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https://github.com/Bubberstation/Bubberstation.git
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bc2215667f
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) /🆑
104 lines
4.3 KiB
Plaintext
104 lines
4.3 KiB
Plaintext
/obj/item/eyesnatcher
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name = "portable eyeball extractor"
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desc = "An overly complicated device that can pierce target's skull and extract their eyeballs if enough brute force is applied."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "eyesnatcher"
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base_icon_state = "eyesnatcher"
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inhand_icon_state = "hypo"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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throwforce = 0
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w_class = WEIGHT_CLASS_SMALL
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throw_speed = 3
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throw_range = 5
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///Whether it's been used to steal a pair of eyes already.
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var/used = FALSE
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/obj/item/eyesnatcher/update_icon_state()
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. = ..()
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icon_state = "[base_icon_state][used ? "-used" : ""]"
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/obj/item/eyesnatcher/attack(mob/living/carbon/human/target, mob/living/user, list/modifiers, list/attack_modifiers)
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if(used || !istype(target) || !target.Adjacent(user)) //Works only once, no TK use
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return ..()
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var/obj/item/organ/eyes/eyeballies = target.get_organ_slot(ORGAN_SLOT_EYES)
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var/obj/item/bodypart/head/head = target.get_bodypart(BODY_ZONE_HEAD)
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if(!head || !eyeballies || target.is_eyes_covered())
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return ..()
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var/eye_snatch_enthusiasm = 5 SECONDS
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if(HAS_MIND_TRAIT(user, TRAIT_MORBID))
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eye_snatch_enthusiasm *= 0.7
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user.do_attack_animation(target, used_item = src)
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target.visible_message(
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span_warning("[user] presses [src] against [target]'s skull!"),
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span_userdanger("[user] presses [src] against your skull!"))
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if(!do_after(user, eye_snatch_enthusiasm, target = target, extra_checks = CALLBACK(src, PROC_REF(eyeballs_exist), eyeballies, head, target)))
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return
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to_chat(target, span_userdanger("You feel something forcing its way into your skull!"))
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balloon_alert(user, "applying pressure...")
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if(!do_after(user, eye_snatch_enthusiasm, target = target, extra_checks = CALLBACK(src, PROC_REF(eyeballs_exist), eyeballies, head, target)))
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return
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var/min_wound = head.get_wound_threshold_of_wound_type(WOUND_BLUNT, WOUND_SEVERITY_SEVERE, return_value_if_no_wound = 30, wound_source = src)
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var/max_wound = head.get_wound_threshold_of_wound_type(WOUND_BLUNT, WOUND_SEVERITY_CRITICAL, return_value_if_no_wound = 50, wound_source = src)
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target.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = rand(min_wound, max_wound + 10), attacking_item = src)
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target.visible_message(
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span_danger("[src] pierces through [target]'s skull, horribly mutilating their eyes!"),
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span_userdanger("Something penetrates your skull, horribly mutilating your eyes! Holy fuck!"),
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span_hear("You hear a sickening sound of metal piercing flesh!")
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)
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eyeballies.apply_organ_damage(eyeballies.maxHealth)
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target.emote("scream")
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playsound(target, 'sound/effects/wounds/crackandbleed.ogg', 100)
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log_combat(user, target, "cracked the skull of (eye snatching)", src)
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if(!do_after(user, eye_snatch_enthusiasm, target = target, extra_checks = CALLBACK(src, PROC_REF(eyeballs_exist), eyeballies, head, target)))
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return
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if(!target.is_blind())
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to_chat(target, span_userdanger("You suddenly go blind!"))
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if(prob(1))
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to_chat(target, span_notice("At least you got a new pirate-y look out of it..."))
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var/obj/item/clothing/glasses/eyepatch/new_patch = new(target.loc)
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target.equip_to_slot_if_possible(new_patch, ITEM_SLOT_EYES, disable_warning = TRUE)
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to_chat(user, span_notice("You successfully extract [target]'s eyeballs."))
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playsound(target, 'sound/items/handling/surgery/retractor2.ogg', 100, TRUE)
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playsound(target, 'sound/effects/pop.ogg', 100, TRAIT_MUTE)
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eyeballies.Remove(target)
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eyeballies.forceMove(get_turf(target))
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notify_ghosts(
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"[target.real_name] has just had their eyes snatched!",
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source = target,
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header = "Ouch!",
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)
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target.emote("scream")
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if(prob(20))
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target.emote("cry")
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used = TRUE
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update_appearance(UPDATE_ICON)
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/obj/item/eyesnatcher/examine(mob/user)
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. = ..()
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if(used)
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. += span_notice("It has been used up.")
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/obj/item/eyesnatcher/proc/eyeballs_exist(obj/item/organ/eyes/eyeballies, obj/item/bodypart/head/head, mob/living/carbon/human/target)
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if(!eyeballies || QDELETED(eyeballies))
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return FALSE
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if(!head || QDELETED(head))
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return FALSE
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if(eyeballies.owner != target)
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return FALSE
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var/obj/item/organ/eyes/eyes = target.get_organ_slot(ORGAN_SLOT_EYES)
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//got different eyes or doesn't own the head... somehow
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if(head.owner != target || eyes != eyeballies)
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return FALSE
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return TRUE
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