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https://github.com/Bubberstation/Bubberstation.git
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5261efb67f
## 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) /🆑
178 lines
7.2 KiB
Plaintext
178 lines
7.2 KiB
Plaintext
/**********************Resonator**********************/
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/obj/item/resonator
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name = "resonator"
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icon = 'icons/obj/mining.dmi'
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icon_state = "resonator"
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inhand_icon_state = "resonator"
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lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
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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."
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w_class = WEIGHT_CLASS_NORMAL
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force = 15
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throwforce = 10
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slot_flags = ITEM_SLOT_BELT
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/// the mode of the resonator; has three modes: auto (1), manual (2), and matrix (3)
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var/mode = RESONATOR_MODE_AUTO
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/// How efficient it is in manual mode. Yes, we lower the damage cuz it's gonna be used for mobhunt
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var/quick_burst_mod = 0.8
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/// the number of fields the resonator is allowed to have at once
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var/fieldlimit = 4
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/// the list of currently active fields from this resonator
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var/list/fields = list()
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/// the number that is added to the failure_prob, which is the probability of whether it will spread or not
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var/adding_failure = 50
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/obj/item/resonator/attack_self(mob/user)
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if(mode == RESONATOR_MODE_AUTO)
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to_chat(user, span_info("You set the resonator's fields to detonate only after you hit one with it."))
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mode = RESONATOR_MODE_MANUAL
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else
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to_chat(user, span_info("You set the resonator's fields to automatically detonate after 2 seconds."))
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mode = RESONATOR_MODE_AUTO
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/obj/item/resonator/proc/create_resonance(target, mob/user)
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var/turf/target_turf = get_turf(target)
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var/obj/effect/temp_visual/resonance/resonance_field = locate(/obj/effect/temp_visual/resonance) in target_turf
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if(resonance_field)
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resonance_field.damage_multiplier = quick_burst_mod
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resonance_field.burst()
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return
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if(LAZYLEN(fields) < fieldlimit)
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new /obj/effect/temp_visual/resonance(target_turf, user, src, mode, adding_failure)
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user.changeNext_move(CLICK_CD_MELEE)
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/obj/item/resonator/pre_attack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
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if(check_allowed_items(target, not_inside = TRUE))
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create_resonance(target, user)
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return ..()
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//resonance field, crushes rock, damages mobs
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/obj/effect/temp_visual/resonance
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name = "resonance field"
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desc = "A resonating field that significantly damages anything inside of it when the field eventually ruptures. More damaging in low pressure environments."
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icon_state = "shield1"
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layer = ABOVE_ALL_MOB_LAYER
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plane = ABOVE_GAME_PLANE
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duration = 60 SECONDS
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/// the amount of damage living beings will take whilst inside the field during its burst
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var/resonance_damage = 20
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/// the modifier to resonance_damage; affected by the quick_burst_mod from the resonator
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var/damage_multiplier = 1
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/// the parent creator (user) of this field
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var/mob/creator
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/// the parent resonator of this field
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var/obj/item/resonator/parent_resonator
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/// whether the field is rupturing currently or not (to prevent recursion)
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var/rupturing = FALSE
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/// the probability that the field will not be able to spread
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var/failure_prob = 0
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/// the number that is added to the failure_prob. Will default to 50
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var/adding_failure
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/obj/effect/temp_visual/resonance/Initialize(mapload, set_creator, set_resonator, mode, set_failure = 50)
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if(mode == RESONATOR_MODE_AUTO)
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duration = 2 SECONDS
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if(mode == RESONATOR_MODE_MATRIX)
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icon_state = "shield2"
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name = "resonance matrix"
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RegisterSignal(src, COMSIG_ATOM_ENTERED, PROC_REF(burst))
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(burst),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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. = ..()
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creator = set_creator
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parent_resonator = set_resonator
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if(parent_resonator)
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parent_resonator.fields += src
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adding_failure = set_failure
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playsound(src,'sound/items/weapons/resonator_fire.ogg',50,TRUE)
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if(mode == RESONATOR_MODE_AUTO)
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transform = matrix()*0.75
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animate(src, transform = matrix()*1.5, time = duration)
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deltimer(timerid)
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timerid = addtimer(CALLBACK(src, PROC_REF(burst)), duration, TIMER_STOPPABLE)
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/obj/effect/temp_visual/resonance/Destroy()
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if(parent_resonator)
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parent_resonator.fields -= src
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parent_resonator = null
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creator = null
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. = ..()
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/obj/effect/temp_visual/resonance/proc/check_pressure(turf/proj_turf)
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if(!proj_turf)
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proj_turf = get_turf(src)
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resonance_damage = initial(resonance_damage)
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if(lavaland_equipment_pressure_check(proj_turf))
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name = "strong [initial(name)]"
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resonance_damage *= 3
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else
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name = initial(name)
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resonance_damage *= damage_multiplier
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/obj/effect/temp_visual/resonance/proc/burst()
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SIGNAL_HANDLER
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if(rupturing)
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return
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rupturing = TRUE
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var/turf/src_turf = get_turf(src)
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new /obj/effect/temp_visual/resonance_crush(src_turf)
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if(ismineralturf(src_turf))
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var/turf/closed/mineral/mineral_turf = src_turf
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mineral_turf.gets_drilled(creator)
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check_pressure(src_turf)
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playsound(src_turf, 'sound/items/weapons/resonator_blast.ogg', 50, TRUE)
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for(var/mob/living/attacked_living in src_turf)
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if(creator)
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log_combat(creator, attacked_living, "used a resonator field on", "resonator")
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SEND_SIGNAL(creator, COMSIG_LIVING_RESONATOR_BURST, creator, attacked_living)
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to_chat(attacked_living, span_userdanger("[src] ruptured with you in it!"))
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attacked_living.apply_damage(resonance_damage, BRUTE)
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attacked_living.add_movespeed_modifier(/datum/movespeed_modifier/resonance)
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addtimer(CALLBACK(attacked_living, TYPE_PROC_REF(/mob, remove_movespeed_modifier), /datum/movespeed_modifier/resonance), 10 SECONDS, TIMER_UNIQUE | TIMER_OVERRIDE)
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for(var/obj/effect/temp_visual/resonance/field in orange(1, src))
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if(field.rupturing)
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continue
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field.burst()
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if(!prob(failure_prob) && parent_resonator)
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for(var/turf/closed/mineral/mineral_spread in orange(1, src))
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if(locate(/obj/effect/temp_visual/resonance) in mineral_spread)
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continue
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var/obj/effect/temp_visual/resonance/new_field = new(mineral_spread, creator, parent_resonator, parent_resonator.mode)
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new_field.failure_prob = failure_prob + adding_failure
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qdel(src)
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/obj/effect/temp_visual/resonance_crush
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icon_state = "shield1"
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layer = ABOVE_ALL_MOB_LAYER
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plane = ABOVE_GAME_PLANE
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duration = 4
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/obj/effect/temp_visual/resonance_crush/Initialize(mapload)
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. = ..()
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transform = matrix() * 1.5
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animate(src, transform = matrix() * 0.1, alpha = 50, time = 4)
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/obj/item/resonator/upgraded
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name = "upgraded resonator"
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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."
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icon_state = "resonator_u"
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inhand_icon_state = "resonator_u"
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fieldlimit = 6
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quick_burst_mod = 1
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adding_failure = 30
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/obj/item/resonator/upgraded/attack_self(mob/user)
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if(mode == RESONATOR_MODE_AUTO)
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to_chat(user, span_info("You set the resonator's fields to detonate only after you hit one with it."))
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mode = RESONATOR_MODE_MANUAL
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else if(mode == RESONATOR_MODE_MANUAL)
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to_chat(user, span_info("You set the resonator's fields to work as matrix traps."))
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mode = RESONATOR_MODE_MATRIX
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else
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to_chat(user, span_info("You set the resonator's fields to automatically detonate after 2 seconds."))
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mode = RESONATOR_MODE_AUTO
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