turns dog/cat petting into an element.
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@@ -519,6 +519,10 @@ GLOBAL_LIST_INIT(pda_reskins, list(PDA_SKIN_CLASSIC = 'icons/obj/pda.dmi', PDA_S
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#define VOMIT_TOXIC 1
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#define VOMIT_PURPLE 2
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//whether the emote is visible or audible.
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#define EMOTE_VISIBLE 1
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#define EMOTE_AUDIBLE 2
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// possible bitflag return values of intercept_zImpact(atom/movable/AM, levels = 1) calls
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#define FALL_INTERCEPTED (1<<0) //Stops the movable from falling further and crashing on the ground
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#define FALL_NO_MESSAGE (1<<1) //Used to suppress the "[A] falls through [old_turf]" messages where it'd make little sense at all, like going downstairs.
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@@ -0,0 +1,60 @@
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/datum/element/wuv //D'awwwww
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element_flags = ELEMENT_BESPOKE
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id_arg_index = 2
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//the for the me emote proc call when petted.
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var/pet_emote
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//whether the emote is visible or audible
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var/pet_type
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//same as above, except when harmed. "You are going into orbit, you stupid mutt!"
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var/punt_emote
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//same as pet_type
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var/punt_type
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//mood typepath for the moodlet signal when petted.
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var/pet_moodlet
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//same as above but for harm
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var/punt_moodlet
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/datum/element/wuv/Attach(datum/target, pet, pet_t, pet_mood, punt, punt_t, punt_mood)
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. = ..()
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if(!isliving(target))
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return ELEMENT_INCOMPATIBLE
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pet_emote = pet
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pet_type = pet_t
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punt_emote = punt
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punt_type = punt_t
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pet_moodlet = pet_mood
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punt_moodlet = punt_mood
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RegisterSignal(target, COMSIG_MOB_ATTACK_HAND, .proc/on_attack_hand)
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/datum/element/wuv/proc/on_attack_hand(datum/source, mob/user)
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var/mob/living/L = source
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if(L.stat == DEAD)
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return
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//we want to delay the effect to be displayed after the mob is petted, not before.
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switch(user.a_intent)
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if(INTENT_HARM, INTENT_DISARM)
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addtimer(CALLBACK(src, .proc/pet_the_dog, source, user), 1)
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if(INTENT_HELP)
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addtimer(CALLBACK(src, .proc/kick_the_dog, source, user), 1)
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/datum/element/wuv/proc/pet_the_dog(mob/target, mob/user)
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if(!QDELETED(target) || !QDELETED(user) || target.stat == DEAD)
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return
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new /obj/effect/temp_visual/heart(target.loc)
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if(pet_emote)
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target.emote("me", pet_type, pet_emote)
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if(pet_moodlet && !CHECK_BITFIELD(target.flags_1, HOLOGRAM_1)) //prevents unlimited happiness petting park exploit.
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, target, pet_moodlet)
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/datum/element/wuv/proc/kick_the_dog(mob/target, mob/user)
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if(!QDELETED(target) || !QDELETED(user) || target.stat == DEAD)
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return
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if(punt_emote)
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target.emote("me", punt_type, punt_emote)
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if(punt_moodlet && !CHECK_BITFIELD(target.flags_1, HOLOGRAM_1))
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SEND_SIGNAL(user, COMSIG_ADD_MOOD_EVENT, target, punt_moodlet)
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@@ -1,6 +1,3 @@
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#define EMOTE_VISIBLE 1
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#define EMOTE_AUDIBLE 2
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/datum/emote
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var/key = "" //What calls the emote
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var/key_third_person = "" //This will also call the emote
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@@ -23,10 +23,13 @@
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mood_change = 3
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timeout = 3000
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/datum/mood_event/pet_corgi
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description = "<span class='nicegreen'>Corgis are adorable! I can't stop petting them!</span>\n"
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mood_change = 3
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timeout = 3000
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/datum/mood_event/pet_animal
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description = "<span class='nicegreen'>Animals are adorable! I can't stop petting them!</span>\n"
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mood_change = 2
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timeout = 5 MINUTES
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/datum/mood_event/pet_animal/add_effects(mob/animal)
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description = "<span class='nicegreen'>\The [animal.name] is adorable! I can't stop petting [animal.p_them()]!</span>\n"
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/datum/mood_event/honk
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description = "<span class='nicegreen'>Maybe clowns aren't so bad after all. Honk!</span>\n"
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@@ -38,6 +38,10 @@
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. = ..()
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verbs += /mob/living/proc/lay_down
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/mob/living/simple_animal/pet/cat/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/wuv, "purrs!", EMOTE_AUDIBLE, /datum/mood_event/pet_animal, "hisses!", EMOTE_AUDIBLE)
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/mob/living/simple_animal/pet/cat/update_canmove()
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..()
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if(client && stat != DEAD)
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@@ -228,24 +232,6 @@
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stop_automated_movement = 1
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walk_to(src,movement_target,0,3)
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/mob/living/simple_animal/pet/cat/attack_hand(mob/living/carbon/human/M)
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. = ..()
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switch(M.a_intent)
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if("help")
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wuv(1, M)
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if("harm")
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wuv(-1, M)
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/mob/living/simple_animal/pet/cat/proc/wuv(change, mob/M)
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if(change)
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if(change > 0)
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if(M && stat != DEAD)
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new /obj/effect/temp_visual/heart(loc)
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emote("me", 1, "purrs!")
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else
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if(M && stat != DEAD)
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emote("me", 1, "hisses!")
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/mob/living/simple_animal/pet/cat/cak //I told you I'd do it, Remie
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name = "Keeki"
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desc = "It's a cat made out of cake."
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@@ -16,6 +16,10 @@
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do_footstep = TRUE
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/mob/living/simple_animal/pet/dog/ComponentInitialize()
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. = ..()
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AddElement(/datum/element/wuv, "yaps_happily!", EMOTE_AUDIBLE, /datum/mood_event/pet_animal, "growls!", EMOTE_AUDIBLE)
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//Corgis and pugs are now under one dog subtype
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/mob/living/simple_animal/pet/dog/corgi
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@@ -634,22 +638,3 @@
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for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2,1,2,4,8,4,2))
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setDir(i)
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sleep(1)
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/mob/living/simple_animal/pet/dog/attack_hand(mob/living/carbon/human/M)
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. = ..()
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switch(M.a_intent)
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if("help")
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wuv(1,M)
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if("harm")
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wuv(-1,M)
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/mob/living/simple_animal/pet/dog/proc/wuv(change, mob/M)
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if(change)
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if(change > 0)
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if(M && stat != DEAD) // Added check to see if this mob (the dog) is dead to fix issue 2454
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new /obj/effect/temp_visual/heart(loc)
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emote("me", 1, "yaps happily!")
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SEND_SIGNAL(M, COMSIG_ADD_MOOD_EVENT, "pet_corgi", /datum/mood_event/pet_corgi)
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else
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if(M && stat != DEAD) // Same check here, even though emote checks it as well (poor form to check it only in the help case)
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emote("me", 1, "growls!")
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@@ -465,6 +465,7 @@
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#include "code\datums\elements\_element.dm"
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#include "code\datums\elements\cleaning.dm"
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#include "code\datums\elements\earhealing.dm"
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#include "code\datums\elements\wuv.dm"
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#include "code\datums\helper_datums\events.dm"
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#include "code\datums\helper_datums\getrev.dm"
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#include "code\datums\helper_datums\icon_snapshot.dm"
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