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6a83c1ad67 Migrate two-handed weapons to the new attack chain. (#32313)
* Migrate two-handed weapons to the new attack chain.

* Apply suggestions from CRUNCH review.

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

* Separate two-handed weapons into several files in their own folder.

* Formatting tweaks.

* Apply suggestions from CRUNCH review.

* Include paradise.dme.

* Migrate a bit more, clean up a bit more.

* Apply suggestions from CRUNCH review.

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

* Apply suggestions from CRUNCH review

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

* Hopefully resolve CRLF error.

* Define some variables.

* Apply suggestions from CRUNCH review.

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

* Apply suggestions from CRUNCH review.

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

* Apply suggestions from CRUNCH review

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

* Fix supermatter halberd dusting condition, spelling errors.

* Apply suggestion from CRUNCH review.

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

* GITHUB NO. PUT THAT BACK.

* Fix pyro claws door force.

* Restore the coveted trailing newline.

* Apply suggestion from CRUNCH review.

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

* Migrate bo staff to the two handed folder and new attack chain.

* Apply suggestions from CRUNCH review.

Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
Signed-off-by: Alan <alfalfascout@users.noreply.github.com>

---------

Signed-off-by: Alan <alfalfascout@users.noreply.github.com>
Co-authored-by: CRUNCH <143041327+CRUNCH-Borg@users.noreply.github.com>
2026-08-12 23:23:39 +00:00

406 lines
14 KiB
Plaintext

#define HAS_COMBOS LAZYLEN(combos)
#define COMBO_ALIVE_TIME 5 SECONDS // How long the combo stays alive when no new attack is done
/datum/martial_art
var/name = "Martial Art"
var/streak = ""
var/temporary = FALSE
var/owner_UID
/// The permanent style.
var/datum/martial_art/base = null
/// Chance to deflect projectiles while on throw mode.
var/deflection_chance = 0
/// Can it reflect projectiles in a random direction?
var/reroute_deflection = FALSE
var/help_verb = null
/// Set to TRUE to prevent users of this style from using guns (sleeping carp, highlander). They can still pick them up, but not fire them.
var/no_guns = FALSE
/// Message to tell the style user if they try and use a gun while no_guns = TRUE (DISHONORABRU!)
var/no_guns_message = ""
/// If the martial art has it's own explaination verb.
var/has_explaination_verb = FALSE
/// What combos can the user do? List of combo types.
var/list/combos = list()
/// What combos are currently (possibly) being performed.
var/list/datum/martial_art/current_combos = list()
/// Stores the timer_id for the combo timeout timer
var/combo_timer
/// If the user is preparing a martial arts stance.
var/in_stance = FALSE
/// If the martial art allows parrying.
var/can_parry = FALSE
/// Set to TRUE to prevent users of this style from using stun batons (and stunprods)
var/no_baton = FALSE
/// The priority of which martial art is picked from all the ones someone knows, the higher the number, the higher the priority.
var/weight = 0
/// Message displayed when someone uses a baton when its forbidden by a martial art
var/no_baton_reason = "Your martial arts training prevents you from wielding batons."
/// Whether or not you can grab someone while horizontal with this Martial Art
var/can_horizontally_grab = TRUE
/datum/martial_art/New()
. = ..()
reset_combos()
/datum/martial_art/proc/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
return act(MARTIAL_COMBO_STEP_DISARM, A, D)
/datum/martial_art/proc/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
return act(MARTIAL_COMBO_STEP_HARM, A, D)
/datum/martial_art/proc/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
return act(MARTIAL_COMBO_STEP_GRAB, A, D)
/datum/martial_art/proc/help_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
return act(MARTIAL_COMBO_STEP_HELP, A, D)
/datum/martial_art/proc/can_use(mob/living/carbon/human/H)
return !HAS_TRAIT(H, TRAIT_PACIFISM)
/datum/martial_art/proc/act(step, mob/living/carbon/human/user, mob/living/carbon/human/target, could_start_new_combo = TRUE)
if(!can_use(user))
return MARTIAL_ARTS_CANNOT_USE
if(combo_timer)
deltimer(combo_timer)
combo_timer = addtimer(CALLBACK(src, PROC_REF(reset_combos)), COMBO_ALIVE_TIME, TIMER_UNIQUE | TIMER_STOPPABLE)
if(HAS_COMBOS)
streak += intent_to_streak(step)
var/mob/living/carbon/human/owner = locateUID(owner_UID)
if(istype(owner) && !QDELETED(owner))
if(owner.hud_used)
owner.hud_used.combo_display.update_icon(ALL, streak)
return check_combos(step, user, target, could_start_new_combo)
return FALSE
/datum/martial_art/proc/reset_combos(mob/living/carbon/human/H)
current_combos.Cut()
streak = ""
var/mob/living/carbon/human/owner
if(H)
owner = H
else
owner = locateUID(owner_UID)
if(istype(owner) && !QDELETED(owner))
owner.hud_used.combo_display.update_icon(ALL, streak)
for(var/combo_type in combos)
current_combos.Add(new combo_type())
/datum/martial_art/proc/check_combos(step, mob/living/carbon/human/user, mob/living/carbon/human/target, could_start_new_combo = TRUE)
. = FALSE
for(var/thing in current_combos)
var/datum/martial_combo/MC = thing
if(!MC.check_combo(step, target))
current_combos -= MC // It failed so remove it
else
switch(MC.progress_combo(user, target, src))
if(MARTIAL_COMBO_FAIL)
current_combos -= MC
if(MARTIAL_COMBO_DONE_NO_CLEAR)
. = MARTIAL_ARTS_ACT_SUCCESS
current_combos -= MC
if(MARTIAL_COMBO_DONE)
reset_combos()
return MARTIAL_ARTS_ACT_SUCCESS
if(MARTIAL_COMBO_DONE_BASIC_HIT)
basic_hit(user, target)
reset_combos()
return MARTIAL_ARTS_ACT_SUCCESS
if(MARTIAL_COMBO_DONE_CLEAR_COMBOS)
combos.Cut()
reset_combos()
return MARTIAL_ARTS_ACT_SUCCESS
if(!LAZYLEN(current_combos))
reset_combos()
if(HAS_COMBOS && could_start_new_combo)
act(step, user, target, could_start_new_combo = FALSE)
/datum/martial_art/proc/basic_hit(mob/living/carbon/human/A, mob/living/carbon/human/D)
var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh)
var/datum/unarmed_attack/attack = A.get_unarmed_attack()
var/atk_verb = "[pick(attack.attack_verb)]"
if(IS_HORIZONTAL(D))
atk_verb = "kick"
switch(atk_verb)
if("kick")
A.do_attack_animation(D, ATTACK_EFFECT_KICK)
else
A.do_attack_animation(D, attack.animation_type)
if(!damage)
playsound(D.loc, attack.miss_sound, 25, TRUE, -1)
D.visible_message(SPAN_WARNING("[A] has attempted to [atk_verb] [D]!"))
return FALSE
var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_selected))
var/armor_block = D.run_armor_check(affecting, MELEE)
playsound(D.loc, attack.attack_sound, 25, TRUE, -1)
D.visible_message(SPAN_DANGER("[A] has [atk_verb]ed [D]!"), \
SPAN_USERDANGER("[A] has [atk_verb]ed [D]!"))
D.apply_damage(damage, BRUTE, affecting, armor_block)
add_attack_logs(A, D, "Melee attacked with martial-art [src]", (damage > 0) ? null : ATKLOG_ALL)
if((D.stat != DEAD) && damage >= A.dna.species.punchstunthreshold)
D.visible_message(SPAN_DANGER("[A] has weakened [D]!!"), \
SPAN_USERDANGER("[A] has weakened [D]!"))
D.apply_effect(8 SECONDS, WEAKEN, armor_block)
return TRUE
/datum/martial_art/proc/teach(mob/living/carbon/human/H, make_temporary = FALSE)
if(!H.mind)
return
for(var/datum/martial_art/MA in H.mind.known_martial_arts)
if(istype(MA, src))
return
if(has_explaination_verb)
add_verb(H, /mob/living/carbon/human/proc/martial_arts_help)
temporary = make_temporary
owner_UID = H.UID()
H.mind.known_martial_arts.Add(src)
H.mind.martial_art = get_highest_weight(H)
/datum/martial_art/proc/remove(mob/living/carbon/human/H)
var/datum/martial_art/MA = src
if(!H.mind)
return
if(H.hud_used)
reset_combos()
deltimer(combo_timer)
H.mind.known_martial_arts.Remove(MA)
H.mind.martial_art = get_highest_weight(H)
remove_verb(H, /mob/living/carbon/human/proc/martial_arts_help)
/// Returns the martial art with the highest weight from all the ones someone knows.
/datum/martial_art/proc/get_highest_weight(mob/living/carbon/human/H)
var/datum/martial_art/highest_weight = null
for(var/datum/martial_art/MA in H.mind.known_martial_arts)
if(!highest_weight || MA.weight > highest_weight.weight)
highest_weight = MA
return highest_weight
/mob/living/carbon/human/proc/martial_arts_help()
set name = "Show Info"
set desc = "Gives information about the martial arts you know."
set category = "Martial Arts"
var/mob/living/carbon/human/H = usr
if(istype(H))
H.mind.martial_art.give_explaination(H)
return
if(isobserver(H) || iscameramob(H))
to_chat(usr, SPAN_WARNING("You shouldn't have access to this verb. Report this as a bug to the github please."))
return
if(isanimal(H))
to_chat(usr, SPAN_NOTICE("Your beastial form isn't compatible with any martial arts you know."))
return
if(issilicon(H))
to_chat(usr, SPAN_NOTICE("Your malformed steel body can barely perform basic tasks, let alone complex martial arts."))
return
if(isalien(H))
to_chat(usr, SPAN_NOTICE("The hivemind's fighting style has been blessed upon you, you have no need for this useless style."))
return
/datum/martial_art/proc/give_explaination(user = usr)
explaination_header(user)
explaination_combos(user)
explaination_footer(user)
// Put after the header and before the footer in the explaination text
/datum/martial_art/proc/explaination_combos(user)
if(HAS_COMBOS)
for(var/combo_type in combos)
var/datum/martial_combo/MC = new combo_type()
MC.give_explaination(user)
// Put on top of the explaination text
/datum/martial_art/proc/explaination_header(user)
return
// Put below the combos in the explaination text
/datum/martial_art/proc/explaination_footer(user)
return
/datum/martial_art/proc/try_deflect(mob/user)
return prob(deflection_chance)
/datum/martial_art/proc/intent_to_streak(intent)
switch(intent)
if(MARTIAL_COMBO_STEP_HARM)
return "E" // these hands are rated E for everyone
if(MARTIAL_COMBO_STEP_DISARM)
return "D"
if(MARTIAL_COMBO_STEP_GRAB)
return "G"
if(MARTIAL_COMBO_STEP_HELP)
return "H"
/datum/action/defensive_stance
name = "Defensive Stance - Ready yourself to be attacked, allowing you to parry incoming melee hits."
button_icon_state = "block"
/datum/action/defensive_stance/Trigger(left_click)
var/mob/living/carbon/human/H = owner
var/datum/martial_art/MA = H.mind.martial_art //This should never be available to non-martial-arts users anyway
if(!MA.can_parry)
to_chat(H, SPAN_WARNING("You can't parry right now."))
return
if(H.incapacitated())
to_chat(H, SPAN_WARNING("You can't defend yourself while you're incapacitated."))
return
var/obj/item/slapper/parry/slap = new(H)
if(H.put_in_hands(slap))
H.visible_message(SPAN_DANGER("[H] assumes a defensive stance!"), "<b><i>You drop back into a defensive stance.</i></b>")
else
to_chat(H, SPAN_WARNING("Your hands are full."))
/obj/item/storage/belt/champion/wrestling
name = "Wrestling Belt"
layer_over_suit = TRUE
var/datum/martial_art/wrestling/style
/obj/item/storage/belt/champion/wrestling/Initialize(mapload)
. = ..()
style = new()
/obj/item/storage/belt/champion/wrestling/equipped(mob/user, slot)
if(!ishuman(user))
return
if(slot == ITEM_SLOT_BELT)
var/mob/living/carbon/human/H = user
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, SPAN_WARNING("In spite of the grandiosity of the belt, you don't feel like getting into any fights."))
return
style.teach(H, TRUE)
to_chat(user, SPAN_SCIRADIO("You have an urge to flex your muscles and get into a fight. You have the knowledge of a thousand wrestlers before you. You can remember more by using the verb in the martial arts tab."))
return
/obj/item/storage/belt/champion/wrestling/dropped(mob/user)
..()
if(!ishuman(user))
return
var/mob/living/carbon/human/H = user
if(H.get_item_by_slot(ITEM_SLOT_BELT) == src)
style.remove(H)
to_chat(user, SPAN_SCIRADIO("You no longer have an urge to flex your muscles."))
/obj/item/plasma_fist_scroll
name = "frayed scroll"
desc = "An aged and frayed scrap of paper written in shifting runes. There are hand-drawn illustrations of pugilism."
icon = 'icons/obj/wizard.dmi'
icon_state ="scroll2"
var/used = FALSE
/obj/item/plasma_fist_scroll/attack_self__legacy__attackchain(mob/user as mob)
if(!ishuman(user))
return
if(!used)
var/mob/living/carbon/human/H = user
var/datum/martial_art/plasma_fist/F = new/datum/martial_art/plasma_fist(null)
F.teach(H)
to_chat(H, SPAN_BOLDANNOUNCEIC("You have learned the ancient martial art of Plasma Fist."))
used = TRUE
desc = "It's completely blank."
name = "empty scroll"
icon_state = "blankscroll"
/obj/item/sleeping_carp_scroll
name = "mysterious scroll"
desc = "A scroll filled with strange markings. It seems to be drawings of some sort of martial art."
icon = 'icons/obj/wizard.dmi'
icon_state = "scroll2"
/obj/item/sleeping_carp_scroll/attack_self__legacy__attackchain(mob/living/carbon/human/user as mob)
if(!istype(user) || !user)
return
if(user.mind) //Prevents changelings and vampires from being able to learn it
if(IS_CHANGELING(user) || IS_MINDFLAYER(user))
to_chat(user, "<span class ='warning'>We try multiple times, but we are not able to comprehend the contents of the scroll!</span>")
return
else if(user.mind.has_antag_datum(/datum/antagonist/vampire)) //Vampires
to_chat(user, "<span class ='warning'>Your blood lust distracts you too much to be able to concentrate on the contents of the scroll!</span>")
return
else if(IS_HERETIC(user))
to_chat(user, SPAN_HIEROPHANT_WARNING("You and everyone else are already dreaming. You need to wake up, not sleep more..."))
return
var/datum/martial_art/the_sleeping_carp/theSleepingCarp = new(null)
theSleepingCarp.teach(user)
user.drop_item()
visible_message(SPAN_WARNING("[src] lights up in fire and quickly burns to ash."))
new /obj/effect/decal/cleanable/ash(get_turf(src))
qdel(src)
/obj/item/cqc_manual
name = "old manual"
desc = "A small, black manual. There are drawn instructions of tactical hand-to-hand combat."
icon = 'icons/obj/library.dmi'
icon_state = "cqcmanual"
/obj/item/cqc_manual/attack_self__legacy__attackchain(mob/living/carbon/human/user)
if(!istype(user) || !user)
return
if(user.mind) //Prevents changelings and vampires from being able to learn it
if(IS_CHANGELING(user) || IS_MINDFLAYER(user))
to_chat(user, SPAN_WARNING("We try multiple times, but we simply cannot grasp the basics of CQC!"))
return
else if(user.mind.has_antag_datum(/datum/antagonist/vampire)) //Vampires
to_chat(user, SPAN_WARNING("Your blood lust distracts you from the basics of CQC!"))
return
else if(IS_HERETIC(user))
to_chat(user, SPAN_HIEROPHANT_WARNING("The mansus remembers the basics of CQC. You do not need to."))
return
else if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, SPAN_WARNING("The mere thought of combat, let alone CQC, makes your head spin!"))
return
to_chat(user, SPAN_BOLDANNOUNCEIC("You remember the basics of CQC."))
var/datum/martial_art/cqc/CQC = new(null)
CQC.teach(user)
user.drop_item()
visible_message(SPAN_WARNING("[src] beeps ominously, and a moment later it bursts up in flames."))
new /obj/effect/decal/cleanable/ash(get_turf(src))
qdel(src)
/atom/movable/screen/combo
icon_state = ""
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
screen_loc = UI_COMBO
layer = ABOVE_HUD_LAYER
var/streak
/atom/movable/screen/combo/proc/clear_streak()
cut_overlays()
streak = ""
icon_state = ""
/atom/movable/screen/combo/update_icon(updates, _streak)
streak = _streak
return ..()
/atom/movable/screen/combo/update_overlays()
. = list()
for(var/i in 1 to length(streak))
var/intent_text = copytext(streak, i, i + 1)
var/image/intent_icon = image(icon, src, "combo_[intent_text]")
intent_icon.pixel_x = 16 * (i - 1) - 8 * length(streak)
. += intent_icon
/atom/movable/screen/combo/update_icon_state()
icon_state = ""
if(!streak)
return
icon_state = "combo"
#undef HAS_COMBOS
#undef COMBO_ALIVE_TIME