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Adds Combat mode, rclick functionality #11899
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This pull request has conflicts, please resolve those before we can evaluate the pull request. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
Possibility to have shift-rightclick and rightclick to be swapped around as a preference? |
1: 2:
It's possible but this would be an absolutely horrendous and unusable control scheme, since it would mean all secondary actions would end up becoming shift-right click which will only get worse as more secondary actions get added. It would be so unusable, that I see no point to even having it as a preference. 3: For example, right clicking on an iron rod will pick it up, but right clicking on a box will open its inventory. Making right click default to left click actions if there are no right click actions results in a lot of inconsistent controls and I don't see it being frequent that players will be using right click for primary actions. |
You're unable to get out of a neck grab. Ever. |
You cant use your PDA to open firelocks anymore. Left and right click just smash your PDA against the firelock. Tested with combat mode on and off. You also cannot open firelocks with IDs anymore. Tested with combat mode on and off. |
You are unable to shove monkeys with right click with combat mode disabled. You are unable to aggrograb and above a monkey. |
Monkeys are able to bite you through cuffs. |
RCD does not punch holes |
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dreamseeker_4mNubF5pZn.mp4Could not reproduce. |
Collaborating on screentips should mitigate this. |
Is the RCD able to space tiles? |
Yes? Its the same interaction its just on rclick not radial. |
I don't know if I was right clicking on a pipe on an obscured tile... I was trying to vent a holding tank with scrubbers and injectors on every tile. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
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
add: Adds combat mode
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
/:cl: