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Paradise/code/modules/martial_arts/martial.dm
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warriorstar-orion 56f4960ed4 refactor action buttons (#29416)
* refactor action buttons

* fix cult spell charge overlay

* lewc review

* update for a/mhelp buttons and xenobio organs

* update for minebot

* properly create button each time

* directly add/remove unavail overlay for reasons

* lewc review
2025-07-28 19:13:28 +00:00

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#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 class='warning'>[A] has attempted to [atk_verb] [D]!</span>")
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 class='danger'>[A] has [atk_verb]ed [D]!</span>", \
"<span class='userdanger'>[A] has [atk_verb]ed [D]!</span>")
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 class='danger'>[A] has weakened [D]!!</span>", \
"<span class='userdanger'>[A] has weakened [D]!</span>")
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 class='warning'>You shouldn't have access to this verb. Report this as a bug to the github please.</span>")
return
if(isanimal(H))
to_chat(usr, "<span class='notice'>Your beastial form isn't compatible with any martial arts you know.</span>")
return
if(issilicon(H))
to_chat(usr, "<span class='notice'>Your malformed steel body can barely perform basic tasks, let alone complex martial arts.</span>")
return
if(isalien(H))
to_chat(usr, "<span class='notice'>The hivemind's fighting style has been blessed upon you, you have no need for this useless style.</span>")
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 class='warning'>You can't parry right now.</span>")
return
if(H.incapacitated())
to_chat(H, "<span class='warning'>You can't defend yourself while you're incapacitated.</span>")
return
var/obj/item/slapper/parry/slap = new(H)
if(H.put_in_hands(slap))
H.visible_message("<span class='danger'>[H] assumes a defensive stance!</span>", "<b><i>You drop back into a defensive stance.</i></b>")
else
to_chat(H, "<span class='warning'>Your hands are full.</span>")
/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 class='warning'>In spite of the grandiosity of the belt, you don't feel like getting into any fights.</span>")
return
style.teach(H, TRUE)
to_chat(user, "<span class='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.</span>")
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 class='sciradio'>You no longer have an urge to flex your muscles.</span>")
/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 class='boldannounceic'>You have learned the ancient martial art of Plasma Fist.</span>")
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
var/datum/martial_art/the_sleeping_carp/theSleepingCarp = new(null)
theSleepingCarp.teach(user)
user.drop_item()
visible_message("<span class='warning'>[src] lights up in fire and quickly burns to ash.</span>")
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 class='warning'>We try multiple times, but we simply cannot grasp the basics of CQC!</span>")
return
else if(user.mind.has_antag_datum(/datum/antagonist/vampire)) //Vampires
to_chat(user, "<span class='warning'>Your blood lust distracts you from the basics of CQC!</span>")
return
else if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='warning'>The mere thought of combat, let alone CQC, makes your head spin!</span>")
return
to_chat(user, "<span class='boldannounceic'>You remember the basics of CQC.</span>")
var/datum/martial_art/cqc/CQC = new(null)
CQC.teach(user)
user.drop_item()
visible_message("<span class='warning'>[src] beeps ominously, and a moment later it bursts up in flames.</span>")
new /obj/effect/decal/cleanable/ash(get_turf(src))
qdel(src)
/obj/item/bostaff
name = "bo staff"
desc = "A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts. Can be wielded to both kill and incapacitate."
icon = 'icons/obj/weapons/melee.dmi'
icon_state = "bostaff0"
base_icon_state = "bostaff"
lefthand_file = 'icons/mob/inhands/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/staves_righthand.dmi'
force = 10
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
throwforce = 20
attack_verb = list("smashed", "slammed", "whacked", "thwacked")
/obj/item/bostaff/Initialize(mapload)
. = ..()
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = ALL_ATTACK_TYPES)
AddComponent(/datum/component/two_handed, force_wielded = 24, force_unwielded = force, icon_wielded = "[base_icon_state]1")
/obj/item/bostaff/update_icon_state()
icon_state = "[base_icon_state]0"
/obj/item/bostaff/attack__legacy__attackchain(mob/target, mob/living/user)
add_fingerprint(user)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
to_chat(user, "<span class ='warning'>You club yourself over the head with [src].</span>")
user.Weaken(6 SECONDS)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, "head")
else
user.take_organ_damage(2*force)
return
if(isrobot(target))
return ..()
if(!isliving(target))
return ..()
var/mob/living/carbon/C = target
if(C.stat)
to_chat(user, "<span class='warning'>It would be dishonorable to attack a foe while [C.p_they()] cannot retaliate.</span>")
return
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='warning'>You feel violence is not the answer.</span>")
return
switch(user.a_intent)
if(INTENT_DISARM)
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return ..()
if(!ishuman(target))
return ..()
var/mob/living/carbon/human/H = target
var/list/fluffmessages = list("[user] clubs [H] with [src]!", \
"[user] smacks [H] with the butt of [src]!", \
"[user] broadsides [H] with [src]!", \
"[user] smashes [H]'s head with [src]!", \
"[user] beats [H] with front of [src]!", \
"[user] twirls and slams [H] with [src]!")
H.visible_message("<span class='warning'>[pick(fluffmessages)]</span>", \
"<span class='userdanger'>[pick(fluffmessages)]</span>")
playsound(get_turf(user), 'sound/effects/woodhit.ogg', 75, TRUE, -1)
H.apply_damage(rand(13,20), STAMINA)
if(prob(10))
H.visible_message("<span class='warning'>[H] collapses!</span>", \
"<span class='userdanger'>Your legs give out!</span>")
H.Weaken(8 SECONDS)
if(H.getStaminaLoss() && !H.IsSleeping())
var/total_health = (H.health - H.getStaminaLoss())
if(total_health <= HEALTH_THRESHOLD_CRIT && !H.stat)
H.visible_message("<span class='warning'>[user] delivers a heavy hit to [H]'s head, knocking [H.p_them()] out cold!</span>", \
"<span class='userdanger'>[user] knocks you unconscious!</span>")
H.SetSleeping(60 SECONDS)
H.adjustBrainLoss(25)
return
else
return ..()
/obj/item/bostaff/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(HAS_TRAIT(src, TRAIT_WIELDED))
return ..()
return FALSE
/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