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Bubberstation/code/game/objects/items/spear.dm
SmArtKar 3499727a6d Implements datumized embedding handlers in place of element-component-datum triad (#88511)
## About The Pull Request

This PR completely rewrites our embedding system in favor of embedding
datum handlers which acts as containers for all embedding-related data
and logic.

Currently embedding logic relies on an element-component-datum triad,
where elements on the items handle embedding logic, singleton datums
store embedding data and components (which get assigned to ***mobs*** in
whom the item embedded) handle pain and the item being ripped out. How
do we access all the procs? By using comsigs as procs, which is really
bad. This code was written back in 2020 when DCS was hot stuff but in
hindsight this implementation was a mistake, as it heavily restricts
custom embedding behaviors unless you're willing to constantly run
GetComponent (bad, ugly, incarnation of evil)

This PR rewrites all that logic to be handled by lazyloaded
``/datum/embedding``, which is stored similarly to current
``/datum/embed_data``. Upon being requested, it is initialized and
assigned to a parent from whom all the logic is handled, from being
embedded to pain and having the item ripped out. On projectiles this
only handles one proc, after which it copies itself down to the shrapnel
item instead and runs the chain further from there.
Ideally, most embedding-related logic now should be handled purely
datum-side - in most cases items should not be hooking up to themselves
like they did before (unless said logic is for when the item is made
sticky or smth) and instead the code should be handled by the embedding
datum (see sholean grapes implementation in this PR). This should allow
us to do fancy stuff like syringe guns embedding syringes into targets
and injecting them that way, and fix some bugs along the way.

Closes #88115
Closes #87946

Also fixed a bug with scars not displaying when examined closely from
#86506 because i was in the area anyways
2025-01-02 23:18:27 +00:00

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//spears
/obj/item/spear
name = "spear"
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
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'
icon_angle = -45
force = 10
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
throwforce = 20
throw_speed = 4
demolition_mod = 0.75
embed_type = /datum/embedding/spear
armour_penetration = 10
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass= HALF_SHEET_MATERIAL_AMOUNT * 2)
hitsound = 'sound/items/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_POINTY
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/embedding/spear
impact_pain_mult = 2
remove_pain_mult = 4
jostle_chance = 2.5
/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)
AddElement(
/datum/element/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(DROP_ALL_REMAINS)
qdel(src)
return BRUTELOSS
/obj/item/spear/explosive/examine(mob/user)
. = ..()
. += span_notice("Alt-click to set your war cry.")
/obj/item/spear/explosive/click_alt(mob/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)
war_cry = input
return CLICK_ACTION_SUCCESS
/obj/item/spear/explosive/afterattack(atom/movable/target, mob/user, click_parameters)
if(!HAS_TRAIT(src, TRAIT_WIELDED) || !istype(target))
return
if(target.resistance_flags & INDESTRUCTIBLE) //due to the lich incident of 2021, embedding grenades inside of indestructible structures is forbidden
return
if(HAS_TRAIT(target, TRAIT_GODMODE))
return
if(iseffect(target)) //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(target))
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)
//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/target, mob/living/user, click_parameters)
user.faction |= "greytide([REF(user)])"
if(!isliving(target))
return
var/mob/living/stabbed = target
if(istype(stabbed, /mob/living/simple_animal/hostile/illusion))
return
if(stabbed.stat == CONSCIOUS && prob(50))
var/mob/living/simple_animal/hostile/illusion/fake_clone = new(user.loc)
fake_clone.faction = user.faction.Copy()
fake_clone.Copy_Parent(user, 100, user.health/2.5, 12, 30)
fake_clone.GiveTarget(stabbed)
//MILITARY
/obj/item/spear/military
icon_state = "military_spear0"
base_icon_state = "military_spear0"
icon_prefix = "military_spear"
name = "military javelin"
desc = "A stick with a seemingly blunt spearhead on its end. Looks like it might break bones easily."
attack_verb_continuous = list("attacks", "pokes", "jabs")
attack_verb_simple = list("attack", "poke", "jab")
throwforce = 30
demolition_mod = 1
wound_bonus = 5
bare_wound_bonus = 25
throw_range = 9
throw_speed = 5
sharpness = NONE // we break bones instead of cutting flesh
/obj/item/spear/military/add_headpike_component()
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpikemilitary)
AddElement(
/datum/element/slapcrafting,\
slapcraft_recipes = slapcraft_recipe_list,\
)
/*
* 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)
AddElement(
/datum/element/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)
AddElement(
/datum/element/slapcrafting,\
slapcraft_recipes = slapcraft_recipe_list,\
)