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Bubberstation/code/game/objects/structures/water_structures/water_source.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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//Water source, use the type water_source for unlimited water sources like classic sinks.
/obj/structure/water_source
name = "Water Source"
icon = 'icons/obj/watercloset.dmi'
icon_state = "sink"
desc = "A sink used for washing one's hands and face. This one seems to be infinite!"
anchored = TRUE
///Boolean on whether something is currently being washed, preventing multiple people from cleaning at once.
var/busy = FALSE
///The reagent that is dispensed from this source, by default it's water.
var/datum/reagent/dispensedreagent = /datum/reagent/water
/obj/structure/water_source/Initialize(mapload)
. = ..()
create_reagents(INFINITY, NO_REACT)
reagents.add_reagent(dispensedreagent, INFINITY)
/obj/structure/water_source/attack_hand(mob/living/user, list/modifiers)
. = ..()
if(.)
return
if(!iscarbon(user))
return
if(!Adjacent(user))
return
if(busy)
to_chat(user, span_warning("Someone's already washing here!"))
return
var/selected_area = user.parse_zone_with_bodypart(user.zone_selected)
var/washing_face = FALSE
if(selected_area in list(BODY_ZONE_HEAD, BODY_ZONE_PRECISE_MOUTH, BODY_ZONE_PRECISE_EYES))
washing_face = TRUE
user.visible_message(
span_notice("[user] starts washing [user.p_their()] [washing_face ? "face" : "hands"]..."),
span_notice("You start washing your [washing_face ? "face" : "hands"]..."))
busy = TRUE
if(!do_after(user, 4 SECONDS, target = src))
busy = FALSE
return
busy = FALSE
if(washing_face)
SEND_SIGNAL(user, COMSIG_COMPONENT_CLEAN_FACE_ACT, CLEAN_WASH)
else if(ishuman(user))
var/mob/living/carbon/human/human_user = user
if(!human_user.wash_hands(CLEAN_WASH))
to_chat(user, span_warning("Your hands are covered by something!"))
return
else
user.wash(CLEAN_WASH)
user.visible_message(
span_notice("[user] washes [user.p_their()] [washing_face ? "face" : "hands"] using [src]."),
span_notice("You wash your [washing_face ? "face" : "hands"] using [src]."),
)
/obj/structure/water_source/attackby(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers)
if(busy)
to_chat(user, span_warning("Someone's already washing here!"))
return
if(attacking_item.item_flags & ABSTRACT) //Abstract items like grabs won't wash. No-drop items will though because it's still technically an item in your hand.
return
if(is_reagent_container(attacking_item))
var/obj/item/reagent_containers/container = attacking_item
if(container.is_refillable())
if(!container.reagents.holder_full())
container.reagents.add_reagent(dispensedreagent, min(container.volume - container.reagents.total_volume, container.amount_per_transfer_from_this))
to_chat(user, span_notice("You fill [container] from [src]."))
return TRUE
to_chat(user, span_notice("\The [container] is full."))
return FALSE
if(istype(attacking_item, /obj/item/melee/baton/security))
var/obj/item/melee/baton/security/baton = attacking_item
if(baton.cell?.charge && baton.active)
flick("baton_active", src)
user.Paralyze(baton.knockdown_time)
user.set_stutter(baton.knockdown_time)
baton.cell.use(baton.cell_hit_cost)
user.visible_message(
span_warning("[user] shocks [user.p_them()]self while attempting to wash the active [baton.name]!"),
span_userdanger("You unwisely attempt to wash [baton] while it's still on."))
playsound(src, baton.on_stun_sound, 50, TRUE)
return
if(istype(attacking_item, /obj/item/mop))
attacking_item.reagents.add_reagent(dispensedreagent, 5)
to_chat(user, span_notice("You wet [attacking_item] in [src]."))
playsound(loc, 'sound/effects/slosh.ogg', 25, TRUE)
return
if(istype(attacking_item, /obj/item/stack/ore/glass))
new /obj/item/stack/sheet/sandblock(loc)
to_chat(user, span_notice("You wet the sand and form it into a block."))
attacking_item.use(1)
return
if(!user.combat_mode || (attacking_item.item_flags & NOBLUDGEON))
to_chat(user, span_notice("You start washing [attacking_item]..."))
busy = TRUE
if(!do_after(user, 4 SECONDS, target = src))
busy = FALSE
return TRUE
busy = FALSE
attacking_item.wash(CLEAN_WASH)
reagents.expose(attacking_item, TOUCH, 5 / max(reagents.total_volume, 5))
user.visible_message(
span_notice("[user] washes [attacking_item] using [src]."),
span_notice("You wash [attacking_item] using [src]."))
return TRUE
return ..()
/obj/structure/water_source/puddle //splishy splashy ^_^
name = "puddle"
desc = "A puddle used for washing one's hands and face."
icon_state = "puddle"
base_icon_state = "puddle"
resistance_flags = UNACIDABLE
/obj/structure/water_source/puddle/Initialize(mapload)
. = ..()
register_context()
/obj/structure/water_source/puddle/add_context(atom/source, list/context, obj/item/held_item, mob/user)
. = ..()
if(isnull(held_item))
context[SCREENTIP_CONTEXT_RMB] = "Scoop Tadpoles"
//ATTACK HAND IGNORING PARENT RETURN VALUE
/obj/structure/water_source/puddle/attack_hand(mob/user, list/modifiers)
icon_state = "[base_icon_state]-splash"
. = ..()
icon_state = base_icon_state
/obj/structure/water_source/puddle/attackby(obj/item/attacking_item, mob/user, list/modifiers, list/attack_modifiers)
icon_state = "[base_icon_state]-splash"
. = ..()
icon_state = base_icon_state
/obj/structure/water_source/puddle/attack_hand_secondary(mob/living/carbon/human/user, list/modifiers)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
if(DOING_INTERACTION_WITH_TARGET(user, src))
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
icon_state = "[base_icon_state]-splash"
balloon_alert(user, "scooping tadpoles...")
if(do_after(user, 5 SECONDS, src))
playsound(loc, 'sound/effects/slosh.ogg', 15, TRUE)
balloon_alert(user, "got a tadpole")
var/obj/item/fish/tadpole/tadpole = new(loc)
tadpole.randomize_size_and_weight()
user.put_in_hands(tadpole)
icon_state = base_icon_state
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN