Files
Bubberstation/code/game/objects/structures/fluff.dm
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00

367 lines
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/**
* # Fluff structure
*
* Fluff structures serve no purpose and exist only for enriching the environment. By default, they can be deconstructed with a wrench.
*/
/obj/structure/fluff
name = "fluff structure"
desc = "Fluffier than a sheep. This shouldn't exist."
icon = 'icons/obj/fluff/general.dmi'
icon_state = "minibar"
anchored = TRUE
density = FALSE
opacity = FALSE
///If true, the structure can be deconstructed into a metal sheet with a wrench.
var/deconstructible = TRUE
/obj/structure/fluff/attackby(obj/item/I, mob/living/user, list/modifiers, list/attack_modifiers)
if(I.tool_behaviour == TOOL_WRENCH && deconstructible)
user.visible_message(span_notice("[user] starts disassembling [src]..."), span_notice("You start disassembling [src]..."))
I.play_tool_sound(src)
if(I.use_tool(src, user, 50))
user.visible_message(span_notice("[user] disassembles [src]!"), span_notice("You break down [src] into scrap metal."))
playsound(user, 'sound/items/deconstruct.ogg', 50, TRUE)
new/obj/item/stack/sheet/iron(drop_location())
qdel(src)
return
..()
/**
* Empty terrariums are created when a preserved terrarium in a lavaland seed vault is activated.
*/
/obj/structure/fluff/empty_terrarium
name = "empty terrarium"
desc = "An ancient machine that seems to be used for storing plant matter. Its hatch is ajar."
icon = 'icons/obj/mining_zones/spawners.dmi'
icon_state = "terrarium_open"
density = TRUE
/**
* Empty sleepers are created by a good few ghost roles in lavaland.
*/
/obj/structure/fluff/empty_sleeper
name = "empty sleeper"
desc = "An open sleeper. It looks as though it would be awaiting another patient, were it not broken."
icon = 'icons/obj/machines/sleeper.dmi'
icon_state = "sleeper-open"
/obj/structure/fluff/empty_sleeper/nanotrasen
name = "broken hypersleep chamber"
desc = "A Nanotrasen hypersleep chamber - this one appears broken. \
There are exposed bolts for easy disassembly using a wrench."
icon_state = "sleeper-o"
/obj/structure/fluff/empty_sleeper/syndicate
icon_state = "sleeper_s-open"
/**
* Empty cryostasis sleepers are created when a malfunctioning cryostasis sleeper in a lavaland shelter is activated.
*/
/obj/structure/fluff/empty_cryostasis_sleeper
name = "empty cryostasis sleeper"
desc = "Although comfortable, this sleeper won't function as anything but a bed ever again."
icon = 'icons/obj/mining_zones/spawners.dmi'
icon_state = "cryostasis_sleeper_open"
/**
* Ash drake status spawn on either side of the necropolis gate in lavaland.
*/
/obj/structure/fluff/drake_statue
name = "drake statue"
desc = "A towering basalt sculpture of a proud and regal drake. Its eyes are six glowing gemstones."
icon = 'icons/effects/64x64.dmi'
icon_state = "drake_statue"
pixel_x = -16
maptext_height = 64
maptext_width = 64
density = TRUE
deconstructible = FALSE
layer = EDGED_TURF_LAYER
/**
* shower drain placed usually under showers just so it looks like something picks the water up.
*/
/obj/structure/fluff/shower_drain
name = "shower drain"
desc = "Ew, I think I see a hairball."
icon = 'icons/obj/mining_zones/survival_pod.dmi'
icon_state = "fan_tiny"
plane = FLOOR_PLANE
layer = BELOW_CATWALK_LAYER
/**
* A variety of statue in disrepair; parts are broken off and a gemstone is missing
*/
/obj/structure/fluff/drake_statue/falling
desc = "A towering basalt sculpture of a drake. Cracks run down its surface and parts of it have fallen off."
icon_state = "drake_statue_falling"
/obj/structure/fluff/bus
name = "bus"
desc = "GO TO SCHOOL. READ A BOOK."
icon = 'icons/obj/fluff/bus.dmi'
icon_state = null
density = TRUE
anchored = TRUE
deconstructible = FALSE
/obj/structure/fluff/bus/dense
name = "bus"
icon_state = "backwall"
/obj/structure/fluff/bus/passable
name = "bus"
icon_state = "frontwalltop"
density = FALSE
layer = ABOVE_ALL_MOB_LAYER //except for the stairs tile, which should be set to OBJ_LAYER aka 3.
plane = ABOVE_GAME_PLANE
/obj/structure/fluff/bus/passable/seat
name = "seat"
desc = "Buckle up! ...What do you mean, there's no seatbelts?!"
icon_state = "backseat"
pixel_y = 17
layer = OBJ_LAYER
plane = GAME_PLANE
/obj/structure/fluff/bus/passable/seat/driver
name = "driver's seat"
desc = "Space Jesus is my copilot."
icon_state = "driverseat"
/obj/structure/fluff/bus/passable/seat/driver/attack_hand(mob/user, list/modifiers)
playsound(src, 'sound/items/carhorn.ogg', 50, TRUE)
. = ..()
/obj/structure/fluff/paper
name = "dense lining of papers"
desc = "A lining of paper scattered across the bottom of a wall."
icon = 'icons/obj/fluff/general.dmi'
icon_state = "paper"
deconstructible = FALSE
/obj/structure/fluff/paper/corner
icon_state = "papercorner"
/obj/structure/fluff/paper/stack
name = "dense stack of papers"
desc = "A stack of various papers, childish scribbles scattered across each page."
icon_state = "paperstack"
/obj/structure/fluff/divine
name = "Miracle"
icon = 'icons/obj/service/hand_of_god_structures.dmi'
icon_state = "error"
anchored = TRUE
density = TRUE
/obj/structure/fluff/divine/nexus
name = "nexus"
desc = "It anchors a deity to this world. It radiates an unusual aura. It looks well protected from explosive shock."
icon_state = "nexus"
/obj/structure/fluff/divine/conduit
name = "conduit"
desc = "It allows a deity to extend their reach. Their powers are just as potent near a conduit as a nexus."
icon_state = "conduit"
/obj/structure/fluff/divine/convertaltar
name = "conversion altar"
desc = "An altar dedicated to a deity."
icon_state = "convertaltar"
density = FALSE
can_buckle = 1
/obj/structure/fluff/divine/powerpylon
name = "power pylon"
desc = "A pylon which increases the deity's rate it can influence the world."
icon_state = "powerpylon"
can_buckle = 1
/obj/structure/fluff/divine/defensepylon
name = "defense pylon"
desc = "A pylon which is blessed to withstand many blows, and fire strong bolts at nonbelievers. A god can toggle it."
icon_state = "defensepylon"
/obj/structure/fluff/divine/shrine
name = "shrine"
desc = "A shrine dedicated to a deity."
icon_state = "shrine"
/obj/structure/fluff/fokoff_sign
name = "crude sign"
desc = "A crudely-made sign with the words 'fok of' written in some sort of red paint."
icon = 'icons/obj/fluff/general.dmi'
icon_state = "fokof"
/obj/structure/fluff/big_chain
name = "giant chain"
desc = "A towering link of chains leading up to the ceiling."
icon = 'icons/effects/32x96.dmi'
icon_state = "chain"
anchored = TRUE
density = TRUE
deconstructible = FALSE
layer = ABOVE_ALL_MOB_LAYER
plane = ABOVE_GAME_PLANE
/obj/structure/fluff/beach_towel
name = "beach towel"
desc = "A towel decorated in various beach-themed designs."
icon = 'icons/obj/railings.dmi'
icon_state = "railing"
density = FALSE
anchored = TRUE
deconstructible = FALSE
/obj/structure/fluff/beach_umbrella
name = "beach umbrella"
desc = "A fancy umbrella designed to keep the sun off beach-goers."
icon = 'icons/obj/fluff/general.dmi'
icon_state = "brella"
density = FALSE
anchored = TRUE
deconstructible = FALSE
/obj/structure/fluff/beach_umbrella/security
icon_state = "hos_brella"
/obj/structure/fluff/beach_umbrella/science
icon_state = "rd_brella"
/obj/structure/fluff/beach_umbrella/engine
icon_state = "ce_brella"
/obj/structure/fluff/beach_umbrella/cap
icon_state = "cap_brella"
/obj/structure/fluff/beach_umbrella/syndi
icon_state = "syndi_brella"
/obj/structure/fluff/clockwork
name = "Clockwork Fluff"
icon = 'icons/obj/fluff/general.dmi'
icon_state = "error"
deconstructible = FALSE
/obj/structure/fluff/clockwork/alloy_shards
name = "replicant alloy shards"
desc = "Broken shards of some oddly malleable metal. They occasionally move and seem to glow."
icon_state = "alloy_shards"
/obj/structure/fluff/clockwork/alloy_shards/small
icon_state = "shard_small1"
/obj/structure/fluff/clockwork/alloy_shards/medium
icon_state = "shard_medium1"
/obj/structure/fluff/clockwork/alloy_shards/medium_gearbit
icon_state = "gear_bit1"
/obj/structure/fluff/clockwork/alloy_shards/large
icon_state = "shard_large1"
/obj/structure/fluff/clockwork/blind_eye
name = "blind eye"
desc = "A heavy brass eye, its red iris fallen dark."
icon_state = "blind_eye"
/obj/structure/fluff/clockwork/fallen_armor
name = "fallen armor"
desc = "Lifeless chunks of armor. They're designed in a strange way and won't fit on you."
icon_state = "fallen_armor"
/obj/structure/fluff/clockwork/clockgolem_remains
name = "clockwork golem scrap"
desc = "A pile of scrap metal. It seems damaged beyond repair."
icon_state = "clockgolem_dead"
/obj/structure/fluff/tram_rail
name = "tram rail"
desc = "Great for trams, not so great for skating."
icon = 'icons/obj/tram/tram_rails.dmi'
icon_state = "rail"
layer = TRAM_RAIL_LAYER
plane = FLOOR_PLANE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
deconstructible = FALSE
can_buckle = TRUE
buckle_requires_restraints = TRUE
buckle_lying = 90
/obj/structure/fluff/tram_rail/post_buckle_mob(mob/living/target)
. = ..()
target.pixel_y += dir == SOUTH ? -3 : 14
RegisterSignal(target, COMSIG_LIVING_HIT_BY_TRAM, PROC_REF(on_buckled_tram_smashed))
/obj/structure/fluff/tram_rail/post_unbuckle_mob(mob/living/target)
. = ..()
target.pixel_y -= dir == SOUTH ? -3 : 14
UnregisterSignal(target, COMSIG_LIVING_HIT_BY_TRAM)
/// If someone gets hit by the tram while buckled to us (mission accomplished) unbuckle them so that they can fly away
/// Also we rip one of their arms off to "uncuff" them
/obj/structure/fluff/tram_rail/proc/on_buckled_tram_smashed(mob/living/smashed)
SIGNAL_HANDLER
unbuckle_mob(smashed, force = TRUE, can_fall = FALSE) // Make sure they don't fall down a z-level until they've been thrown
/obj/structure/fluff/tram_rail/floor
name = "tram rail protective cover"
icon_state = "rail_floor"
/obj/structure/fluff/tram_rail/end
icon_state = "railend"
/obj/structure/fluff/tram_rail/anchor
name = "tram rail anchor"
icon_state = "anchor"
/obj/structure/fluff/tram_rail/electric
desc = "Great for trams, not so great for skating. This one is a power rail."
/// What power channel from the APC do we check for power?
var/power_channel = AREA_USAGE_ENVIRON
/obj/structure/fluff/tram_rail/electric/anchor
name = "tram rail anchor"
icon_state = "anchor"
/obj/structure/fluff/tram_rail/electric/Initialize(mapload)
. = ..()
AddComponent(\
/datum/component/electrified_buckle,\
input_requirements = SHOCK_REQUIREMENT_AREA_POWER,\
shock_immediately = TRUE,\
print_message = FALSE,\
damage_on_shock = 5,\
loop_length = 8 SECONDS,\
area_power_channel = power_channel,\
shock_flags = SHOCK_NOSTUN\
)
/obj/structure/fluff/tram_rail/electric/attack_hand(mob/living/user, list/modifiers)
. = ..()
var/area/our_area = get_area(src)
if(our_area?.powered(power_channel) && user.electrocute_act(75, src))
do_sparks(5, TRUE, src)
/obj/structure/fluff/broken_canister_frame
name = "broken canister frame"
desc = "A torn apart canister. It looks like some metal can be salvaged with a wrench."
icon_state = "broken_canister"
anchored = FALSE
density = TRUE
deconstructible = TRUE
/obj/structure/fluff/wallsign
name = "direction sign"
desc = "Now, where to go?"
density = FALSE
icon = 'icons/obj/fluff/general.dmi'
icon_state = "wallsign"
MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fluff/wallsign, 32)