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