Files
Bubberstation/code/datums/components/alternative_sharpness.dm
MrMelbert bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-22 21:30:07 -04:00

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/// 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
// Old values before we overrode them
var/base_continuous = null
var/base_simple = null
var/base_sharpness = NONE
/datum/component/alternative_sharpness/Initialize(alt_sharpness, verbs_continuous = null, verbs_simple = null, force_mod = 0, required_trait = 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
base_continuous = weapon.attack_verb_continuous
base_simple = weapon.attack_verb_simple
/datum/component/alternative_sharpness/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_PRE_ATTACK_SECONDARY, PROC_REF(on_secondary_attack))
/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
// 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