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BatrachophrenoandGitHub 5277251959 Tool behaviors port (#21663)
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.

This is all back-end code, no new features or functionality from this.
2026-01-27 08:44:49 +00:00

180 lines
5.9 KiB
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/obj/item/melee/arm_blade
name = "arm blade"
desc = "A grotesque blade made out of bone and flesh that cleaves through people like a hot knife through butter."
icon = 'icons/obj/changeling.dmi'
icon_state = "arm_blade"
item_state = "arm_blade"
contained_sprite = TRUE
w_class = WEIGHT_CLASS_BULKY
force = 33
sharp = TRUE
edge = TRUE
anchored = TRUE
armor_penetration = 20
throwforce = 0 //Just to be on the safe side
throw_range = 0
throw_speed = 0
can_embed = FALSE
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
canremove = FALSE
var/mob/living/creator
tool_behaviour = TOOL_CROWBAR
/obj/item/melee/arm_blade/New()
..()
START_PROCESSING(SSprocessing, src)
/obj/item/melee/arm_blade/Destroy()
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/item/melee/arm_blade/dropped(mob/user)
. = ..()
visible_message(SPAN_DANGER("With a sickening crunch, [user] reforms their arm blade into an arm!"),
SPAN_WARNING("You hear organic matter ripping and tearing!"))
playsound(loc, 'sound/effects/blobattack.ogg', 30, 1)
QDEL_IN(src, 1)
/obj/item/melee/arm_blade/process()
if(!creator || loc != creator || (creator.l_hand != src && creator.r_hand != src))
// Tidy up a bit.
if(istype(loc,/mob/living))
var/mob/living/carbon/human/host = loc
if(istype(host))
for(var/obj/item/organ/external/organ in host.organs)
for(var/obj/item/O in organ.implants)
if(O == src)
organ.implants -= src
host.pinned -= src
host.embedded -= src
host.drop_from_inventory(src)
QDEL_IN(src, 1)
/obj/item/melee/arm_blade/resolve_attackby(atom/A, mob/living/user, var/click_parameters)
if(istype(A,/turf/simulated/floor) && user.a_intent != I_HELP)
return
else
..()
/obj/item/shield/riot/changeling
name = "shield-like mass"
desc = "A mass of tough, boney tissue. You can still see the fingers as a twisted pattern in the shield."
icon = 'icons/obj/changeling.dmi'
icon_state = "ling_shield"
item_state = "ling_shield"
contained_sprite = TRUE
force = 22 //Bash the crap out of people
slot_flags = null
anchored = TRUE
throwforce = 0 //Just to be on the safe side
throw_range = 0
throw_speed = 0
can_embed = FALSE
base_block_chance = 70
var/mob/living/creator
/obj/item/shield/riot/changeling/New()
..()
START_PROCESSING(SSprocessing, src)
/obj/item/shield/riot/changeling/Destroy()
STOP_PROCESSING(SSprocessing, src)
return ..()
/obj/item/shield/riot/changeling/dropped(mob/user)
. = ..()
visible_message(SPAN_DANGER("With a sickening crunch, [user] reforms their shield into an arm!"),
SPAN_WARNING("You hear organic matter ripping and tearing!"))
playsound(loc, 'sound/effects/blobattack.ogg', 30, 1)
QDEL_IN(src, 1)
/obj/item/shield/riot/changeling/process()
if(!creator || loc != creator || (creator.l_hand != src && creator.r_hand != src))
// Tidy up a bit.
if(istype(loc,/mob/living))
var/mob/living/carbon/human/host = loc
if(istype(host))
for(var/obj/item/organ/external/organ in host.organs)
for(var/obj/item/O in organ.implants)
if(O == src)
organ.implants -= src
host.pinned -= src
host.embedded -= src
host.drop_from_inventory(src)
QDEL_IN(src, 1)
/obj/item/shield/riot/changeling/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
if(istype(damage_source, /obj/projectile))
var/obj/projectile/P = damage_source
if((is_sharp(P) && damage > 10) || istype(P, /obj/projectile/beam))
return base_block_chance / 2 //lings still have a 35% chance of blocking these kinds of attacks
return base_block_chance
/obj/item/bone_dart
name = "bone dart"
desc = "A sharp piece of bone in the shape of a small dart."
icon = 'icons/obj/changeling.dmi'
icon_state = "bone_dart"
item_state = "bolt"
sharp = TRUE
edge = FALSE
throwforce = 15
armor_penetration = 15
w_class = WEIGHT_CLASS_SMALL
/obj/item/finger_lockpick
name = "finger lockpick"
desc = "This finger appears to be an organic datajack."
icon = 'icons/obj/weapons.dmi'
icon_state = "electric_hand"
/obj/item/finger_lockpick/Initialize()
. = ..()
if(ismob(loc))
to_chat(loc, SPAN_NOTICE("We shape our finger to fit inside electronics, and are ready to force them open."))
/obj/item/finger_lockpick/dropped(mob/user)
. = ..()
to_chat(user, SPAN_NOTICE("We discreetly shape our finger back to a less suspicious form."))
QDEL_IN(src, 1)
/obj/item/finger_lockpick/afterattack(var/atom/target, var/mob/living/user, proximity)
if(!target)
return
if(!proximity)
return
var/datum/changeling/changeling = user.changeling_power(10)
if(!changeling)
return
//Airlocks require an ugly block of code, but we don't want to just call emag_act(), since we don't want to break airlocks forever.
if(istype(target, /obj/machinery/door))
var/obj/machinery/door/door = target
to_chat(user, SPAN_NOTICE("We send an electrical pulse up our finger, and into \the [target], attempting to open it."))
if(door.density && door.operable())
door.do_animate("spark")
if(do_after(user, 1 SECOND))
//More typechecks, because windoors can't be locked. Fun.
if(istype(target,/obj/machinery/door/airlock))
var/obj/machinery/door/airlock/airlock = target
if(airlock.locked) //Check if we're bolted.
airlock.unlock()
to_chat(user, SPAN_NOTICE("We've unlocked \the [airlock]. Another pulse is requried to open it."))
else //We're not bolted, so open the door already.
airlock.open()
to_chat(user, SPAN_NOTICE("We've opened \the [airlock]."))
else
door.open() //If we're a windoor, open the windoor.
to_chat(user, SPAN_NOTICE("We've opened \the [door]."))
else //Probably broken or no power.
to_chat(user, SPAN_WARNING("The door does not respond to the pulse."))
door.add_fingerprint(user)
log_and_message_admins("finger-lockpicked \an [door].", user)
changeling.use_charges(10)
return TRUE
return FALSE