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https://github.com/Bubberstation/Bubberstation.git
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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) /🆑
225 lines
7.4 KiB
Plaintext
225 lines
7.4 KiB
Plaintext
//Pillow and pillow related items
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/obj/item/pillow
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name = "pillow"
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desc = "A soft and fluffy pillow. You can smack someone with this!"
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icon = 'icons/obj/bed.dmi'
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icon_state = "pillow_1_t"
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inhand_icon_state = "pillow_t"
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lefthand_file = 'icons/mob/inhands/items/pillow_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/pillow_righthand.dmi'
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force = 5
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w_class = WEIGHT_CLASS_NORMAL
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damtype = STAMINA
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///change the description based on the pillow tag
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var/static/tag_desc = "This one seems to have its tag removed."
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///pillow tag is attached to it
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var/obj/item/clothing/neck/pillow_tag/pillow_trophy
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///whoever last use this pillow
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var/last_fighter
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///for selecting the various sprite variation, defaults to the blank white pillow
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var/variation = 1
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///for alternating between hard hitting sound vs soft hitting sound
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var/hit_sound
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///if we have a brick inside us
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var/bricked = FALSE
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drop_sound = SFX_CLOTH_DROP
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pickup_sound = SFX_CLOTH_PICKUP
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/obj/item/pillow/Initialize(mapload)
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. = ..()
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if(!pillow_trophy)
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pillow_trophy = new(src)
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AddComponent(/datum/component/two_handed, \
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force_unwielded = 5, \
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force_wielded = 10, \
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)
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AddElement(/datum/element/disarm_attack)
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var/static/list/slapcraft_recipe_list = list(\
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/datum/crafting_recipe/pillow_suit, /datum/crafting_recipe/pillow_hood,\
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)
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AddElement(
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/datum/element/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/obj/item/pillow/Destroy(force)
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. = ..()
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QDEL_NULL(pillow_trophy)
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/obj/item/pillow/attack(mob/living/carbon/target_mob, mob/living/user, list/modifiers, list/attack_modifiers)
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. = ..()
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if(!iscarbon(target_mob))
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return
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if(bricked || HAS_TRAIT(src, TRAIT_WIELDED))
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hit_sound = 'sound/items/pillow/pillow_hit2.ogg'
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else
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hit_sound = 'sound/items/pillow/pillow_hit.ogg'
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user.apply_damage(5, STAMINA) //Had to be done so one person cannot keep multiple people stam critted
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last_fighter = user
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playsound(user, hit_sound, 80) //the basic 50 vol is barely audible
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/obj/item/pillow/attack_secondary(mob/living/carbon/victim, mob/living/user, params)
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. = ..()
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if(!istype(victim))
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return
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if(victim.is_mouth_covered() || !victim.get_bodypart(BODY_ZONE_HEAD))
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return
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, span_notice("You can't bring yourself to harm [victim]"))
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return
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if((victim.body_position == LYING_DOWN) || ((user.grab_state >= GRAB_AGGRESSIVE) && (user.pulling == victim)))
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user.visible_message("[user] starts to smother [victim]", span_notice("You begin smothering [victim]"), vision_distance = COMBAT_MESSAGE_RANGE)
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INVOKE_ASYNC(src, PROC_REF(smothering), user, victim)
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/obj/item/pillow/attackby(obj/item/attacking_item, mob/user, list/modifiers, list/attack_modifiers)
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if(!bricked && istype(attacking_item, /obj/item/stack/sheet/mineral/sandstone))
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var/obj/item/stack/sheet/mineral/sandstone/brick = attacking_item
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balloon_alert(user, "inserting brick...")
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if(!do_after(user, 2 SECONDS, src))
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return
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if(!brick.use(1))
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balloon_alert(user, "not enough bricks!")
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return
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balloon_alert(user, "bricked!")
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become_bricked()
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return
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if(istype(attacking_item, /obj/item/clothing/neck/pillow_tag))
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if(!pillow_trophy)
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user.transferItemToLoc(attacking_item, src)
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pillow_trophy = attacking_item
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balloon_alert(user, "honor reclaimed!")
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update_appearance()
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return
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else
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balloon_alert(user, "tag is intact.")
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return
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return ..()
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/obj/item/pillow/examine(mob/user)
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. = ..()
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if(bricked)
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. += span_info("[p_They()] feel[p_s()] unnaturally heavy.")
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if(pillow_trophy)
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. += span_notice("Alt-click to remove the tag!")
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/obj/item/pillow/click_alt(mob/user)
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if(!user.can_hold_items(src))
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return CLICK_ACTION_BLOCKING
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if(!pillow_trophy)
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balloon_alert(user, "no tag!")
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return CLICK_ACTION_BLOCKING
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balloon_alert(user, "removing tag...")
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if(!do_after(user, 2 SECONDS, src))
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return CLICK_ACTION_BLOCKING
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if(last_fighter)
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pillow_trophy.desc = "A pillow tag taken from [last_fighter] after a gruesome pillow fight."
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user.put_in_hands(pillow_trophy)
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pillow_trophy = null
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balloon_alert(user, "tag removed")
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playsound(user,'sound/items/poster/poster_ripped.ogg', 50)
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update_appearance()
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return CLICK_ACTION_SUCCESS
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/obj/item/pillow/update_appearance(updates)
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. = ..()
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if(!pillow_trophy)
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desc = "A soft and fluffy pillow. You can smack someone with this! [tag_desc]"
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icon_state = "pillow_[variation]"
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inhand_icon_state = "pillow_no_t"
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else
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desc = "A soft and fluffy pillow. You can smack someone with this!"
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icon_state = "pillow_[variation]_t"
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inhand_icon_state = "pillow_t"
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/// Puts a brick inside the pillow, increasing its damage
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/obj/item/pillow/proc/become_bricked()
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bricked = TRUE
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var/datum/component/two_handed/two_handed = GetComponent(/datum/component/two_handed)
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if(two_handed)
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AddComponent(/datum/component/two_handed, force_unwielded = two_handed.force_unwielded + 5, force_wielded = two_handed.force_wielded + 10)
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force += 5
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update_appearance()
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/// Smothers the victim while the do_after succeeds and the victim is laying down or being strangled
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/obj/item/pillow/proc/smothering(mob/living/carbon/user, mob/living/carbon/victim)
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while(victim)
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if((victim.body_position != LYING_DOWN) && ((user.grab_state < GRAB_AGGRESSIVE) || (user.pulling != victim)))
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break
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if(!do_after(user, 1 SECONDS, victim))
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break
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victim.losebreath += 1
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victim.visible_message("[victim] manages to escape being smothered!", span_notice("You break free!"), vision_distance = COMBAT_MESSAGE_RANGE)
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/obj/item/pillow/random
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/obj/item/pillow/random/Initialize(mapload)
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. = ..()
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variation = rand(1, 4)
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icon_state = "pillow_[variation]_t"
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//random pillows spawn bricked sometimes, fuck you
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if(prob(1))
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become_bricked()
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/obj/item/clothing/suit/pillow_suit
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name = "pillow suit"
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desc = "Part man, part pillow. All CARNAGE!"
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body_parts_covered = CHEST|GROIN|ARMS|LEGS|FEET
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cold_protection = CHEST|GROIN|ARMS|LEGS //a pillow suit must be hella warm
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allowed = list(/obj/item/pillow) //moar pillow carnage
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icon = 'icons/obj/bed.dmi'
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worn_icon = 'icons/mob/clothing/suits/pillow.dmi'
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icon_state = "pillow_suit"
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armor_type = /datum/armor/suit_pillow_suit
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var/obj/item/pillow/unstoppably_plushed
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/datum/armor/suit_pillow_suit
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melee = 5
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acid = 75
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/obj/item/clothing/suit/pillow_suit/Initialize(mapload)
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. = ..()
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unstoppably_plushed = new(src)
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AddComponent(/datum/component/bumpattack, proxy_weapon = unstoppably_plushed, valid_inventory_slot = ITEM_SLOT_OCLOTHING)
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/obj/item/clothing/suit/pillow_suit/Destroy()
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. = ..()
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QDEL_NULL(unstoppably_plushed)
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/obj/item/clothing/head/pillow_hood
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name = "pillow hood"
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desc = "The final piece of the pillow juggernaut"
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body_parts_covered = HEAD
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icon = 'icons/obj/bed.dmi'
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worn_icon = 'icons/mob/clothing/suits/pillow.dmi'
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icon_state = "pillowcase_hat"
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body_parts_covered = HEAD
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flags_inv = HIDEHAIR|HIDEEARS
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armor_type = /datum/armor/head_pillow_hood
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/datum/armor/head_pillow_hood
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melee = 5
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acid = 75
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/obj/item/clothing/neck/pillow_tag
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name = "pillow tag"
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desc = "A price tag for the pillow. It appears to have space to fill names in."
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icon = 'icons/obj/bed.dmi'
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icon_state = "pillow_tag"
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worn_icon = 'icons/mob/clothing/neck.dmi'
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worn_icon_state = "pillow_tag"
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body_parts_covered = NECK
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/obj/item/pillow/clown
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name = "clown pillow"
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desc = "Daww look at that little clown!"
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icon_state = "pillow_5_t"
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variation = 5
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/obj/item/pillow/mime
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name = "mime pillow"
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desc = "Daww look at that little mime!"
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icon_state = "pillow_6_t"
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variation = 6
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