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## 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)  - 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:  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 /🆑
286 lines
9.7 KiB
Plaintext
286 lines
9.7 KiB
Plaintext
//spears
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/obj/item/spear
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icon = 'icons/obj/weapons/spear.dmi'
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icon_state = "spearglass0"
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lefthand_file = 'icons/mob/inhands/weapons/polearms_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/polearms_righthand.dmi'
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name = "spear"
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desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
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force = 10
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = ITEM_SLOT_BACK
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throwforce = 20
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throw_speed = 4
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demolition_mod = 0.75
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embedding = list("impact_pain_mult" = 2, "remove_pain_mult" = 4, "jostle_chance" = 2.5)
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armour_penetration = 10
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custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass= HALF_SHEET_MATERIAL_AMOUNT * 2)
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb_continuous = list("attacks", "pokes", "jabs", "tears", "lacerates", "gores")
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attack_verb_simple = list("attack", "poke", "jab", "tear", "lacerate", "gore")
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sharpness = SHARP_EDGED // i know the whole point of spears is that they're pointy, but edged is more devastating at the moment so
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max_integrity = 200
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armor_type = /datum/armor/item_spear
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wound_bonus = -15
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bare_wound_bonus = 15
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/// For explosive spears, what we cry out when we use this to bap someone
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var/war_cry = "AAAAARGH!!!"
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/// The icon prefix for this flavor of spear
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var/icon_prefix = "spearglass"
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/// How much damage to do unwielded
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var/force_unwielded = 10
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/// How much damage to do wielded
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var/force_wielded = 18
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/datum/armor/item_spear
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fire = 50
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acid = 30
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/obj/item/spear/Initialize(mapload)
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. = ..()
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force = force_unwielded
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//decent in a pinch, but pretty bad.
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AddComponent(/datum/component/jousting, \
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max_tile_charge = 9, \
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min_tile_charge = 6, \
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)
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AddComponent(/datum/component/butchering, \
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speed = 10 SECONDS, \
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effectiveness = 70, \
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)
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AddComponent(/datum/component/two_handed, \
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force_unwielded = force_unwielded, \
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force_wielded = force_wielded, \
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icon_wielded = "[icon_prefix]1", \
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)
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add_headpike_component()
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update_appearance()
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// I dunno man
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/obj/item/spear/proc/add_headpike_component()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpike)
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AddComponent(
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/datum/component/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/obj/item/spear/update_icon_state()
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icon_state = "[icon_prefix]0"
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return ..()
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/obj/item/spear/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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return BRUTELOSS
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/obj/item/spear/CheckParts(list/parts_list)
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var/obj/item/shard/tip = locate() in parts_list
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if(!tip)
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return ..()
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switch(tip.type)
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if(/obj/item/shard/plasma)
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force = 11
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throwforce = 21
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custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/plasmaglass= HALF_SHEET_MATERIAL_AMOUNT * 2)
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icon_prefix = "spearplasma"
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force_unwielded = 11
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force_wielded = 19
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AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[icon_prefix]1")
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if(/obj/item/shard/titanium)
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force = 13
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throwforce = 21
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throw_range = 8
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throw_speed = 5
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custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/titaniumglass= HALF_SHEET_MATERIAL_AMOUNT * 2)
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wound_bonus = -10
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force_unwielded = 13
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force_wielded = 18
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icon_prefix = "speartitanium"
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AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[icon_prefix]1")
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if(/obj/item/shard/plastitanium)
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force = 13
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throwforce = 22
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throw_range = 9
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throw_speed = 5
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custom_materials = list(/datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT, /datum/material/alloy/plastitaniumglass= HALF_SHEET_MATERIAL_AMOUNT * 2)
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wound_bonus = -10
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bare_wound_bonus = 20
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force_unwielded = 13
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force_wielded = 20
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icon_prefix = "spearplastitanium"
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AddComponent(/datum/component/two_handed, force_unwielded=force_unwielded, force_wielded=force_wielded, icon_wielded="[icon_prefix]1")
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update_appearance()
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parts_list -= tip
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qdel(tip)
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return ..()
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/obj/item/spear/explosive
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name = "explosive lance"
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icon_state = "spearbomb0"
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base_icon_state = "spearbomb"
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icon_prefix = "spearbomb"
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var/obj/item/grenade/explosive = null
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/obj/item/spear/explosive/Initialize(mapload)
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. = ..()
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set_explosive(new /obj/item/grenade/iedcasing/spawned()) //For admin-spawned explosive lances
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/obj/item/spear/explosive/proc/set_explosive(obj/item/grenade/G)
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if(explosive)
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QDEL_NULL(explosive)
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G.forceMove(src)
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explosive = G
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desc = "A makeshift spear with [G] attached to it"
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/obj/item/spear/explosive/CheckParts(list/parts_list)
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var/obj/item/grenade/G = locate() in parts_list
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if(G)
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var/obj/item/spear/lancePart = locate() in parts_list
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throwforce = lancePart.throwforce
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icon_prefix = lancePart.icon_prefix
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parts_list -= G
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parts_list -= lancePart
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set_explosive(G)
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qdel(lancePart)
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..()
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/obj/item/spear/explosive/suicide_act(mob/living/carbon/user)
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user.visible_message(span_suicide("[user] begins to sword-swallow \the [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
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user.say("[war_cry]", forced="spear warcry")
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explosive.forceMove(user)
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explosive.detonate()
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user.gib(DROP_ALL_REMAINS)
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qdel(src)
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return BRUTELOSS
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/obj/item/spear/explosive/examine(mob/user)
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. = ..()
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. += span_notice("Alt-click to set your war cry.")
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/obj/item/spear/explosive/click_alt(mob/user)
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var/input = tgui_input_text(user, "What do you want your war cry to be? You will shout it when you hit someone in melee.", "War Cry", max_length = 50)
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if(input)
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war_cry = input
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return CLICK_ACTION_SUCCESS
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/obj/item/spear/explosive/afterattack(atom/movable/target, mob/user, click_parameters)
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if(!HAS_TRAIT(src, TRAIT_WIELDED) || !istype(target))
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return
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if(target.resistance_flags & INDESTRUCTIBLE) //due to the lich incident of 2021, embedding grenades inside of indestructible structures is forbidden
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return
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if(ismob(target))
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var/mob/mob_target = target
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if(mob_target.status_flags & GODMODE) //no embedding grenade phylacteries inside of ghost poly either
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return
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if(iseffect(target)) //and no accidentally wasting your moment of glory on graffiti
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return
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user.say("[war_cry]", forced="spear warcry")
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if(isliving(user))
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var/mob/living/living_user = user
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living_user.set_resting(new_resting = TRUE, silent = TRUE, instant = TRUE)
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living_user.Move(get_turf(target))
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explosive.forceMove(get_turf(living_user))
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explosive.detonate(lanced_by=user)
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if(!QDELETED(living_user))
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living_user.set_resting(new_resting = FALSE, silent = TRUE, instant = TRUE)
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qdel(src)
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//GREY TIDE
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/obj/item/spear/grey_tide
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name = "\improper Grey Tide"
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desc = "Recovered from the aftermath of a revolt aboard Defense Outpost Theta Aegis, in which a seemingly endless tide of Assistants caused heavy casualities among Nanotrasen military forces."
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attack_verb_continuous = list("gores")
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attack_verb_simple = list("gore")
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force_unwielded = 15
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force_wielded = 25
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/obj/item/spear/grey_tide/afterattack(atom/movable/target, mob/living/user, click_parameters)
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user.faction |= "greytide([REF(user)])"
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if(!isliving(target))
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return
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var/mob/living/stabbed = target
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if(istype(stabbed, /mob/living/simple_animal/hostile/illusion))
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return
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if(stabbed.stat == CONSCIOUS && prob(50))
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var/mob/living/simple_animal/hostile/illusion/fake_clone = new(user.loc)
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fake_clone.faction = user.faction.Copy()
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fake_clone.Copy_Parent(user, 100, user.health/2.5, 12, 30)
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fake_clone.GiveTarget(stabbed)
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//MILITARY
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/obj/item/spear/military
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icon_state = "military_spear0"
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base_icon_state = "military_spear0"
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icon_prefix = "military_spear"
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name = "military Javelin"
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desc = "A stick with a seemingly blunt spearhead on its end. Looks like it might break bones easily."
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attack_verb_continuous = list("attacks", "pokes", "jabs")
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attack_verb_simple = list("attack", "poke", "jab")
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throwforce = 30
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demolition_mod = 1
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wound_bonus = 5
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bare_wound_bonus = 25
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throw_range = 9
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throw_speed = 5
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sharpness = NONE // we break bones instead of cutting flesh
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/obj/item/spear/military/add_headpike_component()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpikemilitary)
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AddComponent(
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/datum/component/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/*
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* Bone Spear
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*/
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/obj/item/spear/bonespear //Blatant imitation of spear, but made out of bone. Not valid for explosive modification.
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icon_state = "bone_spear0"
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base_icon_state = "bone_spear0"
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icon_prefix = "bone_spear"
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name = "bone spear"
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desc = "A haphazardly-constructed yet still deadly weapon. The pinnacle of modern technology."
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throwforce = 22
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armour_penetration = 15 //Enhanced armor piercing
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custom_materials = list(/datum/material/bone = HALF_SHEET_MATERIAL_AMOUNT * 7)
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force_unwielded = 12
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force_wielded = 20
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/obj/item/spear/bonespear/add_headpike_component()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpikebone)
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AddComponent(
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/datum/component/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/*
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* Bamboo Spear
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*/
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/obj/item/spear/bamboospear //Blatant imitation of spear, but all natural. Also not valid for explosive modification.
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icon_state = "bamboo_spear0"
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base_icon_state = "bamboo_spear0"
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icon_prefix = "bamboo_spear"
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name = "bamboo spear"
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desc = "A haphazardly-constructed bamboo stick with a sharpened tip, ready to poke holes into unsuspecting people."
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throwforce = 22 //Better to throw
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custom_materials = list(/datum/material/bamboo = SHEET_MATERIAL_AMOUNT * 20)
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force_unwielded = 10
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force_wielded = 18
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/obj/item/spear/bamboospear/add_headpike_component()
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/headpikebamboo)
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AddComponent(
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/datum/component/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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