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## About The Pull Request 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). ## Changelog 🆑 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) /🆑
190 lines
6.9 KiB
Plaintext
190 lines
6.9 KiB
Plaintext
//CREATOR'S NOTE: DO NOT FUCKING GIVE THIS TO BOTANY!
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/obj/item/hot_potato
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name = "hot potato"
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desc = "A label on the side of this potato reads \"Product of Donk Co. Service Wing. Activate far away from populated areas. Device will only attach to sapient creatures.\" <span class='boldnotice'>You can attack anyone with it to force it on them instead of yourself!</span>"
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icon = 'icons/obj/service/hydroponics/harvest.dmi'
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icon_state = "potato"
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item_flags = NOBLUDGEON
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force = 0
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var/icon_off = "potato"
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var/icon_on = "potato_active"
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var/detonation_timerid
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var/activation_time = 0
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var/timer = 600 //deciseconds
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var/show_timer = FALSE
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var/reusable = FALSE //absolute madman
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var/sticky = TRUE
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var/forceful_attachment = TRUE
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var/stimulant = TRUE
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var/detonate_explosion = TRUE
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var/detonate_dev_range = 0
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var/detonate_heavy_range = 1
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var/detonate_light_range = 2
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var/detonate_flash_range = 5
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var/detonate_fire_range = 5
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var/active = FALSE
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var/color_val = FALSE
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var/datum/weakref/current
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/obj/item/hot_potato/Destroy()
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if(active)
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deactivate()
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return ..()
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/obj/item/hot_potato/proc/colorize(mob/target)
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//Clear color from old target
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if(current)
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var/mob/M = current.resolve()
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if(istype(M))
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M.remove_atom_colour(FIXED_COLOUR_PRIORITY)
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//Give to new target
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current = null
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//Swap colors
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color_val = !color_val
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if(istype(target))
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current = WEAKREF(target)
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target.add_atom_colour(color_val? "#ffff00" : "#00ffff", FIXED_COLOUR_PRIORITY)
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/obj/item/hot_potato/proc/detonate()
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var/atom/location = loc
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location.visible_message(span_userdanger("[src] [detonate_explosion? "explodes" : "activates"]!"), span_userdanger("[src] activates! You've ran out of time!"))
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if(detonate_explosion && isliving(loc))
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var/mob/living/victim_mob = loc
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if(victim_mob.is_holding(src))
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victim_mob.gib(DROP_ALL_REMAINS)
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explosion(src, detonate_dev_range, detonate_heavy_range, detonate_light_range, detonate_fire_range, detonate_flash_range)
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deactivate()
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if(!reusable)
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var/mob/M = loc
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if(istype(M))
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M.dropItemToGround(src, TRUE)
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qdel(src)
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/obj/item/hot_potato/attack_self(mob/user)
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if(activate(timer, user))
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user.visible_message(span_boldwarning("[user] squeezes [src], which promptly starts to flash red-hot colors!"), span_boldwarning("You squeeze [src], activating its countdown and attachment mechanism!"),
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span_boldwarning("You hear a mechanical click and a loud beeping!"))
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return
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return ..()
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/obj/item/hot_potato/process()
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if(!isliving(loc))
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return
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var/mob/living/L = loc
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colorize(L)
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if(!stimulant)
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return
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L.SetStun(0)
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L.SetKnockdown(0)
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L.SetSleeping(0)
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L.SetImmobilized(0)
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L.SetParalyzed(0)
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L.SetUnconscious(0)
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L.reagents.add_reagent(/datum/reagent/medicine/muscle_stimulant, clamp(5 - L.reagents.get_reagent_amount(/datum/reagent/medicine/muscle_stimulant), 0, 5)) //If you don't have legs or get bola'd, tough luck!
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/obj/item/hot_potato/examine(mob/user)
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. = ..()
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if(active)
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. += span_warning("[src] is flashing red-hot! You should probably get rid of it!")
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if(show_timer)
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. += span_warning("[src]'s timer looks to be at [DisplayTimeText(activation_time - world.time)]!")
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/obj/item/hot_potato/equipped(mob/user)
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. = ..()
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if(active)
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to_chat(user, span_userdanger("You have a really bad feeling about [src]!"))
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/obj/item/hot_potato/attack(mob/living/target_mob, mob/living/user, list/modifiers, list/attack_modifiers)
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. = ..()
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if(.)
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return .
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return force_onto(target_mob, user)
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/obj/item/hot_potato/proc/force_onto(mob/living/victim, mob/user)
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if(!istype(victim) || user != loc || victim == user)
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return FALSE
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if(!victim.client)
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to_chat(user, span_boldwarning("[src] refuses to attach to a non-sapient creature!"))
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if(victim.stat != CONSCIOUS || !victim.usable_legs)
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to_chat(user, span_boldwarning("[src] refuses to attach to someone incapable of using it!"))
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user.temporarilyRemoveItemFromInventory(src, TRUE)
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. = FALSE
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if(!victim.put_in_hands(src))
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if(forceful_attachment)
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victim.dropItemToGround(victim.get_inactive_held_item())
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if(!victim.put_in_hands(src))
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victim.dropItemToGround(victim.get_active_held_item())
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if(victim.put_in_hands(src))
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. = TRUE
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else
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. = TRUE
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else
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. = TRUE
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if(.)
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log_combat(user, victim, "forced a hot potato with explosive variables ([detonate_explosion]-[detonate_dev_range]/[detonate_heavy_range]/[detonate_light_range]/[detonate_flash_range]/[detonate_fire_range]) onto")
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user.visible_message(span_userdanger("[user] forces [src] onto [victim]!"), span_userdanger("You force [src] onto [victim]!"), span_boldwarning("You hear a mechanical click and a beep."))
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colorize(null)
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else
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log_combat(user, victim, "tried to force a hot potato with explosive variables ([detonate_explosion]-[detonate_dev_range]/[detonate_heavy_range]/[detonate_light_range]/[detonate_flash_range]/[detonate_fire_range]) onto")
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user.visible_message(span_boldwarning("[user] tried to force [src] onto [victim], but it could not attach!"), span_boldwarning("You try to force [src] onto [victim], but it is unable to attach!"), span_boldwarning("You hear a mechanical click and two buzzes."))
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user.put_in_hands(src)
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/obj/item/hot_potato/dropped(mob/user)
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. = ..()
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colorize(null)
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/obj/item/hot_potato/proc/activate(delay, mob/user)
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if(active)
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return
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update_appearance()
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if(sticky)
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ADD_TRAIT(src, TRAIT_NODROP, HOT_POTATO_TRAIT)
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name = "primed [name]"
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activation_time = timer + world.time
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detonation_timerid = addtimer(CALLBACK(src, PROC_REF(detonate)), delay, TIMER_STOPPABLE)
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START_PROCESSING(SSfastprocess, src)
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if(user)
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log_bomber(user, "has primed a", src, "for detonation (Timer:[delay],Explosive:[detonate_explosion],Range:[detonate_dev_range]/[detonate_heavy_range]/[detonate_light_range]/[detonate_fire_range])")
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else
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log_bomber(null, null, src, "was primed for detonation (Timer:[delay],Explosive:[detonate_explosion],Range:[detonate_dev_range]/[detonate_heavy_range]/[detonate_light_range]/[detonate_fire_range])")
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active = TRUE
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if(detonate_explosion) //doesn't send a notification unless it's a genuine, exploding hot potato.
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notify_ghosts(
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"[user.real_name] has primed a Hot Potato!",
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source = src,
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header = "Hot Hot Hot!",
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)
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/obj/item/hot_potato/proc/deactivate()
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update_appearance()
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name = initial(name)
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REMOVE_TRAIT(src, TRAIT_NODROP, HOT_POTATO_TRAIT)
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deltimer(detonation_timerid)
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STOP_PROCESSING(SSfastprocess, src)
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detonation_timerid = null
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colorize(null)
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active = FALSE
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/obj/item/hot_potato/update_icon_state()
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icon_state = active ? icon_on : icon_off
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return ..()
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/obj/item/hot_potato/syndicate
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detonate_light_range = 4
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detonate_fire_range = 5
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/obj/item/hot_potato/harmless
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detonate_explosion = FALSE
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/obj/item/hot_potato/harmless/toy
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desc = "A label on the side of this potato reads \"Product of Donk Co. Toys and Recreation department.\" <span class='boldnotice'>You can attack anyone with it to put it on them instead, if they have a free hand to take it!</span>"
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sticky = FALSE
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reusable = TRUE
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forceful_attachment = FALSE
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stimulant = FALSE
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