Files
MrMelbertandRoxy 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

119 lines
3.6 KiB
Plaintext

///A bluespace input pipe for plumbing
/obj/machinery/plumbing/sender
name = "chemical beacon"
desc = "A bluespace anchor for chemicals. Does not require power. Use a multitool linked to a Chemical Recipient on this machine to start teleporting reagents."
icon_state = "beacon"
density = FALSE
///whoever we teleport our chems to
var/obj/machinery/plumbing/receiver/target = null
/obj/machinery/plumbing/sender/Initialize(mapload, bolt, layer)
. = ..()
AddComponent(/datum/component/plumbing/simple_demand, bolt, layer)
/obj/machinery/plumbing/sender/multitool_act(mob/living/user, obj/item/multitool/M)
if(!istype(M.buffer, /obj/machinery/plumbing/receiver))
to_chat(user, span_warning("Invalid buffer."))
return ITEM_INTERACT_BLOCKING
if(target)
lose_teleport_target()
set_teleport_target(M.buffer)
to_chat(user, span_green("You successfully link [src] to the [M.buffer]."))
return ITEM_INTERACT_SUCCESS
///Lose our previous target and make our previous target lose us. Seperate proc because I feel like I'll need this again
/obj/machinery/plumbing/sender/proc/lose_teleport_target()
target.senders.Remove(src)
target = null
icon_state = initial(icon_state)
///Set a receiving plumbing object
/obj/machinery/plumbing/sender/proc/set_teleport_target(new_target)
target = new_target
target.senders.Add(src)
icon_state = initial(icon_state) + "_idle"
///Transfer reagents and display a flashing icon
/obj/machinery/plumbing/sender/proc/teleport_chemicals(obj/machinery/plumbing/receiver/R, amount)
flick(initial(icon_state) + "_flash", src)
reagents.trans_to(R, amount)
///A bluespace output pipe for plumbing. Supports multiple recipients. Must be constructed with a circuit board
/obj/machinery/plumbing/receiver
name = "chemical recipient"
desc = "Receives chemicals from one or more chemical beacons. Use a multitool on this machine and then all subsequent chemical beacons. Reset by opening the \
panel and cutting the main wire."
icon_state = "recipient"
buffer = 150
///How much chemicals we can teleport per process
var/pull_amount = 20
///All synced up chemical beacons we can tap from
var/list/senders = list()
///We only grab one machine per process, so store which one is next
var/next_index = 1
/obj/machinery/plumbing/receiver/Initialize(mapload, bolt)
. = ..()
AddComponent(/datum/component/plumbing/simple_supply, bolt)
/obj/machinery/plumbing/receiver/multitool_act(mob/living/user, obj/item/multitool/M)
M.set_buffer(src)
balloon_alert(user, "saved to multitool buffer")
return ITEM_INTERACT_SUCCESS
/obj/machinery/plumbing/receiver/process(seconds_per_tick)
if(!is_operational || panel_open)
return
if(senders.len)
if(senders.len < next_index)
next_index = 1
var/obj/machinery/plumbing/sender/S = senders[next_index]
if(QDELETED(S))
senders.Remove(S)
return
S.teleport_chemicals(src, pull_amount)
flick(initial(icon_state) + "_flash", src)
next_index++
use_energy(active_power_usage * seconds_per_tick)
///Notify all senders to forget us
/obj/machinery/plumbing/receiver/proc/lose_senders()
for(var/A in senders)
var/obj/machinery/plumbing/sender/S = A
if(S == null)
continue
S.lose_teleport_target()
senders = list()
/obj/machinery/plumbing/receiver/attackby(obj/item/I, mob/user, list/modifiers, list/attack_modifiers)
if(default_deconstruction_screwdriver(user, icon_state + "_open", initial(icon_state), I))
update_appearance()
return
if(default_pry_open(I))
return
if(default_deconstruction_crowbar(I))
return
return ..()
/obj/machinery/plumbing/receiver/wirecutter_act(mob/living/user, obj/item/I)
. = ..()
if(panel_open)
lose_senders()