Merge pull request #9004 from Trilbyspaceclone/Crafting
Ports "Adds helpers for finding martial arts types #42045" as well as "Adds simple framework for learnable crafting recipes #43296"
This commit is contained in:
@@ -0,0 +1,10 @@
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//Martial arts defines
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#define MARTIALART_BOXING "boxing"
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#define MARTIALART_WRESTLING "wrestling"
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#define MARTIALART_SLEEPINGCARP "sleeping carp"
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#define MARTIALART_PSYCHOBRAWL "psychotic brawling"
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#define MARTIALART_MUSHPUNCH "mushroom punch"
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#define MARTIALART_KRAVMAGA "krav maga"
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#define MARTIALART_CQC "CQC"
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#define MARTIALART_PLASMAFIST "plasma fist"
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@@ -2,6 +2,7 @@
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var/name = "Martial Art"
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var/streak = ""
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var/max_streak_length = 6
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var/id = "" //ID, used by mind/has_martialartcode\game\objects\items\granters.dm:345:error: user.mind.has_martialart: undefined proccode\game\objects\items\granters.dm:345:error: user.mind.has_martialart: undefined proccode\game\objects\items\granters.dm:345:error: user.mind.has_martialart: undefined proccode\game\objects\items\granters.dm:345:error: user.mind.has_martialart: undefined proccode\game\objects\items\granters.dm:345:error: user.mind.has_martialart: undefined proc
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var/current_target
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var/datum/martial_art/base // The permanent style. This will be null unless the martial art is temporary
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var/deflection_chance = 0 //Chance to deflect projectiles
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@@ -1,5 +1,6 @@
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/datum/martial_art/boxing
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name = "Boxing"
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id = MARTIALART_BOXING
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/datum/martial_art/boxing/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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to_chat(A, "<span class='warning'>Can't disarm while boxing!</span>")
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@@ -6,6 +6,7 @@
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/datum/martial_art/cqc
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name = "CQC"
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id = MARTIALART_CQC
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help_verb = /mob/living/carbon/human/proc/CQC_help
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block_chance = 75
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var/just_a_cook = FALSE
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@@ -1,5 +1,6 @@
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/datum/martial_art/krav_maga
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name = "Krav Maga"
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id = MARTIALART_KRAVMAGA
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var/datum/action/neck_chop/neckchop = new/datum/action/neck_chop()
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var/datum/action/leg_sweep/legsweep = new/datum/action/leg_sweep()
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var/datum/action/lung_punch/lungpunch = new/datum/action/lung_punch()
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@@ -1,5 +1,6 @@
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/datum/martial_art/mushpunch
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name = "Mushroom Punch"
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id = MARTIALART_MUSHPUNCH
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/datum/martial_art/mushpunch/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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var/atk_verb
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@@ -4,6 +4,7 @@
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/datum/martial_art/plasma_fist
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name = "Plasma Fist"
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id = MARTIALART_PLASMAFIST
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help_verb = /mob/living/carbon/human/proc/plasma_fist_help
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@@ -1,5 +1,6 @@
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/datum/martial_art/psychotic_brawling
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name = "Psychotic Brawling"
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id = MARTIALART_PSYCHOBRAWL
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/datum/martial_art/psychotic_brawling/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
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return psycho_attack(A,D)
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@@ -6,6 +6,7 @@
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/datum/martial_art/the_sleeping_carp
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name = "The Sleeping Carp"
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id = MARTIALART_SLEEPINGCARP
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deflection_chance = 100
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reroute_deflection = TRUE
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no_guns = TRUE
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@@ -10,6 +10,7 @@
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/datum/martial_art/wrestling
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name = "Wrestling"
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id = MARTIALART_WRESTLING
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var/datum/action/slam/slam = new/datum/action/slam()
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var/datum/action/throw_wrassle/throw_wrassle = new/datum/action/throw_wrassle()
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var/datum/action/kick/kick = new/datum/action/kick()
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@@ -64,6 +64,8 @@
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var/force_escaped = FALSE // Set by Into The Sunset command of the shuttle manipulator
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var/list/learned_recipes //List of learned recipe TYPES.
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/datum/mind/New(var/key)
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src.key = key
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soulOwner = src
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@@ -779,6 +781,11 @@
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mind_initialize() //updates the mind (or creates and initializes one if one doesn't exist)
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mind.active = 1 //indicates that the mind is currently synced with a client
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/datum/mind/proc/has_martialart(var/string)
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if(martial_art && martial_art.id == string)
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return martial_art
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return FALSE
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/mob/dead/new_player/sync_mind()
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return
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@@ -1,4 +1,3 @@
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///books that teach things (intrinsic actions like bar flinging, spells like fireball or smoke, or martial arts)///
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/obj/item/book/granter
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@@ -13,19 +12,50 @@
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/obj/item/book/granter/proc/turn_page(mob/user)
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playsound(user, pick('sound/effects/pageturn1.ogg','sound/effects/pageturn2.ogg','sound/effects/pageturn3.ogg'), 30, 1)
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if(do_after(user,50, user))
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to_chat(user, "<span class='notice'>[pick(remarks)]</span>")
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if(remarks.len)
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to_chat(user, "<span class='notice'>[pick(remarks)]</span>")
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else
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to_chat(user, "<span class='notice'>You keep reading...</span>")
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return TRUE
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return FALSE
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/obj/item/book/granter/proc/recoil(mob/user) //nothing so some books can just return
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/obj/item/book/granter/proc/already_known(mob/user)
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return FALSE
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/obj/item/book/granter/proc/on_reading_start(mob/user)
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to_chat(user, "<span class='notice'>You start reading [name]...</span>")
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/obj/item/book/granter/proc/on_reading_stopped(mob/user)
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to_chat(user, "<span class='notice'>You stop reading...</span>")
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/obj/item/book/granter/proc/on_reading_finished(mob/user)
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to_chat(user, "<span class='notice'>You finish reading [name]!</span>")
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/obj/item/book/granter/proc/onlearned(mob/user)
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used = TRUE
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/obj/item/book/granter/attack_self(mob/user)
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if(reading == TRUE)
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if(reading)
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to_chat(user, "<span class='warning'>You're already reading this!</span>")
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return FALSE
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if(already_known(user))
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return FALSE
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if(used && oneuse)
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recoil(user)
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else
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on_reading_start(user)
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reading = TRUE
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for(var/i=1, i<=pages_to_mastery, i++)
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if(!turn_page(user))
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on_reading_stopped()
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reading = FALSE
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return
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if(do_after(user,50, user))
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on_reading_finished(user)
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reading = FALSE
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return TRUE
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///ACTION BUTTONS///
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@@ -34,33 +64,23 @@
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var/granted_action
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var/actionname = "catching bugs" //might not seem needed but this makes it so you can safely name action buttons toggle this or that without it fucking up the granter, also caps
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/obj/item/book/granter/action/attack_self(mob/user)
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. = ..()
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if(!.)
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return
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/obj/item/book/granter/action/already_known(mob/user)
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if(!granted_action)
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return
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var/datum/action/G = new granted_action
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return TRUE
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for(var/datum/action/A in user.actions)
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if(A.type == G.type)
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if(A.type == granted_action)
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to_chat(user, "<span class='notice'>You already know all about [actionname].</span>")
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qdel(G)
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return
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if(used == TRUE && oneuse == TRUE)
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recoil(user)
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else
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to_chat(user, "<span class='notice'>You start reading about [actionname]...</span>")
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reading = TRUE
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for(var/i=1, i<=pages_to_mastery, i++)
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if(!turn_page(user))
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to_chat(user, "<span class='notice'>You stop reading...</span>")
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reading = FALSE
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qdel(G)
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return
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if(do_after(user,50, user))
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to_chat(user, "<span class='notice'>You feel like you've got a good handle on [actionname]!</span>")
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G.Grant(user)
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reading = FALSE
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return TRUE
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return FALSE
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/obj/item/book/granter/action/on_reading_start(mob/user)
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to_chat(user, "<span class='notice'>You start reading about [actionname]...</span>")
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/obj/item/book/granter/action/on_reading_finished(mob/user)
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to_chat(user, "<span class='notice'>You feel like you've got a good handle on [actionname]!</span>")
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var/datum/action/G = new granted_action
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G.Grant(user)
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onlearned(user)
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/obj/item/book/granter/action/drink_fling
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granted_action = /datum/action/innate/drink_fling
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@@ -120,38 +140,28 @@
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var/spell
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var/spellname = "conjure bugs"
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/obj/item/book/granter/spell/attack_self(mob/user)
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. = ..()
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if(!.)
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return
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/obj/item/book/granter/spell/already_known(mob/user)
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if(!spell)
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return
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var/obj/effect/proc_holder/spell/S = new spell
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return TRUE
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for(var/obj/effect/proc_holder/spell/knownspell in user.mind.spell_list)
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if(knownspell.type == S.type)
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if(knownspell.type == spell)
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if(user.mind)
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if(iswizard(user))
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to_chat(user,"<span class='notice'>You're already far more versed in this spell than this flimsy howto book can provide.</span>")
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to_chat(user,"<span class='notice'>You're already far more versed in this spell than this flimsy how-to book can provide.</span>")
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else
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to_chat(user,"<span class='notice'>You've already read this one.</span>")
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return
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if(used == TRUE && oneuse == TRUE)
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recoil(user)
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else
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to_chat(user, "<span class='notice'>You start reading about casting [spellname]...</span>")
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reading = TRUE
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for(var/i=1, i<=pages_to_mastery, i++)
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if(!turn_page(user))
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to_chat(user, "<span class='notice'>You stop reading...</span>")
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reading = FALSE
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qdel(S)
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return
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if(do_after(user,50, user))
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to_chat(user, "<span class='notice'>You feel like you've experienced enough to cast [spellname]!</span>")
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user.mind.AddSpell(S)
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user.log_message("learned the spell [spellname] ([S])", LOG_ATTACK, color="orange")
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onlearned(user)
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reading = FALSE
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return TRUE
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return FALSE
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/obj/item/book/granter/spell/on_reading_start(mob/user)
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to_chat(user, "<span class='notice'>You start reading about casting [spellname]...</span>")
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/obj/item/book/granter/spell/on_reading_finished(mob/user)
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to_chat(user, "<span class='notice'>You feel like you've experienced enough to cast [spellname]!</span>")
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var/obj/effect/proc_holder/spell/S = new spell
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user.mind.AddSpell(S)
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user.log_message("learned the spell [spellname] ([S])", LOG_ATTACK, color="orange")
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onlearned(user)
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/obj/item/book/granter/spell/recoil(mob/user)
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user.visible_message("<span class='warning'>[src] glows in a black light!</span>")
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@@ -280,7 +290,8 @@
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if(ishuman(user))
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to_chat(user,"<font size='15' color='red'><b>HORSIE HAS RISEN</b></font>")
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var/obj/item/clothing/magichead = new /obj/item/clothing/mask/horsehead/cursed(user.drop_location())
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user.dropItemToGround(user.wear_mask, TRUE)
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if(!user.dropItemToGround(user.wear_mask))
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qdel(user.wear_mask)
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user.equip_to_slot_if_possible(magichead, SLOT_WEAR_MASK, TRUE, TRUE)
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qdel(src)
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else
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@@ -327,35 +338,24 @@
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var/martialname = "bug jitsu"
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var/greet = "You feel like you have mastered the art in breaking code. Nice work, jackass."
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/obj/item/book/granter/martial/attack_self(mob/user)
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. = ..()
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if(!.)
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return
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/obj/item/book/granter/martial/already_known(mob/user)
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if(!martial)
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return
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return TRUE
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var/datum/martial_art/MA = martial
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if(user.mind.has_martialart(initial(MA.id)))
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to_chat(user,"<span class='warning'>You already know [martialname]!</span>")
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return TRUE
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return FALSE
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/obj/item/book/granter/martial/on_reading_start(mob/user)
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to_chat(user, "<span class='notice'>You start reading about [martialname]...</span>")
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/obj/item/book/granter/martial/on_reading_finished(mob/user)
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to_chat(user, "[greet]")
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var/datum/martial_art/MA = new martial
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if(user.mind.martial_art)
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for(var/datum/martial_art/knownmartial in user.mind.martial_art)
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if(knownmartial.type == MA.type)
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to_chat(user,"<span class='warning'>You already know [martialname]!</span>")
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return
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if(used == TRUE && oneuse == TRUE)
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recoil(user)
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else
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to_chat(user, "<span class='notice'>You start reading about [martialname]...</span>")
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reading = TRUE
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for(var/i=1, i<=pages_to_mastery, i++)
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if(!turn_page(user))
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to_chat(user, "<span class='notice'>You stop reading...</span>")
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reading = FALSE
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qdel(MA)
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return
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if(do_after(user,50, user))
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to_chat(user, "[greet]")
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MA.teach(user)
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user.log_message("learned the martial art [martialname] ([MA])", LOG_ATTACK, color="orange")
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onlearned(user)
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reading = FALSE
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MA.teach(user)
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user.log_message("learned the martial art [martialname] ([MA])", LOG_ATTACK, color="orange")
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onlearned(user)
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/obj/item/book/granter/martial/cqc
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martial = /datum/martial_art/cqc
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@@ -416,3 +416,18 @@
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icon_state = "blankscroll"
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// I did not include mushpunch's grant, it is not a book and the item does it just fine.
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//Crafting Recipe books
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/obj/item/book/granter/crafting_recipe
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var/list/crafting_recipe_types = list()
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/obj/item/book/granter/crafting_recipe/on_reading_finished(mob/user)
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. = ..()
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if(!user.mind)
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return
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for(var/crafting_recipe_type in crafting_recipe_types)
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var/datum/crafting_recipe/R = crafting_recipe_type
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user.mind.teach_crafting_recipe(crafting_recipe_type)
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to_chat(user,"<span class='notice'>You learned how to make [initial(R.name)].</span>")
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@@ -21,7 +21,7 @@
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return
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if(!H.mind)
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return
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if(istype(H.mind.martial_art, /datum/martial_art/krav_maga))
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if(H.mind.has_martialart(MARTIALART_KRAVMAGA))
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style.remove(H)
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else
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style.teach(H,1)
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@@ -317,6 +317,8 @@
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var/list/cant_craft = list()
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for(var/rec in GLOB.crafting_recipes)
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var/datum/crafting_recipe/R = rec
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if(!R.always_availible && !(R.type in user?.mind?.learned_recipes)) //User doesn't actually know how to make this.
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continue
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if((R.category != cur_category) || (R.subcategory != cur_subcategory))
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continue
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if(check_contents(R, surroundings))
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@@ -431,3 +433,10 @@
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data["tool_text"] = tool_text
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return data
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//Mind helpers
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/datum/mind/proc/teach_crafting_recipe(R)
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if(!learned_recipes)
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learned_recipes = list()
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learned_recipes |= R
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@@ -9,6 +9,7 @@
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var/chem_catalysts[] = list() //like tools but for reagents
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var/category = CAT_NONE //where it shows up in the crafting UI
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var/subcategory = CAT_NONE
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var/always_availible = TRUE //Set to FALSE if it needs to be learned first.
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/datum/crafting_recipe/pin_removal
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name = "Pin Removal"
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@@ -62,6 +62,7 @@
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#include "code\__DEFINES\maths.dm"
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#include "code\__DEFINES\MC.dm"
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#include "code\__DEFINES\medal.dm"
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#include "code\__DEFINES\melee.dm"
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#include "code\__DEFINES\menu.dm"
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#include "code\__DEFINES\misc.dm"
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#include "code\__DEFINES\mobs.dm"
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