER(src_message)]</span>")
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if(tmob_message)
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to_chat(tmob, "<span class='filter_notice'>[STEP_TEXT_PREY(tmob_message)]</span>")
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return TRUE
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return FALSE
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/**
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* Handle bumping into someone without mutual help intent.
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* Called from /mob/living/Bump()
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*
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* @return false if normal code should continue, 1 to prevent normal code.
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*/
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/mob/living/proc/handle_micro_bump_other(mob/living/tmob, nofetish = 0) //CHOMPEDIT - changed a lot in this whole proc tbh, to bring back micro combat balance
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ASSERT(istype(tmob))
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//If we're flying, don't do any special interactions.
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if(flying)
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return
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//If the prey is flying, don't smush them.
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if(tmob.flying)
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return
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//We can't be stepping on anyone
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if(!canmove || buckled)
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return
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//Riding and being moved to us or something similar
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if(tmob in buckled_mobs)
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return TRUE
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//Test/set if human
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var/mob/living/carbon/human/pred = src
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if(!istype(pred))
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//If we're not human, can't do the steppy
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return FALSE
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var/mob/living/carbon/human/prey = tmob
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var/can_pass = TRUE
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var/size_ratio_needed = (a_intent == I_DISARM || a_intent == I_HURT) ? 0.75 : (a_intent == I_GRAB ? 0.5 : 0)
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if (isturf(prey.loc))
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for (var/atom/movable/M in prey.loc)
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if (prey == M || pred == M)
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continue
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if (istype(M, /mob/living))
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var/mob/living/L = M
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if (!M.CanPass(src, prey.loc) && !(get_effective_size(FALSE) - L.get_effective_size(TRUE) >= size_ratio_needed || L.lying))
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can_pass = FALSE
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continue
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if (!M.CanPass(src, prey.loc))
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can_pass = FALSE
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if(!istype(prey) || !can_pass)
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//If they're not human, steppy shouldn't happen
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return FALSE
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// We need to be above a certain size ratio in order to do anything to the prey.
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// For DISARM and HURT intent, this is >=0.75, for GRAB it is >=0.5
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var/size_ratio = get_effective_size(FALSE) - tmob.get_effective_size(TRUE)
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if((a_intent == I_GRAB || a_intent == I_DISARM) && size_ratio < 0.5) //CHOMPEDIT - more step changes
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return FALSE
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if(a_intent == I_HURT && size_ratio < 0.75)
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return FALSE
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if(a_intent == I_HELP) // Theoretically not possible, but just in case.
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return FALSE
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//CHOMPEdit - removed chance to dodge steppies. Get rng out of my combat.
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now_pushing = 0
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forceMove(tmob.loc)
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if(a_intent != I_HELP)
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if(tmob.size_multiplier > 0.75 && nofetish) //So we can stun micros with step mechanics off, but prevent macros from stunning regular heights
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to_chat(pred, "<span class='danger'>You pass over [tmob.name].</span>")
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to_chat(prey, "<span class='danger'>[src.name] passes over you.</span>")
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return FALSE
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tmob.resting = 1
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tmob.Weaken(3) //CHOMPEdit - do both regardless of intent, dummy
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if(nofetish)
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to_chat(pred, "<span class='danger'>You casually knock [tmob.name] over.</span>")
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to_chat(prey, "<span class='danger'>[src.name] casually knocks you over.</span>")
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return TRUE
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var/size_damage_multiplier = size_multiplier - tmob.size_multiplier
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// This technically means that I_GRAB will set this value to the same as I_HARM, but
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// I_GRAB won't ever trigger the damage-giving code, so it doesn't matter.
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// I_HARM: Rand 1-3 multiplied by 1 min or 1.75 max. 1 min 5.25 max damage to each limb.
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// I_DISARM: Perform some HALLOSS damage to the smaller.
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// 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.
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var/damage = (a_intent == I_DISARM) ? (rand(15, 30) * size_damage_multiplier) : (rand(1, 3) * size_damage_multiplier)
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// I_HARM only
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var/calculated_damage = damage / 2 //This will sting, but not kill. Does .5 to 2.625 damage, randomly, to each limb.
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var/message_pred = null
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var/message_prey = null
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var/datum/sprite_accessory/tail/taur/tail = null
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if(istaurtail(pred.tail_style))
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tail = pred.tail_style
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if(!nofetish) //CHOMPedit - Brings back mandatory step mechanics, circumvents the fetish stuff if no pref match
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if(a_intent == I_GRAB)
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// You can only grab prey if you have no shoes on. And both of you are cool with it.
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if(pred.shoes || !(pred.pickup_pref && prey.pickup_pref))
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message_pred = "You step down onto [prey], squishing them and forcing them down to the ground!"
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message_prey = "[pred] steps down and squishes you with their foot, forcing you down to the ground!"
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if(tail)
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message_pred = STEP_TEXT_OWNER(tail.msg_owner_grab_fail)
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message_prey = STEP_TEXT_PREY(tail.msg_prey_grab_fail)
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add_attack_logs(pred, prey,"Grabbed underfoot ([tail ? "taur" : "nontaur"], shoes)")
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else
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message_pred = "You pin [prey] down onto the floor with your foot and curl your toes up around their body, trapping them inbetween them!"
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message_prey = "[pred] pins you down to the floor with their foot and curls their toes up around your body, trapping you inbetween them!"
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if(tail)
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message_pred = STEP_TEXT_OWNER(tail.msg_owner_grab_success)
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message_prey = STEP_TEXT_PREY(tail.msg_prey_grab_success)
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equip_to_slot_if_possible(prey.get_scooped(pred), slot_shoes, 0, 1)
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add_attack_logs(pred, prey, "Grabbed underfoot ([tail ? "taur" : "nontaur"], no shoes)")
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if(m_intent == "run")
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switch(a_intent)
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if(I_DISARM)
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message_pred = "You quickly push [prey] to the ground with your foot!"
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message_prey = "[pred] pushes you down to the ground with their foot!"
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if(tail)
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message_pred = STEP_TEXT_OWNER(tail.msg_owner_disarm_run)
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message_prey = STEP_TEXT_PREY(tail.msg_prey_disarm_run)
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add_attack_logs(pred, prey, "Pinned underfoot (run, no halloss)")
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if(I_HURT)
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message_pred = "You carelessly step down onto [prey], crushing them!"
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message_prey = "[pred] steps carelessly on your body, crushing you!"
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if(tail)
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message_pred = STEP_TEXT_OWNER(tail.msg_owner_harm_run)
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message_prey = STEP_TEXT_PREY(tail.msg_prey_harm_run)
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for(var/obj/item/organ/external/I in prey.organs)
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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.
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prey.drip(0.1)
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add_attack_logs(pred, prey, "Crushed underfoot (run, about [calculated_damage] damage)")
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else
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switch(a_intent)
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if(I_DISARM)
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message_pred = "You firmly push your foot down on [prey], painfully but harmlessly pinning them to the ground!"
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message_prey = "[pred] firmly pushes their foot down on you, quite painfully but harmlessly pinning you to the ground!"
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if(tail)
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message_pred = STEP_TEXT_OWNER(tail.msg_owner_disarm_walk)
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message_prey = STEP_TEXT_PREY(tail.msg_prey_disarm_walk)
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add_attack_logs(pred, prey, "Pinned underfoot (walk, about [damage] halloss)")
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|
tmob.Weaken(2) //Removed halloss because it was being abused
|
|
if(I_HURT)
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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)
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|
// 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, "<span class='danger'>[message_pred]</span>")
|
|
to_chat(prey, "<span class='danger'>[message_prey]</span>")
|
|
return TRUE
|
|
|
|
/mob/living/verb/toggle_pickups()
|
|
set name = "Toggle Micro Pick-up"
|
|
set desc = "Toggles whether your help-intent action attempts to pick up the micro or pet/hug/help them. Does not disable participation in pick-up mechanics entirely, refer to Vore Panel preferences for that."
|
|
set category = "IC"
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|
|
|
pickup_active = !pickup_active
|
|
to_chat(src, "<span class='filter_notice'>You will [pickup_active ? "now" : "no longer"] attempt to pick up mobs when clicking them with help intent.</span>")
|
|
|
|
#undef STEP_TEXT_OWNER
|
|
#undef STEP_TEXT_PREY
|