Files
Bubberstation/code/modules/mod/mod_construction.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

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/obj/item/mod/construction
desc = "A part used in MOD construction."
icon = 'icons/obj/clothing/modsuit/mod_construction.dmi'
inhand_icon_state = "rack_parts"
/obj/item/mod/construction/helmet
name = "MOD helmet"
icon_state = "helmet"
/obj/item/mod/construction/helmet/examine(mob/user)
. = ..()
. += span_notice("You could insert it into a <b>MOD shell</b>...")
/obj/item/mod/construction/chestplate
name = "MOD chestplate"
icon_state = "chestplate"
/obj/item/mod/construction/chestplate/examine(mob/user)
. = ..()
. += span_notice("You could insert it into a <b>MOD shell</b>...")
/obj/item/mod/construction/gauntlets
name = "MOD gauntlets"
icon_state = "gauntlets"
/obj/item/mod/construction/gauntlets/examine(mob/user)
. = ..()
. += span_notice("You could insert these into a <b>MOD shell</b>...")
/obj/item/mod/construction/boots
name = "MOD boots"
icon_state = "boots"
/obj/item/mod/construction/boots/examine(mob/user)
. = ..()
. += span_notice("You could insert these into a <b>MOD shell</b>...")
/obj/item/mod/construction/broken_core
name = "broken MOD core"
icon_state = "mod-core"
desc = "An internal power source for a Modular Outerwear Device. You don't seem to be able to source any power from this one, though."
/obj/item/mod/construction/broken_core/examine(mob/user)
. = ..()
. += span_notice("You could repair it with a <b>screwdriver</b>...")
/obj/item/mod/construction/broken_core/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
balloon_alert(user, "repairing...")
if(!tool.use_tool(src, user, 5 SECONDS, volume = 30))
balloon_alert(user, "interrupted!")
return
new /obj/item/mod/core/standard(drop_location())
qdel(src)
/obj/item/mod/construction/lavalandcore
name = "plasma flower"
icon_state = "plasma-flower"
desc = "A strange flower from the desolate wastes of lavaland. It pulses with a bright purple glow. \
Its shape is remarkably similar to that of a MOD core."
light_system = OVERLAY_LIGHT
light_color = "#cc00cc"
light_range = 2.5
light_power = 1.5
/obj/item/mod/construction/lavalandcore/examine(mob/user)
. = ..()
. += span_notice("You could probably attach some <b>wires</b> to it...")
/obj/item/mod/construction/lavalandcore/attackby(obj/item/weapon, mob/user, list/modifiers, list/attack_modifiers)
if(!istype(weapon, /obj/item/stack/cable_coil))
return ..()
if(!weapon.tool_start_check(user, amount=2))
return
balloon_alert(user, "installing wires...")
if(!weapon.use_tool(src, user, 5 SECONDS, amount = 2, volume = 30))
balloon_alert(user, "interrupted!")
return
new /obj/item/mod/core/plasma/lavaland(drop_location())
qdel(src)
/obj/item/mod/construction/plating
name = "MOD external plating"
desc = "External plating used to finish a MOD control unit."
icon_state = "standard-plating"
var/datum/mod_theme/theme = /datum/mod_theme
/obj/item/mod/construction/plating/Initialize(mapload)
. = ..()
var/datum/mod_theme/used_theme = GLOB.mod_themes[theme]
name = "MOD [used_theme.name] external plating"
desc = "[desc] [used_theme.desc]"
icon_state = "[used_theme.default_skin]-plating"
/obj/item/mod/construction/plating/civilian
theme = /datum/mod_theme/civilian
/obj/item/mod/construction/plating/engineering
theme = /datum/mod_theme/engineering
/obj/item/mod/construction/plating/atmospheric
theme = /datum/mod_theme/atmospheric
/obj/item/mod/construction/plating/medical
theme = /datum/mod_theme/medical
/obj/item/mod/construction/plating/security
theme = /datum/mod_theme/security
/obj/item/mod/construction/plating/cosmohonk
theme = /datum/mod_theme/cosmohonk
#define START_STEP "start"
#define CORE_STEP "core"
#define SCREWED_CORE_STEP "screwed_core"
#define HELMET_STEP "helmet"
#define CHESTPLATE_STEP "chestplate"
#define GAUNTLETS_STEP "gauntlets"
#define BOOTS_STEP "boots"
#define WRENCHED_ASSEMBLY_STEP "wrenched_assembly"
#define SCREWED_ASSEMBLY_STEP "screwed_assembly"
/obj/item/mod/construction/shell
name = "MOD shell"
icon_state = "mod-construction_start"
desc = "A MOD shell."
var/obj/item/core
var/obj/item/helmet
var/obj/item/chestplate
var/obj/item/gauntlets
var/obj/item/boots
var/step = START_STEP
/obj/item/mod/construction/shell/examine(mob/user)
. = ..()
var/display_text
switch(step)
if(START_STEP)
display_text = "It looks like it's missing a <b>MOD core</b>..."
if(CORE_STEP)
display_text = "The core seems <b>loose</b>..."
if(SCREWED_CORE_STEP)
display_text = "It looks like it's missing a <b>helmet</b>..."
if(HELMET_STEP)
display_text = "It looks like it's missing a <b>chestplate</b>..."
if(CHESTPLATE_STEP)
display_text = "It looks like it's missing <b>gauntlets</b>..."
if(GAUNTLETS_STEP)
display_text = "It looks like it's missing <b>boots</b>..."
if(BOOTS_STEP)
display_text = "The assembly seems <b>unsecured</b>..."
if(WRENCHED_ASSEMBLY_STEP)
display_text = "The assembly seems <b>loose</b>..."
if(SCREWED_ASSEMBLY_STEP)
display_text = "All it's missing is <b>external plating</b>..."
. += span_notice(display_text)
/obj/item/mod/construction/shell/attackby(obj/item/part, mob/user, list/modifiers, list/attack_modifiers)
. = ..()
switch(step)
if(START_STEP)
if(!istype(part, /obj/item/mod/core))
return
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "it's stuck!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "core inserted")
core = part
step = CORE_STEP
if(CORE_STEP)
if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "core screwed")
step = SCREWED_CORE_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
core.forceMove(drop_location())
balloon_alert(user, "core taken out")
step = START_STEP
if(SCREWED_CORE_STEP)
if(istype(part, /obj/item/mod/construction/helmet)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "it's stuck!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "helmet added")
helmet = part
step = HELMET_STEP
else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "core unscrewed")
step = CORE_STEP
if(HELMET_STEP)
if(istype(part, /obj/item/mod/construction/chestplate)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "it's stuck!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "chestplate added")
chestplate = part
step = CHESTPLATE_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
helmet.forceMove(drop_location())
balloon_alert(user, "helmet removed")
helmet = null
step = SCREWED_CORE_STEP
if(CHESTPLATE_STEP)
if(istype(part, /obj/item/mod/construction/gauntlets)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "it's stuck!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "gauntlets added")
gauntlets = part
step = GAUNTLETS_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
chestplate.forceMove(drop_location())
balloon_alert(user, "chestplate removed")
chestplate = null
step = HELMET_STEP
if(GAUNTLETS_STEP)
if(istype(part, /obj/item/mod/construction/boots)) //Construct
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "it's stuck!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
balloon_alert(user, "boots added")
boots = part
step = BOOTS_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
gauntlets.forceMove(drop_location())
balloon_alert(user, "gauntlets removed")
gauntlets = null
step = CHESTPLATE_STEP
if(BOOTS_STEP)
if(part.tool_behaviour == TOOL_WRENCH) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly secured")
step = WRENCHED_ASSEMBLY_STEP
else if(part.tool_behaviour == TOOL_CROWBAR) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
boots.forceMove(drop_location())
balloon_alert(user, "boots removed")
boots = null
step = GAUNTLETS_STEP
if(WRENCHED_ASSEMBLY_STEP)
if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly screwed")
step = SCREWED_ASSEMBLY_STEP
else if(part.tool_behaviour == TOOL_WRENCH) //Deconstruct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly unsecured")
step = BOOTS_STEP
if(SCREWED_ASSEMBLY_STEP)
if(istype(part, /obj/item/mod/construction/plating)) //Construct
var/obj/item/mod/construction/plating/external_plating = part
if(!user.transferItemToLoc(part, src))
balloon_alert(user, "it's stuck!")
return
playsound(src, 'sound/machines/click.ogg', 30, TRUE)
var/obj/item/mod = new /obj/item/mod/control(drop_location(), external_plating.theme, null, core)
core = null
qdel(src)
user.put_in_hands(mod)
mod.balloon_alert(user, "unit finished")
else if(part.tool_behaviour == TOOL_SCREWDRIVER) //Construct
if(part.use_tool(src, user, 0, volume=30))
balloon_alert(user, "assembly unscrewed")
step = SCREWED_ASSEMBLY_STEP
update_icon_state()
/obj/item/mod/construction/shell/update_icon_state()
. = ..()
icon_state = "mod-construction_[step]"
/obj/item/mod/construction/shell/Destroy()
QDEL_NULL(core)
QDEL_NULL(helmet)
QDEL_NULL(chestplate)
QDEL_NULL(gauntlets)
QDEL_NULL(boots)
return ..()
/obj/item/mod/construction/shell/Exited(atom/movable/gone, direction)
. = ..()
if(gone == core)
core = null
if(gone == helmet)
helmet = null
if(gone == chestplate)
chestplate = null
if(gone == gauntlets)
gauntlets = null
if(gone == boots)
boots = null
#undef START_STEP
#undef CORE_STEP
#undef SCREWED_CORE_STEP
#undef HELMET_STEP
#undef CHESTPLATE_STEP
#undef GAUNTLETS_STEP
#undef BOOTS_STEP
#undef WRENCHED_ASSEMBLY_STEP
#undef SCREWED_ASSEMBLY_STEP