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Refactors bottle smashing, apply_hit_effect() now returns the blocked status.
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@@ -117,60 +117,34 @@
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else
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set_light(0)
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/obj/item/weapon/reagent_containers/food/drinks/bottle/attack(mob/living/target as mob, mob/living/user as mob)
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if(!target)
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/obj/item/weapon/reagent_containers/food/drinks/bottle/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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var/blocked = ..()
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if(user.a_intent != I_HURT)
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return
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if(user.a_intent != I_HURT || !isGlass)
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return ..()
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var/obj/item/organ/external/affecting = user.zone_sel.selecting //Find what the player is aiming at
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var/armor_block = 0 //Get the target's armour values for normal attack damage.
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var/armor_duration = 0 //The more force the bottle has, the longer the duration.
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//Calculating duration and calculating damage.
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armor_block = target.run_armor_check(affecting, "melee")
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//force will counteract armour, but will never increase duration
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armor_duration = smash_duration + min(0, force - target.getarmor(affecting, "melee") + 10)
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//Apply the damage!
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target.apply_damage(force, BRUTE, affecting, armor_block, sharp=0)
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if(!smash_check(1))
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return //won't always break on the first hit
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// You are going to knock someone out for longer if they are not wearing a helmet.
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var/do_smash = smash_check(1) //won't always break on the first hit
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if(affecting == "head" && istype(target, /mob/living/carbon/) && do_smash)
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//Display an attack message.
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for(var/mob/O in viewers(user, null))
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if(target != user) O.show_message(text("\red <B>[target] has been hit over the head with a bottle of [src.name], by [user]!</B>"), 1)
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else O.show_message(text("\red <B>[target] hit \himself with a bottle of [src.name] on the head!</B>"), 1)
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//Weaken the target for the duration that we calculated and divide it by 5.
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if(armor_duration)
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target.apply_effect(min(armor_duration, 5) , WEAKEN, armor_block) // Never weaken more than a flash!
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var/weaken_duration = 0
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if(blocked < 2)
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weaken_duration = smash_duration + min(0, force - target.getarmor(hit_zone, "melee") + 10)
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if(hit_zone == "head" && istype(target, /mob/living/carbon/))
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user.visible_message("<span class='danger'>\The [user] smashes [src] over [target]'s head!</span>")
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if(weaken_duration)
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target.apply_effect(min(weaken_duration, 5), WEAKEN, blocked) // Never weaken more than a flash!
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else
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//Default attack message and don't weaken the target.
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for(var/mob/O in viewers(user, null))
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if(target != user) O.show_message(text("\red <B>[target] has been attacked with a bottle of [src.name], by [user]!</B>"), 1)
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else O.show_message(text("\red <B>[target] has attacked \himself with a bottle of [src.name]!</B>"), 1)
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user.visible_message("<span class='danger'>\The [user] smashes [src] into [target]!</span>")
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//Attack logs
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Has attacked [target.name] ([target.ckey]) with a bottle!</font>")
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target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been smashed with a bottle by [user.name] ([user.ckey])</font>")
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msg_admin_attack("[user.name] ([user.ckey]) attacked [target.name] ([target.ckey]) with a bottle. (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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//The reagents in the bottle splash all over the target, thanks for the idea Nodrak
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if(reagents)
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user.visible_message("<span class='notice'>The contents of the [src] splash all over [target]!</span>")
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reagents.splash(target, reagents.total_volume)
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if(do_smash)
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//The reagents in the bottle splash all over the target, thanks for the idea Nodrak
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if(reagents)
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user.visible_message("<span class='notice'>The contents of the [src] splash all over [target]!</span>")
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reagents.splash(target, reagents.total_volume)
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//Finally, smash the bottle. This kills (qdel) the bottle.
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var/obj/item/weapon/broken_bottle/B = src.smash(target.loc, target)
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user.put_in_active_hand(B)
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return
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//Finally, smash the bottle. This kills (qdel) the bottle.
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var/obj/item/weapon/broken_bottle/B = smash(target.loc, target)
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user.put_in_active_hand(B)
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//Keeping this here for now, I'll ask if I should keep it here.
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/obj/item/weapon/broken_bottle
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