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Kills /obj/item/melee/transforming, replaces it with a transforming weapon component (#60761)
This PR kills off the transforming subtype of /obj/item/melee and replaces it with a component to handle the transforming behavior, /datum/component/transforming.
The transforming component handles updating the variables of an item when it's transformed. Things like force, sharpness, whetstone force bonus, and attack verbs. Similar to the two-handed component, but instead of transforming into a two-hander it remains a one handed weapon.
The "nemesis" behavior (dealing addition damage to certain factions) of the transforming subtype was moved to the cleaving saw only, since it was the only transforming item that used it. In the future, this can be made into a bespoke element/component as well.
The following weapons and items have been updated to use this component:
Energy Swords / Sabers / Bananium Energy Sword
Energy Circular Saw
Energy Dagger
Energy Axe
Toy Energy Sword
Holographic Energy Sword
Switchblade
Advanced Medical Tools (Laser scalpel, Mechanical Pinches, Searing Tool)
Advanced Engineering Tools (Hand Drill, Jaws of Life / Syndicate Jaws of Life)
Combat Wrench
Cleaving Saw
Telescopic Batons / Contractor Batons
Roasting Stick
Telescopic Riot Shield
Energy Shield / Bananium Energy Shield
This PR also touches up the code around the various above items.
This commit is contained in:
@@ -59,65 +59,65 @@
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//BANANIUM SWORD
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/obj/item/melee/transforming/energy/sword/bananium
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/obj/item/melee/energy/sword/bananium
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name = "bananium sword"
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desc = "An elegant weapon, for a more civilized age."
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icon_state = "e_sword"
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attack_verb_continuous = list("hits", "taps", "pokes")
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attack_verb_simple = list("hit", "tap", "poke")
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force = 0
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throwforce = 0
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force_on = 0
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throwforce_on = 0
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hitsound = null
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attack_verb_on = list("slips")
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clumsy_check = FALSE
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sharpness = NONE
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sword_color = "yellow"
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heat = 0
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embedding = null
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light_color = COLOR_YELLOW
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var/next_trombone_allowed = 0
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sword_color_icon = "bananium"
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active_heat = 0
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/// Cooldown for making a trombone noise for failing to make a bananium desword
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COOLDOWN_DECLARE(next_trombone_allowed)
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/obj/item/melee/transforming/energy/sword/bananium/Initialize()
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/obj/item/melee/energy/sword/bananium/make_transformable()
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AddComponent(/datum/component/transforming, \
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throw_speed_on = 4, \
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attack_verb_continuous_on = list("slips"), \
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attack_verb_simple_on = list("slip"), \
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clumsy_check = FALSE)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, .proc/on_transform)
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/obj/item/melee/energy/sword/bananium/on_transform(obj/item/source, mob/user, active)
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. = ..()
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adjust_slipperiness()
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/* Adds or removes a slippery component, depending on whether the sword
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* is active or not.
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/*
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* Adds or removes a slippery component, depending on whether the sword is active or not.
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*/
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/obj/item/melee/transforming/energy/sword/proc/adjust_slipperiness()
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if(active)
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/obj/item/melee/energy/sword/bananium/proc/adjust_slipperiness()
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if(blade_active)
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AddComponent(/datum/component/slippery, 60, GALOSHES_DONT_HELP)
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else
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qdel(GetComponent(/datum/component/slippery))
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/obj/item/melee/transforming/energy/sword/bananium/attack(mob/living/M, mob/living/user)
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..()
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if(active)
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/obj/item/melee/energy/sword/bananium/attack(mob/living/M, mob/living/user)
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. = ..()
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if(blade_active)
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var/datum/component/slippery/slipper = GetComponent(/datum/component/slippery)
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slipper.Slip(src, M)
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/obj/item/melee/transforming/energy/sword/bananium/throw_impact(atom/hit_atom, throwingdatum)
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/obj/item/melee/energy/sword/bananium/throw_impact(atom/hit_atom, throwingdatum)
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. = ..()
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if(active)
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if(blade_active)
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var/datum/component/slippery/slipper = GetComponent(/datum/component/slippery)
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slipper.Slip(src, hit_atom)
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/obj/item/melee/transforming/energy/sword/bananium/attackby(obj/item/I, mob/living/user, params)
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if((world.time > next_trombone_allowed) && istype(I, /obj/item/melee/transforming/energy/sword/bananium))
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next_trombone_allowed = world.time + 50
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/obj/item/melee/energy/sword/bananium/attackby(obj/item/weapon, mob/living/user, params)
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if(COOLDOWN_FINISHED(src, next_trombone_allowed) && istype(weapon, /obj/item/melee/energy/sword/bananium))
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COOLDOWN_START(src, next_trombone_allowed, 5 SECONDS)
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to_chat(user, span_warning("You slap the two swords together. Sadly, they do not seem to fit!"))
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playsound(src, 'sound/misc/sadtrombone.ogg', 50)
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return TRUE
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return ..()
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/obj/item/melee/transforming/energy/sword/bananium/transform_weapon(mob/living/user, supress_message_text)
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. = ..()
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adjust_slipperiness()
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/obj/item/melee/transforming/energy/sword/bananium/ignition_effect(atom/A, mob/user)
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return ""
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/obj/item/melee/transforming/energy/sword/bananium/suicide_act(mob/user)
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if(!active)
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transform_weapon(user, TRUE)
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/obj/item/melee/energy/sword/bananium/suicide_act(mob/user)
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if(!blade_active)
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attack_self(user)
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user.visible_message(span_suicide("[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku, but the blade slips off of [user.p_them()] harmlessly!"))
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var/datum/component/slippery/slipper = GetComponent(/datum/component/slippery)
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slipper.Slip(src, user)
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@@ -128,42 +128,39 @@
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/obj/item/shield/energy/bananium
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name = "bananium energy shield"
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desc = "A shield that stops most melee attacks, protects user from almost all energy projectiles, and can be thrown to slip opponents."
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icon_state = "bananaeshield"
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throw_speed = 1
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clumsy_check = 0
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base_icon_state = "bananaeshield"
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force = 0
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throwforce = 0
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throw_range = 5
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on_force = 0
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on_throwforce = 0
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on_throw_speed = 1
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/obj/item/shield/energy/bananium/Initialize()
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active_force = 0
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active_throwforce = 0
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active_throw_speed = 1
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can_clumsy_use = TRUE
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/obj/item/shield/energy/bananium/on_transform(obj/item/source, mob/user, active)
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. = ..()
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adjust_slipperiness()
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/* Adds or removes a slippery component, depending on whether the shield
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* is active or not.
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/*
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* Adds or removes a slippery component, depending on whether the shield is active or not.
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*/
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/obj/item/shield/energy/bananium/proc/adjust_slipperiness()
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if(active)
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if(enabled)
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AddComponent(/datum/component/slippery, 60, GALOSHES_DONT_HELP)
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else
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qdel(GetComponent(/datum/component/slippery))
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/obj/item/shield/energy/bananium/attack_self(mob/living/carbon/human/user)
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. = ..()
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adjust_slipperiness()
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/obj/item/shield/energy/bananium/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE, quickstart = TRUE)
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if(active)
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if(enabled)
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if(iscarbon(thrower))
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var/mob/living/carbon/C = thrower
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C.throw_mode_on(THROW_MODE_TOGGLE) //so they can catch it on the return.
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return ..()
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/obj/item/shield/energy/bananium/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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if(active)
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if(enabled)
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var/caught = hit_atom.hitby(src, FALSE, FALSE, throwingdatum=throwingdatum)
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if(iscarbon(hit_atom) && !caught)//if they are a carbon and they didn't catch it
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var/datum/component/slippery/slipper = GetComponent(/datum/component/slippery)
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