Files
Bubberstation/code/game/objects/items/spear.dm
carlarctg 8d57758420 Converts slapcrafting into a component (#78450)
## About The Pull Request

Converts slapcrafting into a component!

The component is added on to an ingredient (presumably the main
ingredient) with a list of recipes attached. If you interact an
ingredient (if no ignredients, a tool) with it, you will start crafting
the recipe. If there's multiple, pick between them with a radial menu.

Opening on draft as there's just a liiiiil bit left to do. The actual
wired rod was left for last.

## Why It's Good For The Game

Slapcrafting is simply better and more accessible and less laggy than
menu crafting. By making it a component we can attach it to things in
which it'd make sense to while stopping unintended weirdness that might
arise from this being global.

Additionally the way examine lets you see crafting recipes opens up
visibility for those, which allows new players to learn about them in a
intuitive manner.

## Changelog

🆑
refactor: Turned slapcrafting into a component! You can examine
compatible items to see what recipes they can be used in, and what the
ingredients for them are. For example, spears and the head-on-spear
crafting recipe.
/🆑
2023-09-27 12:38:10 +01:00

267 lines
9.0 KiB
Plaintext

//spears
/obj/item/spear
icon = 'icons/obj/weapons/spear.dmi'
icon_state = "spearglass0"
lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi'
name = "spear"
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
force = 10
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
throwforce = 20
throw_speed = 4
demolition_mod = 0.75
embedding = list("impact_pain_mult" = 2, "remove_pain_mult" = 4, "jostle_chance" = 2.5)
armour_penetration = 10
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass= HALF_SHEET_MATERIAL_AMOUNT * 2)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb_continuous = list("attacks", "pokes", "jabs", "tears", "lacerates", "gores")
attack_verb_simple = list("attack", "poke", "jab", "tear", "lacerate", "gore")
sharpness = SHARP_EDGED // i know the whole point of spears is that they're pointy, but edged is more devastating at the moment so
max_integrity = 200
armor_type = /datum/armor/item_spear
wound_bonus = -15
bare_wound_bonus = 15
/// For explosive spears, what we cry out when we use this to bap someone
var/war_cry = "AAAAARGH!!!"
/// The icon prefix for this flavor of spear
var/icon_prefix = "spearglass"
/// How much damage to do unwielded
var/force_unwielded = 10
/// How much damage to do wielded
var/force_wielded = 18
/datum/armor/item_spear
fire = 50
acid = 30
/obj/item/spear/Initialize(mapload)
. = ..()
force = force_unwielded
//decent in a pinch, but pretty bad.
AddComponent(/datum/component/jousting, \
max_tile_charge = 9, \
min_tile_charge = 6, \
)
AddComponent(/datum/component/butchering, \
speed = 10 SECONDS, \
effectiveness = 70, \
)
AddComponent(/datum/component/two_handed, \
force_unwielded = force_unwielded, \
force_wielded = force_wielded, \
icon_wielded = "[icon_prefix]1", \
)
add_headpike_component()
update_appearance()
// I dunno man
/obj/item/spear/proc/add_headpike_component()
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpike)
AddComponent(
/datum/component/slapcrafting,\
slapcraft_recipes = slapcraft_recipe_list,\
)
/obj/item/spear/update_icon_state()
icon_state = "[icon_prefix]0"
return ..()
/obj/item/spear/suicide_act(mob/living/carbon/user)
user.visible_message(span_suicide("[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
return BRUTELOSS
/obj/item/spear/CheckParts(list/parts_list)
var/obj/item/shard/tip = locate() in parts_list
if(!tip)
return ..()
switch(tip.type)
if(/obj/item/shard/plasma)
force = 11
throwforce = 21
custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/plasmaglass= HALF_SHEET_MATERIAL_AMOUNT * 2)
icon_prefix = "spearplasma"
force_unwielded = 11
force_wielded = 19
AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[icon_prefix]1")
if(/obj/item/shard/titanium)
force = 13
throwforce = 21
throw_range = 8
throw_speed = 5
custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/titaniumglass= HALF_SHEET_MATERIAL_AMOUNT * 2)
wound_bonus = -10
force_unwielded = 13
force_wielded = 18
icon_prefix = "speartitanium"
AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[icon_prefix]1")
if(/obj/item/shard/plastitanium)
force = 13
throwforce = 22
throw_range = 9
throw_speed = 5
custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/plastitaniumglass= HALF_SHEET_MATERIAL_AMOUNT * 2)
wound_bonus = -10
bare_wound_bonus = 20
force_unwielded = 13
force_wielded = 20
icon_prefix = "spearplastitanium"
AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[icon_prefix]1")
update_appearance()
parts_list -= tip
qdel(tip)
return ..()
/obj/item/spear/explosive
name = "explosive lance"
icon_state = "spearbomb0"
base_icon_state = "spearbomb"
icon_prefix = "spearbomb"
var/obj/item/grenade/explosive = null
/obj/item/spear/explosive/Initialize(mapload)
. = ..()
set_explosive(new /obj/item/grenade/iedcasing/spawned()) //For admin-spawned explosive lances
/obj/item/spear/explosive/proc/set_explosive(obj/item/grenade/G)
if(explosive)
QDEL_NULL(explosive)
G.forceMove(src)
explosive = G
desc = "A makeshift spear with [G] attached to it"
/obj/item/spear/explosive/CheckParts(list/parts_list)
var/obj/item/grenade/G = locate() in parts_list
if(G)
var/obj/item/spear/lancePart = locate() in parts_list
throwforce = lancePart.throwforce
icon_prefix = lancePart.icon_prefix
parts_list -= G
parts_list -= lancePart
set_explosive(G)
qdel(lancePart)
..()
/obj/item/spear/explosive/suicide_act(mob/living/carbon/user)
user.visible_message(span_suicide("[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
user.say("[war_cry]", forced="spear warcry")
explosive.forceMove(user)
explosive.detonate()
user.gib()
qdel(src)
return BRUTELOSS
/obj/item/spear/explosive/examine(mob/user)
. = ..()
. += span_notice("Alt-click to set your war cry.")
/obj/item/spear/explosive/AltClick(mob/user)
if(user.can_perform_action(src))
..()
if(istype(user) && loc == user)
var/input = tgui_input_text(user, "What do you want your war cry to be? You will shout it when you hit someone in melee.", "War Cry", max_length = 50)
if(input)
src.war_cry = input
/obj/item/spear/explosive/afterattack(atom/movable/AM, mob/user, proximity)
. = ..()
if(!proximity || !HAS_TRAIT(src, TRAIT_WIELDED) || !istype(AM))
return
. |= AFTERATTACK_PROCESSED_ITEM
if(AM.resistance_flags & INDESTRUCTIBLE) //due to the lich incident of 2021, embedding grenades inside of indestructible structures is forbidden
return .
if(ismob(AM))
var/mob/mob_target = AM
if(mob_target.status_flags & GODMODE) //no embedding grenade phylacteries inside of ghost poly either
return .
if(iseffect(AM)) //and no accidentally wasting your moment of glory on graffiti
return .
user.say("[war_cry]", forced="spear warcry")
if(isliving(user))
var/mob/living/living_user = user
living_user.set_resting(new_resting = TRUE, silent = TRUE, instant = TRUE)
living_user.Move(get_turf(AM))
explosive.forceMove(get_turf(living_user))
explosive.detonate(lanced_by=user)
if(!QDELETED(living_user))
living_user.set_resting(new_resting = FALSE, silent = TRUE, instant = TRUE)
qdel(src)
return .
//GREY TIDE
/obj/item/spear/grey_tide
name = "\improper Grey Tide"
desc = "Recovered from the aftermath of a revolt aboard Defense Outpost Theta Aegis, in which a seemingly endless tide of Assistants caused heavy casualities among Nanotrasen military forces."
attack_verb_continuous = list("gores")
attack_verb_simple = list("gore")
force_unwielded = 15
force_wielded = 25
/obj/item/spear/grey_tide/afterattack(atom/movable/AM, mob/living/user, proximity)
. = ..()
if(!proximity)
return
user.faction |= "greytide([REF(user)])"
if(isliving(AM))
var/mob/living/L = AM
if(istype (L, /mob/living/simple_animal/hostile/illusion))
return
if(!L.stat && prob(50))
var/mob/living/simple_animal/hostile/illusion/M = new(user.loc)
M.faction = user.faction.Copy()
M.Copy_Parent(user, 100, user.health/2.5, 12, 30)
M.GiveTarget(L)
/*
* Bone Spear
*/
/obj/item/spear/bonespear //Blatant imitation of spear, but made out of bone. Not valid for explosive modification.
icon_state = "bone_spear0"
base_icon_state = "bone_spear0"
icon_prefix = "bone_spear"
name = "bone spear"
desc = "A haphazardly-constructed yet still deadly weapon. The pinnacle of modern technology."
throwforce = 22
armour_penetration = 15 //Enhanced armor piercing
custom_materials = list(/datum/material/bone = HALF_SHEET_MATERIAL_AMOUNT * 7)
force_unwielded = 12
force_wielded = 20
/obj/item/spear/bonespear/add_headpike_component()
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpikebone)
AddComponent(
/datum/component/slapcrafting,\
slapcraft_recipes = slapcraft_recipe_list,\
)
/*
* Bamboo Spear
*/
/obj/item/spear/bamboospear //Blatant imitation of spear, but all natural. Also not valid for explosive modification.
icon_state = "bamboo_spear0"
base_icon_state = "bamboo_spear0"
icon_prefix = "bamboo_spear"
name = "bamboo spear"
desc = "A haphazardly-constructed bamboo stick with a sharpened tip, ready to poke holes into unsuspecting people."
throwforce = 22 //Better to throw
custom_materials = list(/datum/material/bamboo = SHEET_MATERIAL_AMOUNT * 20)
force_unwielded = 10
force_wielded = 18
/obj/item/spear/bamboospear/add_headpike_component()
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpikebamboo)
AddComponent(
/datum/component/slapcrafting,\
slapcraft_recipes = slapcraft_recipe_list,\
)