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## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑
432 lines
14 KiB
Plaintext
432 lines
14 KiB
Plaintext
/obj/item/banner
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name = "banner"
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desc = "A banner with Nanotrasen's logo on it."
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icon = 'icons/obj/banner.dmi'
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icon_state = "banner"
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inhand_icon_state = "banner"
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force = 8
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attack_verb_continuous = list("forcefully inspires", "violently encourages", "relentlessly galvanizes")
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attack_verb_simple = list("forcefully inspire", "violently encourage", "relentlessly galvanize")
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lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
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var/inspiration_available = TRUE //If this banner can be used to inspire crew
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var/morale_time = 0
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var/morale_cooldown = 600 //How many deciseconds between uses
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/// Mobs with assigned roles whose department bitflags match these will be inspired.
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var/job_loyalties = NONE
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/// Mobs with any of these special roles will be inspired
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var/list/role_loyalties
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var/warcry
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/obj/item/banner/examine(mob/user)
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. = ..()
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if(inspiration_available)
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. += span_notice("Activate it in your hand to inspire nearby allies of this banner's allegiance!")
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/obj/item/banner/attack_self(mob/living/carbon/human/user)
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if(!inspiration_available || flags_1 & HOLOGRAM_1)
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return
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if(morale_time > world.time)
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to_chat(user, span_warning("You aren't feeling inspired enough to flourish [src] again yet."))
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return
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user.visible_message("<span class='big notice'>[user] flourishes [src]!</span>", \
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span_notice("You raise [src] skywards, inspiring your allies!"))
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playsound(src, SFX_RUSTLE, 100, FALSE)
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if(warcry)
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user.say("[warcry]", forced="banner")
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var/old_transform = user.transform
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user.transform *= 1.2
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animate(user, transform = old_transform, time = 10)
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morale_time = world.time + morale_cooldown
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var/list/inspired = list()
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var/has_job_loyalties = job_loyalties != NONE
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var/has_role_loyalties = LAZYLEN(role_loyalties)
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inspired += user //The user is always inspired, regardless of loyalties
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for(var/mob/living/carbon/human/H in range(4, get_turf(src)))
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if(H.stat == DEAD || H == user)
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continue
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if(H.mind && (has_job_loyalties || has_role_loyalties))
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if(has_job_loyalties && (H.mind.assigned_role.departments_bitflags & job_loyalties))
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inspired += H
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else if(has_role_loyalties && (H.mind.special_role in role_loyalties))
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inspired += H
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else if(check_inspiration(H))
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inspired += H
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for(var/V in inspired)
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var/mob/living/carbon/human/H = V
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if(H != user)
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to_chat(H, span_notice("Your confidence surges as [user] flourishes [user.p_their()] [name]!"))
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inspiration(H)
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special_inspiration(H)
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/obj/item/banner/proc/check_inspiration(mob/living/carbon/human/H) //Banner-specific conditions for being eligible
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return
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/obj/item/banner/proc/inspiration(mob/living/carbon/human/inspired_human)
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var/need_mob_update = FALSE
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need_mob_update += inspired_human.adjustBruteLoss(-15, updating_health = FALSE)
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need_mob_update += inspired_human.adjustFireLoss(-15, updating_health = FALSE)
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if(need_mob_update)
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inspired_human.updatehealth()
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inspired_human.AdjustStun(-40)
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inspired_human.AdjustKnockdown(-40)
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inspired_human.AdjustImmobilized(-40)
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inspired_human.AdjustParalyzed(-40)
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inspired_human.AdjustUnconscious(-40)
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playsound(inspired_human, 'sound/magic/staff_healing.ogg', 25, FALSE)
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/obj/item/banner/proc/special_inspiration(mob/living/carbon/human/H) //Any banner-specific inspiration effects go here
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return
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/obj/item/banner/security
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name = "securistan banner"
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desc = "The banner of Securistan, ruling the station with an iron fist."
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icon_state = "banner_security"
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inhand_icon_state = "banner_security"
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lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
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warcry = "EVERYONE DOWN ON THE GROUND!!"
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/obj/item/banner/security/Initialize(mapload)
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. = ..()
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job_loyalties = DEPARTMENT_BITFLAG_SECURITY
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/obj/item/banner/security/mundane
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inspiration_available = FALSE
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/datum/crafting_recipe/security_banner
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name = "Securistan Banner"
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result = /obj/item/banner/security/mundane
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time = 40
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reqs = list(/obj/item/stack/rods = 2,
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/obj/item/clothing/under/rank/security/officer = 1)
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category = CAT_MISC
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/obj/item/banner/medical
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name = "meditopia banner"
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desc = "The banner of Meditopia, generous benefactors that cure wounds and shelter the weak."
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icon_state = "banner_medical"
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inhand_icon_state = "banner_medical"
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lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
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warcry = "No wounds cannot be healed!"
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/obj/item/banner/medical/Initialize(mapload)
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. = ..()
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job_loyalties = DEPARTMENT_BITFLAG_MEDICAL
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/obj/item/banner/medical/mundane
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inspiration_available = FALSE
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/obj/item/banner/medical/check_inspiration(mob/living/carbon/human/H)
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return H.stat //Meditopia is moved to help those in need
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/datum/crafting_recipe/medical_banner
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name = "Meditopia Banner"
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result = /obj/item/banner/medical/mundane
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time = 40
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reqs = list(/obj/item/stack/rods = 2,
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/obj/item/clothing/under/rank/medical/doctor = 1)
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category = CAT_MISC
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/obj/item/banner/medical/special_inspiration(mob/living/carbon/human/inspired_human)
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var/need_mob_update = FALSE
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need_mob_update += inspired_human.adjustToxLoss(-15, updating_health = FALSE)
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need_mob_update += inspired_human.setOxyLoss(0, updating_health = FALSE)
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if(need_mob_update)
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inspired_human.updatehealth()
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inspired_human.reagents.add_reagent(/datum/reagent/medicine/inaprovaline, 5)
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/obj/item/banner/science
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name = "sciencia banner"
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desc = "The banner of Sciencia, bold and daring thaumaturges and researchers that take the path less traveled."
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icon_state = "banner_science"
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inhand_icon_state = "banner_science"
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lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
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warcry = "For Cuban Pete!"
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/obj/item/banner/science/Initialize(mapload)
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. = ..()
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job_loyalties = DEPARTMENT_BITFLAG_SCIENCE
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/obj/item/banner/science/mundane
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inspiration_available = FALSE
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/obj/item/banner/science/check_inspiration(mob/living/carbon/human/H)
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return H.on_fire //Sciencia is pleased by dedication to the art of Ordnance
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/datum/crafting_recipe/science_banner
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name = "Sciencia Banner"
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result = /obj/item/banner/science/mundane
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time = 40
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reqs = list(/obj/item/stack/rods = 2,
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/obj/item/clothing/under/rank/rnd/scientist = 1)
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category = CAT_MISC
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/obj/item/banner/cargo
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name = "cargonia banner"
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desc = "The banner of the eternal Cargonia, with the mystical power of conjuring any object into existence."
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icon_state = "banner_cargo"
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inhand_icon_state = "banner_cargo"
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lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
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warcry = "Hail Cargonia!"
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/obj/item/banner/cargo/Initialize(mapload)
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. = ..()
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job_loyalties = DEPARTMENT_BITFLAG_CARGO
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/obj/item/banner/cargo/mundane
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inspiration_available = FALSE
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/datum/crafting_recipe/cargo_banner
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name = "Cargonia Banner"
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result = /obj/item/banner/cargo/mundane
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time = 40
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reqs = list(/obj/item/stack/rods = 2,
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/obj/item/clothing/under/rank/cargo/tech = 1)
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category = CAT_MISC
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/obj/item/banner/engineering
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name = "engitopia banner"
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desc = "The banner of Engitopia, wielders of limitless power."
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icon_state = "banner_engineering"
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inhand_icon_state = "banner_engineering"
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lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
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warcry = "All hail lord Singuloth!!"
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/obj/item/banner/engineering/Initialize(mapload)
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. = ..()
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job_loyalties = DEPARTMENT_BITFLAG_ENGINEERING
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/obj/item/banner/engineering/mundane
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inspiration_available = FALSE
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/obj/item/banner/engineering/special_inspiration(mob/living/carbon/human/H)
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qdel(H.GetComponent(/datum/component/irradiated))
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/datum/crafting_recipe/engineering_banner
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name = "Engitopia Banner"
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result = /obj/item/banner/engineering/mundane
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time = 40
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reqs = list(/obj/item/stack/rods = 2,
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/obj/item/clothing/under/rank/engineering/engineer = 1)
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category = CAT_MISC
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/obj/item/banner/command
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name = "command banner"
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desc = "The banner of Command, a staunch and ancient line of bueraucratic kings and queens."
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//No icon state here since the default one is the NT banner
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warcry = "Hail Nanotrasen!"
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/obj/item/banner/command/Initialize(mapload)
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. = ..()
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job_loyalties = DEPARTMENT_BITFLAG_COMMAND
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/obj/item/banner/command/mundane
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inspiration_available = FALSE
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/obj/item/banner/command/check_inspiration(mob/living/carbon/human/H)
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return HAS_TRAIT(H, TRAIT_MINDSHIELD) //Command is stalwart but rewards their allies.
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/datum/crafting_recipe/command_banner
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name = "Command Banner"
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result = /obj/item/banner/command/mundane
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time = 40
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reqs = list(/obj/item/stack/rods = 2,
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/obj/item/clothing/under/rank/captain/parade = 1)
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category = CAT_MISC
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/obj/item/banner/red
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name = "red banner"
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icon_state = "banner-red"
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inhand_icon_state = "banner-red"
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desc = "A banner with the logo of the red deity."
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/obj/item/banner/blue
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name = "blue banner"
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icon_state = "banner-blue"
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inhand_icon_state = "banner-blue"
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desc = "A banner with the logo of the blue deity."
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/obj/item/storage/backpack/bannerpack
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name = "\improper Nanotrasen banner backpack"
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desc = "It's a backpack with lots of extra room. A banner with Nanotrasen's logo is attached, that can't be removed."
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icon_state = "backpack-banner"
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/obj/item/storage/backpack/bannerpack/Initialize(mapload)
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. = ..()
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atom_storage.max_total_storage = 27 //6 more then normal, for the tradeoff of declaring yourself an antag at all times.
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/obj/item/storage/backpack/bannerpack/red
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name = "red banner backpack"
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desc = "It's a backpack with lots of extra room. A red banner is attached, that can't be removed."
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icon_state = "backpack-banner_red"
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/obj/item/storage/backpack/bannerpack/blue
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name = "blue banner backpack"
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desc = "It's a backpack with lots of extra room. A blue banner is attached, that can't be removed."
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icon_state = "backpack-banner_blue"
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//this is all part of one item set
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/obj/item/clothing/head/helmet/plate/crusader
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name = "Crusader's Hood"
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desc = "A brownish hood."
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icon = 'icons/obj/clothing/head/chaplain.dmi'
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worn_icon = 'icons/mob/clothing/head/chaplain.dmi'
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icon_state = "crusader"
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inhand_icon_state = null
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w_class = WEIGHT_CLASS_NORMAL
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flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE
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armor_type = /datum/armor/plate_crusader
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/datum/armor/plate_crusader
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melee = 50
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bullet = 50
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laser = 50
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energy = 50
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bomb = 60
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fire = 60
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acid = 60
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/obj/item/clothing/head/helmet/plate/crusader/blue
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icon_state = "crusader-blue"
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inhand_icon_state = null
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/obj/item/clothing/head/helmet/plate/crusader/red
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icon_state = "crusader-red"
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inhand_icon_state = null
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//Prophet helmet
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/obj/item/clothing/head/helmet/plate/crusader/prophet
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name = "Prophet's Hat"
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desc = "A religious-looking hat."
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icon_state = null
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worn_icon = 'icons/mob/clothing/head/helmet.dmi'
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inhand_icon_state = null
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flags_1 = 0
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armor_type = /datum/armor/crusader_prophet
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worn_y_offset = 6
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/datum/armor/crusader_prophet
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melee = 60
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bullet = 60
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laser = 60
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energy = 60
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bomb = 70
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bio = 50
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fire = 60
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acid = 60
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/obj/item/clothing/head/helmet/plate/crusader/prophet/red
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icon_state = "prophet-red"
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inhand_icon_state = null
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/obj/item/clothing/head/helmet/plate/crusader/prophet/blue
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icon_state = "prophet-blue"
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inhand_icon_state = null
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//Structure conversion staff
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/obj/item/godstaff
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name = "godstaff"
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desc = "It's a stick..?"
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icon = 'icons/obj/weapons/staff.dmi'
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icon_state = "godstaff-red"
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lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
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var/conversion_color = "#ffffff"
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var/staffcooldown = 0
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var/staffwait = 30
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/obj/item/godstaff/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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return interact_with_atom(interacting_with, user, modifiers)
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/obj/item/godstaff/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(staffcooldown + staffwait > world.time)
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return ITEM_INTERACT_BLOCKING
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user.visible_message(span_notice("[user] chants deeply and waves [user.p_their()] staff!"))
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if(do_after(user, 2 SECONDS, interacting_with))
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interacting_with.add_atom_colour(conversion_color, WASHABLE_COLOUR_PRIORITY) //wololo
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staffcooldown = world.time
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return ITEM_INTERACT_SUCCESS
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/obj/item/godstaff/red
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icon_state = "godstaff-red"
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conversion_color = "#ff0000"
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/obj/item/godstaff/blue
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icon_state = "godstaff-blue"
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conversion_color = "#0000ff"
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/obj/item/clothing/gloves/plate
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name = "plate gauntlets"
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icon_state = "crusader"
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desc = "They're like gloves, but made of metal."
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siemens_coefficient = 0
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cold_protection = HANDS
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min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
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heat_protection = HANDS
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max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
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/obj/item/clothing/gloves/plate/red
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icon_state = "crusader-red"
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/obj/item/clothing/gloves/plate/blue
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icon_state = "crusader-blue"
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/obj/item/clothing/shoes/plate
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name = "plate boots"
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desc = "Metal boots, they look heavy."
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icon_state = "crusader"
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w_class = WEIGHT_CLASS_NORMAL
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armor_type = /datum/armor/shoes_plate
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clothing_traits = list(TRAIT_NO_SLIP_WATER)
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cold_protection = FEET
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min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
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heat_protection = FEET
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max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
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/datum/armor/shoes_plate
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melee = 50
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bullet = 50
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laser = 50
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energy = 50
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bomb = 60
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fire = 60
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acid = 60
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/obj/item/clothing/shoes/plate/red
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icon_state = "crusader-red"
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/obj/item/clothing/shoes/plate/blue
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icon_state = "crusader-blue"
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/obj/item/storage/box/itemset/crusader/blue/PopulateContents()
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new /obj/item/clothing/suit/chaplainsuit/armor/crusader/blue(src)
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new /obj/item/clothing/head/helmet/plate/crusader/blue(src)
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new /obj/item/clothing/gloves/plate/blue(src)
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new /obj/item/clothing/shoes/plate/blue(src)
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/obj/item/storage/box/itemset/crusader/red/PopulateContents()
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new /obj/item/clothing/suit/chaplainsuit/armor/crusader/red(src)
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new /obj/item/clothing/head/helmet/plate/crusader/red(src)
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new /obj/item/clothing/gloves/plate/red(src)
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new /obj/item/clothing/shoes/plate/red(src)
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/obj/item/claymore/weak
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desc = "This one is rusted."
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force = 24
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armour_penetration = 10
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/obj/item/claymore/weak/ceremonial
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desc = "A rusted claymore, once at the heart of a powerful scottish clan struck down and oppressed by tyrants, it has been passed down the ages as a symbol of defiance."
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force = 15
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block_chance = 30
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armour_penetration = 5
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