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necromanceranneandRoxy a8fe50f4f4 Makes the mech clamp attack do only brute damage, checks for block and armor, and gives it an attack animation and sound. (#91563)
## About The Pull Request

If you use the mech clamp offensively, it actually performs an attack
animation and sound, and properly checks armor and block. It only deals
brute damage.

As a consequence of these changes, it actually logs attacks made against
mobs that die when gibbed.

Also, xenos take x3 damage from the clamp.

## Why It's Good For The Game

This is a pretty sinister kind of attack, as it is completely silent
except for throwing a warning into chat, and can be done even in a large
crowd of people. Someone who isn't aware that the clamp can be used this
way may not even understand what is happening before it is too late.

> block check

While mech melee doesn't normally check block, this is an improvised
attack on a non-combat mech. I think it should stay a bit weak compared
to a proper mech melee in most ways and have some additional
limitations.

> Xenos

I thought this was already a thing. It's thematically on point, no?

## Changelog
🆑
balance: Mech hydraulic clamps perform an attack animation and sound
when attacking mobs.
balance: Mech hydraulic clamps can be blocked and respect armor.
balance: Mech hydraulic clamps do triple damage to xenomorphs.
/🆑

(cherry picked from commit fb9824a401)
2025-06-28 20:38:35 -04:00

228 lines
7.9 KiB
Plaintext

/*
* Double-Bladed Energy Swords - Cheridan
*/
/obj/item/dualsaber
name = "double-bladed energy sword"
desc = "Handle with care."
icon = 'icons/obj/weapons/transforming_energy.dmi'
icon_state = "dualsaber0"
inhand_icon_state = "dualsaber0"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 3
throwforce = 5
throw_speed = 3
throw_range = 5
sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_SMALL
hitsound = SFX_SWING_HIT
armour_penetration = 35
light_system = OVERLAY_LIGHT
light_range = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD
light_color = LIGHT_COLOR_ELECTRIC_GREEN
light_on = FALSE
attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
block_chance = 75
block_sound = 'sound/items/weapons/block_blade.ogg'
max_integrity = 200
armor_type = /datum/armor/item_dualsaber
resistance_flags = FIRE_PROOF
wound_bonus = -10
exposed_wound_bonus = 20
special_desc_requirement = EXAMINE_CHECK_SYNDICATE_TOY // BUBBER EDIT ADDITION
special_desc = "A double bladed energy sword employed by the Syndicate in raids" // BUBBER EDIT ADDITION
demolition_mod = 1.5 //1.5x damage to objects, robots, etc.
item_flags = NO_BLOOD_ON_ITEM
var/w_class_on = WEIGHT_CLASS_BULKY
var/saber_color = "green"
var/two_hand_force = 40
var/hacked = FALSE
var/list/possible_colors = list("red", "blue", "green", "purple")
/datum/armor/item_dualsaber
fire = 100
acid = 70
/obj/item/dualsaber/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, \
force_unwielded = force, \
force_wielded = two_hand_force, \
wieldsound = 'sound/items/weapons/saberon.ogg', \
unwieldsound = 'sound/items/weapons/saberoff.ogg', \
wield_callback = CALLBACK(src, PROC_REF(on_wield)), \
unwield_callback = CALLBACK(src, PROC_REF(on_unwield)), \
)
/// Triggered on wield of two handed item
/// Specific hulk checks due to reflection chance for balance issues and switches hitsounds.
/obj/item/dualsaber/proc/on_wield(obj/item/source, mob/living/carbon/user)
if(user && HAS_TRAIT(user, TRAIT_HULK))
to_chat(user, span_warning("You lack the grace to wield this!"))
return COMPONENT_TWOHANDED_BLOCK_WIELD
if(HAS_TRAIT_FROM(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT))
to_chat(user, span_warning("You can't seem to hold [src] properly!"))
return COMPONENT_TWOHANDED_BLOCK_WIELD
update_weight_class(w_class_on)
hitsound = 'sound/items/weapons/blade1.ogg'
START_PROCESSING(SSobj, src)
set_light_on(TRUE)
/// Triggered on unwield of two handed item
/// switch hitsounds
/obj/item/dualsaber/proc/on_unwield(obj/item/source, mob/living/carbon/user)
update_weight_class(initial(w_class))
hitsound = SFX_SWING_HIT
STOP_PROCESSING(SSobj, src)
set_light_on(FALSE)
/obj/item/dualsaber/get_sharpness()
if (!HAS_TRAIT(src, TRAIT_WIELDED))
return NONE
return ..()
/obj/item/dualsaber/update_icon_state()
icon_state = inhand_icon_state = HAS_TRAIT(src, TRAIT_WIELDED) ? "dualsaber[saber_color][HAS_TRAIT(src, TRAIT_WIELDED)]" : "dualsaber0"
return ..()
/obj/item/dualsaber/suicide_act(mob/living/carbon/user)
if(HAS_TRAIT(src, TRAIT_WIELDED))
user.visible_message(span_suicide("[user] begins spinning way too fast! It looks like [user.p_theyre()] trying to commit suicide!"))
var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)//stole from chainsaw code
var/obj/item/organ/brain/B = user.get_organ_slot(ORGAN_SLOT_BRAIN)
B.organ_flags &= ~ORGAN_VITAL //this cant possibly be a good idea
var/randdir
for(var/i in 1 to 24)//like a headless chicken!
if(user.is_holding(src))
randdir = pick(GLOB.alldirs)
user.Move(get_step(user, randdir),randdir)
user.emote("spin")
if (i == 3 && myhead)
myhead.drop_limb()
sleep(0.3 SECONDS)
else
user.visible_message(span_suicide("[user] panics and starts choking to death!"))
return OXYLOSS
else
user.visible_message(span_suicide("[user] begins beating [user.p_them()]self to death with \the [src]'s handle! It probably would've been cooler if [user.p_they()] turned it on first!"))
return BRUTELOSS
/obj/item/dualsaber/Initialize(mapload)
. = ..()
if(LAZYLEN(possible_colors))
saber_color = pick(possible_colors)
switch(saber_color)
if("red")
set_light_color(COLOR_SOFT_RED)
if("green")
set_light_color(LIGHT_COLOR_GREEN)
if("blue")
set_light_color(LIGHT_COLOR_LIGHT_CYAN)
if("purple")
set_light_color(LIGHT_COLOR_LAVENDER)
/obj/item/dualsaber/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/dualsaber/attack(mob/target, mob/living/carbon/human/user)
if(HAS_TRAIT(user, TRAIT_HULK))
to_chat(user, span_warning("You grip the blade too hard and accidentally drop it!"))
if(HAS_TRAIT(src, TRAIT_WIELDED))
user.dropItemToGround(src, force=TRUE)
return
..()
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
impale(user)
return
if(prob(50))
INVOKE_ASYNC(src, PROC_REF(jedi_spin), user)
/obj/item/dualsaber/proc/jedi_spin(mob/living/user)
dance_rotate(user, CALLBACK(user, TYPE_PROC_REF(/mob, dance_flip)))
/obj/item/dualsaber/proc/impale(mob/living/user)
to_chat(user, span_warning("You twirl around a bit before losing your balance and impaling yourself on [src]."))
if(HAS_TRAIT(src, TRAIT_WIELDED))
user.take_bodypart_damage(20,25,check_armor = TRUE)
else
user.adjustStaminaLoss(25)
/obj/item/dualsaber/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return FALSE //not interested unless we're wielding
if(attack_type == PROJECTILE_ATTACK)
var/obj/projectile/our_projectile = hitby
if(our_projectile.reflectable)
final_block_chance = 0 //we handle this via IsReflect(), effectively 75% block
else
final_block_chance -= 25 //We aren't AS good at blocking physical projectiles, like ballistics and thermals
if(attack_type == LEAP_ATTACK)
final_block_chance -= 50 //We are particularly bad at blocking someone JUMPING at us..
if(attack_type == OVERWHELMING_ATTACK)
final_block_chance = 0 //Far too small to block these kinds of attacks.
return ..()
/obj/item/dualsaber/process()
if(HAS_TRAIT(src, TRAIT_WIELDED))
if(hacked)
set_light_color(pick(COLOR_SOFT_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER))
open_flame()
else
return PROCESS_KILL
/obj/item/dualsaber/IsReflect()
if(HAS_TRAIT(src, TRAIT_WIELDED) && prob(block_chance))
return TRUE
/obj/item/dualsaber/ignition_effect(atom/A, mob/user)
// same as /obj/item/melee/energy, mostly
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return ""
var/in_mouth = ""
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.wear_mask)
in_mouth = ", barely missing [user.p_their()] nose"
. = span_rose("[user] swings [user.p_their()] [name][in_mouth]. [user.p_They()] light[user.p_s()] [A.loc == user ? "[user.p_their()] [A.name]" : A] in the process.")
playsound(loc, hitsound, get_clamped_volume(), TRUE, -1)
add_fingerprint(user)
// Light your candles while spinning around the room
INVOKE_ASYNC(src, PROC_REF(jedi_spin), user)
/obj/item/dualsaber/green
possible_colors = list("green")
/obj/item/dualsaber/red
possible_colors = list("red")
/obj/item/dualsaber/blue
possible_colors = list("blue")
/obj/item/dualsaber/purple
possible_colors = list("purple")
/obj/item/dualsaber/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
if(W.tool_behaviour == TOOL_MULTITOOL)
if(!hacked)
hacked = TRUE
to_chat(user, span_warning("2XRNBW_ENGAGE"))
saber_color = "rainbow"
update_appearance()
else
to_chat(user, span_warning("It's starting to look like a triple rainbow - no, nevermind."))
else
return ..()