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## About The Pull Request 1. Having a broken arm will affect your accuracy when firing a weapon with that arm, even potentially causing damage to you if it's a weapon with recoil. This effect is not applied under the effects of a painkiller. 2. The sister effect of this (punching someone with a broken arm) now also has an interact with painkillers (it can no longer block your attack). 3. Being drunk heavily affects ranged weapon accuracy, unless you're the bartender 4. A lot of hand handling cleanup, using new macros to make it a lot more readable at a glance ## Why It's Good For The Game We have this system for modifying firearm accuracy but we don't really use it commonly, and I feel like it slots in well with a lot of places For broken arms, it adds some more depth to the wound system, in the same way that trying to punch someone with a broken arm causes pain. (I actually want to expand this to melee weapon accuracy and attacking with melee weapons in general, but that's for a later time) For drunkenness, it just adds to the drunk shenanigans. It also slightly reduces the effectiveness of drinks as combat healing chemicals, such as quadsec - makes it a bit more of a trade off. ## Changelog 🆑 Melbert balance: Having a broken arm affects your accuracy with ranged weapons fired with that arm. Utilizing a painkiller will nullify this effect, however. balance: Painkillers will prevent your punches from being cancelled due to having a broken arm. You'll still take damage, though. balance: Being drunk now affects your accuracy with ranged weapon. The bartender is immune to this effect via their skillchip. code: A lot of code involving left and right hand handling has been cleaned up, easier to read. Report any oddities, like left and rights being flipped /🆑
333 lines
13 KiB
Plaintext
333 lines
13 KiB
Plaintext
/** This structure acts as a source of moisture loving cell lines,
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as well as a location where a hidden item can sometimes be retrieved
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at the cost of risking a vicious bite.**/
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/obj/structure/moisture_trap
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name = "moisture trap"
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desc = "A device installed in order to control moisture in poorly ventilated areas.\nThe stagnant water inside basin seems to produce serious biofouling issues when improperly maintained.\nThis unit in particular seems to be teeming with life!\nWho thought mother Gaia could assert herself so vigorously in this sterile and desolate place?"
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icon_state = "moisture_trap"
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anchored = TRUE
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density = FALSE
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///This var stores the hidden item that might be able to be retrieved from the trap
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var/obj/item/hidden_item
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///This var determines if there is a chance to receive a bite when sticking your hand into the water.
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var/critter_infested = TRUE
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///weighted loot table for what loot you can find inside the moisture trap.
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///the actual loot isn't that great and should probably be improved and expanded later.
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var/static/list/loot_table = list(
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/obj/item/food/meat/slab/human/mutant/skeleton = 35,
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/obj/item/food/meat/slab/human/mutant/zombie = 15,
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/obj/item/trash/can = 15,
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/obj/item/clothing/head/helmet/skull = 10,
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/obj/item/restraints/handcuffs = 4,
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/obj/item/restraints/handcuffs/cable/red = 1,
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/obj/item/restraints/handcuffs/cable/blue = 1,
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/obj/item/restraints/handcuffs/cable/green = 1,
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/obj/item/restraints/handcuffs/cable/pink = 1,
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/obj/item/restraints/handcuffs/alien = 2,
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/obj/item/coin/bananium = 10,
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/obj/item/knife/butcher = 5,
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)
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/obj/structure/moisture_trap/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/fish_safe_storage)
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_MOIST, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 20)
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if(prob(40))
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critter_infested = FALSE
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if(prob(75))
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var/picked_item = pick_weight(loot_table)
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hidden_item = new picked_item(src)
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var/datum/fish_source/moisture_trap/fish_source = new
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if(prob(50)) // 50% chance there's another item to fish out of there
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var/picked_item = pick_weight(loot_table)
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fish_source.fish_table[picked_item] = 5
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fish_source.fish_counts[picked_item] = 1;
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AddComponent(/datum/component/fishing_spot, fish_source)
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/obj/structure/moisture_trap/Destroy()
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if(hidden_item)
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QDEL_NULL(hidden_item)
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return ..()
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///This proc checks if we are able to reach inside the trap to interact with it.
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/obj/structure/moisture_trap/proc/CanReachInside(mob/user)
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if(!isliving(user))
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return FALSE
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var/mob/living/living_user = user
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if(living_user.body_position == STANDING_UP && ishuman(living_user)) //I don't think monkeys can crawl on command.
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return FALSE
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return TRUE
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/obj/structure/moisture_trap/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(iscyborg(user) || isalien(user))
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return
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if(!CanReachInside(user))
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to_chat(user, span_warning("You need to lie down to reach into [src]."))
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return
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to_chat(user, span_notice("You reach down into the cold water of the basin."))
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if(!do_after(user, 2 SECONDS, target = src))
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return
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if(hidden_item)
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user.put_in_hands(hidden_item)
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to_chat(user, span_notice("As you poke around inside [src] you feel the contours of something hidden below the murky waters.</span>\n<span class='nicegreen'>You retrieve [hidden_item] from [src]."))
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hidden_item = null
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return
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if(critter_infested && prob(50) && iscarbon(user))
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var/mob/living/carbon/bite_victim = user
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var/obj/item/bodypart/affecting = bite_victim.get_active_hand()
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to_chat(user, span_danger("You feel a sharp pain as an unseen creature sinks its [pick("fangs", "beak", "proboscis")] into your [affecting.plaintext_zone]!"))
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bite_victim.apply_damage(30, BRUTE, affecting)
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playsound(src,'sound/items/weapons/bite.ogg', 70, TRUE)
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return
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to_chat(user, span_warning("You find nothing of value..."))
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/obj/structure/moisture_trap/attackby(obj/item/I, mob/user, params)
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if(iscyborg(user) || isalien(user) || !CanReachInside(user))
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return ..()
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add_fingerprint(user)
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if(is_reagent_container(I))
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if(istype(I, /obj/item/food/monkeycube))
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var/obj/item/food/monkeycube/cube = I
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cube.Expand()
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return
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var/obj/item/reagent_containers/reagent_container = I
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if(reagent_container.is_open_container())
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reagent_container.reagents.add_reagent(/datum/reagent/water, min(reagent_container.volume - reagent_container.reagents.total_volume, reagent_container.amount_per_transfer_from_this))
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to_chat(user, span_notice("You fill [reagent_container] from [src]."))
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return
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if(hidden_item)
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to_chat(user, span_warning("There is already something inside [src]."))
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return
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if(!user.transferItemToLoc(I, src))
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to_chat(user, span_warning("\The [I] is stuck to your hand, you cannot put it in [src]!"))
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return
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hidden_item = I
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to_chat(user, span_notice("You hide [I] inside the basin."))
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#define ALTAR_INACTIVE 0
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#define ALTAR_STAGEONE 1
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#define ALTAR_STAGETWO 2
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#define ALTAR_STAGETHREE 3
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#define ALTAR_TIME (9.5 SECONDS)
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/obj/structure/destructible/cult/pants_altar
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name = "strange structure"
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desc = "What is this? Who put it on this station? And why does it emanate <span class='hypnophrase'>strange energy?</span>"
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icon_state = "altar"
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cult_examine_tip = "Even you don't understand the eldritch magic behind this."
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break_message = span_warning("The structure shatters, leaving only a demonic screech!")
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break_sound = 'sound/effects/magic/demon_dies.ogg'
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light_color = LIGHT_COLOR_BLOOD_MAGIC
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light_range = 2
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use_cooldown_duration = 1 MINUTES
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/// Color of the pants that will come out
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var/pants_color = COLOR_WHITE
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/// Stage of the pants making process
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var/status = ALTAR_INACTIVE
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/obj/structure/destructible/cult/pants_altar/attackby(obj/attacking_item, mob/user, params)
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if(istype(attacking_item, /obj/item/melee/cultblade/dagger) && IS_CULTIST(user) && status)
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to_chat(user, span_notice("[src] is creating something, you can't move it!"))
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return
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return ..()
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/obj/structure/destructible/cult/pants_altar/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(.)
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return
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var/list/altar_options = list(
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"Change Color" = image(icon = 'icons/hud/radial.dmi', icon_state = "radial_recolor"),
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"Create Artefact" = image(icon = 'icons/hud/radial.dmi', icon_state = "radial_create")
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)
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var/altar_result = show_radial_menu(user, src, altar_options, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
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switch(altar_result)
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if("Change Color")
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var/chosen_color = input(user, "", "Choose Color", pants_color) as color|null
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if(!isnull(chosen_color) && user.can_perform_action(src))
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pants_color = chosen_color
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if("Create Artefact")
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if(!COOLDOWN_FINISHED(src, use_cooldown) || status != ALTAR_INACTIVE)
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to_chat(user, span_warning("[src] is not ready to create something new yet..."))
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return
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pants_stageone()
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return TRUE
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/obj/structure/destructible/cult/pants_altar/update_icon_state()
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. = ..()
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if(!COOLDOWN_FINISHED(src, use_cooldown))
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icon_state = "altar_off"
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else
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icon_state = "altar"
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/obj/structure/destructible/cult/pants_altar/update_overlays()
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. = ..()
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var/overlayicon
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switch(status)
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if(ALTAR_INACTIVE)
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return
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if(ALTAR_STAGEONE)
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overlayicon = "altar_pants1"
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if(ALTAR_STAGETWO)
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overlayicon = "altar_pants2"
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if(ALTAR_STAGETHREE)
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overlayicon = "altar_pants3"
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var/mutable_appearance/pants_overlay = mutable_appearance(icon, overlayicon)
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pants_overlay.appearance_flags = RESET_COLOR
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pants_overlay.color = pants_color
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. += pants_overlay
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/// Starts creating the pants, plays the sound.
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/obj/structure/destructible/cult/pants_altar/proc/pants_stageone()
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status = ALTAR_STAGEONE
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update_icon()
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visible_message(span_warning("[src] starts creating something..."))
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playsound(src, 'sound/effects/magic/pantsaltar.ogg', 60)
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addtimer(CALLBACK(src, PROC_REF(pants_stagetwo)), ALTAR_TIME)
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/// Continues the creation, making every mob nearby nauseous.
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/obj/structure/destructible/cult/pants_altar/proc/pants_stagetwo()
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status = ALTAR_STAGETWO
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update_icon()
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visible_message(span_warning("You start feeling nauseous..."))
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for(var/mob/living/viewing_mob in viewers(7, src))
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viewing_mob.set_eye_blur_if_lower(20 SECONDS)
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viewing_mob.adjust_confusion(10 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(pants_stagethree)), ALTAR_TIME)
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/// Continues the creation, making every mob nearby dizzy
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/obj/structure/destructible/cult/pants_altar/proc/pants_stagethree()
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status = ALTAR_STAGETHREE
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update_icon()
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visible_message(span_warning("You start feeling horrible..."))
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for(var/mob/living/viewing_mob in viewers(7, src))
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viewing_mob.set_dizzy_if_lower(20 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(pants_create)), ALTAR_TIME)
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/// Finishes the creation, creating the item itself, setting the cooldowns and flashing every mob nearby.
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/obj/structure/destructible/cult/pants_altar/proc/pants_create()
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status = ALTAR_INACTIVE
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update_icon()
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visible_message(span_danger("[src] emits a flash of light and creates... pants?"))
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for(var/mob/living/viewing_mob in viewers(7, src))
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viewing_mob.flash_act()
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var/obj/item/clothing/under/pants/slacks/altar/pants = new(get_turf(src))
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pants.add_atom_colour(pants_color, ADMIN_COLOUR_PRIORITY)
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COOLDOWN_START(src, use_cooldown, use_cooldown_duration)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_icon)), 1 MINUTES + 0.1 SECONDS)
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update_icon()
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/obj/structure/destructible/cult/pants_altar/proc/check_menu(mob/user)
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if(!istype(user))
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return FALSE
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if(user.incapacitated || !user.Adjacent(src))
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return FALSE
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return TRUE
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/obj/item/clothing/under/pants/slacks/altar
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name = "strange pants"
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desc = "A pair of pants. They do not look or feel natural, and smell like fresh blood."
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greyscale_colors = "#ffffff#ffffff#ffffff"
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flags_1 = NONE //If IS_PLAYER_COLORABLE gets added color-changing support (i.e. spraycans), these won't end up getting it too. Plus, it already has its own recolor.
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#undef ALTAR_INACTIVE
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#undef ALTAR_STAGEONE
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#undef ALTAR_STAGETWO
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#undef ALTAR_STAGETHREE
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#undef ALTAR_TIME
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/**
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* Spawns in maint shafts, and blocks lines of sight perodically when active.
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*/
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/obj/structure/steam_vent
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name = "steam vent"
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desc = "A device periodically filtering out moisture particles from the nearby walls and windows. It's only possible due to the moisture traps nearby."
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icon_state = "steam_vent"
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anchored = TRUE
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density = FALSE
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/// How often does the vent reset the blow_steam cooldown.
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var/steam_speed = 20 SECONDS
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/// Is the steam vent active?
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var/vent_active = TRUE
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/// The cooldown for toggling the steam vent to prevent infinite steam vent looping.
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COOLDOWN_DECLARE(steam_vent_interact)
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/obj/structure/steam_vent/Initialize(mapload)
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. = ..()
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if(prob(75))
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vent_active = FALSE
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var/static/list/loc_connections = list(
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COMSIG_ATOM_EXIT = PROC_REF(blow_steam),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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register_context()
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update_icon_state()
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/obj/structure/steam_vent/attack_hand(mob/living/user, list/modifiers)
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. = ..()
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if(!COOLDOWN_FINISHED(src, steam_vent_interact))
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balloon_alert(user, "not ready to adjust!")
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return
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vent_active = !vent_active
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update_icon_state()
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if(vent_active)
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balloon_alert(user, "vent on")
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else
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balloon_alert(user, "vent off")
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return
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blow_steam()
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/obj/structure/steam_vent/add_context(atom/source, list/context, obj/item/held_item, mob/user)
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. = ..()
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if(isnull(held_item))
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context[SCREENTIP_CONTEXT_LMB] = vent_active ? "Close valve" : "Open valve"
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return CONTEXTUAL_SCREENTIP_SET
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if(held_item.tool_behaviour == TOOL_WRENCH)
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context[SCREENTIP_CONTEXT_RMB] = "Deconstruct"
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return CONTEXTUAL_SCREENTIP_SET
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return .
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/obj/structure/steam_vent/wrench_act_secondary(mob/living/user, obj/item/tool)
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. = ..()
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if(vent_active)
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balloon_alert(user, "must be off!")
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return
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if(tool.use_tool(src, user, 3 SECONDS))
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playsound(loc, 'sound/items/deconstruct.ogg', 50, TRUE)
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deconstruct()
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return TRUE
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/obj/structure/steam_vent/atom_deconstruct(disassembled = TRUE)
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new /obj/item/stack/sheet/iron(loc, 1)
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new /obj/item/stock_parts/water_recycler(loc, 1)
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/**
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* Creates "steam" smoke, and determines when the vent needs to block line of sight via reset_opacity.
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*/
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/obj/structure/steam_vent/proc/blow_steam(datum/source, atom/movable/leaving, direction)
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SIGNAL_HANDLER
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if(!vent_active)
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return
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if(!COOLDOWN_FINISHED(src, steam_vent_interact))
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return
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if(!ismob(leaving))
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return
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var/datum/effect_system/fluid_spread/smoke/smoke = new
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smoke.set_up(range = 1, amount = 1, location = src)
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smoke.start()
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playsound(src, 'sound/machines/steam_hiss.ogg', 75, TRUE, -2)
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COOLDOWN_START(src, steam_vent_interact, steam_speed)
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/obj/structure/steam_vent/update_icon_state()
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. = ..()
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icon_state = "steam_vent[vent_active ? "": "_off"]"
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/obj/structure/steam_vent/fast
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desc = "A device periodically filtering out moisture particles from the nearby walls and windows. It's only possible due to the moisture traps nearby. It's faster than most."
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steam_speed = 10 SECONDS
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