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## 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. /🆑
116 lines
4.6 KiB
Plaintext
116 lines
4.6 KiB
Plaintext
#define ENGINE_COOLDOWN (5 SECONDS)
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#define DASH_COOLDOWN (2.5 SECONDS)
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#define HOUSE_EDGE_ICONS_MAX 3
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#define HOUSE_EDGE_ICONS_MIN 0
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/obj/item/v8_engine
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name = "ancient engine"
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desc = "An extremely well-preserved, massive V8 engine from the early 2000s. It seems to be missing the rest of the vehicle. There's a tiny label on the side."
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icon = 'icons/obj/weapons/sword.dmi'
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icon_state = "v8_engine"
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w_class = WEIGHT_CLASS_HUGE
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force = 5
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throwforce = 15
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throw_range = 1
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throw_speed = 1
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COOLDOWN_DECLARE(engine_sound_cooldown)
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/obj/item/v8_engine/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/two_handed, require_twohands=TRUE, force_unwielded=5, force_wielded=5)
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/obj/item/v8_engine/attack_self(mob/user, modifiers)
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. = ..()
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if (!COOLDOWN_FINISHED(src, engine_sound_cooldown))
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return
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playsound(src, 'sound/items/car_engine_start.ogg', vol = 75, vary = FALSE, extrarange = 3)
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Shake(duration = ENGINE_COOLDOWN)
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to_chat(user, span_notice("Darn thing... it's too old to keep on without retrofitting it! Without modifications, it works like it's junk."))
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COOLDOWN_START(src, engine_sound_cooldown, ENGINE_COOLDOWN)
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/obj/item/v8_engine/examine_more(mob/user)
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. = ..()
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INVOKE_ASYNC(src, PROC_REF(start_learning_recipe), user)
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/obj/item/v8_engine/proc/start_learning_recipe(mob/user)
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if(!user.mind)
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return
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if(user.mind.has_crafting_recipe(user = user, potential_recipe = /datum/crafting_recipe/house_edge))
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return
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to_chat(user, span_notice("You peer at the label on the side, reading about some unique modifications that could be made to the engine..."))
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if(do_after(user, 15 SECONDS, src))
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user.mind.teach_crafting_recipe(/datum/crafting_recipe/house_edge)
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to_chat(user, span_notice("You learned how to make the House Edge."))
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/obj/item/house_edge
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name = "House Edge"
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desc = "Dangerous. Loud. Sleek. It has a built in roulette wheel. This thing could easily rip your arm off if you're not careful."
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icon = 'icons/obj/weapons/sword.dmi'
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icon_state = "house_edge0"
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inhand_icon_state = "house_edge0"
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icon_angle = -45
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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w_class = WEIGHT_CLASS_HUGE
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sharpness = SHARP_EDGED
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force = 12
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throwforce = 10
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throw_range = 5
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throw_speed = 1
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hitsound = 'sound/items/car_engine_start.ogg'
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/// The number of charges the house edge has accrued through 2-handed hits, to charge a more powerful charge attack.
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var/fire_charges = 0
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///Sound played when wielded.
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var/active_hitsound = 'sound/items/house_edge_hit.ogg'
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///Datum that tracks weapon dashing for the fire_charge system
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var/datum/action/innate/dash/charge
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COOLDOWN_DECLARE(fire_charge_cooldown)
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/obj/item/house_edge/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/two_handed, force_unwielded = 12, force_wielded = 22, attacksound = active_hitsound)
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RegisterSignals(src, list(COMSIG_ITEM_DROPPED, COMSIG_MOVABLE_PRE_THROW, COMSIG_ITEM_ATTACK_SELF), PROC_REF(reset_charges))
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/obj/item/house_edge/afterattack(atom/target, mob/user, list/modifiers)
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if(!ismob(target))
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return
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if(HAS_TRAIT(src, TRAIT_WIELDED))
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//Add a fire charge to a max of 3, updates icon_state.
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fire_charges = clamp((fire_charges + 1), HOUSE_EDGE_ICONS_MIN, HOUSE_EDGE_ICONS_MAX)
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COOLDOWN_RESET(src, fire_charge_cooldown)
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else
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//Lose a fire charge to a min of 0, updates icon_state.
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fire_charges = clamp((fire_charges - 1), HOUSE_EDGE_ICONS_MIN, HOUSE_EDGE_ICONS_MAX)
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do_sparks(number = 0, cardinal_only = TRUE, source = src)
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update_appearance(UPDATE_ICON_STATE)
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/obj/item/house_edge/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
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if(!COOLDOWN_FINISHED(src, fire_charge_cooldown))
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return ITEM_INTERACT_BLOCKING
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if(fire_charges <= 0)
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balloon_alert(user, "no fire charges!")
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return ITEM_INTERACT_BLOCKING
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user.throw_at(target = get_turf(interacting_with), range = 2 * fire_charges, speed = 5, thrower = user, spin = FALSE, gentle = FALSE, quickstart = TRUE)
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COOLDOWN_START(src, fire_charge_cooldown, DASH_COOLDOWN)
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reset_charges(on_dash = TRUE)
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return ITEM_INTERACT_SUCCESS
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/obj/item/house_edge/update_icon_state()
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inhand_icon_state = HAS_TRAIT(src, TRAIT_WIELDED) ? "house_edge1" : "house_edge0"
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icon_state = "house_edge[fire_charges]"
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return ..()
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/obj/item/house_edge/proc/reset_charges(on_dash = FALSE)
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if(!COOLDOWN_FINISHED(src, fire_charge_cooldown) && !on_dash)
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return
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if(fire_charges)
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balloon_alert_to_viewers("charges lost!")
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fire_charges = 0
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icon_state = "house_edge[fire_charges]"
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update_icon()
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#undef ENGINE_COOLDOWN
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#undef DASH_COOLDOWN
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#undef HOUSE_EDGE_ICONS_MAX
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#undef HOUSE_EDGE_ICONS_MIN
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