Files
Bubberstation/code/game/objects/structures/guncase.dm
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## 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)
/🆑
2025-05-19 13:32:12 +10:00

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//GUNCASES//
/obj/structure/guncase
name = "gun locker"
desc = "A locker that holds guns."
icon = 'icons/obj/storage/closet.dmi'
icon_state = "shotguncase"
anchored = FALSE
density = TRUE
opacity = FALSE
var/case_type = ""
var/gun_category = /obj/item/gun
var/open = TRUE
var/capacity = 4
/obj/structure/guncase/Initialize(mapload)
. = ..()
if(mapload)
for(var/obj/item/I in loc.contents)
if(istype(I, gun_category))
I.forceMove(src)
if(contents.len >= capacity)
break
update_appearance()
/obj/structure/guncase/update_overlays()
. = ..()
if(case_type && LAZYLEN(contents))
var/mutable_appearance/gun_overlay = mutable_appearance(icon, case_type)
for(var/i in 1 to contents.len)
gun_overlay.pixel_w = 3 * (i - 1)
. += new /mutable_appearance(gun_overlay)
. += "[icon_state]_[open ? "open" : "door"]"
/obj/structure/guncase/attackby(obj/item/I, mob/living/user, list/modifiers, list/attack_modifiers)
if(iscyborg(user) || isalien(user))
return
if(istype(I, gun_category) && open)
if(LAZYLEN(contents) < capacity)
if(!user.transferItemToLoc(I, src))
return
to_chat(user, span_notice("You place [I] in [src]."))
update_appearance()
else
to_chat(user, span_warning("[src] is full."))
return
else if(!user.combat_mode)
open = !open
update_appearance()
else
return ..()
/obj/structure/guncase/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(iscyborg(user) || isalien(user))
return
if(contents.len && open)
show_menu(user)
else
open = !open
update_appearance()
/**
* show_menu: Shows a radial menu to a user consisting of an available weaponry for taking
*
* Arguments:
* * user The mob to which we are showing the radial menu
*/
/obj/structure/guncase/proc/show_menu(mob/user)
if(!LAZYLEN(contents))
return
var/list/display_names = list()
var/list/items = list()
for(var/i in 1 to length(contents))
var/obj/item/thing = contents[i]
display_names["[thing.name] ([i])"] = REF(thing)
var/image/item_image = image(icon = thing.icon, icon_state = thing.icon_state)
if(length(thing.overlays))
item_image.copy_overlays(thing)
items += list("[thing.name] ([i])" = item_image)
var/pick = show_radial_menu(user, src, items, custom_check = CALLBACK(src, PROC_REF(check_menu), user), radius = 36, require_near = TRUE)
if(!pick)
return
var/weapon_reference = display_names[pick]
var/obj/item/weapon = locate(weapon_reference) in contents
if(!istype(weapon))
return
if(!user.put_in_hands(weapon))
weapon.forceMove(get_turf(src))
/**
* check_menu: Checks if we are allowed to interact with a radial menu
*
* Arguments:
* * user The mob interacting with a menu
*/
/obj/structure/guncase/proc/check_menu(mob/living/carbon/human/user)
if(!open)
return FALSE
if(!istype(user))
return FALSE
if(user.incapacitated)
return FALSE
return TRUE
/obj/structure/guncase/Exited(atom/movable/gone, direction)
. = ..()
update_appearance()
/obj/structure/guncase/contents_explosion(severity, target)
switch(severity)
if(EXPLODE_DEVASTATE)
SSexplosions.high_mov_atom += contents
if(EXPLODE_HEAVY)
SSexplosions.med_mov_atom += contents
if(EXPLODE_LIGHT)
SSexplosions.low_mov_atom += contents
/obj/structure/guncase/shotgun
name = "shotgun locker"
desc = "A locker that holds shotguns."
case_type = "shotgun"
gun_category = /obj/item/gun/ballistic/shotgun
/obj/structure/guncase/ecase
name = "energy gun locker"
desc = "A locker that holds energy guns."
case_type = "egun"
gun_category = /obj/item/gun/energy/e_gun
/obj/structure/guncase/wt550
name = "WT-550 gun locker"
desc = "A locker that holds WT-550 rifles."
case_type = "wt550"