Files
Bubberstation/code/game/objects/items/fireaxe.dm
MrMelbert ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00

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/*
* Fireaxe
*/
/obj/item/fireaxe // DEM AXES MAN, marker -Agouri
icon = 'icons/obj/weapons/fireaxe.dmi'
icon_state = "fireaxe0"
base_icon_state = "fireaxe"
lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
name = "fire axe"
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
force = 5
throwforce = 15
demolition_mod = 1.25
w_class = WEIGHT_CLASS_BULKY
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
attack_verb_continuous = list("attacks", "chops", "cleaves", "tears", "lacerates", "cuts")
attack_verb_simple = list("attack", "chop", "cleave", "tear", "lacerate", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
armor_type = /datum/armor/item_fireaxe
resistance_flags = FIRE_PROOF
wound_bonus = -15
bare_wound_bonus = 20
/// How much damage to do unwielded
var/force_unwielded = 5
/// How much damage to do wielded
var/force_wielded = 24
/datum/armor/item_fireaxe
fire = 100
acid = 30
/obj/item/fireaxe/Initialize(mapload)
. = ..()
AddComponent(/datum/component/butchering, \
speed = 10 SECONDS, \
effectiveness = 80, \
bonus_modifier = 0 , \
butcher_sound = hitsound, \
)
//axes are not known for being precision butchering tools
AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[base_icon_state]1")
/obj/item/fireaxe/update_icon_state()
icon_state = "[base_icon_state]0"
return ..()
/obj/item/fireaxe/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] axes [user.p_them()]self from head to toe! It looks like [user.p_theyre()] trying to commit suicide!"))
return BRUTELOSS
/obj/item/fireaxe/afterattack(atom/target, mob/user, click_parameters)
if(!HAS_TRAIT(src, TRAIT_WIELDED)) //destroys windows and grilles in one hit
return
if(target.resistance_flags & INDESTRUCTIBLE)
return
if(istype(target, /obj/structure/window) || istype(target, /obj/structure/grille))
target.atom_destruction("fireaxe")
/*
* Bone Axe
*/
/obj/item/fireaxe/boneaxe // Blatant imitation of the fireaxe, but made out of bone.
icon_state = "bone_axe0"
base_icon_state = "bone_axe"
name = "bone axe"
desc = "A large, vicious axe crafted out of several sharpened bone plates and crudely tied together. Made of monsters, by killing monsters, for killing monsters."
force_unwielded = 5
force_wielded = 23
/*
* Metal Hydrogen Axe
*/
/obj/item/fireaxe/metal_h2_axe
icon_state = "metalh2_axe0"
base_icon_state = "metalh2_axe"
name = "metallic hydrogen axe"
desc = "A lightweight crowbar with an extreme sharp fire axe head attached. It trades it's hefty as a weapon by making it easier to carry around when holstered to suits without having to sacrifice your backpack."
force_unwielded = 5
force_wielded = 15
demolition_mod = 2
tool_behaviour = TOOL_CROWBAR
toolspeed = 1
usesound = 'sound/items/crowbar.ogg'
//boarding axe
/obj/item/fireaxe/boardingaxe
icon_state = "boarding_axe0"
base_icon_state = "boarding_axe"
name = "boarding axe"
desc = "A hulking cleaver that feels like a burden just looking at it. Seems excellent at halving obstacles like windows, airlocks, barricades and people."
force_unwielded = 5
force_wielded = 30
demolition_mod = 3