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## About The Pull Request Technically, this PR introduces the cuffable_item element and the cuffed_item status effect and their relative code. In more player-friendly terms, this allows the ability to use handcuffs to bind certain items to your hands by right-clicking it with a pair of handcuffs in your active hand. This makes the item unable to be dropped, for better or worse, until you or someone else remove said cuffs. And no, this doesn't conflict with the ability to be handcuffed if you're silly enough to think that. There are more than one way to remove the cuffs. For the player with the item cuffed to their hand, to remove the cuffs they can either click the status alert, or examine the item and click the relative hyperlink. The second option is good to have if for some reason the status alert doesn't show up (too many alerts etc.). For other people, they can remove the cuffs by opening the strip inventory menu (the one you open by click-dragging the sprite of person with the item onto yours). It's an alternative action specific to this status effect (therefore only held items). Until the cuffs are removed, trying to remove the item **directly** will bring you nowhere **because the item is stuck to their hands**, duh. Alternatively you can just chop their arm off. You do what you do. For a list of items that can be bound with cuffs (suggestions welcome): - briefcases - toolboxes - lockboxes - first aid kits - shields (they generally have handles and all. gameplay-wise they already take away one hand slot to use. Using cuffs seals the deal: no swapping items on the go, so no two-handed weapons, but you won't drop the shield until it's broken) - jerrycans (Kryson's suggestion) - soup pots (ditto, kinda weird) - coffee mugs, and the mauna mug (ditto) - buckets - plushes (silly stuff, if you ever want to arrest a plush or test the feature) - pet carriers - mining drills - swords with closed guards (ERT chainsaw-sword, cap's sabre, parsnip sabre, cutlass, e-cutlass...) - crutches and the white cane - baskets - flashlights and lamps (not subtypes like flares, glowsticks and torches) - TTVs - chairs ## Why It's Good For The Game This opens up for some emergent use for handcuffs beside people (or prisoner shoes). Inspired by a scene of some 1998 action movie, where one of the bad guys had the mc guffin briefcase latched to his wrist with a pair of handcuffs. Codewise, it was also a reason to refactor bits of code like handcuffs and screen alerts slightly. On a sidenote, actual sprites for cult/heretic shackles. ## Changelog 🆑 add: You can now bind certain items like briefcases, toolboxes, medkits, shields, jerrycans etc. to your hand with a pair of handcuffs, preventing them from being dropped. You can remove said binds at any time unless incapacitated, and so can others through the strip inventory menu. qol: The appearance of a screen alert now updates if the object it represents (like, an item offered by another player) changes appearance. imageadd: The shadow shackles item (from cult magic and heretic sacrifices) now has its own icon. /🆑
384 lines
14 KiB
Plaintext
384 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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icon_angle = -45
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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/pickaxe/picaxe1.ogg', 'sound/effects/pickaxe/picaxe2.ogg', 'sound/effects/pickaxe/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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icon_angle = 0
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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/items/weapons/drill.ogg'
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hitsound = 'sound/items/weapons/drill.ogg'
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desc = "An electric mining drill for the especially scrawny."
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/obj/item/pickaxe/drill/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/cuffable_item) //closed handle
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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/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/items/weapons/sonic_jackhammer.ogg'
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hitsound = 'sound/items/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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icon_angle = 135
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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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AddElement(/datum/element/gravedigger)
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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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icon_angle = -135
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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/spade/cyborg
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name = "cyborg spade"
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "sili_shovel"
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icon_angle = 0
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toolspeed = 0.6
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worn_icon_state = null
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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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icon_angle = -45
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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/tools/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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AddElement(/datum/element/gravedigger)
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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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update_weight_class(WEIGHT_CLASS_SMALL)
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usesound = 'sound/items/tools/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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update_weight_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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update_weight_class(WEIGHT_CLASS_NORMAL)
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usesound = 'sound/effects/pickaxe/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/tools/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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icon_angle = 0
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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/items/weapons/sonic_jackhammer.ogg'
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pickup_sound = 'sound/items/handling/tools/crowbar_pickup.ogg'
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hitsound = 'sound/items/weapons/sonic_jackhammer.ogg'
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block_sound = 'sound/items/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/tools/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/tools/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(user.get_all_limbs())
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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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