Files
Bubberstation/code/game/objects/items/spear.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

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