Files
SmArtKar d68efbbf45 Fixes transforming items getting their force incorrectly modified when metalgenned multiple times (#95739)
## About The Pull Request

Transforming weapons could change their sharpness which would break
material force modification as materials modify the force differently
based on item sharpness. Also the force was hard reset every time you
switched it on or off, which would also break the math.
I've rewritten the transforming component to preserve force and
sharpness, and account for different sharpness of the item when switched
on/off. Additionally, I've updated the two-handed component to use the
new system to make it easier to work with/less prone to breaking.

## Why It's Good For The Game

<img width="557" height="218" alt="image"
src="https://github.com/user-attachments/assets/59cfb21a-e97e-4843-9c11-c87ed32384a9"
/>

## Changelog
🆑
fix: Transforming items like eswords should no longer get absurd stats
when metalgenned multiple times in a row
/🆑
2026-04-19 22:58:37 +01:00

85 lines
4.2 KiB
Plaintext

/**
* # Whetstone
*
* Items used for sharpening stuff
*
* Whetstones can be used to increase an item's force, throw_force and wound_bonus and it changes its sharpness to SHARP_EDGED. Whetstones do not work with energy weapons. Two-handed weapons will only get the throw_force bonus. A whetstone can only be used once.
*
*/
/obj/item/sharpener
name = "whetstone"
icon = 'icons/obj/service/kitchen.dmi'
icon_state = "sharpener"
desc = "A block that makes things sharp."
force = 5
///Amount of uses the whetstone has. Set to -1 for functionally infinite uses.
var/uses = 1
///How much force the whetstone can add to an item.
var/increment = 4
///Maximum force sharpening items with the whetstone can result in
var/max = 30
///The prefix a whetstone applies when an item is sharpened with it
var/prefix = "sharpened"
///If TRUE, the whetstone will only sharpen already sharp items
var/requires_sharpness = TRUE
/obj/item/sharpener/attackby(obj/item/I, mob/user, list/modifiers, list/attack_modifiers)
if(uses == 0)
to_chat(user, span_warning("The sharpening block is too worn to use again!"))
return
if(I.force >= max || I.throwforce >= max) //So the whetstone never reduces force or throw_force
to_chat(user, span_warning("[I] is much too powerful to sharpen further!"))
return
if(requires_sharpness && !I.get_sharpness())
to_chat(user, span_warning("You can only sharpen items that are already sharp, such as knives!"))
return
if(is_type_in_list(I, list(/obj/item/melee/energy, /obj/item/dualsaber))) //You can't sharpen the photons in energy meelee weapons
to_chat(user, span_warning("You don't think \the [I] will be the thing getting modified if you use it on \the [src]!"))
return
//This block is used to check more things if the item has a relevant component.
var/signal_out = SEND_SIGNAL(I, COMSIG_ITEM_SHARPEN_ACT, increment, max) //Stores the bitflags returned by SEND_SIGNAL
if(signal_out & COMPONENT_BLOCK_SHARPEN_MAXED) //If the item's components enforce more limits on maximum power from sharpening, we fail
to_chat(user, span_warning("[I] is much too powerful to sharpen further!"))
return
if(signal_out & COMPONENT_BLOCK_SHARPEN_BLOCKED)
to_chat(user, span_warning("[I] is not able to be sharpened right now!"))
return
if((signal_out & COMPONENT_BLOCK_SHARPEN_ALREADY) || (I.force > initial(I.force) && !signal_out)) //No sharpening stuff twice
to_chat(user, span_warning("[I] has already been refined before. It cannot be sharpened further!"))
return
if(!(signal_out & COMPONENT_BLOCK_SHARPEN_APPLIED)) //If the item has a relevant component and COMPONENT_BLOCK_SHARPEN_APPLIED is returned, the item only gets the throw force increase
I.force = clamp(I.force + increment, 0, max)
I.wound_bonus = I.wound_bonus + increment //wound_bonus has no cap
user.visible_message(span_notice("[user] sharpens [I] with [src]!"), span_notice("You sharpen [I], making it much more deadly than before."))
playsound(src, 'sound/items/unsheath.ogg', 25, TRUE)
if(!(signal_out & COMPONENT_BLOCK_SHARPEN_SHARPNESS))
I.sharpness = SHARP_EDGED //When you whetstone something, it becomes an edged weapon, even if it was previously dull or pointy
I.throwforce = clamp(I.throwforce + increment, 0, max)
I.name = "[prefix] [I.name]" //This adds a prefix and a space to the item's name regardless of what the prefix is
desc = "[desc] At least, it used to."
uses-- //this doesn't cause issues because we check if uses == 0 earlier in this proc
if(uses == 0)
name = "worn out [name]" //whetstone becomes used whetstone
update_appearance()
/obj/item/sharpener/update_name()
name = "[!uses ? "worn out " : null][initial(name)]"
return ..()
/**
* # Super whetstone
*
* Extremely powerful admin-only whetstone
*
* Whetstone that adds 200 damage to an item, with the maximum force and throw_force reachable with it being 200. As with normal whetstones, energy weapons cannot be sharpened with it and two-handed weapons will only get the throw_force bonus.
*
*/
/obj/item/sharpener/super
name = "super whetstone"
desc = "A block that will make your weapon sharper than Einstein on adderall."
increment = 200
max = 200
prefix = "super-sharpened"
requires_sharpness = FALSE //Super whetstones can sharpen even tooboxes