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https://github.com/Bubberstation/Bubberstation.git
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316 lines
10 KiB
Plaintext
316 lines
10 KiB
Plaintext
/obj/item/melee/energy
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icon = 'icons/obj/weapons/transforming_energy.dmi'
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max_integrity = 200
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 30)
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attack_verb_continuous = list("hits", "taps", "pokes")
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attack_verb_simple = list("hit", "tap", "poke")
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resistance_flags = FIRE_PROOF
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light_system = MOVABLE_LIGHT
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light_range = 3
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light_power = 1
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light_on = FALSE
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bare_wound_bonus = 20
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stealthy_audio = TRUE
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w_class = WEIGHT_CLASS_SMALL
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/// The color of this energy based sword, for use in editing the icon_state.
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var/sword_color_icon
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/// Whether our blade is active or not.
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var/blade_active = FALSE
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/// Force while active.
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var/active_force = 30
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/// Throwforce while active.
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var/active_throwforce = 20
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/// Sharpness while active.
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var/active_sharpness = SHARP_EDGED
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/// Hitsound played attacking while active.
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var/active_hitsound = 'sound/weapons/blade1.ogg'
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/// Weight class while active.
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var/active_w_class = WEIGHT_CLASS_BULKY
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/// The heat given off when active.
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var/active_heat = 3500
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/obj/item/melee/energy/Initialize(mapload)
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. = ..()
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make_transformable()
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AddComponent(/datum/component/butchering, \
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speed = 5 SECONDS, \
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butcher_sound = active_hitsound, \
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)
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/obj/item/melee/energy/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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/*
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* Gives our item the transforming component, passing in our various vars.
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*/
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/obj/item/melee/energy/proc/make_transformable()
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AddComponent(/datum/component/transforming, \
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force_on = active_force, \
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throwforce_on = active_throwforce, \
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throw_speed_on = 4, \
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sharpness_on = active_sharpness, \
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hitsound_on = active_hitsound, \
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w_class_on = active_w_class, \
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attack_verb_continuous_on = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts"), \
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attack_verb_simple_on = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut"))
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, .proc/on_transform)
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/obj/item/melee/energy/suicide_act(mob/user)
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if(!blade_active)
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attack_self(user)
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user.visible_message(span_suicide("[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!"))
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return (BRUTELOSS|FIRELOSS)
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/obj/item/melee/energy/add_blood_DNA(list/blood_dna)
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return FALSE
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/obj/item/melee/energy/process(delta_time)
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if(heat)
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open_flame()
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/obj/item/melee/energy/ignition_effect(atom/atom, mob/user)
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if(!heat && !blade_active)
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return ""
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var/in_mouth = ""
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if(iscarbon(user))
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var/mob/living/carbon/carbon_user = user
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if(carbon_user.wear_mask)
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in_mouth = ", barely missing [carbon_user.p_their()] nose"
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. = span_warning("[user] swings [user.p_their()] [name][in_mouth]. [user.p_they(TRUE)] light[user.p_s()] [user.p_their()] [atom.name] in the process.")
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playsound(loc, hitsound, get_clamped_volume(), TRUE, -1)
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add_fingerprint(user)
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/*
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* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
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*
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* Updates our icon to have the correct color,
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* updates the amount of heat our item gives out,
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* enables / disables embedding, and
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* starts / stops processing.
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*
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* Also gives feedback to the user and activates or deactives the glow.
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*/
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/obj/item/melee/energy/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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blade_active = active
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if(active)
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if(sword_color_icon)
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icon_state = "[icon_state]_[sword_color_icon]"
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if(embedding)
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updateEmbedding()
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heat = active_heat
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START_PROCESSING(SSobj, src)
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else
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if(embedding)
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disableEmbedding()
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heat = initial(heat)
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STOP_PROCESSING(SSobj, src)
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tool_behaviour = (active ? TOOL_SAW : NONE) //Lets energy weapons cut trees. Also lets them do bonecutting surgery, which is kinda metal!
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balloon_alert(user, "[name] [active ? "enabled":"disabled"]")
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playsound(user ? user : src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 35, TRUE)
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set_light_on(active)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/// Energy axe - extremely strong.
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/obj/item/melee/energy/axe
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name = "energy axe"
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desc = "An energized battle axe."
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icon_state = "axe"
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lefthand_file = 'icons/mob/inhands/weapons/axes_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/axes_righthand.dmi'
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb_continuous = list("attacks", "chops", "cleaves", "tears", "lacerates", "cuts")
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attack_verb_simple = list("attack", "chop", "cleave", "tear", "lacerate", "cut")
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force = 40
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throwforce = 25
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throw_speed = 3
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throw_range = 5
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armour_penetration = 100
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sharpness = SHARP_EDGED
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w_class = WEIGHT_CLASS_NORMAL
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flags_1 = CONDUCT_1
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light_color = LIGHT_COLOR_LIGHT_CYAN
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active_force = 150
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active_throwforce = 30
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active_w_class = WEIGHT_CLASS_HUGE
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/obj/item/melee/energy/axe/make_transformable()
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AddComponent(/datum/component/transforming, \
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force_on = active_force, \
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throwforce_on = active_throwforce, \
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throw_speed_on = throw_speed, \
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sharpness_on = sharpness, \
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w_class_on = active_w_class)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, .proc/on_transform)
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/obj/item/melee/energy/axe/suicide_act(mob/user)
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user.visible_message(span_suicide("[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!"))
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return (BRUTELOSS|FIRELOSS)
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/// Energy swords.
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/obj/item/melee/energy/sword
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name = "energy sword"
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desc = "May the force be within you."
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icon_state = "e_sword"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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hitsound = SFX_SWING_HIT
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force = 3
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throwforce = 5
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throw_speed = 3
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throw_range = 5
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armour_penetration = 35
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block_chance = 50
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embedding = list("embed_chance" = 75, "impact_pain_mult" = 10)
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/obj/item/melee/energy/sword/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(blade_active)
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return ..()
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return FALSE
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/obj/item/melee/energy/sword/cyborg
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name = "cyborg energy sword"
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sword_color_icon = "red"
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/// The cell cost of hitting something.
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var/hitcost = 50
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/obj/item/melee/energy/sword/cyborg/attack(mob/target, mob/living/silicon/robot/user)
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if(!user.cell)
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return
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var/obj/item/stock_parts/cell/our_cell = user.cell
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if(blade_active && !(our_cell.use(hitcost)))
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attack_self(user)
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to_chat(user, span_notice("It's out of charge!"))
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return
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return ..()
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/obj/item/melee/energy/sword/cyborg/cyborg_unequip(mob/user)
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if(!blade_active)
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return
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attack_self(user)
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/obj/item/melee/energy/sword/cyborg/saw //Used by medical Syndicate cyborgs
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name = "energy saw"
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desc = "For heavy duty cutting. It has a carbon-fiber blade in addition to a toggleable hard-light edge to dramatically increase sharpness."
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icon = 'icons/obj/medical/surgery_tools.dmi'
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icon_state = "esaw"
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hitsound = 'sound/weapons/circsawhit.ogg'
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force = 18
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hitcost = 75 // Costs more than a standard cyborg esword.
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w_class = WEIGHT_CLASS_NORMAL
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sharpness = SHARP_EDGED
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light_color = LIGHT_COLOR_LIGHT_CYAN
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tool_behaviour = TOOL_SAW
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toolspeed = 0.7 // Faster than a normal saw.
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active_force = 30
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sword_color_icon = null // Stops icon from breaking when turned on.
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/obj/item/melee/energy/sword/cyborg/saw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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return FALSE
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// The colored energy swords we all know and love.
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/obj/item/melee/energy/sword/saber
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/// Assoc list of all possible saber colors to color define.
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var/list/possible_colors = list(
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"red" = COLOR_SOFT_RED,
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"blue" = LIGHT_COLOR_LIGHT_CYAN,
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"green" = LIGHT_COLOR_GREEN,
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"purple" = LIGHT_COLOR_LAVENDER,
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)
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/// Whether this saber has been multitooled.
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var/hacked = FALSE
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/obj/item/melee/energy/sword/saber/Initialize(mapload)
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. = ..()
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if(!sword_color_icon && LAZYLEN(possible_colors))
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sword_color_icon = pick(possible_colors)
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if(sword_color_icon)
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set_light_color(possible_colors[sword_color_icon])
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/obj/item/melee/energy/sword/saber/process()
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. = ..()
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if(hacked)
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set_light_color(possible_colors[pick(possible_colors)])
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/obj/item/melee/energy/sword/saber/red
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sword_color_icon = "red"
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/obj/item/melee/energy/sword/saber/blue
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sword_color_icon = "blue"
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/obj/item/melee/energy/sword/saber/green
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sword_color_icon = "green"
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/obj/item/melee/energy/sword/saber/purple
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sword_color_icon = "purple"
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/obj/item/melee/energy/sword/saber/multitool_act(mob/living/user, obj/item/tool)
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if(hacked)
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to_chat(user, span_warning("It's already fabulous!"))
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return
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hacked = TRUE
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sword_color_icon = "rainbow"
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to_chat(user, span_warning("RNBW_ENGAGE"))
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if(force >= active_force)
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icon_state = "[initial(icon_state)]_on_rainbow"
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user.update_held_items()
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/obj/item/melee/energy/sword/pirate
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name = "energy cutlass"
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desc = "Arrrr matey."
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icon_state = "e_cutlass"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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light_color = COLOR_RED
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/// Energy blades, which are effectively perma-extended energy swords
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/obj/item/melee/energy/blade
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name = "energy blade"
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desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal."
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icon_state = "blade"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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hitsound = 'sound/weapons/blade1.ogg'
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attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
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attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
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force = 30
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throwforce = 1 // Throwing or dropping the item deletes it.
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throw_speed = 3
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throw_range = 1
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sharpness = SHARP_EDGED
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heat = 3500
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w_class = WEIGHT_CLASS_BULKY
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blade_active = TRUE
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/// Our linked spark system that emits from our sword.
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var/datum/effect_system/spark_spread/spark_system
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//Most of the other special functions are handled in their own files. aka special snowflake code so kewl
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/obj/item/melee/energy/blade/Initialize(mapload)
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. = ..()
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spark_system = new /datum/effect_system/spark_spread()
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spark_system.set_up(5, 0, src)
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spark_system.attach(src)
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START_PROCESSING(SSobj, src)
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/obj/item/melee/energy/blade/Destroy()
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QDEL_NULL(spark_system)
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return ..()
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/obj/item/melee/energy/blade/make_transformable()
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return FALSE
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/obj/item/melee/energy/blade/hardlight
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name = "hardlight blade"
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desc = "An extremely sharp blade made out of hard light. Packs quite a punch."
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icon_state = "lightblade"
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inhand_icon_state = "lightblade"
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