Files
Bubberstation/code/datums/components/alternative_sharpness.dm
necromanceranne 89ac4472f5 Adds the surplus energy sword; the mall katana of the future. (#92544)
## About The Pull Request

<img width="911" height="517" alt="image"
src="https://github.com/user-attachments/assets/631d5254-95a4-42d5-ae07-f58a815a1976"
/>

Adds the surplus energy sword. This is found in the black market with a
reasonable probability of being stocked but at a pretty high cost.

The weapon otherwise functions as an energy sword, but with a
significantly lower amount of damage if you're not hitting someone who
is in a compromised position; such as being prone, staggered, attacked
from behind or incapacitated (like stuns).

After 20 hits, you need to recharge the sword by clicking it with the
right mouse button. After an interaction timer, the weapon recharges to
full. You can do this early if you'd like.

Energy swords default to WEIGHT_CLASS_HUGE while active.

## Why It's Good For The Game

I've seen a few folk complain about a lack of particularly interesting
and potent melee weapons that might be floating around to find and
acquire. It'd also be somewhat funny for an actual traitor to have to
get through a pack of goons wielding shitty knockoffs of their own
energy sword.

This was actually my first ever idea for a PR back when I was first
starting the game but had absolutely no idea as to how to code or
anything. I was hardstuck on this for a long ass time. Now I guess I'm
doing it because I was reminded abotu that fact.

## Changelog
🆑
add: Adds the surplus energy sword; the mall katana of the future. It
cuts like shit, but if you're desperate enough, you could kill someone
with it. Just remember to keep it charged.
balance: Energy swords are huge objects while activated.
/🆑

---------

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-08-21 20:08:50 +02:00

86 lines
3.3 KiB
Plaintext

/// Allows items to have different sharpness for right click attacks
/datum/component/alternative_sharpness
/// Sharpness we change the attack to
var/alt_sharpness = NONE
/// Overrides for continuous attack verbs when performing an alt attack
var/verbs_continuous = null
/// Overrides for simple attack verbs when performing an alt attack
var/verbs_simple = null
/// Value by which we offset our force during the attack
var/force_mod = 0
/// Are we currently performing an alt attack?
var/alt_attacking = FALSE
/// Trait required for us to trigger
var/required_trait = null
/// Hitsound that overrides our current hitsound if defined.
var/alt_hitsound = null
// Old values before we overrode them
var/base_continuous = null
var/base_simple = null
var/base_sharpness = NONE
var/base_hitsound = null
/datum/component/alternative_sharpness/Initialize(alt_sharpness, verbs_continuous = null, verbs_simple = null, force_mod = 0, required_trait = null, alt_hitsound = null,)
if (!isitem(parent))
return COMPONENT_INCOMPATIBLE
var/obj/item/weapon = parent
src.alt_sharpness = alt_sharpness
src.verbs_continuous = verbs_continuous
src.verbs_simple = verbs_simple
src.force_mod = force_mod
src.required_trait = required_trait
src.alt_hitsound = alt_hitsound
base_continuous = weapon.attack_verb_continuous
base_simple = weapon.attack_verb_simple
base_hitsound = weapon.hitsound
/datum/component/alternative_sharpness/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_PRE_ATTACK_SECONDARY, PROC_REF(on_secondary_attack))
RegisterSignal(parent, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
/datum/component/alternative_sharpness/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, list(
COMSIG_ITEM_PRE_ATTACK_SECONDARY,
COMSIG_TRANSFORMING_ON_TRANSFORM,
))
/datum/component/alternative_sharpness/proc/on_secondary_attack(obj/item/source, atom/target, mob/user, list/modifiers, list/attack_modifiers)
SIGNAL_HANDLER
if (alt_attacking || (required_trait && !HAS_TRAIT(source, required_trait)))
return
alt_attacking = TRUE
MODIFY_ATTACK_FORCE(attack_modifiers, force_mod)
base_sharpness = source.sharpness
source.sharpness = alt_sharpness
if (!isnull(verbs_continuous))
source.attack_verb_continuous = verbs_continuous
if (!isnull(verbs_simple))
source.attack_verb_simple = verbs_simple
if(!isnull(alt_hitsound))
source.hitsound = alt_hitsound
// I absolutely despise this but this is geniunely the best way to do this without creating and hooking up to a dozen signals and still risking failure edge cases
addtimer(CALLBACK(src, PROC_REF(disable_alt_attack)), 1)
/datum/component/alternative_sharpness/proc/disable_alt_attack()
var/obj/item/weapon = parent
alt_attacking = FALSE
weapon.attack_verb_continuous = base_continuous
weapon.attack_verb_simple = base_simple
weapon.sharpness = base_sharpness
weapon.hitsound = base_hitsound
// If our weapon is transforming, we listen for the transformation to adjust our base_hitsound as needed so we're not caught out by the callback adding inappropriate values.
/datum/component/alternative_sharpness/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
base_continuous = source.attack_verb_continuous
base_simple = source.attack_verb_simple
base_sharpness = source.sharpness
base_hitsound = source.hitsound