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* Converts A && A.B into A?.B (#54342) Implements the ?. operator, replacing code like A && A.B with A?.B BYOND Ref: When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call. * Converts all A && A.B into A?.B Co-authored-by: ZeWaka <zewakagamer@gmail.com>
351 lines
11 KiB
Plaintext
351 lines
11 KiB
Plaintext
/obj/item/melee/baton
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name = "stun baton"
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desc = "A stun baton for incapacitating people with."
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icon_state = "stunbaton"
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inhand_icon_state = "baton"
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worn_icon_state = "baton"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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force = 10
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attack_verb_continuous = list("beats")
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attack_verb_simple = list("beat")
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w_class = WEIGHT_CLASS_NORMAL
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slot_flags = ITEM_SLOT_BELT
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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throwforce = 7
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var/throw_stun_chance = 35
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var/obj/item/stock_parts/cell/cell
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var/preload_cell_type //if not empty the baton starts with this type of cell
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var/cell_hit_cost = 1000
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var/can_remove_cell = TRUE
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var/turned_on = FALSE
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var/activate_sound = "sparks"
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var/attack_cooldown_check = 0 SECONDS
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var/attack_cooldown = 2.5 SECONDS
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var/stun_sound = 'sound/weapons/egloves.ogg'
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var/confusion_amt = 10
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var/stamina_loss_amt = 60
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var/apply_stun_delay = 2 SECONDS
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var/stun_time = 5 SECONDS
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var/convertible = TRUE //if it can be converted with a conversion kit
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/obj/item/melee/baton/get_cell()
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return cell
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/obj/item/melee/baton/suicide_act(mob/user)
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if(cell?.charge && turned_on)
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user.visible_message("<span class='suicide'>[user] is putting the live [name] in [user.p_their()] mouth! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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. = (FIRELOSS)
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attack(user,user)
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else
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user.visible_message("<span class='suicide'>[user] is shoving the [name] down their throat! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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. = (OXYLOSS)
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/obj/item/melee/baton/Initialize()
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. = ..()
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if(preload_cell_type)
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if(!ispath(preload_cell_type,/obj/item/stock_parts/cell))
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log_mapping("[src] at [AREACOORD(src)] had an invalid preload_cell_type: [preload_cell_type].")
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else
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cell = new preload_cell_type(src)
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update_icon()
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RegisterSignal(src, COMSIG_PARENT_ATTACKBY, .proc/convert)
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/obj/item/melee/baton/Destroy()
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if(cell)
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QDEL_NULL(cell)
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UnregisterSignal(src, COMSIG_PARENT_ATTACKBY)
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return ..()
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/obj/item/melee/baton/proc/convert(datum/source, obj/item/I, mob/user)
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SIGNAL_HANDLER
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if(istype(I,/obj/item/conversion_kit) && convertible)
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var/turf/T = get_turf(src)
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var/obj/item/melee/classic_baton/B = new /obj/item/melee/classic_baton (T)
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B.alpha = 20
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playsound(T, 'sound/items/drill_use.ogg', 80, TRUE, -1)
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animate(src, alpha = 0, time = 10)
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animate(B, alpha = 255, time = 10)
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qdel(I)
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qdel(src)
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/obj/item/melee/baton/handle_atom_del(atom/A)
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if(A == cell)
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cell = null
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turned_on = FALSE
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update_icon()
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return ..()
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/obj/item/melee/baton/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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..()
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//Only mob/living types have stun handling
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if(turned_on && prob(throw_stun_chance) && iscarbon(hit_atom))
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baton_effect(hit_atom)
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/obj/item/melee/baton/loaded //this one starts with a cell pre-installed.
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preload_cell_type = /obj/item/stock_parts/cell/high
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/obj/item/melee/baton/proc/deductcharge(chrgdeductamt)
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if(cell)
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//Note this value returned is significant, as it will determine
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//if a stun is applied or not
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. = cell.use(chrgdeductamt)
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if(turned_on && cell.charge < cell_hit_cost)
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//we're below minimum, turn off
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turned_on = FALSE
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update_icon()
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playsound(src, activate_sound, 75, TRUE, -1)
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/obj/item/melee/baton/update_icon_state()
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if(turned_on)
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icon_state = "[initial(icon_state)]_active"
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else if(!cell)
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icon_state = "[initial(icon_state)]_nocell"
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else
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icon_state = "[initial(icon_state)]"
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/obj/item/melee/baton/examine(mob/user)
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. = ..()
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if(cell)
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. += "<span class='notice'>\The [src] is [round(cell.percent())]% charged.</span>"
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else
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. += "<span class='warning'>\The [src] does not have a power source installed.</span>"
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/obj/item/melee/baton/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/stock_parts/cell))
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var/obj/item/stock_parts/cell/C = W
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if(cell)
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to_chat(user, "<span class='warning'>[src] already has a cell!</span>")
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else
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if(C.maxcharge < cell_hit_cost)
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to_chat(user, "<span class='notice'>[src] requires a higher capacity cell.</span>")
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return
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if(!user.transferItemToLoc(W, src))
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return
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cell = W
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to_chat(user, "<span class='notice'>You install a cell in [src].</span>")
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update_icon()
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else if(W.tool_behaviour == TOOL_SCREWDRIVER)
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tryremovecell(user)
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else
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return ..()
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/obj/item/melee/baton/proc/tryremovecell(mob/user)
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if(cell && can_remove_cell)
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cell.update_icon()
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cell.forceMove(get_turf(src))
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cell = null
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to_chat(user, "<span class='notice'>You remove the cell from [src].</span>")
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turned_on = FALSE
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update_icon()
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/obj/item/melee/baton/attack_self(mob/user)
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toggle_on(user)
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/obj/item/melee/baton/proc/toggle_on(mob/user)
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if(cell && cell.charge > cell_hit_cost)
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turned_on = !turned_on
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to_chat(user, "<span class='notice'>[src] is now [turned_on ? "on" : "off"].</span>")
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playsound(src, activate_sound, 75, TRUE, -1)
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else
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turned_on = FALSE
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if(!cell)
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to_chat(user, "<span class='warning'>[src] does not have a power source!</span>")
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else
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to_chat(user, "<span class='warning'>[src] is out of charge.</span>")
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update_icon()
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add_fingerprint(user)
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/obj/item/melee/baton/proc/clumsy_check(mob/living/carbon/human/user)
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if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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playsound(src, stun_sound, 75, TRUE, -1)
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user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>", \
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"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
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user.Knockdown(stun_time*3) //should really be an equivalent to attack(user,user)
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deductcharge(cell_hit_cost)
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return TRUE
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return FALSE
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/obj/item/melee/baton/attack(mob/M, mob/living/carbon/human/user)
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if(clumsy_check(user))
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return FALSE
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if(iscyborg(M))
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..()
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return
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if(ishuman(M))
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var/mob/living/carbon/human/L = M
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if(check_martial_counter(L, user))
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return
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if(user.a_intent != INTENT_HARM)
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if(turned_on)
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if(attack_cooldown_check <= world.time)
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if(baton_effect(M, user))
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user.do_attack_animation(M)
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return
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else
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to_chat(user, "<span class='danger'>The baton is still charging!</span>")
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else
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M.visible_message("<span class='warning'>[user] prods [M] with [src]. Luckily it was off.</span>", \
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"<span class='warning'>[user] prods you with [src]. Luckily it was off.</span>")
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else
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if(turned_on)
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if(attack_cooldown_check <= world.time)
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baton_effect(M, user)
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..()
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/obj/item/melee/baton/proc/baton_effect(mob/living/L, mob/user)
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if(shields_blocked(L, user))
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return FALSE
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if(HAS_TRAIT_FROM(L, TRAIT_IWASBATONED, user)) //no doublebaton abuse anon!
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to_chat(user, "<span class='danger'>[L] manages to avoid the attack!</span>")
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return FALSE
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if(iscyborg(loc))
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var/mob/living/silicon/robot/R = loc
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if(!R || !R.cell || !R.cell.use(cell_hit_cost))
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return FALSE
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else
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if(!deductcharge(cell_hit_cost))
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return FALSE
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/// After a target is hit, we do a chunk of stamina damage, along with other effects.
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/// After a period of time, we then check to see what stun duration we give.
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L.Jitter(20)
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L.set_confusion(max(confusion_amt, L.get_confusion()))
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L.stuttering = max(8, L.stuttering)
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L.apply_damage(stamina_loss_amt, STAMINA, BODY_ZONE_CHEST)
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
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addtimer(CALLBACK(src, .proc/apply_stun_effect_end, L), apply_stun_delay)
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if(user)
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L.lastattacker = user.real_name
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L.lastattackerckey = user.ckey
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L.visible_message("<span class='danger'>[user] stuns [L] with [src]!</span>", \
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"<span class='userdanger'>[user] stuns you with [src]!</span>")
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log_combat(user, L, "stunned")
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playsound(src, stun_sound, 50, TRUE, -1)
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attack_cooldown_check = world.time + attack_cooldown
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ADD_TRAIT(L, TRAIT_IWASBATONED, user)
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addtimer(TRAIT_CALLBACK_REMOVE(L, TRAIT_IWASBATONED, user), attack_cooldown)
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return 1
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/// After the initial stun period, we check to see if the target needs to have the stun applied.
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/obj/item/melee/baton/proc/apply_stun_effect_end(mob/living/target)
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var/trait_check = HAS_TRAIT(target, TRAIT_STUNRESISTANCE) //var since we check it in out to_chat as well as determine stun duration
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if(!target.IsKnockdown())
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to_chat(target, "<span class='warning'>Your muscles seize, making you collapse[trait_check ? ", but your body quickly recovers..." : "!"]</span>")
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if(trait_check)
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target.Knockdown(stun_time * 0.1)
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else
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target.Knockdown(stun_time)
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/obj/item/melee/baton/emp_act(severity)
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. = ..()
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if (!(. & EMP_PROTECT_SELF))
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deductcharge(1000 / severity)
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/obj/item/melee/baton/proc/shields_blocked(mob/living/L, mob/user)
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that
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playsound(H, 'sound/weapons/genhit.ogg', 50, TRUE)
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return TRUE
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return FALSE
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//Makeshift stun baton. Replacement for stun gloves.
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/obj/item/melee/baton/cattleprod
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name = "stunprod"
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desc = "An improvised stun baton."
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icon_state = "stunprod"
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inhand_icon_state = "prod"
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worn_icon_state = null
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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w_class = WEIGHT_CLASS_BULKY
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force = 3
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throwforce = 5
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stun_time = 5 SECONDS
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cell_hit_cost = 2000
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throw_stun_chance = 10
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slot_flags = ITEM_SLOT_BACK
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convertible = FALSE
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var/obj/item/assembly/igniter/sparkler = 0
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/obj/item/melee/baton/cattleprod/Initialize()
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. = ..()
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sparkler = new (src)
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/obj/item/melee/baton/cattleprod/baton_effect()
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if(sparkler.activate())
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..()
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/obj/item/melee/baton/cattleprod/Destroy()
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if(sparkler)
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QDEL_NULL(sparkler)
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return ..()
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/obj/item/melee/baton/boomerang
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name = "\improper OZtek Boomerang"
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desc = "A device invented in 2486 for the great Space Emu War by the confederacy of Australicus, these high-tech boomerangs also work exceptionally well at stunning crewmembers. Just be careful to catch it when thrown!"
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throw_speed = 1
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icon_state = "boomerang"
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inhand_icon_state = "boomerang"
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force = 5
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throwforce = 5
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throw_range = 5
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cell_hit_cost = 2000
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throw_stun_chance = 99 //Have you prayed today?
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convertible = FALSE
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custom_materials = list(/datum/material/iron = 10000, /datum/material/glass = 4000, /datum/material/silver = 10000, /datum/material/gold = 2000)
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/obj/item/melee/baton/boomerang/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, gentle = FALSE, quickstart = TRUE)
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if(turned_on)
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if(ishuman(thrower))
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var/mob/living/carbon/human/H = thrower
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H.throw_mode_off() //so they can catch it on the return.
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return ..()
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/obj/item/melee/baton/boomerang/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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if(turned_on)
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var/caught = hit_atom.hitby(src, FALSE, FALSE, throwingdatum=throwingdatum)
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if(ishuman(hit_atom) && !caught && prob(throw_stun_chance))//if they are a carbon and they didn't catch it
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baton_effect(hit_atom)
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if(thrownby && !caught)
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addtimer(CALLBACK(src, /atom/movable.proc/throw_at, thrownby, throw_range+2, throw_speed, null, TRUE), 1)
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else
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return ..()
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/obj/item/melee/baton/boomerang/update_icon_state()
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if(turned_on)
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icon_state = "[initial(icon_state)]_active"
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else if(!cell)
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icon_state = "[initial(icon_state)]_nocell"
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else
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icon_state = "[initial(icon_state)]"
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/obj/item/melee/baton/boomerang/loaded //Same as above, comes with a cell.
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preload_cell_type = /obj/item/stock_parts/cell/high
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