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MrMelbert bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
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)
/🆑
2025-05-22 21:30:07 -04:00

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/obj/item/seeds/shrub
name = "shrub seed pack"
desc = "These seeds grow into hedge shrubs."
icon_state = "seed-shrub"
species = "shrub"
plantname = "Shrubbery"
product = /obj/item/grown/shrub
lifespan = 40
endurance = 30
maturation = 4
production = 6
yield = 2
instability = 10
growthstages = 3
reagents_add = list()
mutatelist = list(/obj/item/seeds/organ_tree)
/obj/item/grown/shrub
seed = /obj/item/seeds/shrub
name = "shrub"
desc = "A shrubbery, it looks nice and it was only a few credits too. Plant it on the ground to grow a hedge, shrubbing skills not required."
icon_state = "shrub"
/obj/item/grown/shrub/attack_self(mob/user)
var/turf/player_turf = get_turf(user)
if(player_turf?.is_blocked_turf(TRUE))
return FALSE
user.visible_message(span_danger("[user] begins to plant \the [src]..."))
if(do_after(user, 8 SECONDS, target = user.drop_location(), progress = TRUE))
new /obj/structure/hedge/opaque(user.drop_location())
to_chat(user, span_notice("You plant \the [src]."))
qdel(src)
///the structure placed by the shrubs
/obj/structure/hedge
name = "hedge"
desc = "A large bushy hedge."
icon = 'icons/obj/smooth_structures/hedge.dmi'
icon_state = "hedge-0"
base_icon_state = "hedge"
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = SMOOTH_GROUP_HEDGE_FLUFF
canSmoothWith = SMOOTH_GROUP_HEDGE_FLUFF
density = TRUE
anchored = TRUE
opacity = FALSE
max_integrity = 80
/obj/structure/hedge/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(!opacity || !HAS_TRAIT(user, TRAIT_BONSAI) || !tool.get_sharpness())
return NONE
balloon_alert(user, "trimming...")
if(!do_after(user, 3 SECONDS, target=src))
return ITEM_INTERACT_BLOCKING
opacity = FALSE
return ITEM_INTERACT_SUCCESS
/**
* useful for mazes and such
*/
/obj/structure/hedge/opaque
opacity = TRUE
/obj/item/seeds/organ_tree
name = "organ tree seed pack"
desc = "These seeds grow into an organ tree."
icon_state = "seed-organ"
species = "organ"
plantname = "Organ Tree"
product = null // handled snowflake
lifespan = 10 // organs rot fast
maturation = 5
production = 15 // organ growing takes a while
endurance = 50
yield = 1
instability = 2
growthstages = 3
genes = list(/datum/plant_gene/trait/complex_harvest)
/obj/item/seeds/organ_tree/harvest(mob/user)
var/yield_amount = getYield()
var/obj/machinery/hydroponics/parent = loc
if(yield_amount <= 0)
parent.update_tray(user, yield_amount)
return list()
var/list/possible_organs = list(
/obj/item/bodypart/arm/left/pod = 2,
/obj/item/bodypart/arm/right/pod = 2,
/obj/item/bodypart/leg/left/pod = 2,
/obj/item/bodypart/leg/right/pod = 2,
/obj/item/food/meat/slab/human/mutant/plant = 3,
/obj/item/organ/appendix/pod = 1,
/obj/item/organ/brain/pod = 1,
/obj/item/organ/ears/pod = 1,
/obj/item/organ/eyes/pod = 1,
/obj/item/organ/heart/pod = 1,
/obj/item/organ/liver/pod = 1,
/obj/item/organ/lungs/pod = 1,
/obj/item/organ/stomach/pod = 1,
/obj/item/organ/tongue/pod = 1,
)
var/list/created = list()
var/atom/drop_at = user.Adjacent(loc) ? user.drop_location() : drop_location()
for(var/i in 1 to yield)
var/organ = pick_weight(possible_organs)
if(prob(66)) // 66% chance to reduce the chance to 0 so we get less duplicates
possible_organs[organ] = 0
var/obj/item/spawned = new organ(drop_at)
if(isbodypart(spawned))
var/obj/item/bodypart/bodypart_spawned = spawned
bodypart_spawned.species_color = COLOR_GREEN
bodypart_spawned.update_icon_dropped()
qdel(spawned.GetComponent(/datum/component/decomposition))
qdel(spawned.GetComponent(/datum/component/germ_sensitive))
created += spawned
parent.update_tray(user, yield_amount)
return created