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## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑
217 lines
7.3 KiB
Plaintext
217 lines
7.3 KiB
Plaintext
/*
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* Double-Bladed Energy Swords - Cheridan
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*/
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/obj/item/dualsaber
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icon = 'icons/obj/weapons/transforming_energy.dmi'
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icon_state = "dualsaber0"
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inhand_icon_state = "dualsaber0"
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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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name = "double-bladed energy sword"
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desc = "Handle with care."
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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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sharpness = SHARP_EDGED
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w_class = WEIGHT_CLASS_SMALL
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hitsound = SFX_SWING_HIT
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armour_penetration = 35
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light_system = OVERLAY_LIGHT
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light_range = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD
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light_color = LIGHT_COLOR_ELECTRIC_GREEN
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light_on = FALSE
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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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block_chance = 75
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block_sound = 'sound/items/weapons/block_blade.ogg'
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max_integrity = 200
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armor_type = /datum/armor/item_dualsaber
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resistance_flags = FIRE_PROOF
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wound_bonus = -10
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bare_wound_bonus = 20
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demolition_mod = 1.5 //1.5x damage to objects, robots, etc.
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item_flags = NO_BLOOD_ON_ITEM
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var/w_class_on = WEIGHT_CLASS_BULKY
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var/saber_color = "green"
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var/two_hand_force = 40
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var/hacked = FALSE
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var/list/possible_colors = list("red", "blue", "green", "purple")
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/datum/armor/item_dualsaber
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fire = 100
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acid = 70
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/obj/item/dualsaber/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/two_handed, \
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force_unwielded = force, \
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force_wielded = two_hand_force, \
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wieldsound = 'sound/items/weapons/saberon.ogg', \
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unwieldsound = 'sound/items/weapons/saberoff.ogg', \
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wield_callback = CALLBACK(src, PROC_REF(on_wield)), \
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unwield_callback = CALLBACK(src, PROC_REF(on_unwield)), \
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)
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/// Triggered on wield of two handed item
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/// Specific hulk checks due to reflection chance for balance issues and switches hitsounds.
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/obj/item/dualsaber/proc/on_wield(obj/item/source, mob/living/carbon/user)
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if(user && HAS_TRAIT(user, TRAIT_HULK))
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to_chat(user, span_warning("You lack the grace to wield this!"))
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return COMPONENT_TWOHANDED_BLOCK_WIELD
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update_weight_class(w_class_on)
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hitsound = 'sound/items/weapons/blade1.ogg'
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START_PROCESSING(SSobj, src)
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set_light_on(TRUE)
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/// Triggered on unwield of two handed item
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/// switch hitsounds
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/obj/item/dualsaber/proc/on_unwield(obj/item/source, mob/living/carbon/user)
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update_weight_class(initial(w_class))
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hitsound = SFX_SWING_HIT
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STOP_PROCESSING(SSobj, src)
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set_light_on(FALSE)
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/obj/item/dualsaber/get_sharpness()
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return HAS_TRAIT(src, TRAIT_WIELDED) && sharpness
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/obj/item/dualsaber/update_icon_state()
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icon_state = inhand_icon_state = HAS_TRAIT(src, TRAIT_WIELDED) ? "dualsaber[saber_color][HAS_TRAIT(src, TRAIT_WIELDED)]" : "dualsaber0"
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return ..()
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/obj/item/dualsaber/suicide_act(mob/living/carbon/user)
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if(HAS_TRAIT(src, TRAIT_WIELDED))
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user.visible_message(span_suicide("[user] begins spinning way too fast! It looks like [user.p_theyre()] trying to commit suicide!"))
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var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)//stole from chainsaw code
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var/obj/item/organ/brain/B = user.get_organ_slot(ORGAN_SLOT_BRAIN)
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B.organ_flags &= ~ORGAN_VITAL //this cant possibly be a good idea
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var/randdir
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for(var/i in 1 to 24)//like a headless chicken!
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if(user.is_holding(src))
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randdir = pick(GLOB.alldirs)
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user.Move(get_step(user, randdir),randdir)
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user.emote("spin")
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if (i == 3 && myhead)
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myhead.drop_limb()
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sleep(0.3 SECONDS)
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else
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user.visible_message(span_suicide("[user] panics and starts choking to death!"))
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return OXYLOSS
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else
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user.visible_message(span_suicide("[user] begins beating [user.p_them()]self to death with \the [src]'s handle! It probably would've been cooler if [user.p_they()] turned it on first!"))
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return BRUTELOSS
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/obj/item/dualsaber/Initialize(mapload)
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. = ..()
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if(LAZYLEN(possible_colors))
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saber_color = pick(possible_colors)
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switch(saber_color)
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if("red")
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set_light_color(COLOR_SOFT_RED)
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if("green")
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set_light_color(LIGHT_COLOR_GREEN)
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if("blue")
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set_light_color(LIGHT_COLOR_LIGHT_CYAN)
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if("purple")
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set_light_color(LIGHT_COLOR_LAVENDER)
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/obj/item/dualsaber/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/dualsaber/attack(mob/target, mob/living/carbon/human/user)
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if(HAS_TRAIT(user, TRAIT_HULK))
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to_chat(user, span_warning("You grip the blade too hard and accidentally drop it!"))
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if(HAS_TRAIT(src, TRAIT_WIELDED))
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user.dropItemToGround(src, force=TRUE)
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return
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..()
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if(!HAS_TRAIT(src, TRAIT_WIELDED))
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return
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
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impale(user)
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return
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if(prob(50))
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INVOKE_ASYNC(src, PROC_REF(jedi_spin), user)
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/obj/item/dualsaber/proc/jedi_spin(mob/living/user)
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dance_rotate(user, CALLBACK(user, TYPE_PROC_REF(/mob, dance_flip)))
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/obj/item/dualsaber/proc/impale(mob/living/user)
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to_chat(user, span_warning("You twirl around a bit before losing your balance and impaling yourself on [src]."))
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if(HAS_TRAIT(src, TRAIT_WIELDED))
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user.take_bodypart_damage(20,25,check_armor = TRUE)
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else
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user.adjustStaminaLoss(25)
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/obj/item/dualsaber/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
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if(!HAS_TRAIT(src, TRAIT_WIELDED))
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return FALSE //not interested unless we're wielding
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if(attack_type == PROJECTILE_ATTACK)
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var/obj/projectile/our_projectile = hitby
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if(our_projectile.reflectable)
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final_block_chance = 0 //we handle this via IsReflect(), effectively 75% block
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else
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final_block_chance -= 25 //We aren't AS good at blocking physical projectiles, like ballistics and thermals
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if(attack_type == LEAP_ATTACK)
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final_block_chance -= 50 //We are particularly bad at blocking someone JUMPING at us..
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return ..()
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/obj/item/dualsaber/process()
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if(HAS_TRAIT(src, TRAIT_WIELDED))
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if(hacked)
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set_light_color(pick(COLOR_SOFT_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER))
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open_flame()
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else
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return PROCESS_KILL
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/obj/item/dualsaber/IsReflect()
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if(HAS_TRAIT(src, TRAIT_WIELDED) && prob(block_chance))
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return TRUE
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/obj/item/dualsaber/ignition_effect(atom/A, mob/user)
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// same as /obj/item/melee/energy, mostly
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if(!HAS_TRAIT(src, TRAIT_WIELDED))
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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/C = user
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if(C.wear_mask)
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in_mouth = ", barely missing [user.p_their()] nose"
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. = span_warning("[user] swings [user.p_their()] [name][in_mouth]. [user.p_They()] light[user.p_s()] [A.loc == user ? "[user.p_their()] [A.name]" : A] 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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// Light your candles while spinning around the room
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INVOKE_ASYNC(src, PROC_REF(jedi_spin), user)
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/obj/item/dualsaber/green
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possible_colors = list("green")
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/obj/item/dualsaber/red
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possible_colors = list("red")
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/obj/item/dualsaber/blue
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possible_colors = list("blue")
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/obj/item/dualsaber/purple
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possible_colors = list("purple")
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/obj/item/dualsaber/attackby(obj/item/W, mob/user, params)
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if(W.tool_behaviour == TOOL_MULTITOOL)
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if(!hacked)
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hacked = TRUE
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to_chat(user, span_warning("2XRNBW_ENGAGE"))
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saber_color = "rainbow"
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update_appearance()
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else
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to_chat(user, span_warning("It's starting to look like a triple rainbow - no, nevermind."))
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else
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return ..()
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