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Aurora.3/code/game/objects/items/weapons/stunbaton.dm
2020-09-06 17:37:56 -03:00

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//replaces our stun baton code with /tg/station's code
/obj/item/melee/baton
name = "stunbaton"
desc = "A stun baton for incapacitating people with."
desc_info = "The baton needs to be turned on to apply the stunning effect. Use it in your hand to toggle it on or off. If your intent is \
set to 'harm', you will inflict damage when using it, regardless if it is on or not. Each stun reduces the baton's charge, which can be replenished by \
putting it inside a weapon recharger."
icon_state = "stunbaton"
item_state = "baton"
slot_flags = SLOT_BELT
force = 5
sharp = 0
edge = 0
throwforce = 7
w_class = ITEMSIZE_NORMAL
drop_sound = 'sound/items/drop/metalweapon.ogg'
pickup_sound = 'sound/items/pickup/metalweapon.ogg'
origin_tech = list(TECH_COMBAT = 2)
attack_verb = list("beaten")
var/stunforce = 0
var/agonyforce = 70
var/status = 0 //whether the thing is on or not
var/obj/item/cell/bcell
var/hitcost = 1000
var/baton_color = "#FF6A00"
var/sheathed = 1 //electrocutes only on harm intent
/obj/item/melee/baton/Initialize()
. = ..()
update_icon()
/obj/item/melee/baton/loaded/Initialize() //this one starts with a cell pre-installed.
bcell = new/obj/item/cell/high(src)
. = ..()
/obj/item/melee/baton/get_cell()
return bcell
/obj/item/melee/baton/proc/deductcharge(var/chrgdeductamt)
if(bcell)
if(bcell.checked_use(chrgdeductamt))
return 1
else
status = 0
update_icon()
return 0
return null
/obj/item/melee/baton/update_icon()
if(status)
icon_state = "[initial(name)]_active"
else if(!bcell)
icon_state = "[initial(name)]_nocell"
else
icon_state = "[initial(name)]"
if(icon_state == "[initial(name)]_active")
set_light(1.3, 1, "[baton_color]")
else
set_light(0)
/obj/item/melee/baton/examine(mob/user)
if(!..(user, 1))
return
if(bcell)
to_chat(user, "<span class='notice'>The baton is [round(bcell.percent())]% charged.</span>")
else
to_chat(user, "<span class='warning'>The baton does not have a power source installed.</span>")
/obj/item/melee/baton/attackby(obj/item/W, mob/user)
if(istype(W, /obj/item/cell))
if(!bcell)
user.drop_from_inventory(W,src)
bcell = W
to_chat(user, "<span class='notice'>You install a cell in [src].</span>")
update_icon()
else
to_chat(user, "<span class='notice'>[src] already has a cell.</span>")
else if(W.isscrewdriver())
if(bcell)
bcell.update_icon()
bcell.forceMove(get_turf(src))
bcell = null
to_chat(user, "<span class='notice'>You remove the cell from the [src].</span>")
status = 0
update_icon()
return
..()
return
/obj/item/melee/baton/attack_self(mob/user)
if(bcell && bcell.charge > hitcost)
status = !status
to_chat(user, "<span class='notice'>[src] is now [status ? "on" : "off"].</span>")
playsound(loc, /decl/sound_category/spark_sound, 75, 1, -1)
update_icon()
else
status = 0
if(!bcell)
to_chat(user, "<span class='warning'>[src] does not have a power source!</span>")
else
to_chat(user, "<span class='warning'>[src] is out of charge.</span>")
add_fingerprint(user)
/obj/item/melee/baton/attack(mob/living/L, mob/user, var/hit_zone)
if(!L) return
if(status && (user.is_clumsy()) && prob(50))
to_chat(user, "<span class='danger'>You accidentally hit yourself with the [src]!</span>")
user.Weaken(30)
deductcharge(hitcost)
return
if(isrobot(L))
..()
return
var/agony = agonyforce
var/stun = stunforce
if(user.is_pacified())
to_chat(user, "<span class='notice'>You don't want to risk hurting [L]!</span>")
return 0
var/target_zone = check_zone(hit_zone)
if(user.a_intent == I_HURT)
if (!..()) //item/attack() does it's own messaging and logs
return 0 // item/attack() will return 1 if they hit, 0 if they missed.
stun *= 0.5
if(status) //Checks to see if the stunbaton is on.
agony *= 0.5 //whacking someone causes a much poorer contact than prodding them.
if(iscarbon(L))
var/mob/living/carbon/C = L
if(sheathed) //however breaking the skin results in a more potent electric shock or some bullshit. im a coder, not a doctor
C.electrocute_act(force * 2, src, def_zone = target_zone)
else
C.electrocute_act(force * 2, src, ground_zero = target_zone)
else
agony = 0
//we can't really extract the actual hit zone from ..(), unfortunately. Just act like they attacked the area they intended to.
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(L)
//copied from human_defense.dm - human defence code should really be refactored some time.
if (ishuman(L))
user.lastattacked = L //are these used at all, if we have logs?
L.lastattacker = user
if (user != L) // Attacking yourself can't miss
target_zone = get_zone_with_miss_chance(user.zone_sel.selecting, L)
if(!target_zone)
L.visible_message("<span class='warning'>[user] misses [L] with \the [src]!</span>")
return 0
var/mob/living/carbon/human/H = L
var/obj/item/organ/external/affecting = H.get_organ(target_zone)
if (affecting)
if(!status)
L.visible_message("<span class='warning'>[L] has been prodded in the [affecting.name] with \the [src] by [user]. Luckily it was off.</span>")
return 1
else
H.visible_message("<span class='danger'>[L] has been prodded in the [affecting.name] with \the [src] by [user]!</span>")
var/intent = "(INTENT: [user? uppertext(user.a_intent) : "N/A"])"
admin_attack_log(user, L, "was stunned by this mob with [src] [intent]", "stunned this mob with [src] [intent]", "stunned with [src]")
if(!sheathed)
H.electrocute_act(force * 2, src, ground_zero = target_zone)
if(isslime(L))
var/mob/living/carbon/slime/S = L
if(!status)
L.visible_message("<span class='warning'>[S] has been prodded with \the [src] by [user]. Too bad it was off.</span>")
return TRUE
else
L.visible_message("<span class='danger'>[S] has been prodded with \the [src] by [user]!</span>")
S.discipline++
if(prob(1))
S.discipline = 0
S.rabid = TRUE // heres that "or piss them off part"
else
if(!status)
L.visible_message("<span class='warning'>[L] has been prodded with \the [src] by [user]. Luckily it was off.</span>")
return TRUE
else
L.visible_message("<span class='danger'>[L] has been prodded with \the [src] by [user]!</span>")
//stun effects
L.stun_effect_act(stun, agony, target_zone, src)
playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1)
if(status)
deductcharge(hitcost)
if(ishuman(L))
var/mob/living/carbon/human/H = L
H.forcesay(hit_appends)
return 1
/obj/item/melee/baton/emp_act(severity)
if(bcell)
bcell.emp_act(severity) //let's not duplicate code everywhere if we don't have to please.
..()
//secborg stun baton module
/obj/item/melee/baton/robot
hitcost = 300
/obj/item/melee/baton/robot/attack_self(mob/user)
//try to find our power cell
var/mob/living/silicon/robot/R = loc
if (istype(R))
bcell = R.cell
return ..()
/obj/item/melee/baton/robot/attackby(obj/item/W, mob/user)
return
/obj/item/melee/baton/robot/arm
name = "electrified arm"
/obj/item/melee/baton/robot/arm/update_icon()
if(status)
icon_state = "[initial(icon_state)]_active"
else
icon_state = "[initial(icon_state)]"
if(icon_state == "[initial(icon_state)]_active")
set_light(1.3, 1, "[baton_color]")
else
set_light(0)
//Makeshift stun baton. Replacement for stun gloves.
/obj/item/melee/baton/cattleprod
name = "stunprod"
desc = "An improvised stun baton."
icon_state = "stunprod_nocell"
item_state = "prod"
force = 3
throwforce = 5
stunforce = 0
agonyforce = 60 //Marginally more inefficient.
hitcost = 2000
attack_verb = list("poked")
slot_flags = null
baton_color = "#FFDF00"
sheathed = 0
/obj/item/melee/baton/stunrod
name = "stunrod"
desc = "A more-than-lethal weapon used to deal with high threat situations."
icon = 'icons/obj/stunrod.dmi'
icon_state = "stunrod"
item_state = "stunrod"
force = 7
agonyforce = 80
hitcost = 1000
baton_color = "#75ACFF"
origin_tech = list(TECH_COMBAT = 4, TECH_ILLEGAL = 2)
contained_sprite = 1
sheathed = 0
/obj/item/melee/baton/stunrod/Initialize()
bcell = new/obj/item/cell/high(src)
. = ..()
/obj/item/melee/baton/stunrod/update_icon() //this is needed due to how contained sprites work
if(status)
icon_state = "[initial(name)]_active"
item_state = "[initial(name)]_active"
else if(!bcell)
icon_state = "[initial(name)]_nocell"
item_state = "[initial(name)]"
else
icon_state = "[initial(name)]"
item_state = "[initial(name)]"
..()
/obj/item/melee/baton/slime // sprites
name = "Slime Baton"
desc = "A special baton used to help deal with agressive slimes. Works 95% of the time!"
icon = 'icons/obj/stunrod.dmi'
icon_state = "stunrod"
item_state = "stunrod"
baton_color = "#75ACFF"
force = 3
hitcost = 1000
agonyforce = 50
/obj/item/melee/baton/slime/Initialize()
bcell = new/obj/item/cell/high(src)
. = ..()
/obj/item/melee/baton/slime/update_icon()
icon_state = initial(icon_state)
item_state = initial(item_state)