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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) /🆑
165 lines
6.6 KiB
Plaintext
165 lines
6.6 KiB
Plaintext
/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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icon = 'icons/obj/weapons/guns/ammo.dmi'
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icon_state = "s-casing"
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worn_icon_state = "bullet"
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BELT
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*5)
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override_notes = TRUE
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///What sound should play when this ammo is fired
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var/fire_sound = null
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///Which kind of guns it can be loaded into
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var/caliber = null
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///The bullet type to create when New() is called
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var/projectile_type = null
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///the loaded projectile in this ammo casing
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var/obj/projectile/loaded_projectile = null
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///Pellets for spreadshot
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var/pellets = 1
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///Variance for inaccuracy fundamental to the casing
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var/variance = 0
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///Randomspread for automatics
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var/randomspread = 0
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///Delay for energy weapons
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var/delay = 0
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///Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
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var/click_cooldown_override = 0
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///the visual effect appearing when the ammo is fired.
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var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
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///pacifism check for boolet, set to FALSE if bullet is non-lethal
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var/harmful = TRUE
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/// How much force is applied when fired in zero-G
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var/newtonian_force = 1
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///If set to true or false, this ammunition can or cannot misfire, regardless the gun can_misfire setting
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var/can_misfire = null
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///This is how much misfire probability is added to the gun when it fires this casing.
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var/misfire_increment = 0
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///If set, this casing will damage any gun it's fired from by the specified amount
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var/integrity_damage = 0
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/obj/item/ammo_casing/spent
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name = "spent bullet casing"
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loaded_projectile = null
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/obj/item/ammo_casing/Initialize(mapload)
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. = ..()
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if(projectile_type)
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loaded_projectile = new projectile_type(src)
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pixel_x = base_pixel_x + rand(-10, 10)
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pixel_y = base_pixel_y + rand(-10, 10)
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setDir(pick(GLOB.alldirs))
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update_appearance()
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/obj/item/ammo_casing/Destroy()
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var/turf/T = get_turf(src)
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if(T && !loaded_projectile && is_station_level(T.z))
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SSblackbox.record_feedback("tally", "station_mess_destroyed", 1, name)
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QDEL_NULL(loaded_projectile)
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return ..()
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/obj/item/ammo_casing/add_weapon_description()
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AddElement(/datum/element/weapon_description, attached_proc = PROC_REF(add_notes_ammo))
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/**
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*
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* Outputs type-specific weapon stats for ammunition based on the projectile loaded inside the casing.
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* Distinguishes between critting and stam-critting in separate lines
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*
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*/
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/obj/item/ammo_casing/proc/add_notes_ammo()
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// Try to get a projectile to derive stats from
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var/obj/projectile/exam_proj = projectile_type
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var/initial_damage = initial(exam_proj.damage)
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var/initial_stamina = initial(exam_proj.stamina)
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// projectile damage multiplier for guns with snowflaked damage multipliers
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var/proj_damage_mult = 1
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if(!ispath(exam_proj) || pellets == 0)
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return
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// are we in an ammo box?
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if(isammobox(loc))
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var/obj/item/ammo_box/our_box = loc
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// is our ammo box in a gun?
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if(isgun(our_box.loc))
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var/obj/item/gun/our_gun = our_box.loc
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// grab the damage multiplier
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proj_damage_mult = our_gun.projectile_damage_multiplier
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// if not, are we just in a gun e.g. chambered
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else if(isgun(loc))
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var/obj/item/gun/our_gun = loc
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// grab the damage multiplier.
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proj_damage_mult = our_gun.projectile_damage_multiplier
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var/list/readout = list()
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if(proj_damage_mult <= 0 || (initial_damage <= 0 && initial_stamina <= 0))
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return "Our legal team has determined the offensive nature of these [span_warning(caliber)] rounds to be esoteric."
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// No dividing by 0
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if(initial_damage)
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readout += "Most monkeys our legal team subjected to these [span_warning(caliber)] rounds succumbed to their wounds after [span_warning("[HITS_TO_CRIT((initial(exam_proj.damage) * proj_damage_mult) * pellets)] shot\s")] at point-blank, taking [span_warning("[pellets] shot\s")] per round."
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if(initial_stamina)
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readout += "[!readout.len ? "Most monkeys" : "More fortunate monkeys"] collapsed from exhaustion after [span_warning("[HITS_TO_CRIT((initial(exam_proj.stamina) * proj_damage_mult) * pellets)] impact\s")] of these [span_warning("[caliber]")] rounds."
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return readout.Join("\n") // Sending over a single string, rather than the whole list
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/obj/item/ammo_casing/update_icon_state()
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icon_state = "[initial(icon_state)][loaded_projectile ? "-live" : null]"
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return ..()
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/obj/item/ammo_casing/update_desc()
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desc = "[initial(desc)][loaded_projectile ? null : " This one is spent."]"
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return ..()
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/*
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* On accidental consumption, 'spend' the ammo, and add in some gunpowder
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*/
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/obj/item/ammo_casing/on_accidental_consumption(mob/living/carbon/victim, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE)
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if(loaded_projectile)
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loaded_projectile = null
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update_appearance()
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victim.reagents?.add_reagent(/datum/reagent/gunpowder, 3)
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source_item?.reagents?.add_reagent(/datum/reagent/gunpowder, source_item.reagents.total_volume*(2/3))
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return ..()
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//proc to magically refill a casing with a new projectile
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/obj/item/ammo_casing/proc/newshot() //For energy weapons, syringe gun, shotgun shells and wands (!).
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if(!loaded_projectile)
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loaded_projectile = new projectile_type(src, src)
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/obj/item/ammo_casing/attackby(obj/item/I, mob/user, list/modifiers, list/attack_modifiers)
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if(istype(I, /obj/item/ammo_box))
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var/obj/item/ammo_box/box = I
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if(isturf(loc))
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var/boolets = 0
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for(var/obj/item/ammo_casing/bullet in loc)
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if (box.stored_ammo.len >= box.max_ammo)
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break
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if (bullet.loaded_projectile)
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if (box.give_round(bullet, 0))
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boolets++
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else
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continue
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if (boolets > 0)
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box.update_appearance()
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to_chat(user, span_notice("You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s."))
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else
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to_chat(user, span_warning("You fail to collect anything!"))
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else
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return ..()
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/obj/item/ammo_casing/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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bounce_away(FALSE, NONE)
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return ..()
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/obj/item/ammo_casing/proc/bounce_away(still_warm = FALSE, bounce_delay = 3)
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update_appearance()
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SpinAnimation(10, 1)
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var/turf/T = get_turf(src)
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if(still_warm && T?.bullet_sizzle)
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, 'sound/items/tools/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
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else if(T?.bullet_bounce_sound)
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(playsound), src, T.bullet_bounce_sound, 20, 1), bounce_delay) //Soft / non-solid turfs that shouldn't make a sound when a shell casing is ejected over them.
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