Files
Bubberstation/code/modules/zombie/items.dm
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00

81 lines
3.1 KiB
Plaintext

/obj/item/mutant_hand/zombie
name = "zombie claw"
desc = "A zombie's claw is its primary tool, capable of infecting \
humans, butchering all other living things to \
sustain the zombie, smashing open airlock doors and opening \
child-safe caps on bottles."
hitsound = 'sound/effects/hallucinations/growl1.ogg'
force = 21 // Just enough to break airlocks with melee attacks
wound_bonus = -30
bare_wound_bonus = 15
sharpness = SHARP_EDGED
/obj/item/mutant_hand/zombie/afterattack(atom/target, mob/user, list/modifiers)
if(ishuman(target))
try_to_zombie_infect(target, user, user.zone_selected)
else if(isliving(target))
check_feast(target, user)
/proc/try_to_zombie_infect(mob/living/carbon/human/target, mob/living/user, def_zone = BODY_ZONE_CHEST)
CHECK_DNA_AND_SPECIES(target)
// Can't zombify with no head
if(!target.get_bodypart(BODY_ZONE_HEAD))
return
if(HAS_TRAIT(target, TRAIT_NO_ZOMBIFY))
// cannot infect any TRAIT_NO_ZOMBIFY human
return
// spaceacillin has a 75% chance to block infection
if(HAS_TRAIT(target, TRAIT_VIRUS_RESISTANCE) && prob(75))
return
var/obj/item/bodypart/actual_limb = target.get_bodypart(def_zone)
// What you hitting bro?
if(!actual_limb)
return
var/limb_damage = actual_limb.get_damage()
var/limb_armor = max(0, target.getarmor(actual_limb, BIO) - 25)
// This is a pretty jank way to do this, but in short:
// if they have thick material on that bodypart it will always need at least 25 previous limb damage to trigger an infection.
// and if their bio armor isn't thick it's a bit weaker.
for(var/obj/item/clothing/iter_clothing in target.get_clothing_on_part(actual_limb))
if(iter_clothing.clothing_flags & THICKMATERIAL)
limb_armor += 25
if(limb_armor > limb_damage)
return
var/obj/item/organ/zombie_infection/infection
infection = target.get_organ_slot(ORGAN_SLOT_ZOMBIE)
if(!infection)
infection = new()
infection.Insert(target)
to_chat(user, span_alien("You see [target] twitch for a moment as [target.p_their()] head is covered in \a [infection] - [target.p_Theyve()] been infected."))
/obj/item/mutant_hand/zombie/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is ripping [user.p_their()] brains out! It looks like [user.p_theyre()] trying to commit suicide!"))
var/obj/item/bodypart/head = user.get_bodypart(BODY_ZONE_HEAD)
if(head)
head.dismember()
return BRUTELOSS
/obj/item/mutant_hand/zombie/proc/check_feast(mob/living/target, mob/living/user)
if(target.stat == DEAD)
var/hp_gained = target.maxHealth
target.investigate_log("has been devoured by a zombie.", INVESTIGATE_DEATHS)
target.gib(DROP_ALL_REMAINS)
var/need_mob_update
need_mob_update = user.adjustBruteLoss(-hp_gained, updating_health = FALSE)
need_mob_update += user.adjustToxLoss(-hp_gained, updating_health = FALSE)
need_mob_update += user.adjustFireLoss(-hp_gained, updating_health = FALSE)
need_mob_update += user.adjustOrganLoss(ORGAN_SLOT_BRAIN, -hp_gained) // Zom Bee gibbers "BRAAAAISNSs!1!"
user.set_nutrition(min(user.nutrition + hp_gained, NUTRITION_LEVEL_FULL))
if(need_mob_update)
user.updatehealth()