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