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Fixes stabilized red bypassing immutable slowdowns / Fixes being unable to construct fulltile objects on immutably slow things (#82250) ## About The Pull Request - Fixes Stabilized Red extract's equipment slowdown immunity bypassing item Immutable Slowdown - Fixes(?) Settler equipment slowdown modifier applying to immutable slows - Fixes Immutable Slow being considered an object flag when it was an item flag, causing objects to consider objects with it to be `BLOCKS_CONSTRUCTION_DIR` ## Why It's Good For The Game The description of Immutable Slows: `When players should not be able to change the slowdown of the item (Speed potions, etc)` Stabilized Red extracts were changing the slowdown of the item, which is unintended. Likewise Settler was doing the same, but that one I'm a bit more iffy on. Either way I suppose if things should immutably be slow, they should immutably be slow. ## Changelog 🆑 Melbert fix: Stabilized Red extracts no longer bypass Immutably Slow items fix: Settler equipment speed modifier no longer applied to Immutably Slow items fix: Immutably Slow items no longer block construction of certain items /🆑 Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
379 lines
14 KiB
Plaintext
379 lines
14 KiB
Plaintext
/*****************Pickaxes & Drills & Shovels****************/
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/obj/item/pickaxe
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name = "pickaxe"
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icon = 'icons/obj/mining.dmi'
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icon_state = "pickaxe"
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inhand_icon_state = "pickaxe"
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_BACK
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force = 15
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throwforce = 10
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demolition_mod = 1.15
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lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
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w_class = WEIGHT_CLASS_BULKY
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custom_materials = list(/datum/material/iron=SHEET_MATERIAL_AMOUNT)
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tool_behaviour = TOOL_MINING
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toolspeed = 1
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usesound = list('sound/effects/picaxe1.ogg', 'sound/effects/picaxe2.ogg', 'sound/effects/picaxe3.ogg')
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attack_verb_continuous = list("hits", "pierces", "slices", "attacks")
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attack_verb_simple = list("hit", "pierce", "slice", "attack")
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/obj/item/pickaxe/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] begins digging into [user.p_their()] chest! It looks like [user.p_theyre()] trying to commit suicide!"))
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if(use_tool(user, user, 30, volume=50))
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return BRUTELOSS
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user.visible_message(span_suicide("[user] couldn't do it!"))
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return SHAME
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/obj/item/pickaxe/rusted
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name = "rusty pickaxe"
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desc = "A pickaxe that's been left to rust."
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attack_verb_continuous = list("ineffectively hits")
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attack_verb_simple = list("ineffectively hit")
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force = 1
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throwforce = 1
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/obj/item/pickaxe/mini
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name = "compact pickaxe"
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desc = "A smaller, compact version of the standard pickaxe."
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icon_state = "minipick"
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worn_icon_state = "pickaxe"
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force = 10
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throwforce = 7
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/iron=HALF_SHEET_MATERIAL_AMOUNT)
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/obj/item/pickaxe/silver
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name = "silver-plated pickaxe"
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icon_state = "spickaxe"
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inhand_icon_state = "spickaxe"
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toolspeed = 0.5 //mines faster than a normal pickaxe, bought from mining vendor
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desc = "A silver-plated pickaxe that mines slightly faster than standard-issue."
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force = 17
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/obj/item/pickaxe/diamond
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name = "diamond-tipped pickaxe"
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icon_state = "dpickaxe"
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inhand_icon_state = "dpickaxe"
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toolspeed = 0.3
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desc = "A pickaxe with a diamond pick head. Extremely robust at cracking rock walls and digging up dirt."
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force = 19
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/obj/item/pickaxe/drill
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name = "mining drill"
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icon_state = "handdrill"
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inhand_icon_state = "handdrill"
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slot_flags = ITEM_SLOT_BELT
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toolspeed = 0.6 //available from roundstart, faster than a pickaxe.
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usesound = 'sound/weapons/drill.ogg'
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hitsound = 'sound/weapons/drill.ogg'
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desc = "An electric mining drill for the especially scrawny."
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/obj/item/pickaxe/drill/cyborg
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name = "cyborg mining drill"
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desc = "An integrated electric mining drill."
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flags_1 = NONE
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/obj/item/pickaxe/drill/cyborg/Initialize(mapload)
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. = ..()
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ADD_TRAIT(src, TRAIT_NODROP, CYBORG_ITEM_TRAIT)
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/obj/item/pickaxe/drill/diamonddrill
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name = "diamond-tipped mining drill"
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icon_state = "diamonddrill"
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inhand_icon_state = "diamonddrill"
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toolspeed = 0.2
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desc = "Yours is the drill that will pierce the heavens!"
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/obj/item/pickaxe/drill/cyborg/diamond //This is the BORG version!
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name = "diamond-tipped cyborg mining drill" //To inherit the NODROP_1 flag, and easier to change borg specific drill mechanics.
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icon_state = "diamonddrill"
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inhand_icon_state = "diamonddrill"
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toolspeed = 0.2
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/obj/item/pickaxe/drill/jackhammer
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name = "sonic jackhammer"
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icon_state = "jackhammer"
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inhand_icon_state = "jackhammer"
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toolspeed = 0.1 //the epitome of powertools. extremely fast mining
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usesound = 'sound/weapons/sonic_jackhammer.ogg'
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hitsound = 'sound/weapons/sonic_jackhammer.ogg'
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desc = "Cracks rocks with sonic blasts."
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/obj/item/pickaxe/improvised
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name = "improvised pickaxe"
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desc = "A pickaxe made with a knife and crowbar taped together, how does it not break?"
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icon_state = "ipickaxe"
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inhand_icon_state = "ipickaxe"
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worn_icon_state = "pickaxe"
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force = 10
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throwforce = 7
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toolspeed = 3 //3 times slower than a normal pickaxe
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT*6) //This number used to be insane and I'm just going to save your sanity and not tell you what it was.
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/obj/item/shovel
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name = "shovel"
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desc = "A large tool for digging and moving dirt."
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icon = 'icons/obj/mining.dmi'
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icon_state = "shovel"
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inhand_icon_state = "shovel"
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lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BELT
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force = 8
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throwforce = 4
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tool_behaviour = TOOL_SHOVEL
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toolspeed = 1
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usesound = 'sound/effects/shovel_dig.ogg'
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w_class = WEIGHT_CLASS_NORMAL
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custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.5)
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attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
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attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
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sharpness = SHARP_EDGED
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/obj/item/shovel/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 15 SECONDS, \
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effectiveness = 40, \
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)
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//it's sharp, so it works, but barely.
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/obj/item/shovel/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] begins digging their own grave! It looks like [user.p_theyre()] trying to commit suicide!"))
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if(use_tool(user, user, 30, volume=50))
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return BRUTELOSS
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user.visible_message(span_suicide("[user] couldn't do it!"))
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return SHAME
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/obj/item/shovel/spade
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name = "spade"
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desc = "A small tool for digging and moving dirt."
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icon_state = "spade"
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inhand_icon_state = "spade"
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lefthand_file = 'icons/mob/inhands/equipment/hydroponics_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/hydroponics_righthand.dmi'
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force = 5
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throwforce = 7
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w_class = WEIGHT_CLASS_SMALL
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/obj/item/shovel/serrated
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name = "serrated bone shovel"
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desc = "A wicked tool that cleaves through dirt just as easily as it does flesh. The design was styled after ancient lavaland tribal designs. \
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It seems less capable of harming inorganic creatures. Who knows why."
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icon_state = "shovel_bone"
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worn_icon_state = "shovel_serr"
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lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
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force = 10
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throwforce = 12
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w_class = WEIGHT_CLASS_NORMAL
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tool_behaviour = TOOL_SHOVEL // hey, it's serrated.
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toolspeed = 0.3
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attack_verb_continuous = list("slashes", "impales", "stabs", "slices")
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attack_verb_simple = list("slash", "impale", "stab", "slice")
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sharpness = SHARP_EDGED
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item_flags = CRUEL_IMPLEMENT
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/obj/item/shovel/serrated/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/bane, mob_biotypes = MOB_ORGANIC, damage_multiplier = 1) //You may be horridly cursed now, but at least you kill the living a whole lot more easily!
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/obj/item/shovel/serrated/examine(mob/user)
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. = ..()
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if( !(user.mind && HAS_TRAIT(user.mind, TRAIT_MORBID)) )
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return
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. += span_deadsay("You feel an intense, strange craving to 'dig' straight through living flesh with this shovel. Why else would it be serrated? The thought is mesmerizing...")
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// Coroner mail version
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/obj/item/shovel/serrated/dull
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name = "dull bone shovel"
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desc = "An ancient, dull bone shovel with a strange design and markings. Visually, it seems pretty weak, but you get the feeling there's more to it than meets the eye..."
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force = 8
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throwforce = 10
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toolspeed = 0.8
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/obj/item/trench_tool
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name = "entrenching tool"
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desc = "The multi-purpose tool you always needed."
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icon = 'icons/obj/mining.dmi'
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icon_state = "trench_tool"
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inhand_icon_state = "trench_tool"
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lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
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obj_flags = CONDUCTS_ELECTRICITY
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force = 15
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throwforce = 6
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w_class = WEIGHT_CLASS_SMALL
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tool_behaviour = TOOL_WRENCH
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toolspeed = 0.75
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usesound = 'sound/items/ratchet.ogg'
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attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
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attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
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wound_bonus = 10
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/obj/item/trench_tool/get_all_tool_behaviours()
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return list(TOOL_MINING, TOOL_SHOVEL, TOOL_WRENCH)
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/obj/item/trench_tool/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/trench_tool/examine(mob/user)
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. = ..()
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. += span_notice("Use in hand to switch configuration.")
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. += span_notice("It functions as a [tool_behaviour] tool.")
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. += span_danger("<i>This weapon has no random critical hits.</i>")
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/obj/item/trench_tool/update_icon_state()
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. = ..()
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switch(tool_behaviour)
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if(TOOL_WRENCH)
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icon_state = inhand_icon_state = initial(icon_state)
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if(TOOL_SHOVEL)
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icon_state = inhand_icon_state = "[initial(icon_state)]_shovel"
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if(TOOL_MINING)
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icon_state = inhand_icon_state = "[initial(icon_state)]_pick"
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/obj/item/trench_tool/attack_self(mob/user, modifiers)
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. = ..()
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if(!user)
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return
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var/list/tool_list = list(
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"Wrench" = image(icon = icon, icon_state = "trench_tool"),
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"Shovel" = image(icon = icon, icon_state = "trench_tool_shovel"),
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"Pick" = image(icon = icon, icon_state = "trench_tool_pick"),
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)
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var/tool_result = show_radial_menu(user, src, tool_list, custom_check = CALLBACK(src, PROC_REF(check_menu), user), require_near = TRUE, tooltips = TRUE)
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if(!check_menu(user) || !tool_result)
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return
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switch(tool_result)
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if("Wrench")
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tool_behaviour = TOOL_WRENCH
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sharpness = NONE
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toolspeed = 0.75
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w_class = WEIGHT_CLASS_SMALL
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usesound = 'sound/items/ratchet.ogg'
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attack_verb_continuous = list("bashes", "bludgeons", "thrashes", "whacks")
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attack_verb_simple = list("bash", "bludgeon", "thrash", "whack")
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if("Shovel")
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tool_behaviour = TOOL_SHOVEL
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sharpness = SHARP_EDGED
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toolspeed = 0.25
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w_class = WEIGHT_CLASS_NORMAL
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usesound = 'sound/effects/shovel_dig.ogg'
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attack_verb_continuous = list("slashes", "impales", "stabs", "slices")
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attack_verb_simple = list("slash", "impale", "stab", "slice")
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if("Pick")
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tool_behaviour = TOOL_MINING
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sharpness = SHARP_POINTY
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toolspeed = 0.5
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w_class = WEIGHT_CLASS_NORMAL
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usesound = 'sound/effects/picaxe1.ogg'
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attack_verb_continuous = list("hits", "pierces", "slices", "attacks")
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attack_verb_simple = list("hit", "pierce", "slice", "attack")
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playsound(src, 'sound/items/ratchet.ogg', 50, vary = TRUE)
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update_appearance(UPDATE_ICON)
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/obj/item/trench_tool/proc/check_menu(mob/user)
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if(!istype(user))
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return FALSE
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if(user.incapacitated() || !user.Adjacent(src))
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return FALSE
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return TRUE
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/obj/item/shovel/giant_wrench
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name = "Big Slappy"
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desc = "A gigantic wrench made illegal because of its many incidents involving this tool."
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icon_state = "giant_wrench"
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icon = 'icons/obj/weapons/giant_wrench.dmi'
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inhand_icon_state = null
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lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
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inhand_x_dimension = 64
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inhand_y_dimension = 64
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w_class = WEIGHT_CLASS_HUGE
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slot_flags = NONE
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toolspeed = 0.1
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force = 30
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throwforce = 20
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block_chance = 30
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throw_range = 2
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demolition_mod = 2
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armor_type = /datum/armor/giant_wrench
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resistance_flags = FIRE_PROOF
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wound_bonus = -10
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attack_verb_continuous = list("bonks", "bludgeons", "pounds")
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attack_verb_simple = list("bonk", "bludgeon", "pound")
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drop_sound = 'sound/weapons/sonic_jackhammer.ogg'
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pickup_sound = 'sound/items/handling/crowbar_pickup.ogg'
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hitsound = 'sound/weapons/sonic_jackhammer.ogg'
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block_sound = 'sound/weapons/sonic_jackhammer.ogg'
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item_flags = SLOWS_WHILE_IN_HAND | IMMUTABLE_SLOW
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slowdown = 3
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attack_speed = 1.2 SECONDS
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/// The factor at which the recoil becomes less.
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var/recoil_factor = 3
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/// Wether we knock down and launch away out enemies when we attack.
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var/do_launch = TRUE
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/obj/item/shovel/giant_wrench/get_all_tool_behaviours()
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return list(TOOL_SHOVEL, TOOL_WRENCH)
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/datum/armor/giant_wrench
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acid = 30
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bomb = 100
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bullet = 30
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fire = 100
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laser = 30
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melee = 30
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/obj/item/shovel/giant_wrench/Initialize(mapload)
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. = ..()
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transform = transform.Translate(-16, -16)
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AddComponent(/datum/component/two_handed, require_twohands=TRUE)
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AddComponent( \
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/datum/component/transforming, \
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force_on = 40, \
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throwforce_on = throwforce, \
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hitsound_on = hitsound, \
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w_class_on = w_class, \
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sharpness_on = SHARP_POINTY, \
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clumsy_check = TRUE, \
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inhand_icon_change = TRUE, \
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)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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/// Used when the tool is transformed through the transforming component.
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/obj/item/shovel/giant_wrench/proc/on_transform(obj/item/source, mob/user, active)
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SIGNAL_HANDLER
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usesound = (active ? 'sound/items/ratchet.ogg' : initial(usesound))
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block_chance = (active ? 0 : initial(block_chance))
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recoil_factor = (active ? 2 : initial(recoil_factor))
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do_launch = (active ? FALSE : initial(do_launch))
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tool_behaviour = (active ? TOOL_WRENCH : initial(tool_behaviour))
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armour_penetration = (active ? 30 : initial(armour_penetration))
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if(user)
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balloon_alert(user, "folded Big Slappy [active ? "open" : "closed"]")
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playsound(src, 'sound/items/ratchet.ogg', 50, TRUE)
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return COMPONENT_NO_DEFAULT_MESSAGE
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/obj/item/shovel/giant_wrench/attack(mob/living/target_mob, mob/living/user)
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..()
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if(QDELETED(target_mob))
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return
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if(do_launch)
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var/atom/throw_target = get_edge_target_turf(target_mob, get_dir(user, get_step_away(target_mob, user)))
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target_mob.throw_at(throw_target, 2, 2, user, gentle = TRUE)
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target_mob.Knockdown(2 SECONDS)
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var/body_zone = pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)
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user.apply_damage(force / recoil_factor, BRUTE, body_zone, user.run_armor_check(body_zone, MELEE))
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to_chat(user, span_danger("The weight of the Big Slappy recoils!"))
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log_combat(user, user, "recoiled Big Slappy into")
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