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Adds a plantable UA flag in the CIC armoury #6492

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Jul 16, 2024
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203 changes: 203 additions & 0 deletions code/game/objects/items/stacks/flags.dm
Original file line number Diff line number Diff line change
Expand Up @@ -76,3 +76,206 @@
newflag.icon_state = "[newflag.base_state]_open"
newflag.visible_message("<b>[user]</b> plants [newflag] firmly in the ground.")
src.use(1)


/// PLANTABLE FLAG

/obj/structure/flag/plantable
name = "flag"
desc = "A flag of something. This one looks like you could dismantle it."
icon = 'icons/obj/structures/plantable_flag.dmi'
pixel_x = 9 // All flags need to be offset to the right by 9 to be centered.
layer = ABOVE_XENO_LAYER
health = 150
unacidable = TRUE

/// The typepath for the flag item that gets spawned when the flag is taken down.
var/flag_type = /obj/item/flag/plantable
/// Used to limit the spam of the warcry_extra_sound
COOLDOWN_DECLARE(warcry_cooldown_struc)

/obj/structure/flag/plantable/attack_hand(mob/user)
..()
disassemble(user, flag_type)

/// Proc for dismantling the flag into an item that can be picked up.
/obj/structure/flag/plantable/proc/disassemble(mob/user, flag_type)
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if(user.action_busy)
return

user.visible_message(SPAN_NOTICE("[user] starts taking [src] down..."), SPAN_NOTICE("You start taking [src] down..."))

playsound(loc, 'sound/effects/flag_raising.ogg', 30)
if(!do_after(user, 6 SECONDS, INTERRUPT_ALL, BUSY_ICON_GENERIC))
return

playsound(loc, 'sound/effects/flag_raised.ogg', 30)
user.visible_message(SPAN_NOTICE("[user] starts takes [src] down!"), SPAN_NOTICE("You take [src] down!"))
var/obj/item/flag/plantable/flag_item = new flag_type(loc)
user.put_in_hands(flag_item)
COOLDOWN_START(flag_item, warcry_cooldown_item, COOLDOWN_TIMELEFT(src, warcry_cooldown_struc))
qdel(src)

/// Proc for when the flag gets forcefully dismantled (due to general damage, explosions, etc.)
/obj/structure/flag/plantable/proc/demolish(flag_type)
playsound(loc, 'sound/effects/flag_raised.ogg', 30)
visible_message(SPAN_WARNING("[src] crumples to the ground!"))
var/obj/item/flag/plantable/flag_item = new flag_type(loc)
COOLDOWN_START(flag_item, warcry_cooldown_item, COOLDOWN_TIMELEFT(src, warcry_cooldown_struc))
qdel(src)

// Procs for handling damage.
/obj/structure/flag/plantable/update_health(damage)
if(damage)
health -= damage
if(health <= 0)
demolish(flag_type)

/obj/structure/flag/plantable/ex_act(severity)
if(health <= 0)
return
update_health(severity)

/obj/structure/flag/plantable/attack_alien(mob/living/carbon/xenomorph/xeno)
if(xeno.a_intent == INTENT_HARM)
if(unslashable)
return
xeno.animation_attack_on(src)
playsound(loc, 'sound/effects/metalhit.ogg', 25, 1)
xeno.visible_message(SPAN_DANGER("[xeno] slashes [src]!"), SPAN_DANGER("We slash [src]!"), null, 5, CHAT_TYPE_XENO_COMBAT)
update_health(rand(xeno.melee_damage_lower, xeno.melee_damage_upper))
return XENO_ATTACK_ACTION
else
to_chat(xeno, SPAN_WARNING("We stare at [src] cluelessly."))
return XENO_NONCOMBAT_ACTION

/obj/structure/flag/plantable/bullet_act(obj/projectile/bullet)
bullet_ping(bullet)
visible_message(SPAN_DANGER("[src] is hit by [bullet]!"), null, 4, CHAT_TYPE_TAKING_HIT)
update_health(bullet.damage)
return TRUE

/obj/structure/flag/plantable/attackby(obj/item/weapon, mob/living/user)
if(!indestructible)
visible_message(SPAN_DANGER("[src] has been hit by [user] with [weapon]!"), null, 5, CHAT_TYPE_MELEE_HIT)
user.animation_attack_on(src)
playsound(loc, 'sound/effects/metalhit.ogg', 25, 1)
update_health(weapon.force * weapon.demolition_mod)

/obj/item/flag/plantable
name = "plantable flag"
desc = "A flag of something. This one looks ready to be planted into the ground."
w_class = SIZE_LARGE
throw_range = 2
icon = 'icons/obj/structures/plantable_flag.dmi'
inhand_x_dimension = 64
inhand_y_dimension = 64
unacidable = TRUE
item_icons = list(
WEAR_L_HAND = 'icons/mob/humans/onmob/items_lefthand_64.dmi',
WEAR_R_HAND = 'icons/mob/humans/onmob/items_righthand_64.dmi'
)

/// The typepath of the flag structure that gets spawned when the flag is planted.
var/flag_type = /obj/structure/flag/plantable
/// Used to check if nearby mobs belong to a faction when calculating for the stronger warcry.
var/faction
/// Does the flag play a unique warcry when planted? (Only while on harm intent.)
var/play_warcry = FALSE
/// The warcry's sound path.
var/warcry_sound
/// When there are more than 14 allies nearby, play this stronger warcry.
var/warcry_extra_sound
/// How many nearby allies do we need for the stronger warcry to be played?
var/allies_required = 14
/// Used to limit the spam of the warcry_extra_sound
COOLDOWN_DECLARE(warcry_cooldown_item)

/obj/item/flag/plantable/get_examine_text(mob/user)
. = ..()
if(play_warcry && user.faction == faction)
. += SPAN_NOTICE("Planting the flag while in <b>HARM</b> intent will cause you to bellow out a rallying warcry!")

/// Proc for turning the flag item into a structure.
/obj/item/flag/plantable/proc/plant_flag(mob/living/user, play_warcry = FALSE, warcry_sound, warcry_extra_sound, faction)
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if(user.action_busy)
return

if(SSinterior.in_interior(user))
to_chat(usr, SPAN_WARNING("There's no way to plant [src] in here!"))
return

var/turf/turf_to_plant = get_step(user, user.dir)
if(istype(turf_to_plant, /turf/open))
var/turf/open/floor = turf_to_plant
if(!floor.allow_construction || istype(floor, /turf/open/space))
to_chat(user, SPAN_WARNING("You cannot deploy [src] here, find a more secure surface!"))
return
else
to_chat(user, SPAN_WARNING("[turf_to_plant] is blocking you from deploying [src]!"))
return

for(var/obj/object in turf_to_plant)
if(object.density)
to_chat(usr, SPAN_WARNING("You need a clear, open area to plant [src], something is blocking the way in front of you!"))
return

user.visible_message(SPAN_NOTICE("[user] starts planting [src] into the ground..."), SPAN_NOTICE("You start planting [src] into the ground..."))
playsound(user, 'sound/effects/flag_raising.ogg', 30)
if(!do_after(user, 6 SECONDS, INTERRUPT_ALL, BUSY_ICON_GENERIC))
return

user.visible_message(SPAN_NOTICE("[user] plants [src] into the ground!"), SPAN_NOTICE("You plant [src] into the ground!"))
var/obj/structure/flag/plantable/planted_flag = new flag_type(turf_to_plant)

// If there are more than 14 allies nearby, play a stronger rallying cry.
// Otherwise, play the default warcry sound if there is one. If not, play a generic flag raising sfx.
if(play_warcry && user.faction == faction && user.a_intent == INTENT_HARM)
var/allies_nearby = 0
if(COOLDOWN_FINISHED(src, warcry_cooldown_item))
for (var/mob/living/carbon/human in orange(planted_flag, 7))
if (human.is_dead() || human.faction != faction)
continue
allies_nearby++
if (prob(40) && human != user)
human.emote("warcry")

user.show_speech_bubble("warcry")
if(allies_nearby >= allies_required)
playsound(user, warcry_extra_sound, 40)
// Start a cooldown on the flag structure. This way we can keep track of the cooldown when the flag is hoisted and taken down.
COOLDOWN_START(planted_flag, warcry_cooldown_struc, 90 SECONDS)
user.manual_emote("shouts an invigorating rallying cry!")
else
playsound(user, warcry_sound, 30)
user.manual_emote("shouts an inspiring cry!")
// Ditto. If the cooldown isn't finished we have to transfer the leftover time to the structure.
COOLDOWN_START(planted_flag, warcry_cooldown_struc, COOLDOWN_TIMELEFT(src, warcry_cooldown_item))
else
playsound(loc, 'sound/effects/flag_raised.ogg', 30)

qdel(src)

/obj/item/flag/plantable/attack_self(mob/user)
..()
plant_flag(user, play_warcry, warcry_sound, warcry_extra_sound, faction)

// UNITED AMERICAS FLAG //
//////////////////////////

/obj/item/flag/plantable/ua
name = "\improper United Americas flag"
desc = "The flag of the United Americas. This one looks ready to be planted into the ground."
icon = 'icons/obj/structures/plantable_flag.dmi'
icon_state = "flag_ua"
flag_type = /obj/structure/flag/plantable/ua
faction = FACTION_MARINE
play_warcry = TRUE
warcry_sound = 'sound/effects/flag_warcry_ua.ogg'
warcry_extra_sound = 'sound/effects/flag_warcry_ua_extra.ogg'

/obj/structure/flag/plantable/ua
name = "\improper United Americas flag"
desc = "The flag of the United Americas. Semper fi."
icon_state = "flag_ua_planted"
flag_type = /obj/item/flag/plantable/ua
2 changes: 1 addition & 1 deletion code/game/objects/objs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -416,7 +416,7 @@

var/offset_x = worn_x_dimension
var/offset_y = worn_y_dimension
if(inhands)
if(inhands == 1 || inhands == 0)
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what is the purpose of this

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@VileBeggar VileBeggar Jun 17, 2024

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the 64x64 right inhands are broken because if(ifhands) is only valid for the value 1 and having an item in your right hand sets the inhands variable to 0

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There is no point to this if check then. It can only ever possibly be 1 or 0

offset_x = inhand_x_dimension
offset_y = inhand_y_dimension

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1 change: 1 addition & 0 deletions maps/map_files/USS_Almayer/USS_Almayer.dmm
Original file line number Diff line number Diff line change
Expand Up @@ -2665,6 +2665,7 @@
/obj/item/device/radio/marine,
/obj/item/device/radio/marine,
/obj/item/folded_tent/cmd,
/obj/item/flag/plantable/ua,
/turf/open/floor/almayer/redfull,
/area/almayer/command/cic)
"asR" = (
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