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https://github.com/Bubberstation/Bubberstation.git
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Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑
162 lines
5.6 KiB
Plaintext
162 lines
5.6 KiB
Plaintext
#define PANCAKE_MAX_STACK 10
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/obj/item/food/pancakes
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name = "pancake"
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desc = "A fluffy pancake. The softer, superior relative of the waffle."
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icon_state = "pancakes_1"
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inhand_icon_state = null
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food_reagents = list(/datum/reagent/consumable/nutriment = 4, /datum/reagent/consumable/nutriment/vitamin = 2)
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tastes = list("pancakes" = 1)
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foodtypes = GRAIN | SUGAR | BREAKFAST
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w_class = WEIGHT_CLASS_SMALL
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venue_value = FOOD_PRICE_CHEAP
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///Used as a base name while generating the icon states when stacked
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var/stack_name = "pancakes"
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crafting_complexity = FOOD_COMPLEXITY_2
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/obj/item/food/pancakes/raw
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name = "goopy pancake"
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desc = "A barely cooked mess that some may mistake for a pancake. It longs for the griddle."
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icon_state = "rawpancakes_1"
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food_reagents = list(/datum/reagent/consumable/nutriment = 1, /datum/reagent/consumable/nutriment/vitamin = 1)
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tastes = list("milky batter" = 1)
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stack_name = "rawpancakes"
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crafting_complexity = FOOD_COMPLEXITY_1
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/obj/item/food/pancakes/raw/make_grillable()
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AddComponent(/datum/component/grillable,\
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cook_result = /obj/item/food/pancakes,\
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required_cook_time = rand(30 SECONDS, 40 SECONDS),\
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positive_result = TRUE,\
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use_large_steam_sprite = TRUE)
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/obj/item/food/pancakes/raw/attackby(obj/item/garnish, mob/living/user, list/modifiers, list/attack_modifiers)
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var/newresult
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if(istype(garnish, /obj/item/food/grown/berries))
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newresult = /obj/item/food/pancakes/blueberry
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name = "raw blueberry pancake"
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icon_state = "rawbbpancakes_1"
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stack_name = "rawbbpancakes"
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else if(istype(garnish, /obj/item/food/chocolatebar))
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newresult = /obj/item/food/pancakes/chocolatechip
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name = "raw chocolate chip pancake"
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icon_state = "rawccpancakes_1"
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stack_name = "rawccpancakes"
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else
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return ..()
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if(newresult)
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qdel(garnish)
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to_chat(user, span_notice("You add [garnish] to [src]."))
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AddComponent(/datum/component/grillable, cook_result = newresult)
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/obj/item/food/pancakes/raw/examine(mob/user)
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. = ..()
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if(name == initial(name))
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. += span_notice("You can modify the pancake by adding <b>blueberries</b> or <b>chocolate</b> before finishing the griddle.")
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/obj/item/food/pancakes/blueberry
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name = "blueberry pancake"
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desc = "A fluffy and delicious blueberry pancake."
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icon_state = "bbpancakes_1"
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food_reagents = list(
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/datum/reagent/consumable/nutriment = 6,
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/datum/reagent/consumable/nutriment/vitamin = 5,
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)
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tastes = list("pancakes" = 1, "blueberries" = 1)
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stack_name = "bbpancakes"
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crafting_complexity = FOOD_COMPLEXITY_3
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/obj/item/food/pancakes/chocolatechip
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name = "chocolate chip pancake"
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desc = "A fluffy and delicious chocolate chip pancake."
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icon_state = "ccpancakes_1"
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food_reagents = list(
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/datum/reagent/consumable/nutriment = 6,
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/datum/reagent/consumable/nutriment/vitamin = 5,
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)
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tastes = list("pancakes" = 1, "chocolate" = 1)
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stack_name = "ccpancakes"
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crafting_complexity = FOOD_COMPLEXITY_3
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/obj/item/food/pancakes/Initialize(mapload)
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. = ..()
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update_appearance()
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/obj/item/food/pancakes/update_name()
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name = contents.len ? "stack of pancakes" : initial(name)
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return ..()
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/obj/item/food/pancakes/update_icon(updates = ALL)
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if(!(updates & UPDATE_OVERLAYS))
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return ..()
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updates &= ~UPDATE_OVERLAYS
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. = ..() // Don't update overlays. We're doing that here
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if(contents.len < LAZYLEN(overlays))
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overlays -= overlays[overlays.len]
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. |= UPDATE_OVERLAYS
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/obj/item/food/pancakes/examine(mob/user)
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var/ingredients_listed = ""
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var/pancakeCount = contents.len
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switch(pancakeCount)
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if(0)
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desc = initial(desc)
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if(1 to 2)
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desc = "A stack of fluffy pancakes."
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if(3 to 6)
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desc = "A fat stack of fluffy pancakes!"
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if(7 to 9)
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desc = "A grand tower of fluffy, delicious pancakes!"
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if(PANCAKE_MAX_STACK to INFINITY)
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desc = "A massive towering spire of fluffy, delicious pancakes. It looks like it could tumble over!"
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. = ..()
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if (pancakeCount)
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for(var/obj/item/food/pancakes/ING in contents)
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ingredients_listed += "[ING.name], "
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. += "It contains [contents.len?"[ingredients_listed]":"no ingredient, "]on top of a [initial(name)]."
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/obj/item/food/pancakes/attackby(obj/item/item, mob/living/user, list/modifiers, list/attack_modifiers)
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if(istype(item, /obj/item/food/pancakes))
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var/obj/item/food/pancakes/pancake = item
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if((contents.len >= PANCAKE_MAX_STACK) || ((pancake.contents.len + contents.len) > PANCAKE_MAX_STACK))
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to_chat(user, span_warning("You can't add that many pancakes to [src]!"))
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else
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if(!user.transferItemToLoc(pancake, src))
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return
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to_chat(user, span_notice("You add the [pancake] to the [src]."))
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pancake.name = initial(pancake.name)
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contents += pancake
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update_snack_overlays(pancake)
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if (pancake.contents.len)
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for(var/pancake_content in pancake.contents)
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pancake = pancake_content
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pancake.name = initial(pancake.name)
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contents += pancake
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update_snack_overlays(pancake)
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pancake = item
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pancake.contents.Cut()
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return
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else if(contents.len)
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var/obj/O = contents[contents.len]
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return O.attackby(item, user, modifiers)
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..()
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/obj/item/food/pancakes/proc/update_snack_overlays(obj/item/food/pancakes/pancake)
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var/mutable_appearance/pancake_visual = mutable_appearance(icon, "[pancake.stack_name]_[rand(1, 3)]")
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pancake_visual.pixel_w = rand(-1, 1)
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pancake_visual.pixel_z = 3 * contents.len - 1
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pancake_visual.layer = layer + (contents.len * 0.01)
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add_overlay(pancake_visual)
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update_appearance()
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/obj/item/food/pancakes/attack(mob/target, mob/living/user, params, stacked = TRUE)
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if(user.combat_mode || !contents.len || !stacked)
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return ..()
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var/obj/item/item = contents[contents.len]
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. = item.attack(target, user, params, FALSE)
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update_appearance()
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#undef PANCAKE_MAX_STACK
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