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MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

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).

## Changelog

🆑 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)
/🆑
2025-05-19 13:32:12 +10:00

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/**********************Resonator**********************/
/obj/item/resonator
name = "resonator"
icon = 'icons/obj/mining.dmi'
icon_state = "resonator"
inhand_icon_state = "resonator"
lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
desc = "A handheld device that creates small fields of energy that resonate until they detonate, crushing rock. It does increased damage in low pressure. It has two modes: Automatic and manual detonation."
w_class = WEIGHT_CLASS_NORMAL
force = 15
throwforce = 10
slot_flags = ITEM_SLOT_BELT
/// the mode of the resonator; has three modes: auto (1), manual (2), and matrix (3)
var/mode = RESONATOR_MODE_AUTO
/// How efficient it is in manual mode. Yes, we lower the damage cuz it's gonna be used for mobhunt
var/quick_burst_mod = 0.8
/// the number of fields the resonator is allowed to have at once
var/fieldlimit = 4
/// the list of currently active fields from this resonator
var/list/fields = list()
/// the number that is added to the failure_prob, which is the probability of whether it will spread or not
var/adding_failure = 50
/obj/item/resonator/attack_self(mob/user)
if(mode == RESONATOR_MODE_AUTO)
to_chat(user, span_info("You set the resonator's fields to detonate only after you hit one with it."))
mode = RESONATOR_MODE_MANUAL
else
to_chat(user, span_info("You set the resonator's fields to automatically detonate after 2 seconds."))
mode = RESONATOR_MODE_AUTO
/obj/item/resonator/proc/create_resonance(target, mob/user)
var/turf/target_turf = get_turf(target)
var/obj/effect/temp_visual/resonance/resonance_field = locate(/obj/effect/temp_visual/resonance) in target_turf
if(resonance_field)
resonance_field.damage_multiplier = quick_burst_mod
resonance_field.burst()
return
if(LAZYLEN(fields) < fieldlimit)
new /obj/effect/temp_visual/resonance(target_turf, user, src, mode, adding_failure)
user.changeNext_move(CLICK_CD_MELEE)
/obj/item/resonator/pre_attack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
if(check_allowed_items(target, not_inside = TRUE))
create_resonance(target, user)
return ..()
//resonance field, crushes rock, damages mobs
/obj/effect/temp_visual/resonance
name = "resonance field"
desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures. More damaging in low pressure environments."
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
duration = 60 SECONDS
/// the amount of damage living beings will take whilst inside the field during its burst
var/resonance_damage = 20
/// the modifier to resonance_damage; affected by the quick_burst_mod from the resonator
var/damage_multiplier = 1
/// the parent creator (user) of this field
var/mob/creator
/// the parent resonator of this field
var/obj/item/resonator/parent_resonator
/// whether the field is rupturing currently or not (to prevent recursion)
var/rupturing = FALSE
/// the probability that the field will not be able to spread
var/failure_prob = 0
/// the number that is added to the failure_prob. Will default to 50
var/adding_failure
/obj/effect/temp_visual/resonance/Initialize(mapload, set_creator, set_resonator, mode, set_failure = 50)
if(mode == RESONATOR_MODE_AUTO)
duration = 2 SECONDS
if(mode == RESONATOR_MODE_MATRIX)
icon_state = "shield2"
name = "resonance matrix"
RegisterSignal(src, COMSIG_ATOM_ENTERED, PROC_REF(burst))
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(burst),
)
AddElement(/datum/element/connect_loc, loc_connections)
. = ..()
creator = set_creator
parent_resonator = set_resonator
if(parent_resonator)
parent_resonator.fields += src
adding_failure = set_failure
playsound(src,'sound/items/weapons/resonator_fire.ogg',50,TRUE)
if(mode == RESONATOR_MODE_AUTO)
transform = matrix()*0.75
animate(src, transform = matrix()*1.5, time = duration)
deltimer(timerid)
timerid = addtimer(CALLBACK(src, PROC_REF(burst)), duration, TIMER_STOPPABLE)
/obj/effect/temp_visual/resonance/Destroy()
if(parent_resonator)
parent_resonator.fields -= src
parent_resonator = null
creator = null
. = ..()
/obj/effect/temp_visual/resonance/proc/check_pressure(turf/proj_turf)
if(!proj_turf)
proj_turf = get_turf(src)
resonance_damage = initial(resonance_damage)
if(lavaland_equipment_pressure_check(proj_turf))
name = "strong [initial(name)]"
resonance_damage *= 3
else
name = initial(name)
resonance_damage *= damage_multiplier
/obj/effect/temp_visual/resonance/proc/burst()
SIGNAL_HANDLER
if(rupturing)
return
rupturing = TRUE
var/turf/src_turf = get_turf(src)
new /obj/effect/temp_visual/resonance_crush(src_turf)
if(ismineralturf(src_turf))
var/turf/closed/mineral/mineral_turf = src_turf
mineral_turf.gets_drilled(creator)
check_pressure(src_turf)
playsound(src_turf, 'sound/items/weapons/resonator_blast.ogg', 50, TRUE)
for(var/mob/living/attacked_living in src_turf)
if(creator)
log_combat(creator, attacked_living, "used a resonator field on", "resonator")
SEND_SIGNAL(creator, COMSIG_LIVING_RESONATOR_BURST, creator, attacked_living)
to_chat(attacked_living, span_userdanger("[src] ruptured with you in it!"))
attacked_living.apply_damage(resonance_damage, BRUTE)
attacked_living.add_movespeed_modifier(/datum/movespeed_modifier/resonance)
addtimer(CALLBACK(attacked_living, TYPE_PROC_REF(/mob, remove_movespeed_modifier), /datum/movespeed_modifier/resonance), 10 SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE)
for(var/obj/effect/temp_visual/resonance/field in orange(1, src))
if(field.rupturing)
continue
field.burst()
if(!prob(failure_prob) && parent_resonator)
for(var/turf/closed/mineral/mineral_spread in orange(1, src))
if(locate(/obj/effect/temp_visual/resonance) in mineral_spread)
continue
var/obj/effect/temp_visual/resonance/new_field = new(mineral_spread, creator, parent_resonator, parent_resonator.mode)
new_field.failure_prob = failure_prob + adding_failure
qdel(src)
/obj/effect/temp_visual/resonance_crush
icon_state = "shield1"
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
duration = 4
/obj/effect/temp_visual/resonance_crush/Initialize(mapload)
. = ..()
transform = matrix() * 1.5
animate(src, transform = matrix() * 0.1, alpha = 50, time = 4)
/obj/item/resonator/upgraded
name = "upgraded resonator"
desc = "An upgraded version of the resonator that can produce more fields at once, as well as having no damage penalty for bursting a resonance field early. It also allows you to set 'Resonance matrixes', that detonate after someone(or something) walks over it."
icon_state = "resonator_u"
inhand_icon_state = "resonator_u"
fieldlimit = 6
quick_burst_mod = 1
adding_failure = 30
/obj/item/resonator/upgraded/attack_self(mob/user)
if(mode == RESONATOR_MODE_AUTO)
to_chat(user, span_info("You set the resonator's fields to detonate only after you hit one with it."))
mode = RESONATOR_MODE_MANUAL
else if(mode == RESONATOR_MODE_MANUAL)
to_chat(user, span_info("You set the resonator's fields to work as matrix traps."))
mode = RESONATOR_MODE_MATRIX
else
to_chat(user, span_info("You set the resonator's fields to automatically detonate after 2 seconds."))
mode = RESONATOR_MODE_AUTO