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CHOMPStation2/code/modules/vore/resizing/resize_vr.dm
2025-08-31 03:56:12 +02:00

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// 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
var/step_mechanics_pref = TRUE // Allow participation in macro-micro step mechanics
var/pickup_pref = TRUE // Allow participation in macro-micro pickup mechanics
var/center_offset = 0.5 // Center offset for uneven scaling symmetry.
var/offset_override = FALSE // Pref toggle for center offset.
/mob/living
var/holder_default
var/pickup_active = TRUE // Toggle whether your help intent picks up micros or pets them
// Define holder_type on types we want to be scoop-able
/mob/living/carbon/human
holder_type = /obj/item/holder/micro
// Let the robots have some fun too
/mob/living/silicon/robot
holder_type = /obj/item/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 GLOB.player_sizes_list)
. = N // So we return the smallest if we get to the end
if(size_multiplier >= GLOB.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/cent_offset = center_offset
if(fuzzy || offset_override || dir == EAST || dir == WEST)
cent_offset = 0
var/matrix/M = matrix()
M.Scale(size_multiplier * icon_scale_x, size_multiplier * icon_scale_y)
M.Translate(cent_offset * size_multiplier * icon_scale_x, (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(var/micro = FALSE)
return 100000 //Whatever it is, it's too big to pick up, or it's a ghost, or something.
/mob/living/get_effective_size(var/micro = FALSE)
return size_multiplier
/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.
var/effective_size = size_multiplier
if(micro)
effective_size += species.micro_size_mod
else
effective_size += species.macro_size_mod
return effective_size
/atom/movable/proc/size_range_check(size_select) //both objects and mobs needs to have that
var/area/A = get_area(src) //Get the atom's area to check for size limit.
size_select = size_select / 100
if((!A?.flag_check(AREA_ALLOW_LARGE_SIZE) && (size_select > RESIZE_MAXIMUM || size_select < RESIZE_MINIMUM)) || (size_select > RESIZE_MAXIMUM_DORMS || size_select < RESIZE_MINIMUM_DORMS))
return FALSE
return TRUE
/atom/movable/proc/has_large_resize_bounds()
var/area/A = get_area(src) //Get the atom's area to check for size limit.
return A ? A.flag_check(AREA_ALLOW_LARGE_SIZE) : FALSE
/proc/is_extreme_size(size)
return (size < RESIZE_MINIMUM || size > RESIZE_MAXIMUM)
/**
* Resizes the mob immediately to the desired mod, animating it growing/shrinking.
* It can be used by anything that calls it.
*
* Arguments:
* * new_size - CHANGE_ME.
* * animate - CHANGE_ME. Default: TRUE
* * uncapped - CHANGE_ME. Default: FALSE
* * ignore_prefs - CHANGE_ME. Default: FALSE
* * aura_animation - CHANGE_ME. Default: TRUE
*/
/mob/living/proc/resize(var/new_size, var/animate = TRUE, var/uncapped = FALSE, var/ignore_prefs = FALSE, var/aura_animation = FALSE) //CHOMPEdit - Disable aura_animation. Too expensive for something you can't even see.
if(!uncapped)
if((z in using_map.station_levels) && CONFIG_GET(flag/pixel_size_limit))
var/size_diff = ((runechat_y_offset() / size_multiplier) * new_size) // This returns 32 multiplied with the new size
var/size_cap = world.icon_size * RESIZE_MAXIMUM //Grace for non-humanoids so they don't get forcibly shrunk.
if(size_diff - size_cap > 0)
var/real_diff = size_cap / size_diff // Returns our diff based on the offset to world size
new_size *= real_diff // Applies our diff to the new size
new_size = clamp(new_size, RESIZE_MINIMUM, RESIZE_MAXIMUM) //If the sprite is below 32, we clamp it to only go to the resize max.
else
new_size = clamp(new_size, RESIZE_MINIMUM, RESIZE_MAXIMUM)
var/datum/component/resize_guard/guard = GetComponent(/datum/component/resize_guard)
if(guard)
qdel(guard)
else if(has_large_resize_bounds())
if(is_extreme_size(new_size))
AddComponent(/datum/component/resize_guard)
else
var/datum/component/resize_guard/guard = GetComponent(/datum/component/resize_guard)
if(guard)
qdel(guard)
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
var/special_x = 1
var/special_y = 1
if(ishuman(src))
var/mob/living/carbon/human/H = src
var/datum/species/S = H.species
special_x = S.icon_scale_x
special_y = S.icon_scale_y
if(fuzzy || offset_override)
center_offset = 0
else
center_offset = S.center_offset
resize.Scale(new_size * icon_scale_x * special_x, new_size * icon_scale_y * special_y) //Change the size of the matrix
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
animate(src, transform = resize, time = duration) //Animate the player resizing
if(aura_animation)
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, var/uncapped = FALSE, var/ignore_prefs = FALSE, var/aura_animation = FALSE) //CHOMPEdit - Disable aura_animation. Too expensive for something you can't even see.
if(!resizable && !ignore_prefs)
return 1
. = ..()
if(!ishuman(temporary_form) && isliving(temporary_form))
var/mob/living/temp_form = temporary_form
temp_form.resize(new_size, animate, uncapped, ignore_prefs, aura_animation)
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, var/uncapped = FALSE, var/ignore_prefs = FALSE, var/aura_animation = 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.General" //Seeing as prometheans have an IC reason to be changing mass.
var/nagmessage = "Adjust your mass to be a size between 25 to 200% (or 1% to 600% in dormitories). (DO NOT ABUSE)"
var/default = size_multiplier * 100
var/new_size = tgui_input_number(src, nagmessage, "Pick a Size", default, 600, 1)
if(size_range_check(new_size))
resize(new_size/100, uncapped = has_large_resize_bounds(), ignore_prefs = TRUE)
if(temporary_form)
var/mob/living/L = temporary_form
L.resize(new_size/100, uncapped = has_large_resize_bounds(), ignore_prefs = TRUE)
// log_admin("[key_name(src)] used the resize command in-game to be [new_size]% size. [src ? ADMIN_JMP(src) : "null"]") // CHOMPRemove
/**
* Attempt to scoop up this mob up into M'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, ignore_size = FALSE) //second one is for the Grabber, only exists for animals to self-grab
if(src == M)
return 0
if(!(pickup_pref && M.pickup_pref && M.pickup_active))
return 0
if(!(M.a_intent == I_HELP))
return 0
var/size_diff = M.get_effective_size(FALSE) - get_effective_size(TRUE)
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(mob_size < MOB_SMALL && src == M)
return 0
if(size_diff >= 0.50 || mob_size < MOB_SMALL || size_diff >= get_effective_size() || ignore_size)
if(buckled)
to_chat(src,span_notice("You have to unbuckle \the [src] before you pick them up."))
return 0
holder_type = /obj/item/holder/micro
var/obj/item/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)
if(is_incorporeal() || tmob.is_incorporeal())
return FALSE
//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(TRUE) <= RESIZE_A_SMALLTINY && tmob.get_effective_size(TRUE) <= RESIZE_A_SMALLTINY) // For help intent interaction just assume both are 'smol'
return TRUE
//Worthy of doing messages at all
if(abs(get_effective_size(TRUE) - tmob.get_effective_size(TRUE)) >= 0.50)
var/src_message = null
var/tmob_message = null
//Smaller person being stepped onto
if(get_effective_size(TRUE) > tmob.get_effective_size(TRUE) && 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(TRUE) < tmob.get_effective_size(TRUE) && 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, span_filter_notice("[STEP_TEXT_OWNER(src_message)]"))
if(tmob_message)
to_chat(tmob, span_filter_notice("[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, nofetish = 0) //CHOMPEDIT - changed a lot in this whole proc tbh, to bring back micro combat balance
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
if(is_incorporeal() || tmob.is_incorporeal())
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
var/can_pass = TRUE
var/size_ratio_needed = (a_intent == I_DISARM || a_intent == I_HURT) ? 0.75 : (a_intent == I_GRAB ? 0.5 : 0)
if (isturf(prey.loc))
for (var/atom/movable/M in prey.loc)
if (prey == M || pred == M)
continue
if (isliving(M))
var/mob/living/L = M
if (!M.CanPass(src, prey.loc) && !(get_effective_size(FALSE) - L.get_effective_size(TRUE) >= size_ratio_needed || L.lying))
can_pass = FALSE
continue
if (!M.CanPass(src, prey.loc))
can_pass = FALSE
if(!istype(prey) || !can_pass)
//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(FALSE) - tmob.get_effective_size(TRUE)
if((a_intent == I_GRAB || a_intent == I_DISARM) && size_ratio < 0.5) //CHOMPEDIT - more step changes
return FALSE
if(a_intent == I_HURT && size_ratio < 0.75)
return FALSE
if(a_intent == I_HELP) // Theoretically not possible, but just in case.
return FALSE
//CHOMPEdit - removed chance to dodge steppies. Get rng out of my combat.
now_pushing = 0
forceMove(tmob.loc)
if(a_intent != I_HELP)
if(tmob.size_multiplier > 0.75 && nofetish) //So we can stun micros with step mechanics off, but prevent macros from stunning regular heights
to_chat(pred, span_danger("You pass over [tmob.name]."))
to_chat(prey, span_danger("[src.name] passes over you."))
return FALSE
tmob.resting = 1
tmob.Weaken(3) //CHOMPEdit - do both regardless of intent, dummy
if(nofetish)
to_chat(pred, span_danger("You casually knock [tmob.name] over."))
to_chat(prey, span_danger("[src.name] casually knocks you over."))
return TRUE
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(!nofetish) //CHOMPedit - Brings back mandatory step mechanics, circumvents the fetish stuff if no pref match
if(a_intent == I_GRAB)
// You can only grab prey if you have no shoes on. And both of you are cool with it.
if(pred.shoes || !(pred.pickup_pref && prey.pickup_pref))
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 == I_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, span_danger("[message_pred]"))
to_chat(prey, span_danger("[message_prey]"))
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.Settings"
pickup_active = !pickup_active
to_chat(src, span_filter_notice("You will [pickup_active ? "now" : "no longer"] attempt to pick up mobs when clicking them with help intent."))
#undef STEP_TEXT_OWNER
#undef STEP_TEXT_PREY