mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-13 00:55:20 +01:00
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) /🆑
120 lines
4.3 KiB
Plaintext
120 lines
4.3 KiB
Plaintext
/obj/item/swapper
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name = "quantum spin inverter"
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desc = "An experimental device that is able to swap the locations of two entities by switching their particles' spin values. Must be linked to another device to function."
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icon = 'icons/obj/mining_zones/artefacts.dmi'
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icon_state = "swapper"
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inhand_icon_state = "electronic"
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w_class = WEIGHT_CLASS_SMALL
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item_flags = NOBLUDGEON
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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interaction_flags_click = NEED_DEXTERITY|ALLOW_RESTING
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/// Cooldown for usage
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var/cooldown = 30 SECONDS
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/// Next available time
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var/next_use = 0
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/// Swapper linked to this obj
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var/obj/item/swapper/linked_swapper
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/obj/item/swapper/Destroy()
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if(linked_swapper)
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linked_swapper.linked_swapper = null //*inception music*
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linked_swapper.update_appearance()
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linked_swapper = null
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return ..()
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/obj/item/swapper/update_icon_state()
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icon_state = "swapper[linked_swapper ? "-linked" : null]"
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return ..()
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/obj/item/swapper/attackby(obj/item/I, mob/user, list/modifiers, list/attack_modifiers)
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if(istype(I, /obj/item/swapper))
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var/obj/item/swapper/other_swapper = I
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if(other_swapper.linked_swapper)
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to_chat(user, span_warning("[other_swapper] is already linked. Break the current link to establish a new one."))
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return
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if(linked_swapper)
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to_chat(user, span_warning("[src] is already linked. Break the current link to establish a new one."))
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return
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to_chat(user, span_notice("You establish a quantum link between the two devices."))
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linked_swapper = other_swapper
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other_swapper.linked_swapper = src
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update_appearance()
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linked_swapper.update_appearance()
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else
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return ..()
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/obj/item/swapper/attack_self(mob/living/user)
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if(world.time < next_use)
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to_chat(user, span_warning("[src] is still recharging."))
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return
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//SKYRAT EDIT BEGIN
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var/turf/my_turf = get_turf(src)
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if(is_away_level(my_turf.z))
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to_chat(user, "<span class='warning'>[src] cannot be used here!</span>")
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return
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//SKYRAT EDIT END
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if(QDELETED(linked_swapper))
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to_chat(user, span_warning("[src] is not linked with another swapper."))
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return
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playsound(src, 'sound/items/weapons/flash.ogg', 25, TRUE)
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to_chat(user, span_notice("You activate [src]."))
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playsound(linked_swapper, 'sound/items/weapons/flash.ogg', 25, TRUE)
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if(ismob(linked_swapper.loc))
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var/mob/holder = linked_swapper.loc
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to_chat(holder, span_notice("[linked_swapper] starts buzzing."))
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next_use = world.time + cooldown //only the one used goes on cooldown
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addtimer(CALLBACK(src, PROC_REF(swap), user), 2.5 SECONDS)
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/obj/item/swapper/examine(mob/user)
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. = ..()
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if(world.time < next_use)
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. += span_warning("Time left to recharge: [DisplayTimeText(next_use - world.time)].")
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if(linked_swapper)
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. += span_notice("<b>Linked.</b> Alt-Click to break the quantum link.")
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else
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. += span_notice("<b>Not Linked.</b> Use on another quantum spin inverter to establish a quantum link.")
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/obj/item/swapper/click_alt(mob/living/user)
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to_chat(user, span_notice("You break the current quantum link."))
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if(!QDELETED(linked_swapper))
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linked_swapper.linked_swapper = null
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linked_swapper.update_appearance()
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linked_swapper = null
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update_appearance()
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return CLICK_ACTION_SUCCESS
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//Gets the topmost teleportable container
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/obj/item/swapper/proc/get_teleportable_container()
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var/atom/movable/teleportable = src
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while(ismovable(teleportable.loc))
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var/atom/movable/AM = teleportable.loc
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if(AM.anchored)
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break
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if(isliving(AM))
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var/mob/living/L = AM
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if(L.buckled)
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if(L.buckled.anchored)
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break
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else
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var/obj/buckled_obj = L.buckled
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buckled_obj.unbuckle_mob(L)
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teleportable = AM
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return teleportable
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/obj/item/swapper/proc/swap(mob/user)
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if(QDELETED(linked_swapper) || isnull(linked_swapper.loc) || world.time < linked_swapper.cooldown)
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return
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var/atom/movable/A = get_teleportable_container()
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var/atom/movable/B = linked_swapper.get_teleportable_container()
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var/target_A = A.drop_location()
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var/target_B = B.drop_location()
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//TODO: add a sound effect or visual effect
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if(do_teleport(A, target_B, channel = TELEPORT_CHANNEL_QUANTUM))
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do_teleport(B, target_A, channel = TELEPORT_CHANNEL_QUANTUM)
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if(ismob(B))
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var/mob/M = B
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to_chat(M, span_warning("[linked_swapper] activates, and you find yourself somewhere else."))
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