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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). 🆑 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) /🆑
103 lines
3.2 KiB
Plaintext
103 lines
3.2 KiB
Plaintext
/// Tongs, let you pick up and feed people food from further away.
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/obj/item/kitchen/tongs
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name = "tongs"
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desc = "So you never have to touch anything with your dirty, unwashed hands."
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reach = 2
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icon_state = "tongs"
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base_icon_state = "tongs"
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inhand_icon_state = "fork" // close enough
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icon_angle = -45
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attack_verb_continuous = list("pinches", "tongs", "nips")
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attack_verb_simple = list("pinch", "tong", "nip")
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/// What are we holding in our tongs?
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var/obj/item/tonged
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/// Sound to play when we click our tongs together
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var/clack_sound = 'sound/items/handling/component_drop.ogg'
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/// Time to wait between clacking sounds
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var/clack_delay = 2 SECONDS
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/// Have we clacked recently?
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COOLDOWN_DECLARE(clack_cooldown)
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/obj/item/kitchen/tongs/Destroy(force)
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QDEL_NULL(tonged)
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return ..()
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/obj/item/kitchen/tongs/examine(mob/user)
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. = ..()
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if (!isnull(tonged))
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. += span_notice("It is holding [tonged].")
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/obj/item/kitchen/tongs/dropped(mob/user, silent)
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. = ..()
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drop_tonged()
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/obj/item/kitchen/tongs/attack_self(mob/user, modifiers)
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. = ..()
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if(.)
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return TRUE
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if (!isnull(tonged))
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drop_tonged()
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return TRUE
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if (!COOLDOWN_FINISHED(src, clack_cooldown))
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return TRUE
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user.visible_message(span_notice("[user] clacks [user.p_their()] [name] together like a crab. Click clack!"))
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click_clack()
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return TRUE
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/// Release the food we are holding
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/obj/item/kitchen/tongs/proc/drop_tonged()
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if (isnull(tonged))
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return
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visible_message(span_notice("[tonged] falls to the ground!"))
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var/turf/location = drop_location()
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tonged.forceMove(location)
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tonged.do_drop_animation(location)
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/// Play a clacking sound and appear closed, then open again
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/obj/item/kitchen/tongs/proc/click_clack()
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COOLDOWN_START(src, clack_cooldown, clack_delay)
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playsound(src, clack_sound, vol = 100, vary = FALSE)
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icon_state = "[base_icon_state]_closed"
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var/delay = min(0.5 SECONDS, clack_delay / 2) // Just in case someone's been fucking with the cooldown
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addtimer(CALLBACK(src, PROC_REF(clack)), delay, TIMER_DELETE_ME)
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/// Plays a clacking sound and appear open
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/obj/item/kitchen/tongs/proc/clack()
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playsound(src, clack_sound, vol = 100, vary = FALSE)
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icon_state = base_icon_state
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/obj/item/kitchen/tongs/Exited(atom/movable/leaving, direction)
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. = ..()
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if (leaving != tonged)
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return
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tonged = null
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update_appearance(UPDATE_ICON)
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/obj/item/kitchen/tongs/pre_attack(obj/item/attacked, mob/living/user, list/modifiers, list/attack_modifiers)
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if (!isnull(tonged) && tonged.force <= 0) // prevents tongs from giving food-weapons extra range
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attacked.attackby(tonged, user)
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return TRUE
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if (isliving(attacked))
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if (COOLDOWN_FINISHED(src, clack_cooldown))
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click_clack()
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return ..()
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if (!IsEdible(attacked) || attacked.w_class > WEIGHT_CLASS_NORMAL || !isnull(tonged))
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return ..()
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tonged = attacked
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attacked.do_pickup_animation(src)
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attacked.forceMove(src)
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update_appearance(UPDATE_ICON)
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return TRUE
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/obj/item/kitchen/tongs/update_overlays()
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. = ..()
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if (isnull(tonged))
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return
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var/mutable_appearance/held_food = new /mutable_appearance(tonged.appearance)
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held_food.layer = layer
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held_food.plane = plane
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held_food.transform = held_food.transform.Scale(0.7, 0.7)
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held_food.pixel_w = 6
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held_food.pixel_z = 6
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. += held_food
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