Files
Bubberstation/code/game/objects/items/sharpener.dm
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00

84 lines
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/**
* # Whetstone
*
* Items used for sharpening stuff
*
* Whetstones can be used to increase an item's force, throw_force and wound_bonus and it changes its sharpness to SHARP_EDGED. Whetstones do not work with energy weapons. Two-handed weapons will only get the throw_force bonus. A whetstone can only be used once.
*
*/
/obj/item/sharpener
name = "whetstone"
icon = 'icons/obj/service/kitchen.dmi'
icon_state = "sharpener"
desc = "A block that makes things sharp."
force = 5
///Amount of uses the whetstone has. Set to -1 for functionally infinite uses.
var/uses = 1
///How much force the whetstone can add to an item.
var/increment = 4
///Maximum force sharpening items with the whetstone can result in
var/max = 30
///The prefix a whetstone applies when an item is sharpened with it
var/prefix = "sharpened"
///If TRUE, the whetstone will only sharpen already sharp items
var/requires_sharpness = TRUE
/obj/item/sharpener/attackby(obj/item/I, mob/user, list/modifiers)
if(uses == 0)
to_chat(user, span_warning("The sharpening block is too worn to use again!"))
return
if(I.force >= max || I.throwforce >= max) //So the whetstone never reduces force or throw_force
to_chat(user, span_warning("[I] is much too powerful to sharpen further!"))
return
if(requires_sharpness && !I.get_sharpness())
to_chat(user, span_warning("You can only sharpen items that are already sharp, such as knives!"))
return
if(is_type_in_list(I, list(/obj/item/melee/energy, /obj/item/dualsaber))) //You can't sharpen the photons in energy meelee weapons
to_chat(user, span_warning("You don't think \the [I] will be the thing getting modified if you use it on \the [src]!"))
return
//This block is used to check more things if the item has a relevant component.
var/signal_out = SEND_SIGNAL(I, COMSIG_ITEM_SHARPEN_ACT, increment, max) //Stores the bitflags returned by SEND_SIGNAL
if(signal_out & COMPONENT_BLOCK_SHARPEN_MAXED) //If the item's components enforce more limits on maximum power from sharpening, we fail
to_chat(user, span_warning("[I] is much too powerful to sharpen further!"))
return
if(signal_out & COMPONENT_BLOCK_SHARPEN_BLOCKED)
to_chat(user, span_warning("[I] is not able to be sharpened right now!"))
return
if((signal_out & COMPONENT_BLOCK_SHARPEN_ALREADY) || (I.force > initial(I.force) && !signal_out)) //No sharpening stuff twice
to_chat(user, span_warning("[I] has already been refined before. It cannot be sharpened further!"))
return
if(!(signal_out & COMPONENT_BLOCK_SHARPEN_APPLIED)) //If the item has a relevant component and COMPONENT_BLOCK_SHARPEN_APPLIED is returned, the item only gets the throw force increase
I.force = clamp(I.force + increment, 0, max)
I.wound_bonus = I.wound_bonus + increment //wound_bonus has no cap
user.visible_message(span_notice("[user] sharpens [I] with [src]!"), span_notice("You sharpen [I], making it much more deadly than before."))
playsound(src, 'sound/items/unsheath.ogg', 25, TRUE)
I.sharpness = SHARP_EDGED //When you whetstone something, it becomes an edged weapon, even if it was previously dull or pointy
I.throwforce = clamp(I.throwforce + increment, 0, max)
I.name = "[prefix] [I.name]" //This adds a prefix and a space to the item's name regardless of what the prefix is
desc = "[desc] At least, it used to."
uses-- //this doesn't cause issues because we check if uses == 0 earlier in this proc
if(uses == 0)
name = "worn out [name]" //whetstone becomes used whetstone
update_appearance()
/obj/item/sharpener/update_name()
name = "[!uses ? "worn out " : null][initial(name)]"
return ..()
/**
* # Super whetstone
*
* Extremely powerful admin-only whetstone
*
* Whetstone that adds 200 damage to an item, with the maximum force and throw_force reachable with it being 200. As with normal whetstones, energy weapons cannot be sharpened with it and two-handed weapons will only get the throw_force bonus.
*
*/
/obj/item/sharpener/super
name = "super whetstone"
desc = "A block that will make your weapon sharper than Einstein on adderall."
increment = 200
max = 200
prefix = "super-sharpened"
requires_sharpness = FALSE //Super whetstones can sharpen even tooboxes