Files
Bubberstation/code/game/objects/items/melee/transforming.dm
SkyratBot 239817b70d [MIRROR] Fixes cleaving saw + whetstone interaction (#2190)
* Fixes cleaving saw + whetstone interaction (#55520)

You can't use whetstones on most one-handed transforming weapons (anything in /obj/item/melee/transforming/energy), but there is one type of transforming weapon that can use it, the cleaving saw. However, since transforming weapons reset their force whenever activated/deactivated, and force is how whetstones track if something has been sharpened already, you could repeatedly enable/disable the saw to allow it to be sharpened again and again, allowing you to continually boost the wound_bonus each time (and also make the name really long). While the very limited number of whetstones in the game means this isn't a practical exploit, it's still worth fixing. This also lets the saw keep its sharpened damage bonus between reactivations.

* Fixes cleaving saw + whetstone interaction

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-12-16 07:17:59 +01:00

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/obj/item/melee/transforming
sharpness = SHARP_EDGED
bare_wound_bonus = 20
stealthy_audio = TRUE //Most of these are antag weps so we dont want them to be /too/ overt.
var/active = FALSE
var/force_on = 30 //force when active
var/faction_bonus_force = 0 //Bonus force dealt against certain factions
var/throwforce_on = 20
var/icon_state_on = "axe1"
var/hitsound_on = 'sound/weapons/blade1.ogg'
var/list/attack_verb_on = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
var/list/attack_verb_off = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
w_class = WEIGHT_CLASS_SMALL
var/bonus_active = FALSE //If the faction damage bonus is active
var/list/nemesis_factions //Any mob with a faction that exists in this list will take bonus damage/effects
var/w_class_on = WEIGHT_CLASS_BULKY
var/clumsy_check = TRUE
/// If we get sharpened with a whetstone, save the bonus here for later use if we un/redeploy
var/sharpened_bonus
/obj/item/melee/transforming/Initialize()
. = ..()
if(active)
if(attack_verb_on.len)
attack_verb_continuous = attack_verb_on
else
if(attack_verb_off.len)
attack_verb_continuous = attack_verb_off
if(embedding)
updateEmbedding()
if(sharpness)
AddComponent(/datum/component/butchering, 50, 100, 0, hitsound)
RegisterSignal(src, COMSIG_ITEM_SHARPEN_ACT, .proc/on_sharpen)
/obj/item/melee/transforming/attack_self(mob/living/carbon/user)
if(transform_weapon(user))
clumsy_transform_effect(user)
/obj/item/melee/transforming/attack(mob/living/target, mob/living/carbon/human/user)
var/nemesis_faction = FALSE
if(LAZYLEN(nemesis_factions))
for(var/F in target.faction)
if(F in nemesis_factions)
nemesis_faction = TRUE
force += faction_bonus_force
nemesis_effects(user, target)
break
. = ..()
if(nemesis_faction)
force -= faction_bonus_force
/obj/item/melee/transforming/proc/transform_weapon(mob/living/user, supress_message_text)
active = !active
if(active)
force = force_on + sharpened_bonus
throwforce = throwforce_on + sharpened_bonus
hitsound = hitsound_on
throw_speed = 4
if(attack_verb_on.len)
attack_verb_continuous = attack_verb_on
icon_state = icon_state_on
w_class = w_class_on
if(embedding)
updateEmbedding()
else
force = initial(force) + (get_sharpness() ? sharpened_bonus : 0)
throwforce = initial(throwforce) + (get_sharpness() ? sharpened_bonus : 0)
hitsound = initial(hitsound)
throw_speed = initial(throw_speed)
if(attack_verb_off.len)
attack_verb_continuous = attack_verb_off
icon_state = initial(icon_state)
w_class = initial(w_class)
if(embedding)
disableEmbedding()
transform_messages(user, supress_message_text)
add_fingerprint(user)
return TRUE
/obj/item/melee/transforming/proc/nemesis_effects(mob/living/user, mob/living/target)
return
/obj/item/melee/transforming/proc/transform_messages(mob/living/user, supress_message_text)
playsound(user, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 35, TRUE) //changed it from 50% volume to 35% because deafness
if(!supress_message_text)
to_chat(user, "<span class='notice'>[src] [active ? "is now active":"can now be concealed"].</span>")
/obj/item/melee/transforming/proc/clumsy_transform_effect(mob/living/user)
if(clumsy_check && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
user.take_bodypart_damage(5,5)
/obj/item/melee/transforming/proc/on_sharpen(datum/source, increment, max)
SIGNAL_HANDLER
if(sharpened_bonus)
return COMPONENT_BLOCK_SHARPEN_ALREADY
if(force_on + increment > max)
return COMPONENT_BLOCK_SHARPEN_MAXED
sharpened_bonus = increment