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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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/*
CONTAINS:
RSF
*/
///Extracts the related object from an associated list of objects and values, or lists and objects.
#define OBJECT_OR_LIST_ELEMENT(from, input) (islist(input) ? from[input] : input)
/obj/item/rsf
name = "\improper Rapid-Service-Fabricator"
desc = "A device used to rapidly deploy service items."
icon = 'icons/obj/tools.dmi'
icon_state = "rsf"
inhand_icon_state = "rsf"
base_icon_state = "rsf"
///The icon state to revert to when the tool is empty
var/spent_icon_state = "rsf_empty"
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
opacity = FALSE
density = FALSE
anchored = FALSE
item_flags = NOBLUDGEON
armor_type = /datum/armor/none
///The current matter count
var/matter = 0
///The max amount of matter in the device
var/max_matter = 30
///The type of the object we are going to dispense
var/to_dispense
///The cost of the object we are going to dispense
var/dispense_cost = 0
w_class = WEIGHT_CLASS_NORMAL
///An associated list of atoms and charge costs. This can contain a separate list, as long as its associated item is an object
///The RSF item list below shows in the player facing ui in this order, this is why it isn't in alphabetical order, but instead sorted by category
var/list/cost_by_item = list(
/obj/item/reagent_containers/cup/glass/drinkingglass = 20,
/obj/item/reagent_containers/cup/glass/sillycup = 10,
/obj/item/plate = 70,
/obj/item/reagent_containers/cup/bowl = 70,
/obj/item/kitchen/fork/plastic = 30,
/obj/item/knife/plastic = 30,
/obj/item/kitchen/spoon/plastic = 30,
/obj/item/food/seaweedsheet = 30,
/obj/item/storage/dice = 200,
/obj/item/toy/cards/deck = 200,
/obj/item/paper = 10,
/obj/item/pen = 50,
/obj/item/cigarette = 10,
)
///An associated list of fuel and its value
var/list/matter_by_item = list(/obj/item/rcd_ammo = 10,)
///A list of surfaces that we are allowed to place things on.
var/list/allowed_surfaces = list(/turf/open/floor, /obj/structure/table)
///The unit of mesure of the matter, for use in text
var/discriptor = "fabrication-units"
///The verb that describes what we're doing, for use in text
var/action_type = "Dispensing"
///Holds a copy of world.time from the last time the synth was used.
var/cooldown = 0
///How long should the minimum period between this RSF's item dispensings be?
var/cooldowndelay = 0 SECONDS
/obj/item/rsf/Initialize(mapload)
. = ..()
to_dispense = cost_by_item[1]
dispense_cost = cost_by_item[to_dispense]
/obj/item/rsf/examine(mob/user)
. = ..()
. += span_notice("It currently holds [matter]/[max_matter] [discriptor].")
/obj/item/rsf/cyborg
matter = 30
/obj/item/rsf/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
if(is_type_in_list(W,matter_by_item))//If the thing we got hit by is in our matter list
var/tempMatter = matter_by_item[W.type] + matter
if(tempMatter > max_matter)
to_chat(user, span_warning("\The [src] can't hold any more [discriptor]!"))
return
if(isstack(W))
var/obj/item/stack/stack = W
stack.use(1)
else
qdel(W)
matter = tempMatter //We add its value
playsound(src.loc, 'sound/machines/click.ogg', 10, TRUE)
to_chat(user, span_notice("\The [src] now holds [matter]/[max_matter] [discriptor]."))
icon_state = base_icon_state//and set the icon state to the base state
else
return ..()
/obj/item/rsf/attack_self(mob/user)
playsound(src.loc, 'sound/effects/pop.ogg', 50, FALSE)
var/target = cost_by_item
var/cost = 0
//Warning, prepare for bodgecode
while(islist(target))//While target is a list we continue the loop
var/picked = show_radial_menu(user, src, formRadial(target), custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE)
if(!check_menu(user) || picked == null)
return
for(var/emem in target)//Back through target agian
var/atom/test = OBJECT_OR_LIST_ELEMENT(target, emem)
if(picked == initial(test.name))//We try and find the entry that matches the radial selection
cost = target[emem]//We cash the cost
target = emem
break
//If we found a list we start it all again, this time looking through its contents.
//This allows for sublists
to_dispense = target
dispense_cost = cost
// Change mode
///Forms a radial menu based off an object in a list, or a list's associated object
/obj/item/rsf/proc/formRadial(from)
var/list/radial_list = list()
for(var/meme in from)//We iterate through all of targets entrys
var/atom/temp = OBJECT_OR_LIST_ELEMENT(from, meme)
//We then add their data into the radial menu
radial_list[initial(temp.name)] = image(icon = initial(temp.icon), icon_state = initial(temp.icon_state))
return radial_list
/obj/item/rsf/proc/check_menu(mob/user)
if(user.incapacitated || !user.Adjacent(src))
return FALSE
return TRUE
/obj/item/rsf/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(cooldown > world.time)
return NONE
if (!is_allowed(interacting_with))
return NONE
if(use_matter(dispense_cost, user))//If we can charge that amount of charge, we do so and return true
playsound(loc, 'sound/machines/click.ogg', 10, TRUE)
var/atom/meme = new to_dispense(get_turf(interacting_with))
to_chat(user, span_notice("[action_type] [meme.name]..."))
cooldown = world.time + cooldowndelay
return ITEM_INTERACT_SUCCESS
return ITEM_INTERACT_BLOCKING
///A helper proc. checks to see if we can afford the amount of charge that is passed, and if we can docs the charge from our base, and returns TRUE. If we can't we return FALSE
/obj/item/rsf/proc/use_matter(charge, mob/user)
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
var/end_charge = R.cell.charge - charge
if(end_charge < 0)
to_chat(user, span_warning("You do not have enough power to use [src]."))
icon_state = spent_icon_state
return FALSE
R.cell.charge = end_charge
return TRUE
else
if(matter - 1 < 0)
to_chat(user, span_warning("\The [src] doesn't have enough [discriptor] left."))
icon_state = spent_icon_state
return FALSE
matter--
to_chat(user, span_notice("\The [src] now holds [matter]/[max_matter] [discriptor]."))
return TRUE
///Helper proc that iterates through all the things we are allowed to spawn on, and sees if the passed atom is one of them
/obj/item/rsf/proc/is_allowed(atom/to_check)
return is_type_in_list(to_check, allowed_surfaces)
/obj/item/rsf/cookiesynth
name = "Cookie Synthesizer"
desc = "A self-recharging device used to rapidly deploy cookies."
icon_state = "rcd"
base_icon_state = "rcd"
spent_icon_state = "rcd"
max_matter = 10
cost_by_item = list(/obj/item/food/cookie = 100)
dispense_cost = 100
discriptor = "cookie-units"
action_type = "Fabricates"
cooldowndelay = 10 SECONDS
///Tracks whether or not the cookiesynth is about to print a poisoned cookie
var/toxin = FALSE //This might be better suited to some initialize fuckery, but I don't have a good "poisoned" sprite
/obj/item/rsf/cookiesynth/emag_act(mob/user, obj/item/card/emag/emag_card)
obj_flags ^= EMAGGED
if(obj_flags & EMAGGED)
balloon_alert(user, "reagent safety checker shorted out")
else
balloon_alert(user, "reagent safety checker reset")
return TRUE
/obj/item/rsf/cookiesynth/attack_self(mob/user)
var/mob/living/silicon/robot/P = null
if(iscyborg(user))
P = user
if(((obj_flags & EMAGGED) || (P?.emagged)) && !toxin)
toxin = TRUE
to_dispense = /obj/item/food/cookie/sleepy
to_chat(user, span_alert("Cookie Synthesizer hacked."))
else
toxin = FALSE
to_dispense = /obj/item/food/cookie
to_chat(user, span_notice("Cookie Synthesizer reset."))
#undef OBJECT_OR_LIST_ELEMENT