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## About The Pull Request I was reading over components and saw one called jousting, I vividly remember it being mentioned every so often but I've never seen it in-game. Turns out the SINGLE case for it is when you are using a spear on a borg. The code itself was also very over the place, making it a little confusing to figure out what it did. I tried cleaning the file up as much as I could, and since I wanted to see this in-game more often, I made some player-facing changes too: - You can now joust from any vehicle, not just borgs (Secway, ATV, scooter, Charger holoparasite) - Added jousting to the broom, pitchfork, captain's sabre, and energy sword while active (ONLY esword, NOT desword). - Added examine text to indicate this feature exists. Extra notes: Esword gains half the damage increase and half the knockdown chance than other ways of jousting Broom only gets 25% damage increase from jousting, since the broom is already pretty strong I thought it would be better off as something used mostly to knockdown. Spears have to travel a longer distance than other weapons to get their jousting benefits (since it's supposed to be a ghetto weapon) Jousting now takes the minimum distance needed into account when handling knockdown chance & damage dealt, so travelling 5 tiles will no longer be 100% chance of knockdown if you need a minimum distance of 3 tiles to joust (it will instead be 40%, since you've only traveled 2 tiles in 'jousting' mode). ## Why It's Good For The Game This is an underused component and I thought it would bring some pretty cool interactions, especially for Holoparasite & Janitors, as a new way to use vehicles to your advantage when it's otherwise seen as just a slowdown. ## Changelog 🆑 balance: Jousting now works on anything you're buckled to, not just Cyborgs. balance: Brooms, Pitchforks, the Captain's Sabre, and Energy swords can now be used for jousting. balance: Spears need to travel a longer distance to joust now. balance: Jousting's knockdown and damage now only gets stronger after you've traveled the minimum tiles needed to joust. /🆑
108 lines
3.2 KiB
Plaintext
108 lines
3.2 KiB
Plaintext
/// Max number of atoms a broom can sweep at once
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#define BROOM_PUSH_LIMIT 20
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/obj/item/pushbroom
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name = "push broom"
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desc = "This is my BROOMSTICK! It can be used manually or braced with two hands to sweep items as you move. It has a telescopic handle for compact storage."
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icon = 'icons/obj/janitor.dmi'
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icon_state = "broom0"
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base_icon_state = "broom"
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lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi'
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force = 8
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throwforce = 10
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throw_speed = 3
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throw_range = 7
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb_continuous = list("sweeps", "brushes off", "bludgeons", "whacks")
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attack_verb_simple = list("sweep", "brush off", "bludgeon", "whack")
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resistance_flags = FLAMMABLE
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/obj/item/pushbroom/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/jousting, damage_boost_per_tile = 1)
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AddComponent(/datum/component/two_handed, \
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force_unwielded = 8, \
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force_wielded = 12, \
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icon_wielded = "[base_icon_state]1", \
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wield_callback = CALLBACK(src, PROC_REF(on_wield)), \
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unwield_callback = CALLBACK(src, PROC_REF(on_unwield)), \
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)
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/obj/item/pushbroom/update_icon_state()
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icon_state = "[base_icon_state]0"
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return ..()
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/**
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* Handles registering the sweep proc when the broom is wielded
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*
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* Arguments:
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* * source - The source of the on_wield proc call
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* * user - The user which is wielding the broom
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*/
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/obj/item/pushbroom/proc/on_wield(obj/item/source, mob/user)
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to_chat(user, span_notice("You brace the [src] against the ground in a firm sweeping stance."))
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RegisterSignal(user, COMSIG_MOVABLE_PRE_MOVE, PROC_REF(sweep))
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/**
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* Handles unregistering the sweep proc when the broom is unwielded
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*
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* Arguments:
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* * source - The source of the on_unwield proc call
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* * user - The user which is unwielding the broom
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*/
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/obj/item/pushbroom/proc/on_unwield(obj/item/source, mob/user)
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UnregisterSignal(user, COMSIG_MOVABLE_PRE_MOVE)
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/obj/item/pushbroom/afterattack(atom/A, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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sweep(user, A)
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return . | AFTERATTACK_PROCESSED_ITEM
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/**
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* Attempts to push up to BROOM_PUSH_LIMIT atoms from a given location the user's faced direction
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*
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* Arguments:
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* * user - The user of the pushbroom
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* * A - The atom which is located at the location to push atoms from
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*/
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/obj/item/pushbroom/proc/sweep(mob/user, atom/A)
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SIGNAL_HANDLER
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var/turf/current_item_loc = isturf(A) ? A : A.loc
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if (!isturf(current_item_loc))
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return
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var/turf/new_item_loc = get_step(current_item_loc, user.dir)
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var/list/items_to_sweep = list()
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var/i = 1
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for (var/obj/item/garbage in current_item_loc.contents)
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if(garbage.anchored)
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continue
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items_to_sweep += garbage
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i++
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if(i > BROOM_PUSH_LIMIT)
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break
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SEND_SIGNAL(new_item_loc, COMSIG_TURF_RECEIVE_SWEEPED_ITEMS, src, user, items_to_sweep)
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if(!length(items_to_sweep))
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return
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for (var/obj/item/garbage in items_to_sweep)
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garbage.Move(new_item_loc, user.dir)
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 30, TRUE, -1)
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/obj/item/pushbroom/cyborg
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name = "cyborg push broom"
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/obj/item/pushbroom/cyborg/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, CYBORG_ITEM_TRAIT)
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#undef BROOM_PUSH_LIMIT
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