Files
Bubberstation/code/game/objects/items/dualsaber.dm
SkyratBot 0a1f06a2d1 [MIRROR] This tail refactor turned into an organ refactor. Funny how that works. [MDB IGNORE] (#14017)
* This tail refactor turned into an organ refactor. Funny how that works.

* Firstly, fixing all the conflicts.

* Fixes all our maps (hopefully)

* Actually, this should fix pod people hair :)

* Almost everything is working, just two major things to fix

* Fixed a certain kind of external organ

* Cleaning up some more stuff

* Turned tail_cat into tail because why the fuck are they separate?

* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file

* Adds relevant_layers to organs to help with rendering

* Makes stored_feature_id also check mutant_bodyparts

* Fixes the icon_state names of ALL the tails (pain)

* Fixes wagging, gotta refactor most mutant bodyparts later on

* I Love Added Failures

* Fixed some organs that slipped through my searches

* This could possibly fix the CI for this?

* It doesn't look like it did fix it

* This will make it pass, even if it's ugly as sin.

* Fixed Felinids having a weird ghost tail

* Fixes instances of snouts and tails not being properly colored

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-06-11 23:20:16 -04:00

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6.8 KiB
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/*
* Double-Bladed Energy Swords - Cheridan
*/
/obj/item/dualsaber
icon = 'icons/obj/transforming_energy.dmi'
icon_state = "dualsaber0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
name = "double-bladed energy sword"
desc = "Handle with care."
force = 3
throwforce = 5
throw_speed = 3
throw_range = 5
sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_SMALL
hitsound = SFX_SWING_HIT
armour_penetration = 35
light_system = MOVABLE_LIGHT
light_range = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD
light_color = LIGHT_COLOR_ELECTRIC_GREEN
light_on = FALSE
attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
block_chance = 45 //SKYRAT EDIT - Lowered ORIGINAL:75
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
wound_bonus = -10
bare_wound_bonus = 20
special_desc_requirement = EXAMINE_CHECK_SYNDICATE_TOY // Skyrat edit
special_desc = "A double bladed energy sword employed by the Syndicate in raids" // Skyrat edit
var/w_class_on = WEIGHT_CLASS_BULKY
var/saber_color = "green"
var/two_hand_force = 34
var/hacked = FALSE
var/list/possible_colors = list("red", "blue", "green", "purple")
/obj/item/dualsaber/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded=force, force_wielded=two_hand_force, wieldsound='sound/weapons/saberon.ogg', unwieldsound='sound/weapons/saberoff.ogg', \
wield_callback = CALLBACK(src, .proc/on_wield), unwield_callback = CALLBACK(src, .proc/on_unwield))
/// Triggered on wield of two handed item
/// Specific hulk checks due to reflection chance for balance issues and switches hitsounds.
/obj/item/dualsaber/proc/on_wield(obj/item/source, mob/living/carbon/user)
if(user?.has_dna())
if(user.dna.check_mutation(/datum/mutation/human/hulk))
to_chat(user, span_warning("You lack the grace to wield this!"))
return COMPONENT_TWOHANDED_BLOCK_WIELD
w_class = w_class_on
hitsound = 'sound/weapons/blade1.ogg'
START_PROCESSING(SSobj, src)
set_light_on(TRUE)
/// Triggered on unwield of two handed item
/// switch hitsounds
/obj/item/dualsaber/proc/on_unwield(obj/item/source, mob/living/carbon/user)
w_class = initial(w_class)
hitsound = SFX_SWING_HIT
STOP_PROCESSING(SSobj, src)
set_light_on(FALSE)
/obj/item/dualsaber/get_sharpness()
return HAS_TRAIT(src, TRAIT_WIELDED) && sharpness
/obj/item/dualsaber/update_icon_state()
icon_state = HAS_TRAIT(src, TRAIT_WIELDED) ? "dualsaber[saber_color][HAS_TRAIT(src, TRAIT_WIELDED)]" : "dualsaber0"
return ..()
/obj/item/dualsaber/suicide_act(mob/living/carbon/user)
if(HAS_TRAIT(src, TRAIT_WIELDED))
user.visible_message(span_suicide("[user] begins spinning way too fast! It looks like [user.p_theyre()] trying to commit suicide!"))
var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)//stole from chainsaw code
var/obj/item/organ/internal/brain/B = user.getorganslot(ORGAN_SLOT_BRAIN)
B.organ_flags &= ~ORGAN_VITAL //this cant possibly be a good idea
var/randdir
for(var/i in 1 to 24)//like a headless chicken!
if(user.is_holding(src))
randdir = pick(GLOB.alldirs)
user.Move(get_step(user, randdir),randdir)
user.emote("spin")
if (i == 3 && myhead)
myhead.drop_limb()
sleep(3)
else
user.visible_message(span_suicide("[user] panics and starts choking to death!"))
return OXYLOSS
else
user.visible_message(span_suicide("[user] begins beating [user.p_them()]self to death with \the [src]'s handle! It probably would've been cooler if [user.p_they()] turned it on first!"))
return BRUTELOSS
/obj/item/dualsaber/Initialize(mapload)
. = ..()
if(LAZYLEN(possible_colors))
saber_color = pick(possible_colors)
switch(saber_color)
if("red")
set_light_color(COLOR_SOFT_RED)
if("green")
set_light_color(LIGHT_COLOR_GREEN)
if("blue")
set_light_color(LIGHT_COLOR_LIGHT_CYAN)
if("purple")
set_light_color(LIGHT_COLOR_LAVENDER)
/obj/item/dualsaber/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/dualsaber/attack(mob/target, mob/living/carbon/human/user)
if(user.has_dna())
if(user.dna.check_mutation(/datum/mutation/human/hulk))
to_chat(user, span_warning("You grip the blade too hard and accidentally drop it!"))
if(HAS_TRAIT(src, TRAIT_WIELDED))
user.dropItemToGround(src, force=TRUE)
return
..()
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
impale(user)
return
if(prob(50))
INVOKE_ASYNC(src, .proc/jedi_spin, user)
/obj/item/dualsaber/proc/jedi_spin(mob/living/user)
dance_rotate(user, CALLBACK(user, /mob.proc/dance_flip))
/obj/item/dualsaber/proc/impale(mob/living/user)
to_chat(user, span_warning("You twirl around a bit before losing your balance and impaling yourself on [src]."))
if(HAS_TRAIT(src, TRAIT_WIELDED))
user.take_bodypart_damage(20,25,check_armor = TRUE)
else
user.adjustStaminaLoss(25)
/obj/item/dualsaber/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(HAS_TRAIT(src, TRAIT_WIELDED))
return ..()
return 0
/obj/item/dualsaber/process()
if(HAS_TRAIT(src, TRAIT_WIELDED))
if(hacked)
set_light_color(pick(COLOR_SOFT_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER))
open_flame()
else
STOP_PROCESSING(SSobj, src)
/obj/item/dualsaber/IsReflect()
if(HAS_TRAIT(src, TRAIT_WIELDED))
return 1
/obj/item/dualsaber/ignition_effect(atom/A, mob/user)
// same as /obj/item/melee/energy, mostly
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return ""
var/in_mouth = ""
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.wear_mask)
in_mouth = ", barely missing [user.p_their()] nose"
. = span_warning("[user] swings [user.p_their()] [name][in_mouth]. [user.p_they(TRUE)] light[user.p_s()] [A.loc == user ? "[user.p_their()] [A.name]" : A] in the process.")
playsound(loc, hitsound, get_clamped_volume(), TRUE, -1)
add_fingerprint(user)
// Light your candles while spinning around the room
INVOKE_ASYNC(src, .proc/jedi_spin, user)
/obj/item/dualsaber/green
possible_colors = list("green")
/obj/item/dualsaber/red
possible_colors = list("red")
/obj/item/dualsaber/blue
possible_colors = list("blue")
/obj/item/dualsaber/purple
possible_colors = list("purple")
/obj/item/dualsaber/attackby(obj/item/W, mob/user, params)
if(W.tool_behaviour == TOOL_MULTITOOL)
if(!hacked)
hacked = TRUE
to_chat(user, span_warning("2XRNBW_ENGAGE"))
saber_color = "rainbow"
update_appearance()
else
to_chat(user, span_warning("It's starting to look like a triple rainbow - no, nevermind."))
else
return ..()