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