Files
Bubberstation/code/game/objects/items/toy_mechs.dm
SkyratBot 6ecaa9a994 [MIRROR] Standardizes attack chain signal returns and fixes a tk bug (#1409)
* Standardizes attack chain signal returns and fixes a tk bug (#54475)

The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.

In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.

Additionally, fixed a tk bug reported by @ Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack

Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.

Also cleaned some code here and there.

* Standardizes attack chain signal returns and fixes a tk bug

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-21 07:39:32 +02:00

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/**
* Mech prizes + MECHA COMBAT!!
*/
/// Mech battle special attack types.
#define SPECIAL_ATTACK_HEAL 1
#define SPECIAL_ATTACK_DAMAGE 2
#define SPECIAL_ATTACK_UTILITY 3
#define SPECIAL_ATTACK_OTHER 4
/// Max length of a mech battle
#define MAX_BATTLE_LENGTH 50
/obj/item/toy/prize
icon = 'icons/obj/toy.dmi'
icon_state = "ripleytoy"
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
verb_yell = "beeps"
w_class = WEIGHT_CLASS_SMALL
/// Timer when it'll be off cooldown
var/timer = 0
/// Cooldown between play sessions
var/cooldown = 1.5 SECONDS
/// Cooldown multiplier after a battle (by default: battle cooldowns are 30 seconds)
var/cooldown_multiplier = 20
/// If it makes noise when played with
var/quiet = FALSE
/// TRUE = Offering battle to someone || FALSE = Not offering battle
var/wants_to_battle = FALSE
/// TRUE = in combat currently || FALSE = Not in combat
var/in_combat = FALSE
/// The mech's health in battle
var/combat_health = 0
/// The mech's max combat health
var/max_combat_health = 0
/// TRUE = the special attack is charged || FALSE = not charged
var/special_attack_charged = FALSE
/// What type of special attack they use - SPECIAL_ATTACK_DAMAGE, SPECIAL_ATTACK_HEAL, SPECIAL_ATTACK_UTILITY, SPECIAL_ATTACK_OTHER
var/special_attack_type = 0
/// What message their special move gets on examining
var/special_attack_type_message = ""
/// The battlecry when using the special attack
var/special_attack_cry = "*flip"
/// Current cooldown of their special attack
var/special_attack_cooldown = 0
/// This mech's win count in combat
var/wins = 0
/// ...And their loss count in combat
var/losses = 0
/obj/item/toy/prize/Initialize()
. = ..()
desc = "Mini-Mecha action figure! Collect them all! Attack your friends or another mech with one to initiate epic mech combat! [desc]."
combat_health = max_combat_health
switch(special_attack_type)
if(SPECIAL_ATTACK_DAMAGE)
special_attack_type_message = "an aggressive move, which deals bonus damage."
if(SPECIAL_ATTACK_HEAL)
special_attack_type_message = "a defensive move, which grants bonus healing."
if(SPECIAL_ATTACK_UTILITY)
special_attack_type_message = "a utility move, which heals the user and damages the opponent."
if(SPECIAL_ATTACK_OTHER)
special_attack_type_message = "a special move, which [special_attack_type_message]"
else
special_attack_type_message = "a mystery move, even I don't know."
/**
* this proc combines "sleep" while also checking for if the battle should continue
*
* this goes through some of the checks - the toys need to be next to each other to fight!
* if it's player vs themself: They need to be able to "control" both mechs (either must be adjacent or using TK)
* if it's player vs player: Both players need to be able to "control" their mechs (either must be adjacent or using TK)
* if it's player vs mech (suicide): the mech needs to be in range of the player
* if all the checks are TRUE, it does the sleeps, and returns TRUE. Otherwise, it returns FALSE.
* Arguments:
* * delay - the amount of time the sleep at the end of the check will sleep for
* * attacker - the attacking toy in the battle.
* * attacker_controller - the controller of the attacking toy. there should ALWAYS be an attacker_controller
* * opponent - (optional) the defender controller in the battle, for PvP
*/
/obj/item/toy/prize/proc/combat_sleep(delay, obj/item/toy/prize/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent)
if(!attacker_controller)
return FALSE
if(!attacker) //if there's no attacker, then attacker_controller IS the attacker
if(!in_range(src, attacker_controller))
attacker_controller.visible_message("<span class='suicide'>[attacker_controller] is running from [src]! The coward!</span>")
return FALSE
else // if there's an attacker, we can procede as normal
if(!in_range(src, attacker)) //and the two toys aren't next to each other, the battle ends
attacker_controller.visible_message("<span class='notice'> [attacker] and [src] separate, ending the battle. </span>", \
"<span class='notice'> [attacker] and [src] separate, ending the battle. </span>")
return FALSE
//dead men tell no tales, incapacitated men fight no fights
if(attacker_controller.incapacitated())
return FALSE
//if the attacker_controller isn't next to the attacking toy (and doesn't have telekinesis), the battle ends
if(!in_range(attacker, attacker_controller) && !(attacker_controller.dna.check_mutation(TK)))
attacker_controller.visible_message("<span class='notice'> [attacker_controller.name] seperates from [attacker], ending the battle.</span>", \
"<span class='notice'> You separate from [attacker], ending the battle. </span>")
return FALSE
//if it's PVP and the opponent is not next to the defending(src) toy (and doesn't have telekinesis), the battle ends
if(opponent)
if(opponent.incapacitated())
return FALSE
if(!in_range(src, opponent) && !(opponent.dna.check_mutation(TK)))
opponent.visible_message("<span class='notice'> [opponent.name] seperates from [src], ending the battle.</span>", \
"<span class='notice'> You separate from [src], ending the battle. </span>")
return FALSE
//if it's not PVP and the attacker_controller isn't next to the defending toy (and doesn't have telekinesis), the battle ends
else
if (!in_range(src, attacker_controller) && !(attacker_controller.dna.check_mutation(TK)))
attacker_controller.visible_message("<span class='notice'> [attacker_controller.name] seperates from [src] and [attacker], ending the battle.</span>", \
"<span class='notice'> You separate [attacker] and [src], ending the battle. </span>")
return FALSE
//if all that is good, then we can sleep peacefully
sleep(delay)
return TRUE
//all credit to skasi for toy mech fun ideas
/obj/item/toy/prize/attack_self(mob/user)
if(timer < world.time)
to_chat(user, "<span class='notice'>You play with [src].</span>")
timer = world.time + cooldown
if(!quiet)
playsound(user, 'sound/mecha/mechstep.ogg', 20, TRUE)
else
. = ..()
/obj/item/toy/prize/attack_hand(mob/user)
. = ..()
if(.)
return
if(loc == user)
attack_self(user)
/**
* If you attack a mech with a mech, initiate combat between them
*/
/obj/item/toy/prize/attackby(obj/item/user_toy, mob/living/user)
if(istype(user_toy, /obj/item/toy/prize))
var/obj/item/toy/prize/P = user_toy
if(check_battle_start(user, P))
mecha_brawl(P, user)
..()
/**
* Attack is called from the user's toy, aimed at target(another human), checking for target's toy.
*/
/obj/item/toy/prize/attack(mob/living/carbon/human/target, mob/living/carbon/human/user)
if(target == user)
to_chat(user, "<span class='notice'>Target another toy mech if you want to start a battle with yourself.</span>")
return
else if(user.a_intent != INTENT_HARM)
if(wants_to_battle) //prevent spamming someone with offers
to_chat(user, "<span class='notice'>You already are offering battle to someone!</span>")
return
if(!check_battle_start(user)) //if the user's mech isn't ready, don't bother checking
return
for(var/obj/item/I in target.held_items)
if(istype(I, /obj/item/toy/prize)) //if you attack someone with a mech who's also holding a mech, offer to battle them
var/obj/item/toy/prize/P = I
if(!P.check_battle_start(target, null, user)) //check if the attacker mech is ready
break
//slap them with the metaphorical white glove
if(P.wants_to_battle) //if the target mech wants to battle, initiate the battle from their POV
mecha_brawl(P, target, user) //P = defender's mech / SRC = attacker's mech / target = defender / user = attacker
P.wants_to_battle = FALSE
return
//extend the offer of battle to the other mech
to_chat(user, "<span class='notice'>You offer battle to [target.name]!</span>")
to_chat(target, "<span class='notice'><b>[user.name] wants to battle with [user.p_their()] [name]!</b> <i>Attack them with a toy mech to initiate combat.</i></span>")
wants_to_battle = TRUE
addtimer(CALLBACK(src, .proc/withdraw_offer, user), 6 SECONDS)
return
..()
/**
* Overrides attack_tk - Sorry, you have to be face to face to initiate a battle, it's good sportsmanship
*/
/obj/item/toy/prize/attack_tk(mob/user)
if(timer < world.time)
to_chat(user, "<span class='notice'>You telekinetically play with [src].</span>")
timer = world.time + cooldown
if(!quiet)
playsound(user, 'sound/mecha/mechstep.ogg', 20, TRUE)
return COMPONENT_CANCEL_ATTACK_CHAIN
/**
* Resets the request for battle.
*
* For use in a timer, this proc resets the wants_to_battle variable after a short period.
* Arguments:
* * user - the user wanting to do battle
*/
/obj/item/toy/prize/proc/withdraw_offer(mob/living/carbon/user)
if(wants_to_battle)
wants_to_battle = FALSE
to_chat(user, "<span class='notice'>You get the feeling they don't want to battle.</span>")
/**
* Starts a battle, toy mech vs player. Player... doesn't win.
*/
/obj/item/toy/prize/suicide_act(mob/living/carbon/user)
if(in_combat)
to_chat(user, "<span class='notice'>[src] is in battle, let it finish first.</span>")
return
user.visible_message("<span class='suicide'>[user] begins a fight [user.p_they()] can't win with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
in_combat = TRUE
sleep(1.5 SECONDS)
for(var/i in 1 to 4)
switch(i)
if(1, 3)
SpinAnimation(5, 0)
playsound(src, 'sound/mecha/mechstep.ogg', 30, TRUE)
user.adjustBruteLoss(25)
user.adjustStaminaLoss(50)
if(2)
user.SpinAnimation(5, 0)
playsound(user, 'sound/weapons/smash.ogg', 20, TRUE)
combat_health-- //we scratched it!
if(4)
say(special_attack_cry + "!!")
user.adjustStaminaLoss(25)
if(!combat_sleep(1 SECONDS, null, user))
say("PATHETIC.")
combat_health = max_combat_health
in_combat = FALSE
return SHAME
sleep(0.5 SECONDS)
user.adjustBruteLoss(450)
in_combat = FALSE
say("AN EASY WIN. MY POWER INCREASES.") // steal a soul, become swole
add_atom_colour(rgb(255, 115, 115), ADMIN_COLOUR_PRIORITY)
max_combat_health = round(max_combat_health*1.5 + 0.1)
combat_health = max_combat_health
wins++
return BRUTELOSS
/obj/item/toy/prize/examine()
. = ..()
. += "<span class='notice'>This toy's special attack is [special_attack_cry], [special_attack_type_message] </span>"
if(in_combat)
. += "<span class='notice'>This toy has a maximum health of [max_combat_health]. Currently, it's [combat_health].</span>"
. += "<span class='notice'>Its special move light is [special_attack_cooldown? "flashing red." : "green and is ready!"]</span>"
else
. += "<span class='notice'>This toy has a maximum health of [max_combat_health].</span>"
if(wins || losses)
. += "<span class='notice'>This toy has [wins] wins, and [losses] losses.</span>"
/**
* Override the say proc if they're mute
*/
/obj/item/toy/prize/say()
if(!quiet)
. = ..()
/**
* The 'master' proc of the mech battle. Processes the entire battle's events and makes sure it start and finishes correctly.
*
* src is the defending toy, and the battle proc is called on it to begin the battle.
* After going through a few checks at the beginning to ensure the battle can start properly, the battle begins a loop that lasts
* until either toy has no more health. During this loop, it also ensures the mechs stay in combat range of each other.
* It will then randomly decide attacks for each toy, occasionally making one or the other use their special attack.
* When either mech has no more health, the loop ends, and it displays the victor and the loser while updating their stats and resetting them.
* Arguments:
* * attacker - the attacking toy, the toy in the attacker_controller's hands
* * attacker_controller - the user, the one who is holding the toys / controlling the fight
* * opponent - optional arg used in Mech PvP battles: the other person who is taking part in the fight (controls src)
*/
/obj/item/toy/prize/proc/mecha_brawl(obj/item/toy/prize/attacker, mob/living/carbon/attacker_controller, mob/living/carbon/opponent)
//A GOOD DAY FOR A SWELL BATTLE!
attacker_controller.visible_message("<span class='danger'> [attacker_controller.name] collides [attacker] with [src]! Looks like they're preparing for a brawl! </span>", \
"<span class='danger'> You collide [attacker] into [src], sparking a fierce battle! </span>", \
"<span class='hear'> You hear hard plastic smacking into hard plastic.</span>", COMBAT_MESSAGE_RANGE)
/// Who's in control of the defender (src)?
var/mob/living/carbon/src_controller = (opponent)? opponent : attacker_controller
/// How long has the battle been going?
var/battle_length = 0
in_combat = TRUE
attacker.in_combat = TRUE
//1.5 second cooldown * 20 = 30 second cooldown after a fight
timer = world.time + cooldown*cooldown_multiplier
attacker.timer = world.time + attacker.cooldown*attacker.cooldown_multiplier
sleep(1 SECONDS)
//--THE BATTLE BEGINS--
while(combat_health > 0 && attacker.combat_health > 0 && battle_length < MAX_BATTLE_LENGTH)
if(!combat_sleep(0.5 SECONDS, attacker, attacker_controller, opponent)) //combat_sleep checks everything we need to have checked for combat to continue
break
//before we do anything - deal with charged attacks
if(special_attack_charged)
src_controller.visible_message("<span class='danger'> [src] unleashes its special attack!! </span>", \
"<span class='danger'> You unleash [src]'s special attack! </span>")
special_attack_move(attacker)
else if(attacker.special_attack_charged)
attacker_controller.visible_message("<span class='danger'> [attacker] unleashes its special attack!! </span>", \
"<span class='danger'> You unleash [attacker]'s special attack! </span>")
attacker.special_attack_move(src)
else
//process the cooldowns
if(special_attack_cooldown > 0)
special_attack_cooldown--
if(attacker.special_attack_cooldown > 0)
attacker.special_attack_cooldown--
//combat commences
switch(rand(1,8))
if(1 to 3) //attacker wins
if(attacker.special_attack_cooldown == 0 && attacker.combat_health <= round(attacker.max_combat_health/3)) //if health is less than 1/3 and special off CD, use it
attacker.special_attack_charged = TRUE
attacker_controller.visible_message("<span class='danger'> [attacker] begins charging its special attack!! </span>", \
"<span class='danger'> You begin charging [attacker]'s special attack! </span>")
else //just attack
attacker.SpinAnimation(5, 0)
playsound(attacker, 'sound/mecha/mechstep.ogg', 30, TRUE)
combat_health--
attacker_controller.visible_message("<span class='danger'> [attacker] devastates [src]! </span>", \
"<span class='danger'> You ram [attacker] into [src]! </span>", \
"<span class='hear'> You hear hard plastic smacking hard plastic.</span>", COMBAT_MESSAGE_RANGE)
if(prob(5))
combat_health--
playsound(src, 'sound/effects/meteorimpact.ogg', 20, TRUE)
attacker_controller.visible_message("<span class='boldwarning'> ...and lands a CRIPPLING BLOW! </span>", \
"<span class='boldwarning'> ...and you land a CRIPPLING blow on [src]! </span>", null, COMBAT_MESSAGE_RANGE)
if(4) //both lose
attacker.SpinAnimation(5, 0)
SpinAnimation(5, 0)
combat_health--
attacker.combat_health--
do_sparks(2, FALSE, src)
do_sparks(2, FALSE, attacker)
if(prob(50))
attacker_controller.visible_message("<span class='danger'> [attacker] and [src] clash dramatically, causing sparks to fly! </span>", \
"<span class='danger'> [attacker] and [src] clash dramatically, causing sparks to fly! </span>", \
"<span class='hear'> You hear hard plastic rubbing against hard plastic.</span>", COMBAT_MESSAGE_RANGE)
else
src_controller.visible_message("<span class='danger'> [src] and [attacker] clash dramatically, causing sparks to fly! </span>", \
"<span class='danger'> [src] and [attacker] clash dramatically, causing sparks to fly! </span>", \
"<span class='hear'> You hear hard plastic rubbing against hard plastic.</span>", COMBAT_MESSAGE_RANGE)
if(5) //both win
playsound(attacker, 'sound/weapons/parry.ogg', 20, TRUE)
if(prob(50))
attacker_controller.visible_message("<span class='danger'> [src]'s attack deflects off of [attacker]. </span>", \
"<span class='danger'> [src]'s attack deflects off of [attacker]. </span>", \
"<span class='hear'> You hear hard plastic bouncing off hard plastic.</span>", COMBAT_MESSAGE_RANGE)
else
src_controller.visible_message("<span class='danger'> [attacker]'s attack deflects off of [src]. </span>", \
"<span class='danger'> [attacker]'s attack deflects off of [src]. </span>", \
"<span class='hear'> You hear hard plastic bouncing off hard plastic.</span>", COMBAT_MESSAGE_RANGE)
if(6 to 8) //defender wins
if(special_attack_cooldown == 0 && combat_health <= round(max_combat_health/3)) //if health is less than 1/3 and special off CD, use it
special_attack_charged = TRUE
src_controller.visible_message("<span class='danger'> [src] begins charging its special attack!! </span>", \
"<span class='danger'> You begin charging [src]'s special attack! </span>")
else //just attack
SpinAnimation(5, 0)
playsound(src, 'sound/mecha/mechstep.ogg', 30, TRUE)
attacker.combat_health--
src_controller.visible_message("<span class='danger'> [src] smashes [attacker]! </span>", \
"<span class='danger'> You smash [src] into [attacker]! </span>", \
"<span class='hear'> You hear hard plastic smashing hard plastic.</span>", COMBAT_MESSAGE_RANGE)
if(prob(5))
attacker.combat_health--
playsound(attacker, 'sound/effects/meteorimpact.ogg', 20, TRUE)
src_controller.visible_message("<span class='boldwarning'> ...and lands a CRIPPLING BLOW! </span>", \
"<span class='boldwarning'> ...and you land a CRIPPLING blow on [attacker]! </span>", null, COMBAT_MESSAGE_RANGE)
else
attacker_controller.visible_message("<span class='notice'> [src] and [attacker] stand around awkwardly.</span>", \
"<span class='notice'> You don't know what to do next.</span>")
battle_length++
sleep(0.5 SECONDS)
/// Lines chosen for the winning mech
var/list/winlines = list("YOU'RE NOTHING BUT SCRAP!", "I'LL YIELD TO NONE!", "GLORY IS MINE!", "AN EASY FIGHT.", "YOU SHOULD HAVE NEVER FACED ME.", "ROCKED AND SOCKED.")
if(attacker.combat_health <= 0 && combat_health <= 0) //both lose
playsound(src, 'sound/machines/warning-buzzer.ogg', 20, TRUE)
attacker_controller.visible_message("<span class='boldnotice'> MUTUALLY ASSURED DESTRUCTION!! [src] and [attacker] both end up destroyed!</span>", \
"<span class='boldnotice'> Both [src] and [attacker] are destroyed!</span>")
else if(attacker.combat_health <= 0) //src wins
wins++
attacker.losses++
playsound(attacker, 'sound/effects/light_flicker.ogg', 20, TRUE)
attacker_controller.visible_message("<span class='notice'> [attacker] falls apart!</span>", \
"<span class='notice'> [attacker] falls apart!</span>", null, COMBAT_MESSAGE_RANGE)
say("[pick(winlines)]")
src_controller.visible_message("<span class='notice'> [src] destroys [attacker] and walks away victorious!</span>", \
"<span class='notice'> You raise up [src] victoriously over [attacker]!</span>")
else if (combat_health <= 0) //attacker wins
attacker.wins++
losses++
playsound(src, 'sound/effects/light_flicker.ogg', 20, TRUE)
src_controller.visible_message("<span class='notice'> [src] collapses!</span>", \
"<span class='notice'> [src] collapses!</span>", null, COMBAT_MESSAGE_RANGE)
attacker.say("[pick(winlines)]")
attacker_controller.visible_message("<span class='notice'> [attacker] demolishes [src] and walks away victorious!</span>", \
"<span class='notice'> You raise up [attacker] proudly over [src]</span>!")
else //both win?
say("NEXT TIME.")
//don't want to make this a one sided conversation
quiet? attacker.say("I WENT EASY ON YOU.") : attacker.say("OF COURSE.")
in_combat = FALSE
attacker.in_combat = FALSE
combat_health = max_combat_health
attacker.combat_health = attacker.max_combat_health
return
/**
* This proc checks if a battle can be initiated between src and attacker.
*
* Both SRC and attacker (if attacker is included) timers are checked if they're on cooldown, and
* both SRC and attacker (if attacker is included) are checked if they are in combat already.
* If any of the above are true, the proc returns FALSE and sends a message to user (and target, if included) otherwise, it returns TRUE
* Arguments:
* * user: the user who is initiating the battle
* * attacker: optional arg for checking two mechs at once
* * target: optional arg used in Mech PvP battles (if used, attacker is target's toy)
*/
/obj/item/toy/prize/proc/check_battle_start(mob/living/carbon/user, obj/item/toy/prize/attacker, mob/living/carbon/target)
if(attacker?.in_combat)
to_chat(user, "<span class='notice'>[target?target.p_their() : "Your" ] [attacker.name] is in combat.</span>")
target?.to_chat(target, "<span class='notice'>Your [attacker.name] is in combat.</span>")
return FALSE
if(in_combat)
to_chat(user, "<span class='notice'>Your [name] is in combat.</span>")
target?.to_chat(target, "<span class='notice'>[target.p_their()] [name] is in combat.</span>")
return FALSE
if(attacker && attacker.timer > world.time)
to_chat(user, "<span class='notice'>[target?target.p_their() : "Your" ] [attacker.name] isn't ready for battle.</span>")
target?.to_chat(target, "<span class='notice'>Your [attacker.name] isn't ready for battle.</span>")
return FALSE
if(timer > world.time)
to_chat(user, "<span class='notice'>Your [name] isn't ready for battle.</span>")
target?.to_chat(target, "<span class='notice'>[target.p_their()] [name] isn't ready for battle.</span>")
return FALSE
return TRUE
/**
* Processes any special attack moves that happen in the battle (called in the mechaBattle proc).
*
* Makes the toy shout their special attack cry and updates its cooldown. Then, does the special attack.
* Arguments:
* * victim - the toy being hit by the special move
*/
/obj/item/toy/prize/proc/special_attack_move(obj/item/toy/prize/victim)
say(special_attack_cry + "!!")
special_attack_charged = FALSE
special_attack_cooldown = 3
switch(special_attack_type)
if(SPECIAL_ATTACK_DAMAGE) //+2 damage
victim.combat_health-=2
playsound(src, 'sound/weapons/marauder.ogg', 20, TRUE)
if(SPECIAL_ATTACK_HEAL) //+2 healing
combat_health+=2
playsound(src, 'sound/mecha/mech_shield_raise.ogg', 20, TRUE)
if(SPECIAL_ATTACK_UTILITY) //+1 heal, +1 damage
victim.combat_health--
combat_health++
playsound(src, 'sound/mecha/mechmove01.ogg', 30, TRUE)
if(SPECIAL_ATTACK_OTHER) //other
super_special_attack(victim)
else
say("I FORGOT MY SPECIAL ATTACK...")
/**
* Base proc for 'other' special attack moves.
*
* This one is only for inheritance, each mech with an 'other' type move has their procs below.
* Arguments:
* * victim - the toy being hit by the super special move (doesn't necessarily need to be used)
*/
/obj/item/toy/prize/proc/super_special_attack(obj/item/toy/prize/victim)
visible_message("<span class='notice'> [src] does a cool flip.</span>")
/obj/item/toy/prize/ripley
name = "toy Ripley"
desc = "1/13"
max_combat_health = 4 //200 integrity
special_attack_type = SPECIAL_ATTACK_DAMAGE
special_attack_cry = "GIGA DRILL BREAK"
/obj/item/toy/prize/fireripley //rip
name = "toy Firefighting Ripley"
desc = "2/13"
icon_state = "fireripleytoy"
max_combat_health = 5 //250 integrity?
special_attack_type = SPECIAL_ATTACK_UTILITY
special_attack_cry = "FIRE SHIELD"
/obj/item/toy/prize/deathripley
name = "toy Deathsquad Ripley"
desc = "3/13"
icon_state = "deathripleytoy"
max_combat_health = 5 //250 integrity
special_attack_type = SPECIAL_ATTACK_OTHER
special_attack_type_message = "instantly destroys the opposing mech if its health is less than this mech's health."
special_attack_cry = "KILLER CLAMP"
/obj/item/toy/prize/deathripley/super_special_attack(obj/item/toy/prize/victim)
playsound(src, 'sound/weapons/sonic_jackhammer.ogg', 20, TRUE)
if(victim.combat_health < combat_health) //Instantly kills the other mech if it's health is below our's.
say("EXECUTE!!")
victim.combat_health = 0
else //Otherwise, just deal one damage.
victim.combat_health--
/obj/item/toy/prize/gygax
name = "toy Gygax"
desc = "4/13"
icon_state = "gygaxtoy"
max_combat_health = 5 //250 integrity
special_attack_type = SPECIAL_ATTACK_UTILITY
special_attack_cry = "SUPER SERVOS"
/obj/item/toy/prize/durand
name = "toy Durand"
desc = "5/13"
icon_state = "durandtoy"
max_combat_health = 6 //400 integrity
special_attack_type = SPECIAL_ATTACK_HEAL
special_attack_cry = "SHIELD OF PROTECTION"
/obj/item/toy/prize/honk
name = "toy H.O.N.K."
desc = "6/13"
icon_state = "honktoy"
max_combat_health = 4 //140 integrity
special_attack_type = SPECIAL_ATTACK_OTHER
special_attack_type_message = "puts the opposing mech's special move on cooldown and heals this mech."
special_attack_cry = "MEGA HORN"
/obj/item/toy/prize/honk/super_special_attack(obj/item/toy/prize/victim)
playsound(src, 'sound/machines/honkbot_evil_laugh.ogg', 20, TRUE)
victim.special_attack_cooldown += 3 //Adds cooldown to the other mech and gives a minor self heal
combat_health++
/obj/item/toy/prize/marauder
name = "toy Marauder"
desc = "7/13"
icon_state = "maraudertoy"
max_combat_health = 7 //500 integrity
special_attack_type = SPECIAL_ATTACK_DAMAGE
special_attack_cry = "BEAM BLAST"
/obj/item/toy/prize/seraph
name = "toy Seraph"
desc = "8/13"
icon_state = "seraphtoy"
max_combat_health = 8 //550 integrity
special_attack_type = SPECIAL_ATTACK_DAMAGE
special_attack_cry = "ROCKET BARRAGE"
/obj/item/toy/prize/mauler
name = "toy Mauler"
desc = "9/13"
icon_state = "maulertoy"
max_combat_health = 7 //500 integrity
special_attack_type = SPECIAL_ATTACK_DAMAGE
special_attack_cry = "BULLET STORM"
/obj/item/toy/prize/odysseus
name = "toy Odysseus"
desc = "10/13"
icon_state = "odysseustoy"
max_combat_health = 4 //120 integrity
special_attack_type = SPECIAL_ATTACK_HEAL
special_attack_cry = "MECHA BEAM"
/obj/item/toy/prize/phazon
name = "toy Phazon"
desc = "11/13"
icon_state = "phazontoy"
max_combat_health = 6 //200 integrity
special_attack_type = SPECIAL_ATTACK_UTILITY
special_attack_cry = "NO-CLIP"
/obj/item/toy/prize/reticence
name = "toy Reticence"
desc = "12/13"
icon_state = "reticencetoy"
quiet = TRUE
max_combat_health = 4 //100 integrity
special_attack_type = SPECIAL_ATTACK_OTHER
special_attack_type_message = "has a lower cooldown than normal special moves, increases the opponent's cooldown, and deals damage."
special_attack_cry = "*wave"
/obj/item/toy/prize/reticence/super_special_attack(obj/item/toy/prize/victim)
special_attack_cooldown-- //Has a lower cooldown...
victim.special_attack_cooldown++ //and increases the opponent's cooldown by 1...
victim.combat_health-- //and some free damage.
/obj/item/toy/prize/clarke
name = "toy Clarke"
desc = "13/13"
icon_state = "clarketoy"
max_combat_health = 4 //200 integrity
special_attack_type = SPECIAL_ATTACK_UTILITY
special_attack_cry = "ROLL OUT"
#undef SPECIAL_ATTACK_HEAL
#undef SPECIAL_ATTACK_DAMAGE
#undef SPECIAL_ATTACK_UTILITY
#undef SPECIAL_ATTACK_OTHER
#undef MAX_BATTLE_LENGTH