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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:
@@ -122,6 +122,10 @@
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desc = "It's an expensive [current_skin] fountain pen. The nib is quite sharp."
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/obj/item/pen/attack_self(mob/living/carbon/user)
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. = ..()
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if(.)
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return
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var/deg = input(user, "What angle would you like to rotate the pen head to? (1-360)", "Rotate Pen Head") as null|num
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if(deg && (deg > 0 && deg <= 360))
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degrees = deg
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@@ -216,62 +220,60 @@
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/obj/item/pen/edagger
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attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts") //these won't show up if the pen is off
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attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
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sharpness = SHARP_EDGED
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var/on = FALSE
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sharpness = SHARP_POINTY
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/// The real name of our item when extended.
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var/hidden_name = "energy dagger"
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/// Whether or pen is extended
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var/extended = FALSE
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/obj/item/pen/edagger/ComponentInitialize()
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/obj/item/pen/edagger/Initialize()
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. = ..()
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AddComponent(/datum/component/butchering, 60, 100, 0, 'sound/weapons/blade1.ogg')
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/pen/edagger/get_sharpness()
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return on * sharpness
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AddComponent(/datum/component/butchering, _speed = 6 SECONDS, _butcher_sound = 'sound/weapons/blade1.ogg')
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AddComponent(/datum/component/transforming, \
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force_on = 18, \
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throwforce_on = 35, \
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throw_speed_on = 4, \
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sharpness_on = SHARP_EDGED, \
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w_class_on = WEIGHT_CLASS_NORMAL)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, .proc/on_transform)
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/obj/item/pen/edagger/suicide_act(mob/user)
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. = BRUTELOSS
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if(on)
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if(extended)
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user.visible_message(span_suicide("[user] forcefully rams the pen into their mouth!"))
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else
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user.visible_message(span_suicide("[user] is holding a pen up to their mouth! It looks like [user.p_theyre()] trying to commit suicide!"))
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attack_self(user)
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/obj/item/pen/edagger/attack_self(mob/living/user)
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if(on)
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on = FALSE
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force = initial(force)
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throw_speed = initial(throw_speed)
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w_class = initial(w_class)
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name = initial(name)
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hitsound = initial(hitsound)
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embedding = list(embed_chance = EMBED_CHANCE)
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throwforce = initial(throwforce)
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playsound(user, 'sound/weapons/saberoff.ogg', 5, TRUE)
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to_chat(user, span_warning("[src] can now be concealed."))
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else
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on = TRUE
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force = 18
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throw_speed = 4
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w_class = WEIGHT_CLASS_NORMAL
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name = "energy dagger"
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hitsound = 'sound/weapons/blade1.ogg'
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embedding = list(embed_chance = 100) //rule of cool
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throwforce = 35
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playsound(user, 'sound/weapons/saberon.ogg', 5, TRUE)
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to_chat(user, span_warning("[src] is now active."))
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updateEmbedding()
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update_appearance()
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Handles swapping their icon files to edagger related icon files -
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* as they're supposed to look like a normal pen.
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*/
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/obj/item/pen/edagger/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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/obj/item/pen/edagger/update_icon_state()
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if(on)
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icon_state = inhand_icon_state = "edagger"
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extended = active
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if(active)
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name = hidden_name
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icon_state = "edagger"
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inhand_icon_state = "edagger"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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embedding = list(embed_chance = 100) // Rule of cool
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else
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icon_state = initial(icon_state) //looks like a normal pen when off.
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name = initial(name)
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icon_state = initial(icon_state)
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inhand_icon_state = initial(inhand_icon_state)
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lefthand_file = initial(lefthand_file)
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righthand_file = initial(righthand_file)
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return ..()
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embedding = list(embed_chance = EMBED_CHANCE)
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updateEmbedding()
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balloon_alert(user, "[hidden_name] [active ? "active":"concealed"]")
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playsound(user ? user : src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 5, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/pen/survival
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name = "survival pen"
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