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GhomandRoxy 75e7ef6def Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.

The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.

Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-15 15:50:31 -04:00

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/**
* Mech prizes + MECHA COMBAT!!
*/
/// Mech battle special attack types.
#define SPECIAL_ATTACK_HEAL 1
#define SPECIAL_ATTACK_DAMAGE 2
#define SPECIAL_ATTACK_UTILITY 3
#define SPECIAL_ATTACK_OTHER 4
/// Max length of a mech battle
#define MAX_BATTLE_LENGTH 50
/obj/item/toy/mecha
icon = 'icons/obj/toys/toy.dmi'
icon_state = "fivestarstoy"
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
verb_yell = "beeps"
w_class = WEIGHT_CLASS_SMALL
floor_placeable = TRUE
/// Timer when it'll be off cooldown
var/timer = 0
/// Cooldown between play sessions
var/cooldown = 1.5 SECONDS
/// Cooldown multiplier after a battle (by default: battle cooldowns are 30 seconds)
var/cooldown_multiplier = 20
/// If it makes noise when played with
var/quiet = FALSE
/// TRUE = Offering battle to someone || FALSE = Not offering battle
var/wants_to_battle = FALSE
/// TRUE = in combat currently || FALSE = Not in combat
var/in_combat = FALSE
/// The mech's health in battle
var/combat_health = 0
/// The mech's max combat health
var/max_combat_health = 0
/// TRUE = the special attack is charged || FALSE = not charged
var/special_attack_charged = FALSE
/// What type of special attack they use - SPECIAL_ATTACK_DAMAGE, SPECIAL_ATTACK_HEAL, SPECIAL_ATTACK_UTILITY, SPECIAL_ATTACK_OTHER
var/special_attack_type = 0
/// What message their special move gets on examining
var/special_attack_type_message = ""
/// The battlecry when using the special attack
var/special_attack_cry = "*flip"
/// Current cooldown of their special attack
var/special_attack_cooldown = 0
/// This mech's win count in combat
var/wins = 0
/// ...And their loss count in combat
var/losses = 0
/obj/item/toy/mecha/Initialize(mapload)
. = ..()
AddElement(/datum/element/series, /obj/item/toy/mecha, "Mini-Mecha action figures")
AddElement(/datum/element/toy_talk)
combat_health = max_combat_health
switch(special_attack_type)
if(SPECIAL_ATTACK_DAMAGE)
special_attack_type_message = "an aggressive move, which deals bonus damage."
if(SPECIAL_ATTACK_HEAL)
special_attack_type_message = "a defensive move, which grants bonus healing."
if(SPECIAL_ATTACK_UTILITY)
special_attack_type_message = "a utility move, which heals the user and damages the opponent."
if(SPECIAL_ATTACK_OTHER)
special_attack_type_message = "a special move, which [special_attack_type_message]"
else
special_attack_type_message = "a mystery move, even I don't know."
/**
* this proc combines "sleep" while also checking for if the battle should continue
*
* this goes through some of the checks - the toys need to be next to each other to fight!
* if it's player vs themself: They need to be able to "control" both mechs (either must be adjacent or using TK)
* if it's player vs player: Both players need to be able to "control" their mechs (either must be adjacent or using TK)
* if it's player vs mech (suicide): the mech needs to be in range of the player
* if all the checks are TRUE, it does the sleeps, and returns TRUE. Otherwise, it returns FALSE.
* Arguments:
* * delay - the amount of time the sleep at the end of the check will sleep for
* * attacker - the attacking toy in the battle.
* * attacker_controller - the controller of the attacking toy. there should ALWAYS be an attacker_controller
* * opponent - (optional) the defender controller in the battle, for PvP
*/
/obj/item/toy/mecha/proc/combat_sleep(delay, obj/item/toy/mecha/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent)
if(!attacker_controller)
return FALSE
if(!attacker) //if there's no attacker, then attacker_controller IS the attacker
if(!in_range(src, attacker_controller))
attacker_controller.visible_message(span_suicide("[attacker_controller] is running from [src]! The coward!"))
return FALSE
else // if there's an attacker, we can procede as normal
if(!in_range(src, attacker)) //and the two toys aren't next to each other, the battle ends
attacker_controller.visible_message(span_notice("[attacker] and [src] separate, ending the battle."), \
span_notice("[attacker] and [src] separate, ending the battle."))
return FALSE
//dead men tell no tales, incapacitated men fight no fights
if(attacker_controller.incapacitated)
return FALSE
//if the attacker_controller isn't next to the attacking toy (and doesn't have telekinesis), the battle ends
if(!in_range(attacker, attacker_controller) && !(attacker_controller.dna.check_mutation(/datum/mutation/telekinesis)))
attacker_controller.visible_message(span_notice("[attacker_controller.name] separates from [attacker], ending the battle."), \
span_notice("You separate from [attacker], ending the battle."))
return FALSE
//if it's PVP and the opponent is not next to the defending(src) toy (and doesn't have telekinesis), the battle ends
if(opponent)
if(opponent.incapacitated)
return FALSE
if(!in_range(src, opponent) && !(opponent.dna.check_mutation(/datum/mutation/telekinesis)))
opponent.visible_message(span_notice("[opponent.name] separates from [src], ending the battle."), \
span_notice("You separate from [src], ending the battle."))
return FALSE
//if it's not PVP and the attacker_controller isn't next to the defending toy (and doesn't have telekinesis), the battle ends
else
if (!in_range(src, attacker_controller) && !(attacker_controller.dna.check_mutation(/datum/mutation/telekinesis)))
attacker_controller.visible_message(span_notice("[attacker_controller.name] separates from [src] and [attacker], ending the battle."), \
span_notice("You separate [attacker] and [src], ending the battle."))
return FALSE
//if all that is good, then we can sleep peacefully
sleep(delay)
return TRUE
//all credit to skasi for toy mech fun ideas
/obj/item/toy/mecha/attack_self(mob/user)
if(timer < world.time)
to_chat(user, span_notice("You play with [src]."))
timer = world.time + cooldown
if(!quiet)
playsound(user, 'sound/vehicles/mecha/mechstep.ogg', 20, TRUE)
else
. = ..()
/obj/item/toy/mecha/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(loc == user)
attack_self(user)
/**
* If you attack a mech with a mech, initiate combat between them
*/
/obj/item/toy/mecha/attackby(obj/item/user_toy, mob/living/user)
if(istype(user_toy, /obj/item/toy/mecha))
var/obj/item/toy/mecha/P = user_toy
if(check_battle_start(user, P))
mecha_brawl(P, user)
..()
/**
* Attack is called from the user's toy, aimed at target(another human), checking for target's toy.
*/
/obj/item/toy/mecha/attack(mob/living/carbon/human/target, mob/living/carbon/human/user)
if(target == user)
to_chat(user, span_notice("Target another toy mech if you want to start a battle with yourself."))
return
else if(!user.combat_mode)
if(wants_to_battle) //prevent spamming someone with offers
to_chat(user, span_notice("You already are offering battle to someone!"))
return
if(!check_battle_start(user)) //if the user's mech isn't ready, don't bother checking
return
for(var/obj/item/I in target.held_items)
if(istype(I, /obj/item/toy/mecha)) //if you attack someone with a mech who's also holding a mech, offer to battle them
var/obj/item/toy/mecha/P = I
if(!P.check_battle_start(target, null, user)) //check if the attacker mech is ready
break
//slap them with the metaphorical white glove
if(P.wants_to_battle) //if the target mech wants to battle, initiate the battle from their POV
mecha_brawl(P, target, user) //P = defender's mech / SRC = attacker's mech / target = defender / user = attacker
P.wants_to_battle = FALSE
return
//extend the offer of battle to the other mech
to_chat(user, span_notice("You offer battle to [target.name]!"))
to_chat(target, span_notice("<b>[user.name] wants to battle with [user.p_their()] [name]!</b> <i>Attack them with a toy mech to initiate combat.</i>"))
wants_to_battle = TRUE
addtimer(CALLBACK(src, PROC_REF(withdraw_offer), user), 6 SECONDS)
return
..()
/**
* Overrides attack_tk - Sorry, you have to be face to face to initiate a battle, it's good sportsmanship
*/
/obj/item/toy/mecha/attack_tk(mob/user)
if(timer < world.time)
to_chat(user, span_notice("You telekinetically play with [src]."))
timer = world.time + cooldown
if(!quiet)
playsound(user, 'sound/vehicles/mecha/mechstep.ogg', 20, TRUE)
return COMPONENT_CANCEL_ATTACK_CHAIN
/**
* Resets the request for battle.
*
* For use in a timer, this proc resets the wants_to_battle variable after a short period.
* Arguments:
* * user - the user wanting to do battle
*/
/obj/item/toy/mecha/proc/withdraw_offer(mob/living/carbon/user)
if(wants_to_battle)
wants_to_battle = FALSE
to_chat(user, span_notice("You get the feeling they don't want to battle."))
/**
* Starts a battle, toy mech vs player. Player... doesn't win.
*/
/obj/item/toy/mecha/suicide_act(mob/living/carbon/user)
if(in_combat)
to_chat(user, span_notice("[src] is in battle, let it finish first."))
return
user.visible_message(span_suicide("[user] begins a fight [user.p_they()] can't win with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
in_combat = TRUE
sleep(1.5 SECONDS)
for(var/i in 1 to 4)
switch(i)
if(1, 3)
SpinAnimation(5, 0)
playsound(src, 'sound/vehicles/mecha/mechstep.ogg', 30, TRUE)
user.adjustBruteLoss(25)
user.adjustStaminaLoss(50)
if(2)
user.SpinAnimation(5, 0)
playsound(user, 'sound/items/weapons/smash.ogg', 20, TRUE)
combat_health-- //we scratched it!
if(4)
say(special_attack_cry + "!!")
user.adjustStaminaLoss(25)
if(!combat_sleep(1 SECONDS, null, user))
say("PATHETIC.")
combat_health = max_combat_health
in_combat = FALSE
return SHAME
sleep(0.5 SECONDS)
user.adjustBruteLoss(450)
in_combat = FALSE
say("AN EASY WIN. MY POWER INCREASES.") // steal a soul, become swole
add_atom_colour(rgb(255, 115, 115), ADMIN_COLOUR_PRIORITY)
max_combat_health = round(max_combat_health*1.5 + 0.1)
combat_health = max_combat_health
wins++
return BRUTELOSS
/obj/item/toy/mecha/examine()
. = ..()
. += span_notice("This toy's special attack is [special_attack_cry], [special_attack_type_message]")
if(in_combat)
. += span_notice("This toy has a maximum health of [max_combat_health]. Currently, it's [combat_health].")
. += span_notice("Its special move light is [special_attack_cooldown? "flashing red." : "green and is ready!"]")
else
. += span_notice("This toy has a maximum health of [max_combat_health].")
if(wins || losses)
. += span_notice("This toy has [wins] wins, and [losses] losses.")
/obj/item/toy/mecha/can_speak(allow_mimes)
return !quiet && ..()
/**
* The 'master' proc of the mech battle. Processes the entire battle's events and makes sure it start and finishes correctly.
*
* src is the defending toy, and the battle proc is called on it to begin the battle.
* After going through a few checks at the beginning to ensure the battle can start properly, the battle begins a loop that lasts
* until either toy has no more health. During this loop, it also ensures the mechs stay in combat range of each other.
* It will then randomly decide attacks for each toy, occasionally making one or the other use their special attack.
* When either mech has no more health, the loop ends, and it displays the victor and the loser while updating their stats and resetting them.
* Arguments:
* * attacker - the attacking toy, the toy in the attacker_controller's hands
* * attacker_controller - the user, the one who is holding the toys / controlling the fight
* * opponent - optional arg used in Mech PvP battles: the other person who is taking part in the fight (controls src)
*/
/obj/item/toy/mecha/proc/mecha_brawl(obj/item/toy/mecha/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent)
//A GOOD DAY FOR A SWELL BATTLE!
attacker_controller.visible_message(span_danger("[attacker_controller.name] collides [attacker] with [src]! Looks like they're preparing for a brawl!"), \
span_danger("You collide [attacker] into [src], sparking a fierce battle!"), \
span_hear("You hear hard plastic smacking into hard plastic."), COMBAT_MESSAGE_RANGE)
/// Who's in control of the defender (src)?
var/mob/living/carbon/src_controller = (opponent)? opponent : attacker_controller
/// How long has the battle been going?
var/battle_length = 0
in_combat = TRUE
attacker.in_combat = TRUE
//1.5 second cooldown * 20 = 30 second cooldown after a fight
timer = world.time + cooldown*cooldown_multiplier
attacker.timer = world.time + attacker.cooldown*attacker.cooldown_multiplier
sleep(1 SECONDS)
//--THE BATTLE BEGINS--
while(combat_health > 0 && attacker.combat_health > 0 && battle_length < MAX_BATTLE_LENGTH)
if(!combat_sleep(0.5 SECONDS, attacker, attacker_controller, opponent)) //combat_sleep checks everything we need to have checked for combat to continue
break
//before we do anything - deal with charged attacks
if(special_attack_charged)
src_controller.visible_message(span_danger("[src] unleashes its special attack!!"), \
span_danger("You unleash [src]'s special attack!"))
special_attack_move(attacker)
else if(attacker.special_attack_charged)
attacker_controller.visible_message(span_danger("[attacker] unleashes its special attack!!"), \
span_danger("You unleash [attacker]'s special attack!"))
attacker.special_attack_move(src)
else
//process the cooldowns
if(special_attack_cooldown > 0)
special_attack_cooldown--
if(attacker.special_attack_cooldown > 0)
attacker.special_attack_cooldown--
//combat commences
switch(rand(1,8))
if(1 to 3) //attacker wins
if(attacker.special_attack_cooldown == 0 && attacker.combat_health <= round(attacker.max_combat_health/3)) //if health is less than 1/3 and special off CD, use it
attacker.special_attack_charged = TRUE
attacker_controller.visible_message(span_danger("[attacker] begins charging its special attack!!"), \
span_danger("You begin charging [attacker]'s special attack!"))
else //just attack
attacker.SpinAnimation(5, 0)
playsound(attacker, 'sound/vehicles/mecha/mechstep.ogg', 30, TRUE)
combat_health--
attacker_controller.visible_message(span_danger("[attacker] devastates [src]!"), \
span_danger("You ram [attacker] into [src]!"), \
span_hear("You hear hard plastic smacking hard plastic."), COMBAT_MESSAGE_RANGE)
if(prob(5))
combat_health--
playsound(src, 'sound/effects/meteorimpact.ogg', 20, TRUE)
attacker_controller.visible_message(span_boldwarning("...and lands a CRIPPLING BLOW!"), \
span_boldwarning("...and you land a CRIPPLING blow on [src]!"), null, COMBAT_MESSAGE_RANGE)
if(4) //both lose
attacker.SpinAnimation(5, 0)
SpinAnimation(5, 0)
combat_health--
attacker.combat_health--
do_sparks(2, FALSE, src)
do_sparks(2, FALSE, attacker)
if(prob(50))
attacker_controller.visible_message(span_danger("[attacker] and [src] clash dramatically, causing sparks to fly!"), \
span_danger("[attacker] and [src] clash dramatically, causing sparks to fly!"), \
span_hear("You hear hard plastic rubbing against hard plastic."), COMBAT_MESSAGE_RANGE)
else
src_controller.visible_message(span_danger("[src] and [attacker] clash dramatically, causing sparks to fly!"), \
span_danger("[src] and [attacker] clash dramatically, causing sparks to fly!"), \
span_hear("You hear hard plastic rubbing against hard plastic."), COMBAT_MESSAGE_RANGE)
if(5) //both win
playsound(attacker, 'sound/items/weapons/parry.ogg', 20, TRUE)
if(prob(50))
attacker_controller.visible_message(span_danger("[src]'s attack deflects off of [attacker]."), \
span_danger("[src]'s attack deflects off of [attacker]."), \
span_hear("You hear hard plastic bouncing off hard plastic."), COMBAT_MESSAGE_RANGE)
else
src_controller.visible_message(span_danger("[attacker]'s attack deflects off of [src]."), \
span_danger("[attacker]'s attack deflects off of [src]."), \
span_hear("You hear hard plastic bouncing off hard plastic."), COMBAT_MESSAGE_RANGE)
if(6 to 8) //defender wins
if(special_attack_cooldown == 0 && combat_health <= round(max_combat_health/3)) //if health is less than 1/3 and special off CD, use it
special_attack_charged = TRUE
src_controller.visible_message(span_danger("[src] begins charging its special attack!!"), \
span_danger("You begin charging [src]'s special attack!"))
else //just attack
SpinAnimation(5, 0)
playsound(src, 'sound/vehicles/mecha/mechstep.ogg', 30, TRUE)
attacker.combat_health--
src_controller.visible_message(span_danger("[src] smashes [attacker]!"), \
span_danger("You smash [src] into [attacker]!"), \
span_hear("You hear hard plastic smashing hard plastic."), COMBAT_MESSAGE_RANGE)
if(prob(5))
attacker.combat_health--
playsound(attacker, 'sound/effects/meteorimpact.ogg', 20, TRUE)
src_controller.visible_message(span_boldwarning("...and lands a CRIPPLING BLOW!"), \
span_boldwarning("...and you land a CRIPPLING blow on [attacker]!"), null, COMBAT_MESSAGE_RANGE)
else
attacker_controller.visible_message(span_notice("[src] and [attacker] stand around awkwardly."), \
span_notice("You don't know what to do next."))
battle_length++
sleep(0.5 SECONDS)
/// Lines chosen for the winning mech
var/list/winlines = list("YOU'RE NOTHING BUT SCRAP!", "I'LL YIELD TO NONE!", "GLORY IS MINE!", "AN EASY FIGHT.", "YOU SHOULD HAVE NEVER FACED ME.", "ROCKED AND SOCKED.")
if(attacker.combat_health <= 0 && combat_health <= 0) //both lose
playsound(src, 'sound/machines/warning-buzzer.ogg', 20, TRUE)
attacker_controller.visible_message(span_boldnotice("MUTUALLY ASSURED DESTRUCTION!! [src] and [attacker] both end up destroyed!"), \
span_boldnotice("Both [src] and [attacker] are destroyed!"))
else if(attacker.combat_health <= 0) //src wins
wins++
attacker.losses++
playsound(attacker, 'sound/effects/light_flicker.ogg', 20, TRUE)
attacker_controller.visible_message(span_notice("[attacker] falls apart!"), \
span_notice("[attacker] falls apart!"), null, COMBAT_MESSAGE_RANGE)
say("[pick(winlines)]")
src_controller.visible_message(span_notice("[src] destroys [attacker] and walks away victorious!"), \
span_notice("You raise up [src] victoriously over [attacker]!"))
else if (combat_health <= 0) //attacker wins
attacker.wins++
losses++
playsound(src, 'sound/effects/light_flicker.ogg', 20, TRUE)
src_controller.visible_message(span_notice("[src] collapses!"), \
span_notice("[src] collapses!"), null, COMBAT_MESSAGE_RANGE)
attacker.say("[pick(winlines)]")
attacker_controller.visible_message(span_notice("[attacker] demolishes [src] and walks away victorious!"), \
"[span_notice("You raise up [attacker] proudly over [src]")]!")
else //both win?
say("NEXT TIME.")
//don't want to make this a one sided conversation
quiet? attacker.say("I WENT EASY ON YOU.") : attacker.say("OF COURSE.")
in_combat = FALSE
attacker.in_combat = FALSE
combat_health = max_combat_health
attacker.combat_health = attacker.max_combat_health
return
/**
* This proc checks if a battle can be initiated between src and attacker.
*
* Both SRC and attacker (if attacker is included) timers are checked if they're on cooldown, and
* both SRC and attacker (if attacker is included) are checked if they are in combat already.
* If any of the above are true, the proc returns FALSE and sends a message to user (and target, if included) otherwise, it returns TRUE
* Arguments:
* * user: the user who is initiating the battle
* * attacker: optional arg for checking two mechs at once
* * target: optional arg used in Mech PvP battles (if used, attacker is target's toy)
*/
/obj/item/toy/mecha/proc/check_battle_start(mob/living/carbon/user, obj/item/toy/mecha/attacker, mob/living/carbon/target)
if(attacker?.in_combat)
to_chat(user, span_notice("[target?target.p_their() : "Your" ] [attacker.name] is in combat."))
to_chat(target, span_notice("Your [attacker.name] is in combat."))
return FALSE
if(in_combat)
to_chat(user, span_notice("Your [name] is in combat."))
to_chat(target, span_notice("[user.p_their()] [name] is in combat."))
return FALSE
if(attacker && attacker.timer > world.time)
to_chat(user, span_notice("[target?target.p_their() : "Your" ] [attacker.name] isn't ready for battle."))
to_chat(target, span_notice("Your [attacker.name] isn't ready for battle."))
return FALSE
if(timer > world.time)
to_chat(user, span_notice("Your [name] isn't ready for battle."))
to_chat(target, span_notice("[user.p_their()] [name] isn't ready for battle."))
return FALSE
return TRUE
/**
* Processes any special attack moves that happen in the battle (called in the mechaBattle proc).
*
* Makes the toy shout their special attack cry and updates its cooldown. Then, does the special attack.
* Arguments:
* * victim - the toy being hit by the special move
*/
/obj/item/toy/mecha/proc/special_attack_move(obj/item/toy/mecha/victim)
say(special_attack_cry + "!!")
special_attack_charged = FALSE
special_attack_cooldown = 3
switch(special_attack_type)
if(SPECIAL_ATTACK_DAMAGE) //+2 damage
victim.combat_health-=2
playsound(src, 'sound/items/weapons/marauder.ogg', 20, TRUE)
if(SPECIAL_ATTACK_HEAL) //+2 healing
combat_health+=2
playsound(src, 'sound/vehicles/mecha/mech_shield_raise.ogg', 20, TRUE)
if(SPECIAL_ATTACK_UTILITY) //+1 heal, +1 damage
victim.combat_health--
combat_health++
playsound(src, 'sound/vehicles/mecha/mechmove01.ogg', 30, TRUE)
if(SPECIAL_ATTACK_OTHER) //other
super_special_attack(victim)
else
say("I FORGOT MY SPECIAL ATTACK...")
/**
* Base proc for 'other' special attack moves.
*
* This one is only for inheritance, each mech with an 'other' type move has their procs below.
* Arguments:
* * victim - the toy being hit by the super special move (doesn't necessarily need to be used)
*/
/obj/item/toy/mecha/proc/super_special_attack(obj/item/toy/mecha/victim)
visible_message(span_notice("[src] does a cool flip."))
/obj/item/toy/mecha/ripley
name = "toy Ripley MK-I"
icon_state = "ripleytoy"
max_combat_health = 4 //200 integrity
special_attack_type = SPECIAL_ATTACK_DAMAGE
special_attack_cry = "CLAMP SMASH"
/obj/item/toy/mecha/ripleymkii
name = "toy Ripley MK-II"
icon_state = "ripleymkiitoy"
max_combat_health = 5 //250 integrity
special_attack_type = SPECIAL_ATTACK_DAMAGE
special_attack_cry = "GIGA DRILL BREAK"
/obj/item/toy/mecha/hauler
name = "toy Hauler"
icon_state = "haulertoy"
max_combat_health = 3 //100 integrity?
special_attack_type = SPECIAL_ATTACK_UTILITY
special_attack_cry = "HAUL AWAY"
/obj/item/toy/mecha/clarke
name = "toy Clarke"
icon_state = "clarketoy"
max_combat_health = 4 //200 integrity
special_attack_type = SPECIAL_ATTACK_UTILITY
special_attack_cry = "ROLL OUT"
/obj/item/toy/mecha/odysseus
name = "toy Odysseus"
icon_state = "odysseustoy"
max_combat_health = 4 //120 integrity
special_attack_type = SPECIAL_ATTACK_HEAL
special_attack_cry = "MECHA BEAM"
/obj/item/toy/mecha/gygax
name = "toy Gygax"
icon_state = "gygaxtoy"
max_combat_health = 5 //250 integrity
special_attack_type = SPECIAL_ATTACK_UTILITY
special_attack_cry = "SUPER SERVOS"
/obj/item/toy/mecha/durand
name = "toy Durand"
icon_state = "durandtoy"
max_combat_health = 6 //400 integrity
special_attack_type = SPECIAL_ATTACK_HEAL
special_attack_cry = "SHIELD OF PROTECTION"
/obj/item/toy/mecha/savannahivanov
name = "toy Savannah-Ivanov"
icon_state = "savannahivanovtoy"
max_combat_health = 7 //450 integrity
special_attack_type = SPECIAL_ATTACK_UTILITY
special_attack_cry = "SKYFALL!! IVANOV STRIKE"
/obj/item/toy/mecha/phazon
name = "toy Phazon"
icon_state = "phazontoy"
max_combat_health = 6 //200 integrity
special_attack_type = SPECIAL_ATTACK_UTILITY
special_attack_cry = "NO-CLIP"
/obj/item/toy/mecha/honk
name = "toy H.O.N.K."
icon_state = "honktoy"
max_combat_health = 4 //140 integrity
special_attack_type = SPECIAL_ATTACK_OTHER
special_attack_type_message = "puts the opposing mech's special move on cooldown and heals this mech."
special_attack_cry = "MEGA HORN"
/obj/item/toy/mecha/honk/super_special_attack(obj/item/toy/mecha/victim)
playsound(src, 'sound/mobs/non-humanoids/honkbot/honkbot_evil_laugh.ogg', 20, TRUE)
victim.special_attack_cooldown += 3 //Adds cooldown to the other mech and gives a minor self heal
combat_health++
/obj/item/toy/mecha/darkgygax
name = "toy Dark Gygax"
icon_state = "darkgygaxtoy"
max_combat_health = 6 //300 integrity
special_attack_type = SPECIAL_ATTACK_UTILITY
special_attack_cry = "ULTRA SERVOS"
/obj/item/toy/mecha/mauler
name = "toy Mauler"
icon_state = "maulertoy"
max_combat_health = 7 //500 integrity
special_attack_type = SPECIAL_ATTACK_DAMAGE
special_attack_cry = "BULLET STORM"
/obj/item/toy/mecha/darkhonk
name = "toy Dark H.O.N.K."
icon_state = "darkhonktoy"
max_combat_health = 5 //300 integrity
special_attack_type = SPECIAL_ATTACK_DAMAGE
special_attack_cry = "BOMBANANA SPREE"
/obj/item/toy/mecha/deathripley
name = "toy Death-Ripley"
icon_state = "deathripleytoy"
max_combat_health = 5 //250 integrity
special_attack_type = SPECIAL_ATTACK_OTHER
special_attack_type_message = "instantly destroys the opposing mech if its health is less than this mech's health."
special_attack_cry = "KILLER CLAMP"
/obj/item/toy/mecha/deathripley/super_special_attack(obj/item/toy/mecha/victim)
playsound(src, 'sound/items/weapons/sonic_jackhammer.ogg', 20, TRUE)
if(victim.combat_health < combat_health) //Instantly kills the other mech if its health is below ours.
say("EXECUTE!!")
victim.combat_health = 0
else //Otherwise, just deal one damage.
victim.combat_health--
/obj/item/toy/mecha/reticence
name = "toy Reticence"
icon_state = "reticencetoy"
quiet = TRUE
max_combat_health = 4 //100 integrity
special_attack_type = SPECIAL_ATTACK_OTHER
special_attack_type_message = "has a lower cooldown than normal special moves, increases the opponent's cooldown, and deals damage."
special_attack_cry = "*wave"
/obj/item/toy/mecha/reticence/super_special_attack(obj/item/toy/mecha/victim)
special_attack_cooldown-- //Has a lower cooldown...
victim.special_attack_cooldown++ //and increases the opponent's cooldown by 1...
victim.combat_health-- //and some free damage.
/obj/item/toy/mecha/marauder
name = "toy Marauder"
icon_state = "maraudertoy"
max_combat_health = 7 //500 integrity
special_attack_type = SPECIAL_ATTACK_DAMAGE
special_attack_cry = "BEAM BLAST"
/obj/item/toy/mecha/seraph
name = "toy Seraph"
icon_state = "seraphtoy"
max_combat_health = 8 //550 integrity
special_attack_type = SPECIAL_ATTACK_DAMAGE
special_attack_cry = "ROCKET BARRAGE"
/obj/item/toy/mecha/firefighter //rip
name = "toy Firefighter"
icon_state = "firefightertoy"
max_combat_health = 5 //250 integrity?
special_attack_type = SPECIAL_ATTACK_HEAL
special_attack_cry = "FIRE SHIELD"
#undef SPECIAL_ATTACK_HEAL
#undef SPECIAL_ATTACK_DAMAGE
#undef SPECIAL_ATTACK_UTILITY
#undef SPECIAL_ATTACK_OTHER
#undef MAX_BATTLE_LENGTH