Adds a new rock-paper-scissors emote (#25300)

* adds rock paper scissors mechanics

* better icon

* Cleans up the last bit of the implementation

* use barber scissors instead

* minor cleanups

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>

* Update code/datums/status_effects/neutral.dm

Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com>
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>

---------

Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com>
This commit is contained in:
Luc
2024-05-17 12:58:30 +00:00
committed by GitHub
co-authored by Henri215 1080pCat
parent ecabb8f7e6
commit fefb4401c0
6 changed files with 186 additions and 19 deletions
+109 -7
View File
@@ -69,6 +69,20 @@
user.remove_status_effect(type)
highfived.remove_status_effect(type)
/datum/status_effect/high_five/proc/wiz_effect(mob/living/carbon/user, mob/living/carbon/highfived)
user.status_flags |= GODMODE
highfived.status_flags |= GODMODE
explosion(get_turf(user), 5, 2, 1, 3, cause = id)
// explosions have a spawn so this makes sure that we don't get gibbed
addtimer(CALLBACK(src, PROC_REF(wiz_cleanup), user, highfived), 0.3 SECONDS) // I want to be sure this lasts long enough, with lag.
add_attack_logs(user, highfived, "caused a wizard [id] explosion")
/datum/status_effect/high_five/proc/post_start()
return
/datum/status_effect/high_five/proc/regular_effect(mob/living/carbon/user, mob/living/carbon/highfived)
user.visible_message("<span class='notice'><b>[user.name]</b> and <b>[highfived.name]</b> [success]</span>")
/datum/status_effect/high_five/on_apply()
if(!iscarbon(owner))
return FALSE
@@ -82,25 +96,23 @@
continue
if(is_wiz && iswizard(C))
user.visible_message("<span class='biggerdanger'><b>[user.name]</b> and <b>[C.name]</b> [critical_success]</span>")
user.status_flags |= GODMODE
C.status_flags |= GODMODE
explosion(get_turf(user), 5, 2, 1, 3, cause = id)
// explosions have a spawn so this makes sure that we don't get gibbed
addtimer(CALLBACK(src, PROC_REF(wiz_cleanup), user, C), 0.3 SECONDS) //I want to be sure this lasts long enough, with lag.
add_attack_logs(user, C, "caused a wizard [id] explosion")
wiz_effect(user, C)
both_wiz = TRUE
user.do_attack_animation(C, no_effect = TRUE)
C.do_attack_animation(user, no_effect = TRUE)
playsound(user, sound_effect, 80)
if(!both_wiz)
user.visible_message("<span class='notice'><b>[user.name]</b> and <b>[C.name]</b> [success]</span>")
regular_effect(user, C)
user.remove_status_effect(type)
C.remove_status_effect(type)
return FALSE
// We can return to break out of the loop here so we don't auto-remove (which causes the timer on the wizard highfive to break)
// This is safe because we only pass the continue if we don't have the status effect
return TRUE // DO NOT AUTOREMOVE
owner.custom_emote(EMOTE_VISIBLE, request)
owner.create_point_bubble_from_path(item_path, FALSE)
post_start()
/datum/status_effect/high_five/on_timeout()
owner.visible_message("[owner] [get_missed_message()]")
@@ -144,6 +156,96 @@
return pick(missed_messages)
/datum/status_effect/high_five/rps
id = "rps"
critical_success = "both play rock -- THEY'RE GOING IN FOR THE FISTBUMP!"
success = "play rock-paper-scissors!"
sound_effect = 'sound/effects/glassknock.ogg'
request = "wants to play rock-paper-scissors!"
item_path = /obj/item/claymore // it's time to d-d-d-d-d-d-d-duel!
/// The move that you'll be making.
var/move
/datum/status_effect/high_five/rps/get_missed_message()
var/list/missed_messages = list(
"just seems to be practicing against [owner.p_themselves()]. [owner.p_are(TRUE)] [owner.p_they()] losing?",
"seems more interested in a thumb war."
)
return pick(missed_messages)
/datum/status_effect/high_five/rps/proc/get_move_status(my_move, their_move)
if(my_move == their_move)
return RPS_EMOTE_TIE
switch(my_move)
if(RPS_EMOTE_ROCK)
return their_move == RPS_EMOTE_SCISSORS ? RPS_EMOTE_WE_WIN : RPS_EMOTE_THEY_WIN
if(RPS_EMOTE_PAPER)
return their_move == RPS_EMOTE_ROCK ? RPS_EMOTE_WE_WIN : RPS_EMOTE_THEY_WIN
if(RPS_EMOTE_SCISSORS)
return their_move == RPS_EMOTE_PAPER ? RPS_EMOTE_WE_WIN : RPS_EMOTE_THEY_WIN
else
CRASH("Unknown emote rock type")
/datum/status_effect/high_five/rps/post_start()
playsound(owner, 'sound/effects/glassknock.ogg', 50, FALSE)
/datum/status_effect/high_five/rps/regular_effect(mob/living/carbon/user, mob/living/carbon/highfived)
var/datum/status_effect/high_five/rps/their_status_effect = highfived.has_status_effect(type)
var/outcome = get_move_status(move, their_status_effect.move)
var/outcome_msg
switch(outcome)
if(RPS_EMOTE_TIE)
outcome_msg = "It's a tie!"
if(RPS_EMOTE_WE_WIN)
outcome_msg = "[user] wins!"
if(RPS_EMOTE_THEY_WIN)
outcome_msg = "[highfived] wins!"
user.visible_message(
"<span class='notice'>[user] plays <b>[move]</b>, and [highfived] plays <b>[their_status_effect.move]</b>.</span>",
"<span class='notice'>[highfived] plays <b>[their_status_effect.move]</b>.</span>",
"<span class='notice'>It sounds like rock-paper-scissors.</span>"
)
user.visible_message(
"<span class='warning'>[outcome_msg]</span>",
blind_message = "<span class='notice'>It sounds like [pick(user, highfived)] won!</span>" // you're blind how are you supposed to know
)
/datum/status_effect/high_five/rps/on_creation(mob/living/new_owner, made_move)
if(made_move)
if(!(made_move in list(RPS_EMOTE_ROCK, RPS_EMOTE_PAPER, RPS_EMOTE_SCISSORS)))
stack_trace("RPS emote was given an invalid move type on creation.")
else
move = made_move
return ..()
/datum/status_effect/high_five/rps/on_apply()
if(!isnull(move))
to_chat(owner, "<span class='notice'>You prepare to play <b>[move]</b>.</span>")
return ..() // we already have the move, probably from the emote passing it in
move = get_rock_paper_scissors_move(owner)
if(move == null)
return FALSE // make it auto-remove itself
to_chat(owner, "<span class='notice'>You prepare to play <b>[move]</b>.</span>")
return ..()
/proc/get_rock_paper_scissors_move(mob/living/carbon/user)
var/list/move_icons = list(
RPS_EMOTE_SCISSORS = image(icon = 'icons/obj/items.dmi', icon_state = "bscissor"),
RPS_EMOTE_PAPER = image(icon = 'icons/obj/bureaucracy.dmi', icon_state = "paper"),
RPS_EMOTE_ROCK = image(icon = 'icons/obj/toy.dmi', icon_state = "pet_rock")
)
return show_radial_menu(user, user, move_icons)
/// A status effect that can have a certain amount of "bonus" duration added, which extends the duration every tick,
/// although there is a maximum amount of bonus time that can be active at any given time.
/datum/status_effect/limited_bonus