Files
Bubberstation/code/game/objects/items/chainsaw.dm
SmArtKar d4ac95a0e1 Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request
123 changed files and multiple crashes after writing broken regex, I
replaced most remains of direct spans with macros. This cleans up the
code and makes it easier to work with in general, see justification for
the original PR. I also fixed a bunch of broken and/or unclosed spans
here too.
I intentionally avoided replacing spans with multiple classes (in most
cases) and spans in the middle of strings as it would impact readability
(in my opinion at least) and could be done later if required.

## Why It's Good For The Game

Cleaner code, actually using our macros, fixes borked HTML in some
places. See original PR.

## Changelog
Nothing player-facing
2024-09-26 19:36:13 +00:00

171 lines
5.7 KiB
Plaintext

// CHAINSAW
/obj/item/chainsaw
name = "chainsaw"
desc = "A versatile power tool. Useful for limbing trees and delimbing humans."
icon = 'icons/obj/weapons/chainsaw.dmi'
icon_state = "chainsaw_off"
lefthand_file = 'icons/mob/inhands/weapons/chainsaw_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/chainsaw_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
force = 13
var/force_on = 24
w_class = WEIGHT_CLASS_HUGE
throwforce = 13
throw_speed = 2
throw_range = 4
demolition_mod = 1.5
custom_materials = list(/datum/material/iron= SHEET_MATERIAL_AMOUNT * 6.5)
attack_verb_continuous = list("saws", "tears", "lacerates", "cuts", "chops", "dices")
attack_verb_simple = list("saw", "tear", "lacerate", "cut", "chop", "dice")
hitsound = SFX_SWING_HIT
sharpness = SHARP_EDGED
actions_types = list(/datum/action/item_action/startchainsaw)
tool_behaviour = TOOL_SAW
toolspeed = 1.5 //Turn it on first you dork
var/on = FALSE
///The looping sound for our chainsaw when running
var/datum/looping_sound/chainsaw/chainsaw_loop
/obj/item/chainsaw/apply_fantasy_bonuses(bonus)
. = ..()
force_on = modify_fantasy_variable("force_on", force_on, bonus)
if(on)
force = force_on
/obj/item/chainsaw/remove_fantasy_bonuses(bonus)
force_on = reset_fantasy_variable("force_on", force_on)
if(on)
force = force_on
return ..()
/obj/item/chainsaw/Initialize(mapload)
. = ..()
chainsaw_loop = new(src)
apply_components()
/obj/item/chainsaw/suicide_act(mob/living/carbon/user)
if(on)
user.visible_message(span_suicide("[user] begins to tear [user.p_their()] head off with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(src, 'sound/items/weapons/chainsawhit.ogg', 100, TRUE)
var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)
if(myhead)
myhead.dismember()
else
user.visible_message(span_suicide("[user] smashes [src] into [user.p_their()] neck, destroying [user.p_their()] esophagus! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(src, 'sound/items/weapons/genhit1.ogg', 100, TRUE)
return BRUTELOSS
/obj/item/chainsaw/attack_self(mob/user)
on = !on
to_chat(user, "As you pull the starting cord dangling from [src], [on ? "it begins to whirr." : "the chain stops moving."]")
force = on ? force_on : initial(force)
throwforce = on ? force_on : initial(force)
icon_state = "chainsaw_[on ? "on" : "off"]"
var/datum/component/butchering/butchering = src.GetComponent(/datum/component/butchering)
butchering.butchering_enabled = on
if(on)
hitsound = 'sound/items/weapons/chainsawhit.ogg'
chainsaw_loop.start()
else
hitsound = SFX_SWING_HIT
chainsaw_loop.stop()
toolspeed = on ? 0.5 : initial(toolspeed) //Turning it on halves the speed
if(src == user.get_active_held_item()) //update inhands
user.update_held_items()
update_item_action_buttons()
/**
* Handles adding components to the chainsaw. Added in Initialize()
*
* Applies components to the chainsaw. Added as a separate proc to allow for
* variance between subtypes
*/
/obj/item/chainsaw/proc/apply_components()
AddComponent(/datum/component/butchering, \
speed = 3 SECONDS, \
effectiveness = 100, \
bonus_modifier = 0, \
butcher_sound = 'sound/items/weapons/chainsawhit.ogg', \
disabled = TRUE, \
)
AddComponent(/datum/component/two_handed, require_twohands=TRUE)
/obj/item/chainsaw/doomslayer
name = "THE GREAT COMMUNICATOR"
desc = span_warning("VRRRRRRR!!!")
armour_penetration = 100
force_on = 30
/obj/item/chainsaw/doomslayer/attack(mob/living/target_mob, mob/living/user, params)
if (target_mob.stat != DEAD)
return ..()
if (user.zone_selected != BODY_ZONE_HEAD)
return ..()
var/obj/item/bodypart/head = target_mob.get_bodypart(BODY_ZONE_HEAD)
if (isnull(head))
return ..()
playsound(user, 'sound/items/weapons/slice.ogg', vol = 80, vary = TRUE)
target_mob.balloon_alert(user, "cutting off head...")
if (!do_after(user, 2 SECONDS, target_mob, extra_checks = CALLBACK(src, PROC_REF(has_same_head), target_mob, head)))
return TRUE
head.dismember(silent = FALSE)
user.put_in_hands(head)
return TRUE
/obj/item/chainsaw/doomslayer/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
if(attack_type == PROJECTILE_ATTACK)
owner.visible_message(span_danger("Ranged attacks just make [owner] angrier!"))
playsound(src, pick('sound/items/weapons/bulletflyby.ogg', 'sound/items/weapons/bulletflyby2.ogg', 'sound/items/weapons/bulletflyby3.ogg'), 75, TRUE)
return TRUE
return FALSE
/obj/item/chainsaw/doomslayer/proc/has_same_head(mob/living/target_mob, obj/item/bodypart/head)
return target_mob.get_bodypart(BODY_ZONE_HEAD) == head
/obj/item/chainsaw/mounted_chainsaw
name = "mounted chainsaw"
desc = "A chainsaw that has replaced your arm."
inhand_icon_state = "mounted_chainsaw"
item_flags = ABSTRACT | DROPDEL
throwforce = 0
throw_range = 0
throw_speed = 0
toolspeed = 1
/obj/item/chainsaw/mounted_chainsaw/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT)
/obj/item/chainsaw/mounted_chainsaw/Destroy()
var/obj/item/bodypart/part
new /obj/item/chainsaw(get_turf(src))
if(iscarbon(loc))
var/mob/living/carbon/holder = loc
var/index = holder.get_held_index_of_item(src)
if(index)
part = holder.hand_bodyparts[index]
. = ..()
if(part)
part.drop_limb()
/obj/item/chainsaw/mounted_chainsaw/apply_components()
AddComponent(/datum/component/butchering, \
speed = 3 SECONDS, \
effectiveness = 100, \
bonus_modifier = 0, \
butcher_sound = 'sound/items/weapons/chainsawhit.ogg', \
disabled = TRUE, \
)
/datum/action/item_action/startchainsaw
name = "Pull The Starting Cord"