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Pops up a little bubble when you're requesting a high-five, along with some other emotes (#20472)
* High five! * Add in-hand use * use in hand too * closing remarks * better looking * Fixes daps * grab my hand fat man * hand shake * Implement missed messages * i can spell * Update code/modules/mob/living/carbon/human/human_emote.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Review concerns * Add some auto-doc, minor changes * more cleverly handles pointing * Update code/modules/point/point.dm Path clarity Co-authored-by: Farie82 <farie82@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Farie82 <farie82@users.noreply.github.com>
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@@ -338,7 +338,7 @@
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name = "Cry"
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/datum/keybinding/emote/carbon/human/dap
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linked_emote = /datum/emote/living/carbon/human/dap
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linked_emote = /datum/emote/living/carbon/human/highfive/dap
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name = "Dap"
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/datum/keybinding/emote/carbon/human/eyebrow
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@@ -418,7 +418,7 @@
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name = "High Five"
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/datum/keybinding/emote/carbon/human/handshake
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linked_emote = /datum/emote/living/carbon/human/handshake
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linked_emote = /datum/emote/living/carbon/human/highfive/handshake
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name = "Handshake"
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/datum/keybinding/emote/carbon/human/snap
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@@ -47,25 +47,98 @@
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/datum/status_effect/high_five
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id = "high_five"
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duration = 5 SECONDS
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duration = 10 SECONDS
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alert_type = null
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status_type = STATUS_EFFECT_REFRESH
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/// Message displayed when wizards perform this together
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var/critical_success = "high-five EPICALLY!"
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/// Message displayed when normal people perform this together
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var/success = "high-five!"
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/// Message displayed when this status effect is applied.
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var/request = "requests a high-five."
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/// Item to be shown in the pop-up balloon.
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var/obj/item/item_path = /obj/item/latexballon
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/// Sound effect played when this emote is completed.
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var/sound_effect = 'sound/weapons/slap.ogg'
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/// So we don't leave folks with god-mode
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/datum/status_effect/high_five/proc/wiz_cleanup(mob/user, mob/highfived)
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user.status_flags &= ~GODMODE
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highfived.status_flags &= ~GODMODE
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/datum/status_effect/high_five/on_apply()
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if(!iscarbon(owner))
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return FALSE
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. = ..()
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var/mob/living/carbon/user = owner
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var/is_wiz = iswizard(user)
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for(var/mob/living/carbon/C in orange(1, user))
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if(!C.has_status_effect(type) || C == user)
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continue
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if(is_wiz && iswizard(C))
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user.visible_message("<span class='biggerdanger'><b>[user.name]</b> and <b>[C.name]</b> [critical_success]</span>")
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user.status_flags |= GODMODE
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C.status_flags |= GODMODE
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explosion(get_turf(user), 5, 2, 1, 3, cause = id)
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// explosions have a spawn so this makes sure that we don't get gibbed
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addtimer(CALLBACK(src, PROC_REF(wiz_cleanup), user, C), 1)
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add_attack_logs(user, C, "caused a wizard [id] explosion")
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user.remove_status_effect(type)
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C.remove_status_effect(type)
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user.do_attack_animation(C, no_effect = TRUE)
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C.do_attack_animation(user, no_effect = TRUE)
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user.visible_message("<span class='notice'><b>[user.name]</b> and <b>[C.name]</b> [success]</span>")
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playsound(user, sound_effect, 80)
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user.remove_status_effect(type)
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C.remove_status_effect(type)
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return FALSE
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owner.custom_emote(EMOTE_VISIBLE, request)
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owner.create_point_bubble_from_path(item_path, FALSE)
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/datum/status_effect/high_five/on_timeout()
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owner.visible_message("[owner] [get_missed_message()]")
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/datum/status_effect/high_five/proc/get_missed_message()
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var/list/missed_highfive_messages = list(
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"it looks like [owner.p_they()] [owner.p_were()] left hanging...",
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"seeming to wave at nobody in particular.",
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"moving [owner.p_their()] hand directly to [owner.p_their()] forehead in shame.",
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"fully committing and high-fiving empty space.",
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"high-fiving [owner.p_their()] other hand shamefully before wiping away a tear.",
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"going for a handshake, then a fistbump, before pulling [owner.p_their()] hand back...? What [owner.p_are()] [owner.p_they()] doing?"
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"lowers [owner.p_their()] hand, it looks like [owner.p_they()] [owner.p_were()] left hanging...",
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"seems to awkwardly wave at nobody in particular.",
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"moves [owner.p_their()] hand directly to [owner.p_their()] forehead in shame.",
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"fully commits and high-fives empty space.",
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"high-fives [owner.p_their()] other hand shamefully before wiping away a tear.",
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"goes for a handshake, then a fistbump, before pulling [owner.p_their()] hand back...? <i>What [owner.p_are()] [owner.p_they()] doing?</i>"
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)
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return pick(missed_highfive_messages)
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/datum/status_effect/high_five/on_timeout()
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// show some emotionally damaging failure messages
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// high risk, high reward
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owner.visible_message("[owner] awkwardly lowers [owner.p_their()] hand, [get_missed_message()]")
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/datum/status_effect/high_five/dap
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id = "dap"
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critical_success = "dap each other up EPICALLY!"
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success = "dap each other up!"
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request = "requests someone to dap them up!"
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sound_effect = 'sound/effects/snap.ogg'
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item_path = /obj/item/melee/touch_attack/fake_disintegrate // EI-NATH!
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/datum/status_effect/high_five/dap/get_missed_message()
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return "sadly can't find anybody to give daps to, and daps [owner.p_themselves()]. Shameful."
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/datum/status_effect/high_five/handshake
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id = "handshake"
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critical_success = "give each other an EPIC handshake!"
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success = "give each other a handshake!"
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request = "requests a handshake!"
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sound_effect = "sound/weapons/thudswoosh.ogg"
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/datum/status_effect/high_five/handshake/get_missed_message()
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var/list/missed_messages = list(
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"drops [owner.p_their()] hand, shamefully.",
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"grabs [owner.p_their()] outstretched hand with [owner.p_their()] other hand and gives [owner.p_themselves()] a handshake.",
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"balls [owner.p_their()] hand into a fist, slowly bringing it back in."
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)
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return pick(missed_messages)
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/datum/status_effect/charging
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id = "charging"
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