mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-06-22 22:54:33 +01:00
0b0c5ea91e
## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑
198 lines
8.0 KiB
Plaintext
198 lines
8.0 KiB
Plaintext
#define ENGINE_COOLDOWN 5 SECONDS
|
|
#define SLASH_COOLDOWN 1.2 SECONDS
|
|
#define SLASH_WINDUP 1 SECONDS
|
|
#define CHARGE_DAMAGE_MOD 10
|
|
#define HOUSE_EDGE_ICONS_MAX 3
|
|
#define HOUSE_EDGE_ICONS_MIN 0
|
|
|
|
/**
|
|
* File for the House Edge sword and the V8 Engine, obtained from the black market.
|
|
*/
|
|
|
|
/obj/item/v8_engine
|
|
name = "ancient engine"
|
|
desc = "An extremely well-preserved, massive V8 engine from the early 2000s. It seems to be missing the rest of the vehicle. There's a tiny label on the side."
|
|
icon = 'icons/obj/weapons/sword.dmi'
|
|
icon_state = "v8_engine"
|
|
w_class = WEIGHT_CLASS_HUGE
|
|
force = 5
|
|
throwforce = 15
|
|
throw_range = 1
|
|
throw_speed = 1
|
|
COOLDOWN_DECLARE(engine_sound_cooldown)
|
|
|
|
/obj/item/v8_engine/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent(/datum/component/two_handed, require_twohands=TRUE, force_unwielded=5, force_wielded=5)
|
|
|
|
/obj/item/v8_engine/attack_self(mob/user, modifiers)
|
|
. = ..()
|
|
if (!COOLDOWN_FINISHED(src, engine_sound_cooldown))
|
|
return
|
|
playsound(src, 'sound/items/car_engine_start.ogg', vol = 75, vary = FALSE, extrarange = 3)
|
|
Shake(duration = ENGINE_COOLDOWN)
|
|
to_chat(user, span_notice("Darn thing... it's too old to keep on without retrofitting it! Without modifications, it works like it's junk."))
|
|
COOLDOWN_START(src, engine_sound_cooldown, ENGINE_COOLDOWN)
|
|
|
|
/obj/item/v8_engine/examine_more(mob/user)
|
|
. = ..()
|
|
INVOKE_ASYNC(src, PROC_REF(start_learning_recipe), user)
|
|
|
|
/obj/item/v8_engine/proc/start_learning_recipe(mob/user)
|
|
if(!user.mind)
|
|
return
|
|
if(user.mind.has_crafting_recipe(user = user, potential_recipe = /datum/crafting_recipe/house_edge))
|
|
return
|
|
to_chat(user, span_notice("You peer at the label on the side, reading about some unique modifications that could be made to the engine..."))
|
|
if(do_after(user, 15 SECONDS, src))
|
|
user.mind.teach_crafting_recipe(/datum/crafting_recipe/house_edge)
|
|
to_chat(user, span_notice("You learned how to make the House Edge."))
|
|
|
|
/obj/item/house_edge
|
|
name = "House Edge"
|
|
desc = "Dangerous. Loud. Sleek. It has a built in roulette wheel. This thing could easily rip your arm off if you're not careful."
|
|
icon = 'icons/obj/weapons/sword.dmi'
|
|
icon_state = "house_edge"
|
|
base_icon_state = "house_edge"
|
|
inhand_icon_state = "house_edge"
|
|
icon_angle = -45
|
|
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
|
|
w_class = WEIGHT_CLASS_HUGE
|
|
sharpness = SHARP_EDGED
|
|
force = 12
|
|
throwforce = 10
|
|
throw_range = 5
|
|
throw_speed = 1
|
|
armour_penetration = 15
|
|
hitsound = 'sound/items/car_engine_start.ogg'
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 14, /datum/material/cardboard = SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.8)
|
|
/// The number of charges the house edge has accrued through 2-handed hits, to charge a more powerful charge attack.
|
|
var/fire_charges = 0
|
|
///Sound played when wielded.
|
|
var/active_hitsound = 'sound/items/house_edge_hit.ogg'
|
|
///Datum that tracks weapon dashing for the fire_charge system
|
|
var/datum/action/innate/dash/charge
|
|
COOLDOWN_DECLARE(fire_charge_cooldown)
|
|
|
|
/obj/item/house_edge/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent(/datum/component/two_handed, force_unwielded = 12, force_wielded = 22, attacksound = active_hitsound)
|
|
RegisterSignals(src, list(COMSIG_ITEM_DROPPED, COMSIG_MOVABLE_PRE_THROW, COMSIG_ITEM_ATTACK_SELF), PROC_REF(reset_charges))
|
|
|
|
/obj/item/house_edge/afterattack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
|
|
if(!ismob(target))
|
|
return
|
|
var/mob/mob_target = target
|
|
if(HAS_TRAIT(src, TRAIT_WIELDED) && mob_target.stat != DEAD)
|
|
//Add a fire charge to a max of 3, updates icon_state.
|
|
fire_charges = clamp((fire_charges + 1), HOUSE_EDGE_ICONS_MIN, HOUSE_EDGE_ICONS_MAX)
|
|
COOLDOWN_RESET(src, fire_charge_cooldown)
|
|
update_appearance(UPDATE_ICON_STATE)
|
|
|
|
/obj/item/house_edge/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
|
|
if(!COOLDOWN_FINISHED(src, fire_charge_cooldown))
|
|
return ITEM_INTERACT_BLOCKING
|
|
if(fire_charges <= 0)
|
|
balloon_alert(user, "no fire charges!")
|
|
return ITEM_INTERACT_BLOCKING
|
|
to_chat(user, span_boldnotice("You take aim at [interacting_with]..."))
|
|
user.add_shared_particles(/particles/bonfire)
|
|
|
|
if(!do_after(user, SLASH_WINDUP, target = src))
|
|
// Special attack fizzles, no slash and charges lost.
|
|
reset_charges()
|
|
drop_particles(user)
|
|
return ITEM_INTERACT_BLOCKING
|
|
|
|
user.add_shared_particles(/particles/bonfire)
|
|
new /obj/effect/temp_visual/focus_ring(get_turf(src))
|
|
playsound(src, 'sound/items/car_engine_start.ogg', vol = 35, vary = FALSE, extrarange = 3)
|
|
|
|
if(!do_after(user, SLASH_WINDUP * 2, target = src) || fire_charges < 3)
|
|
flaming_slash(interacting_with, user, upgraded = FALSE)
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
flaming_slash(interacting_with, user, upgraded = TRUE) //Upgraded slash.
|
|
return ITEM_INTERACT_SUCCESS
|
|
|
|
/obj/item/house_edge/update_icon_state()
|
|
inhand_icon_state = HAS_TRAIT(src, TRAIT_WIELDED) ? "house_edge1" : "house_edge"
|
|
icon_state = "[base_icon_state][fire_charges ? fire_charges : ""]"
|
|
return ..()
|
|
|
|
/**
|
|
* Proc that handles the house edge's fire_charge mechanic when resetting charges back to zero.
|
|
* Updates icon, sets count, and updates icon.
|
|
*/
|
|
/obj/item/house_edge/proc/reset_charges(on_slash = FALSE)
|
|
if(!COOLDOWN_FINISHED(src, fire_charge_cooldown) && !on_slash)
|
|
return
|
|
if(fire_charges)
|
|
balloon_alert_to_viewers("charges lost!")
|
|
fire_charges = 0
|
|
update_icon(UPDATE_OVERLAYS|UPDATE_ICON_STATE)
|
|
|
|
/// Kills any of the relevant particles off the wielder, as added during special attacks.
|
|
/obj/item/house_edge/proc/drop_particles(mob/living/user)
|
|
user.remove_shared_particles(/particles/bonfire)
|
|
|
|
/**
|
|
* Proc that creates and fires the flaming_slash projectile from the house edge special attack.
|
|
* Extends off the ranged_interact_with_atom_secondary() behavior.
|
|
* * upgraded: when juiced up from the second do_after, applies a light explosion radius to the slash.
|
|
*/
|
|
/obj/item/house_edge/proc/flaming_slash(atom/interacting_with, mob/living/user, upgraded = FALSE)
|
|
// Do the cool slash
|
|
var/obj/projectile/flaming_slash/projectile = new /obj/projectile/flaming_slash(get_turf(src))
|
|
|
|
projectile.aim_projectile(interacting_with, src)
|
|
projectile.firer = user
|
|
projectile.damage += (10 * fire_charges)
|
|
if(upgraded)
|
|
projectile.explosion_power = 1
|
|
projectile.damage /= 2 // The damage is pretty solid normally, but with the explosion and all the RNG that comes with, it's nearly a 1-shot. This evens a playing field a bit.
|
|
projectile.fire(null, interacting_with)
|
|
|
|
user.visible_message(span_danger("[user] makes a[upgraded ? " devastating" : "" ] blazing slash at [interacting_with]!"),\
|
|
span_notice("You take a blazing swipe at [interacting_with]!"))
|
|
playsound(src, 'sound/items/modsuit/flamethrower.ogg', vol = 75, vary = FALSE, extrarange = 3)
|
|
playsound(src, 'sound/items/weapons/slash.ogg', vol = 50, vary = FALSE, extrarange = 3)
|
|
|
|
drop_particles(user)
|
|
COOLDOWN_START(src, fire_charge_cooldown, SLASH_COOLDOWN)
|
|
reset_charges(on_slash = TRUE)
|
|
|
|
/// Flaming slash for the special attack at max charges.
|
|
/obj/projectile/flaming_slash
|
|
name = "flaming slash"
|
|
desc = "Someone is about to cash out."
|
|
icon_state = "flaming_slash"
|
|
damage_type = BURN
|
|
armor_flag = MELEE //We're operating off of anime remote slash logic here. As such, we can treat this as a hybrid burn/brute this way.
|
|
damage = 10 // Damage amps based on the number of flame_charges it was created off of.
|
|
speed = 2
|
|
light_range = 1
|
|
light_power = 1
|
|
light_color = LIGHT_COLOR_FIRE
|
|
sharpness = SHARP_EDGED
|
|
|
|
///Applied in on_hit as the light_devastation_range. Defaults to zero unless giving the slash an extra juiced charge.
|
|
var/explosion_power = 0
|
|
|
|
/obj/projectile/flaming_slash/on_hit(atom/target, blocked, pierce_hit)
|
|
. = ..()
|
|
explosion(loc,
|
|
light_impact_range = explosion_power,
|
|
flame_range = 3,
|
|
explosion_cause = "[firer] using \the [fired_from]",
|
|
explosion_arc = 120
|
|
)
|
|
|
|
#undef ENGINE_COOLDOWN
|
|
#undef SLASH_COOLDOWN
|
|
#undef SLASH_WINDUP
|
|
#undef CHARGE_DAMAGE_MOD
|
|
#undef HOUSE_EDGE_ICONS_MAX
|
|
#undef HOUSE_EDGE_ICONS_MIN
|