-
-
Notifications
You must be signed in to change notification settings - Fork 685
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Adds Combat mode, rclick functionality #11899
Adds Combat mode, rclick functionality #11899
Conversation
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Can we have the 'F' key rebound from looking (who uses that anyway) to the combat mode toggle? I believe that's a standard on other servers |
Its not on looking. Its the button combinations you use when you need to move up/down as a ghost, cameramob, blob, revenant, or with wings. As an admin who ghosts a lot and a previous AI main, this is kinda muscle memory for me personally. I dont see whats wrong with ` If you wish for me to change it, please offer alternative hotkeys. |
This comment was marked as off-topic.
This comment was marked as off-topic.
1734251
to
c272044
Compare
59e8be4
to
3b51651
Compare
Use the issue threads for bugs unrelated to combat mode. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Can I merge this and get continued support in a new PR?
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
If you want to. The amount of issues being attributed to me that don't have anything to do with this pr is getting annoying however. |
I believe this testmerge cause the following bug: |
No? t7FJ2BhmCm.mp4 |
Try it in-server, I am telling you it's not working |
When I press 4 it makes the combat intent noise, despite AI not using it. |
OMG guys beestation is gonna die because of combat mode! I'll be checking back up in a year to see if this is true |
About The Pull Request
This adds right-click functionality through the addition of the combat mode system.
Changes are as listed:
Major Codebase changes
Functional Item changes
Ports:
(not rclick but rclick needed)
Rclick:
Why It's Good For The Game
Intents are by-and-large not a very well written system. The "grab" intent, for instance, has had a hotkey for years on ctrl-click.
The large goal of this PR is to address two fundamental issues:
For the first issue, nearly all of our intent checks in the codebase are just diametric checks for if a player is in harm or help mode. Grab is only checked when checking grab_state, which is attached to attack_hand, otherwise you can basically forget about the intent and just use the ctrl hotkey.
Disarm is in an even worse boat, its basically Harm Jr. in that players in combat will primarily be on harm while in combat and be spam-switching between the two only for the purpose of trying to stun them on a wall, table, or mob.
For the second issue, the most notable use of intents is martial arts. This is not to the boon of martial arts either, as the combination of moves that you have to do mid-combat is not very well done.
Allowing players to free up their mouse instead of the specific intents gives coders a lot more room and buttons to work with, and allow simplification for needlessly complex tasks like martial arts or construction.
Testing Photographs and Procedure
Screenshots&Videos
rclick welding
dreamseeker_3glRJS1Dp3.mp4
lclick/rclick syringes
dreamseeker_NzvFfxDE1k.mp4
grab states
dreamseeker_zvpHi0bMQQ.mp4
RCD rclick deconstruction
dreamseeker_Nez9ejXPHj.mp4
generic structure deconstruction
dreamseeker_uBsH8AheX2.mp4
CW/CCW mouse rotation
dreamseeker_LJmxLX3m8t.mp4
rclick girder construction
dreamseeker_8bMhahRAPx.mp4
Changelog
🆑 rkz, Qustinnus, Mothblocks, TJatPBnJ, IndieanaJones, KathyRyals, Arkatos, norill, Fikou, dragomagol, SgtHunk, JJRCop, ninjanomnom, cacogen, Timberpoes, LemonInTheDark, Ghommie, Sealed101, Ghilker, TheBonded, Timothymtorres, CameronWoof, ArcaneDefence, BurgerLUA, OneAsianTortoise, vincentiusvin, itseasytosee, AnturK, GuillaumePrata, Timberpoes, Ghommie, zxaber, Gpeckman, haukeschaumann, tralezab, Jack LeCroy, MrMelbert, ShizCalev, Actioninja
add: Adds combat mode
add: Adds martial art combo meters and TGUI guides
refactor: refactors CanUseTopic and dexterity
refactor: refactored syringe code to use flags
tweak: clicking on the turf of a airlock while combat mode is off will now close the airlock. No more pixel hunting!
balance: buffs to hook shotgun in addition to rclick functionality
code: renames RemoveComponent, component destroy will no longer runtime when parent is null
refactor: refactored simple rotation component
fix: fixed abandoned crates to not try to kill you if you perform actions on them AFTER they are unlocked
code: introduced variable weapon attack speed. No weapon utilizes this yet but admins can now varedit items to attack faster/slower.
code: unit tests reagent container transfer amounts
code: unit tests attacking people
balance: Using Jaunts will conceal your runechat for their duration.
code: passed IS_HERETIC through the proc, rather than checking everytime you used a heretic spell. Less runtimes.
fix: cutting wires while a TGUI menu is open will no longer shock you and bypass shock protection
tweak: cleaned up airlock prying code. Nightmare blades are now crowbars and fulfill tool_acts, they still can break stuff by being on combat mode though. Rclick with a one to pry regardless of intent.
refactor: refactors stun batons
tweak: abductor batons are children of stun batons
/:cl: