Files
Bubberstation/code/game/objects/items/melee/misc.dm
T
57624ca1e2 Rebalances wound determination values, wounding escalation and wound armor to hopefully be less explosive (#91099)
## About The Pull Request

This is a big one so please bear with me, wounds are complicated

### Max Potential Wound Rolls

We've decreased the max contributed damage to wound rolls from 35 to 25.
This results, after the exponent, a max possible wound roll of 1 to 91
before any modifiers (assuming the attack, after armor, is 25 or above).

The minimum value to wound is still 5.

### Wound Escalation Penalties

Most wounds were contributing significant numbers per wound type to the
potential for a new wound to occur. Getting wounded once meant you were
getting wound a lot, but actually getting past that first wounding may
be the tricky part.

We have significantly reigned in the wound penalty that having a wound
contributes, and instead utilize the series wound penalty to allow same
type wounds to escalate themselves faster as a priority. Having wounds
still makes you more wound vulnerable, just not to such an extreme
degree.

The priority here for what wounds matter most for contributing to
overall wounding vulnerability is ``Infected BURNS > BURNS >
SLASH|PIERCE > BLUNT.``

### Wound Armor

Wound armor, unlike all other kinds of armor, was used as a additive
value to the wound roll modifiers rather than a multiplicative value.

We have reworked how wound armor is determined by changing how wound
modifiers are calculated.

Firstly, we're passing our entire injury roll into the
``check_woundings_mod()`` proc, as we're not treating this as a proc
that just adds values anymore.

Secondly, bare wound bonus only applies if there is no potential wound
protection from any source, as expected. But it comes last in the
calculations.

Thirdly, wound protection is applied to the injury roll last, after
wound bonuses from the attack, wound bonuses from other wounds and wound
bonuses from a disabled limb are applied. This does not include serial
wound bonuses, which are determined outside of this proc.

Wound protection comes from two sources. Clothing and limb wound
resistance. Your chest and head have an amount of wound resistance so
long as they are not mangled in any fashion. Being mangled means having
either a hairline fracture or a weeping avulsion wound.

Wound protection reduces the final injury roll by a percentage. Say our
roll is 50, and we have effectively 50% wound protection. The final roll
would be 25.

### ~~Wound Armor on Clothing~~ Reverted

~~Most clothing have had their wound armor values changed. As a loose
rule, I used the highest of melee or bomb armor, except where that value
was 100, in which case I used the lowest instead. I'm basing this
decision on how embeds are calculated, which is attack type agnostic.~~

~~Some armor have inconsistent values because they are alternative
armors to an existing armor type or are hyperspecialized armor.
Ablative, bulletproof and security vests all share a value of 35,
despite the former two not having decent melee or bomb armor.~~

~~Some clothing missing wound armor that should have had them now have
wound armor.~~

~~This may need a bit of scrutiny in case one or two seem weirdly high.
Some have maybe become too low. Its a bit hard to say.~~

### The ``bare_wound_bonus`` variable

I changed it to ``exposed_wound_bonus`` to better represent when it
applies. You can be naked and still not be affected by this bonus if the
limb has wound resistance.

## Why It's Good For The Game

I'm not promising anything with this PR, but this is an attempt to
sanity check the values on wounds so that we're not seeing what the data
that determined the removal of beheading presented. An extreme
over-representation of tier 3 wounds. ~~And, from that, maybe I can
argue for beheadings coming back. That's my goal. I think beheadings
happened so much because the numbers were in need of work.~~ Well okay I
just wanna make wounds a bit more workable actually more than I want
beheadings.

Why is it that tier 3 wounds were so over-represented? Because wounds
will often force more severe wounds of other types by merit of any
wounds existing at all on a limb. Having **_a_** wound makes you more
wound prone for any kind of wound, and not just making you more likely
to suffer a more severe type of the same wound.

The threshold mechanic was intended to simulate making a wound worse,
but oddly just made a limb broadly more prone to getting worse from any
kind of attack to such a degree that future wound rolls of different
types were often going to start at the threshold necessary to be a tier
3 wound.

Dismemberment, mind you, requires you to suffer a flesh wound while you
have a bone wound of tier 2 or higher (with tier 3 giving a bonus to
this). You can do this readily via just a sharp weapon, because having a
mangled limb causes the wound to turn into a bone wound. Technically,
this is meant to be less likely as the effective damage for this wound
is halved. But the wound bonus from having a flesh wound was almost
always significant enough to kick your new bone wound up to a tier 3.

In other words; its not surprising that you saw so many beheadings,
because the system wanted to behead you as fast as it possibly can
thanks to all these escalating values.

Wound armor was only applied as a flat reduction on the roll. The
average for wound armor was 10. After receiving a single wound, you can
expect wound rolls to reach upwards of 100, even if the actual damage
roll was not particularly high, due to wound stacking bonuses form being
wounded.

This meant that wounds, if they happened, came thick and fast after the
first, regardless of what your protection might be to wounds. It was
just a matter of getting past the initial bump.

This is why effects that forced wounds were so powerful. They basically
made a given limb more prone to taking a wound without having to deal
with the protection problem first.

Finally, this is just a broad flaw with the system that is not its
fault. It is actually a problem that isn't a problem. Most people in the
game are not wearing helmets that protect their head. So most people are
going to suffer from a higher proclivity of being wounded if people are
aiming for the head. There is this...kind of cargo cult belief that
aiming for the head means you do more damage, or can stun someone if
you're lucky or what have you. It's entirely nonsense, but it has a
grain of truth in that people rarely wear, or even have access too,
headwear that provides wound protection or any protection at all. People
have jumpsuits, which are universally wound protected, but that isn't
true of the head. Look, the point is, they're not aiming at the head
because it is usually less armored, its for other reasons but it just so
happens to become true due to wounds and how wounds roll their type.

To soften this issue, I've decided to treat wound resistance as armor
until the limb suffers a tier 3 wound. This way, hits to the head MAY
not necessarily escalate to tier 3 instantly as they would on live even
from relatively low power weapons. Some weapons have very low force, but
have extreme bare wound bonuses. This should be less likely after this
change. I doubt this will necessarily make high damage high wound
weapons like energy swords any less prone to cutting you clean open, but
it might thanks to the reduction to contributed damage to the injury
roll. The system is now _a bit more random_.

## Changelog
🆑
balance: Wounds do not make you as vulnerable to suffering wounds of all
types as before. Instead, wounds make you more vulnerable to suffering
worse versions of themselves as a priority.
balance: Wound armor is now more impactful when protecting you from
wounds when you have already been wounded.
balance: Your head and chest are more difficult to wound until they have
been mangled; either from suffering from a weeping avulsion or a
hairline fracture.
code: Changed the variable for bare_wound_bonus to exposed_wound_bonus
to better explain what that variable is doing.
/🆑

---------

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2025-06-19 17:49:59 +02:00

573 lines
22 KiB
Plaintext

// Deprecated, you do not need to use this type for melee weapons.
/obj/item/melee
item_flags = NEEDS_PERMIT
/obj/item/melee/chainofcommand
name = "chain of command"
desc = "A tool used by great men to placate the frothing masses."
icon = 'icons/obj/weapons/whip.dmi'
icon_state = "chain"
inhand_icon_state = "chain"
worn_icon_state = "whip"
icon_angle = -90
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
force = 10
throwforce = 7
demolition_mod = 0.25
wound_bonus = 15
exposed_wound_bonus = 10
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("flogs", "whips", "lashes", "disciplines")
attack_verb_simple = list("flog", "whip", "lash", "discipline")
hitsound = 'sound/items/weapons/chainhit.ogg'
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT)
/obj/item/melee/chainofcommand/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
return OXYLOSS
/obj/item/melee/synthetic_arm_blade
name = "synthetic arm blade"
desc = "A grotesque blade that on closer inspection seems to be made out of synthetic flesh, it still feels like it would hurt very badly as a weapon."
icon = 'icons/obj/weapons/changeling_items.dmi'
icon_state = "arm_blade"
inhand_icon_state = "arm_blade"
icon_angle = 180
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
force = 20
throwforce = 10
hitsound = 'sound/items/weapons/bladeslice.ogg'
attack_verb_continuous = list("attacks", "slashes", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("attack", "slash", "slice", "tear", "lacerate", "rip", "dice", "cut")
sharpness = SHARP_EDGED
var/list/alt_continuous = list("stabs", "pierces", "impales")
var/list/alt_simple = list("stab", "pierce", "impale")
/obj/item/melee/synthetic_arm_blade/Initialize(mapload)
. = ..()
alt_continuous = string_list(alt_continuous)
alt_simple = string_list(alt_simple)
AddComponent(/datum/component/alternative_sharpness, SHARP_POINTY, alt_continuous, alt_simple, -5)
AddComponent(/datum/component/butchering, \
speed = 6 SECONDS, \
effectiveness = 80, \
)
//very imprecise
/obj/item/melee/sabre
name = "officer's sabre"
desc = "An elegant weapon, its monomolecular edge is capable of cutting through flesh and bone with ease."
icon = 'icons/obj/weapons/sword.dmi'
icon_state = "sabre"
inhand_icon_state = "sabre"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY | UNIQUE_RENAME
force = 15
throwforce = 10
demolition_mod = 0.75 //but not metal
w_class = WEIGHT_CLASS_BULKY
block_chance = 50
armour_penetration = 75
sharpness = SHARP_EDGED
attack_verb_continuous = list("slashes", "cuts")
attack_verb_simple = list("slash", "cut")
block_sound = 'sound/items/weapons/parry.ogg'
hitsound = 'sound/items/weapons/rapierhit.ogg'
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT)
wound_bonus = 10
exposed_wound_bonus = 25
/obj/item/melee/sabre/Initialize(mapload)
. = ..()
AddComponent(/datum/component/jousting)
//fast and effective, but as a sword, it might damage the results.
AddComponent(/datum/component/butchering, \
speed = 3 SECONDS, \
effectiveness = 95, \
bonus_modifier = 5, \
)
// The weight of authority comes down on the tider's crimes.
AddElement(/datum/element/bane, target_type = /mob/living/carbon/human, damage_multiplier = 0.35)
RegisterSignal(src, COMSIG_OBJECT_PRE_BANING, PROC_REF(attempt_bane))
RegisterSignal(src, COMSIG_OBJECT_ON_BANING, PROC_REF(bane_effects))
/**
* If the target reeks of maintenance, the blade can tear through their body with a total of 20 damage.
*/
/obj/item/melee/sabre/proc/attempt_bane(element_owner, mob/living/carbon/criminal)
SIGNAL_HANDLER
var/obj/item/organ/liver/liver = criminal.get_organ_slot(ORGAN_SLOT_LIVER)
if(isnull(liver) || !HAS_TRAIT(liver, TRAIT_MAINTENANCE_METABOLISM))
return COMPONENT_CANCEL_BANING
/**
* Assistants should fear this weapon.
*/
/obj/item/melee/sabre/proc/bane_effects(element_owner, mob/living/carbon/human/baned_target)
SIGNAL_HANDLER
baned_target.visible_message(
span_warning("[src] tears through [baned_target] with unnatural ease!"),
span_userdanger("As [src] tears into your body, you feel the weight of authority collapse into your wounds!"),
)
INVOKE_ASYNC(baned_target, TYPE_PROC_REF(/mob/living/carbon/human, emote), "scream")
/obj/item/melee/sabre/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
if(attack_type == PROJECTILE_ATTACK || attack_type == LEAP_ATTACK)
final_block_chance = 0 //Don't bring a sword to a gunfight, and also you aren't going to really block someone full body tackling you with a sword
return ..()
/obj/item/melee/sabre/on_exit_storage(datum/storage/container)
playsound(container.parent, 'sound/items/unsheath.ogg', 25, TRUE)
/obj/item/melee/sabre/on_enter_storage(datum/storage/container)
playsound(container.parent, 'sound/items/sheath.ogg', 25, TRUE)
/obj/item/melee/sabre/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is trying to cut off all [user.p_their()] limbs with [src]! it looks like [user.p_theyre()] trying to commit suicide!"))
var/i = 0
ADD_TRAIT(src, TRAIT_NODROP, SABRE_SUICIDE_TRAIT)
if(iscarbon(user))
var/mob/living/carbon/Cuser = user
var/obj/item/bodypart/holding_bodypart = Cuser.get_holding_bodypart_of_item(src)
var/list/limbs_to_dismember
var/list/arms = list()
var/list/legs = list()
var/obj/item/bodypart/bodypart
for(bodypart in Cuser.bodyparts)
if(bodypart == holding_bodypart)
continue
if(bodypart.body_part & ARMS)
arms += bodypart
else if (bodypart.body_part & LEGS)
legs += bodypart
limbs_to_dismember = arms + legs
if(holding_bodypart)
limbs_to_dismember += holding_bodypart
var/speedbase = abs((4 SECONDS) / limbs_to_dismember.len)
for(bodypart in limbs_to_dismember)
i++
addtimer(CALLBACK(src, PROC_REF(suicide_dismember), user, bodypart), speedbase * i)
addtimer(CALLBACK(src, PROC_REF(manual_suicide), user), (5 SECONDS) * i)
return MANUAL_SUICIDE
/obj/item/melee/sabre/proc/suicide_dismember(mob/living/user, obj/item/bodypart/affecting)
if(!QDELETED(affecting) && !(affecting.bodypart_flags & BODYPART_UNREMOVABLE) && affecting.owner == user && !QDELETED(user))
playsound(user, hitsound, 25, TRUE)
affecting.dismember(BRUTE)
user.adjustBruteLoss(20)
/obj/item/melee/sabre/proc/manual_suicide(mob/living/user, originally_nodropped)
if(!QDELETED(user))
user.adjustBruteLoss(200)
user.death(FALSE)
REMOVE_TRAIT(src, TRAIT_NODROP, SABRE_SUICIDE_TRAIT)
/obj/item/melee/parsnip_sabre
name = "parsnip sabre"
desc = "A weird, yet elegant weapon. Surprisingly sharp for something made from a parsnip."
icon = 'icons/obj/weapons/sword.dmi'
icon_state = "parsnip_sabre"
inhand_icon_state = "parsnip_sabre"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
force = 15
throwforce = 10
demolition_mod = 0.3
w_class = WEIGHT_CLASS_BULKY
block_chance = 40
armour_penetration = 40
sharpness = SHARP_EDGED
attack_verb_continuous = list("slashes", "cuts")
attack_verb_simple = list("slash", "cut")
block_sound = 'sound/items/weapons/parry.ogg'
hitsound = 'sound/items/weapons/rapierhit.ogg'
custom_materials = null
wound_bonus = 5
exposed_wound_bonus = 15
/obj/item/melee/parsnip_sabre/Initialize(mapload)
. = ..()
AddComponent(/datum/component/jousting)
/obj/item/melee/parsnip_sabre/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
if(attack_type == PROJECTILE_ATTACK || attack_type == LEAP_ATTACK)
final_block_chance = 0 //Don't bring a sword to a gunfight, and also you aren't going to really block someone full body tackling you with a sword
return ..()
/obj/item/melee/parsnip_sabre/on_exit_storage(datum/storage/container)
. = ..()
playsound(container.parent, 'sound/items/unsheath.ogg', 25, TRUE)
/obj/item/melee/parsnip_sabre/on_enter_storage(datum/storage/container)
. = ..()
playsound(container.parent, 'sound/items/sheath.ogg', 25, TRUE)
/obj/item/melee/beesword
name = "The Stinger"
desc = "Taken from a giant bee and folded over one thousand times in pure honey. Can sting through anything."
icon = 'icons/obj/weapons/sword.dmi'
icon_state = "beesword"
inhand_icon_state = "stinger"
worn_icon_state = "stinger"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
slot_flags = ITEM_SLOT_BELT
force = 5
w_class = WEIGHT_CLASS_BULKY
sharpness = SHARP_EDGED
throwforce = 10
attack_speed = CLICK_CD_RAPID
block_chance = 20
armour_penetration = 65
attack_verb_continuous = list("slashes", "stings", "prickles", "pokes")
attack_verb_simple = list("slash", "sting", "prickle", "poke")
hitsound = 'sound/items/weapons/rapierhit.ogg'
block_sound = 'sound/items/weapons/parry.ogg'
/obj/item/melee/beesword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
if(attack_type == PROJECTILE_ATTACK || attack_type == LEAP_ATTACK)
final_block_chance = 0 //Don't bring a sword to a gunfight, and also you aren't going to really block someone full body tackling you with a sword
return ..()
/obj/item/melee/beesword/afterattack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
if(iscarbon(target))
var/mob/living/carbon/carbon_target = target
carbon_target.reagents.add_reagent(/datum/reagent/toxin, 4)
/obj/item/melee/beesword/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is stabbing [user.p_them()]self in the throat with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(get_turf(src), hitsound, 75, TRUE, -1)
return TOXLOSS
/obj/item/melee/supermatter_sword
name = "supermatter sword"
desc = "In a station full of bad ideas, this might just be the worst."
icon = 'icons/obj/weapons/sword.dmi'
icon_state = "supermatter_sword_balanced"
inhand_icon_state = "supermatter_sword"
icon_angle = -90
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
slot_flags = null
w_class = WEIGHT_CLASS_BULKY
force = 0.001
armour_penetration = 1000
force_string = "INFINITE"
item_flags = NEEDS_PERMIT|NO_BLOOD_ON_ITEM
var/obj/machinery/power/supermatter_crystal/shard
var/balanced = 1
/obj/item/melee/supermatter_sword/Initialize(mapload)
. = ..()
shard = new /obj/machinery/power/supermatter_crystal(src)
qdel(shard.countdown)
shard.countdown = null
START_PROCESSING(SSobj, src)
visible_message(span_warning("[src] appears, balanced ever so perfectly on its hilt. This isn't ominous at all."))
RegisterSignal(src, COMSIG_ATOM_PRE_BULLET_ACT, PROC_REF(eat_bullets))
/obj/item/melee/supermatter_sword/process()
if(balanced || throwing || ismob(src.loc) || isnull(src.loc))
return
if(!isturf(src.loc))
var/atom/target = src.loc
forceMove(target.loc)
consume_everything(target)
else
var/turf/turf = get_turf(src)
if(!isspaceturf(turf))
consume_turf(turf)
/obj/item/melee/supermatter_sword/pre_attack(atom/target, mob/living/user, list/modifiers, list/attack_modifiers)
. = ..()
if(.)
return .
if(target == user)
user.dropItemToGround(src, TRUE)
else
user.do_attack_animation(target)
consume_everything(target)
return TRUE
/obj/item/melee/supermatter_sword/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
..()
if(ismob(hit_atom))
var/mob/mob = hit_atom
if(src.loc == mob)
mob.dropItemToGround(src, TRUE)
consume_everything(hit_atom)
/obj/item/melee/supermatter_sword/pickup(user)
..()
balanced = 0
icon_state = "supermatter_sword"
icon_angle = -45
/obj/item/melee/supermatter_sword/ex_act(severity, target)
visible_message(
span_danger("The blast wave smacks into [src] and rapidly flashes to ash."),
span_hear("You hear a loud crack as you are washed with a wave of heat.")
)
consume_everything()
return TRUE
/obj/item/melee/supermatter_sword/acid_act()
visible_message(span_danger("The acid smacks into [src] and rapidly flashes to ash."),\
span_hear("You hear a loud crack as you are washed with a wave of heat."))
consume_everything()
return TRUE
/obj/item/melee/supermatter_sword/proc/eat_bullets(datum/source, obj/projectile/hitting_projectile)
SIGNAL_HANDLER
visible_message(
span_danger("[hitting_projectile] smacks into [source] and rapidly flashes to ash."),
null,
span_hear("You hear a loud crack as you are washed with a wave of heat."),
)
consume_everything(hitting_projectile)
return COMPONENT_BULLET_BLOCKED
/obj/item/melee/supermatter_sword/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] touches [src]'s blade. It looks like [user.p_theyre()] tired of waiting for the radiation to kill [user.p_them()]!"))
user.dropItemToGround(src, TRUE)
shard.Bumped(user)
/obj/item/melee/supermatter_sword/proc/consume_everything(target)
if(isnull(target))
shard.Bump(target)
else if(!isturf(target))
shard.Bumped(target)
else
consume_turf(target)
/obj/item/melee/supermatter_sword/proc/consume_turf(turf/turf)
var/oldtype = turf.type
var/turf/newT = turf.ScrapeAway(flags = CHANGETURF_INHERIT_AIR)
if(newT.type == oldtype)
return
playsound(turf, 'sound/effects/supermatter.ogg', 50, TRUE)
turf.visible_message(
span_danger("[turf] smacks into [src] and rapidly flashes to ash."),
span_hear("You hear a loud crack as you are washed with a wave of heat."),
)
shard.Bump(turf)
/obj/item/melee/curator_whip
name = "curator's whip"
desc = "Somewhat eccentric and outdated, it still stings like hell to be hit by."
icon = 'icons/obj/weapons/whip.dmi'
icon_state = "whip"
inhand_icon_state = "chain"
icon_angle = -90
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
worn_icon_state = "whip"
slot_flags = ITEM_SLOT_BELT
force = 15
demolition_mod = 0.25
w_class = WEIGHT_CLASS_NORMAL
attack_verb_continuous = list("flogs", "whips", "lashes", "disciplines")
attack_verb_simple = list("flog", "whip", "lash", "discipline")
hitsound = 'sound/items/weapons/whip.ogg'
/obj/item/melee/curator_whip/afterattack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
if(ishuman(target))
var/mob/living/carbon/human/human_target = target
human_target.drop_all_held_items()
human_target.visible_message(span_danger("[user] disarms [human_target]!"), span_userdanger("[user] disarmed you!"))
/obj/item/melee/roastingstick
name = "advanced roasting stick"
desc = "A telescopic roasting stick with a miniature shield generator designed to ensure entry into various high-tech shielded cooking ovens and firepits."
icon = 'icons/obj/service/kitchen.dmi'
icon_state = "roastingstick"
inhand_icon_state = null
worn_icon_state = "tele_baton"
icon_angle = -45
slot_flags = ITEM_SLOT_BELT
w_class = WEIGHT_CLASS_SMALL
item_flags = NONE
force = 0
attack_verb_continuous = list("hits", "pokes")
attack_verb_simple = list("hit", "poke")
/// The sausage attatched to our stick.
var/obj/item/food/sausage/held_sausage
/// Static list of things our roasting stick can interact with.
var/static/list/ovens
/// The beam that links to the oven we use
var/datum/beam/beam
/obj/item/melee/roastingstick/Initialize(mapload)
. = ..()
if (!ovens)
ovens = typecacheof(list(/obj/singularity, /obj/energy_ball, /obj/machinery/power/supermatter_crystal, /obj/structure/bonfire))
AddComponent( \
/datum/component/transforming, \
hitsound_on = hitsound, \
clumsy_check = FALSE, \
inhand_icon_change = FALSE, \
)
RegisterSignal(src, COMSIG_TRANSFORMING_PRE_TRANSFORM, PROC_REF(attempt_transform))
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/*
* Signal proc for [COMSIG_TRANSFORMING_PRE_TRANSFORM].
*
* If there is a sausage attached, returns COMPONENT_BLOCK_TRANSFORM.
*/
/obj/item/melee/roastingstick/proc/attempt_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
if(held_sausage)
to_chat(user, span_warning("You can't retract [src] while [held_sausage] is attached!"))
return COMPONENT_BLOCK_TRANSFORM
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*
* Gives feedback on stick extension.
*/
/obj/item/melee/roastingstick/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
inhand_icon_state = active ? "nullrod" : null
if(user)
balloon_alert(user, "[active ? "extended" : "collapsed"] [src]")
playsound(src, 'sound/items/weapons/batonextend.ogg', 50, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/obj/item/melee/roastingstick/attackby(atom/target, mob/user)
..()
if (istype(target, /obj/item/food/sausage))
if (!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
to_chat(user, span_warning("You must extend [src] to attach anything to it!"))
return
if (held_sausage)
to_chat(user, span_warning("[held_sausage] is already attached to [src]!"))
return
if (user.transferItemToLoc(target, src))
held_sausage = target
else
to_chat(user, span_warning("[target] doesn't seem to want to get on [src]!"))
update_appearance()
/obj/item/melee/roastingstick/attack_hand(mob/user, list/modifiers)
..()
if (held_sausage)
user.put_in_hands(held_sausage)
/obj/item/melee/roastingstick/update_overlays()
. = ..()
if(held_sausage)
. += mutable_appearance(icon, "roastingstick_sausage")
/obj/item/melee/roastingstick/Exited(atom/movable/gone, direction)
. = ..()
if (gone == held_sausage)
held_sausage = null
update_appearance()
/obj/item/melee/roastingstick/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if (!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
return NONE
if (!is_type_in_typecache(interacting_with, ovens))
return NONE
if (istype(interacting_with, /obj/singularity) || istype(interacting_with, /obj/energy_ball) && get_dist(user, interacting_with) < 10)
to_chat(user, span_notice("You send [held_sausage] towards [interacting_with]."))
playsound(src, 'sound/items/tools/rped.ogg', 50, TRUE)
beam = user.Beam(interacting_with, icon_state = "rped_upgrade", time = 10 SECONDS)
finish_roasting(user, interacting_with)
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/melee/roastingstick/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if (!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
return NONE
if (!is_type_in_typecache(interacting_with, ovens))
return NONE
to_chat(user, span_notice("You extend [src] towards [interacting_with]."))
playsound(src, 'sound/items/weapons/batonextend.ogg', 50, TRUE)
finish_roasting(user, interacting_with)
return ITEM_INTERACT_SUCCESS
/obj/item/melee/roastingstick/proc/finish_roasting(user, atom/target)
if(do_after(user, 10 SECONDS, target = user))
to_chat(user, span_notice("You finish roasting [held_sausage]."))
playsound(src, 'sound/items/tools/welder2.ogg', 50, TRUE)
held_sausage.add_atom_colour(rgb(103, 63, 24), FIXED_COLOUR_PRIORITY)
held_sausage.name = "[target.name]-roasted [held_sausage.name]"
held_sausage.desc = "[held_sausage.desc] It has been cooked to perfection on \a [target]."
update_appearance()
else
QDEL_NULL(beam)
playsound(src, 'sound/items/weapons/batonextend.ogg', 50, TRUE)
to_chat(user, span_notice("You put [src] away."))
/obj/item/melee/cleric_mace
name = "cleric mace"
desc = "The grandson of the club, yet the grandfather of the baseball bat. Most notably used by holy orders in days past."
icon = 'icons/map_icons/items/_item.dmi'
icon_state = "/obj/item/melee/cleric_mace"
post_init_icon_state = "default"
inhand_icon_state = "default"
worn_icon_state = "default_worn"
icon_angle = -45
greyscale_config = /datum/greyscale_config/cleric_mace
greyscale_config_inhand_left = /datum/greyscale_config/cleric_mace_lefthand
greyscale_config_inhand_right = /datum/greyscale_config/cleric_mace_righthand
greyscale_config_worn = /datum/greyscale_config/cleric_mace
greyscale_colors = COLOR_WHITE + COLOR_BROWN
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_GREYSCALE | MATERIAL_AFFECT_STATISTICS //Material type changes the prefix as well as the color.
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 4.5, /datum/material/wood = SHEET_MATERIAL_AMOUNT * 1.5) //Defaults to an Iron Mace.
slot_flags = ITEM_SLOT_BELT
force = 14
w_class = WEIGHT_CLASS_BULKY
throwforce = 8
block_chance = 10
block_sound = 'sound/items/weapons/genhit.ogg'
armour_penetration = 50
attack_verb_continuous = list("smacks", "strikes", "cracks", "beats")
attack_verb_simple = list("smack", "strike", "crack", "beat")
///Cleric maces are made of two custom materials: one is handle, and the other is the mace itself.
/obj/item/melee/cleric_mace/get_material_multiplier(datum/material/custom_material, list/materials, index)
if(length(materials) <= 1)
return 1.2
if(index == 1)
return 1
else
return 0.3
/obj/item/melee/cleric_mace/get_material_prefixes(list/materials)
var/datum/material/material = materials[1]
return material.name //It only inherits the name of the main material it's made of. The secondary is in the description.
/obj/item/melee/cleric_mace/finalize_material_effects(list/materials)
. = ..()
if(length(materials) == 1)
return
var/datum/material/material = materials[2]
desc = "[initial(desc)] Its handle is made of [material.name]."
/obj/item/melee/cleric_mace/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
if(attack_type == PROJECTILE_ATTACK || attack_type == LEAP_ATTACK)
final_block_chance = 0 //Don't bring a...mace to a gunfight, and also you aren't going to really block someone full body tackling you with a mace
return ..()