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Bubberstation/code/game/objects/items/dualsaber.dm
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c9ca7165f4 [MIRROR] Centcom/Nukie mechs receive better innate armor but cannot be upgraded (#28031)
* Centcom/Nukie mechs receive better innate armor but cannot be upgraded (#83580)

## About The Pull Request

QoL for antag mechs: no longer are you expected to sit around station
Robotics with a [materials] [inducer] [experiment scanner] to upgrade
your antag mechs, they are now appropriately armoured out of the box!
Unfortunately, this high end armour cannot accept third party upgrade
modules.

Also good because of incoming (hopefully) sprite upgrades, maulers
should become more attractive to buy.
Inspired by maplestation..

NOTE: WEB-EDITED! NOT TESTED!

## Why It's Good For The Game

Antags like Centcom or Syndicates don't have no time to sit around in
the station robotics bay trying to upgrade their mechs - and it's insane
to expect them to do so. This is especially poor for newer players who
aren't aware of mech mechanics - such as a basic chainsaw or fireaxe
dealing 15 or over damage to their mech when a upgraded Durand isn't
affected by this.

Makes antag/centcom mechs good 'against most threats' out of the box, so
better for newbies and less stressful for experienced players who won't
have to literally _do station jobs_ to get a good mech. Did you know:
mech mechanics aren't even explained at all in-game?

Balance wise, it's "good against everything" and loses the ability to be
super-specialized against a single thing, while retaining
higher-then-normal grades on everything else. Station mechs still have
the ability to specialize in one armor, say, melee, but have much worse
grades on bullet/laser/EMP, and often have less health. Previously, a
trip to Robotics could get a D-GYGAX up to 85% melee while still
retaining 40%/50% of bullet/laser which imo is a biit *too* good. The
difference between say - 70% and 85% is fairly significant - 9 damage /
13.5 damage for 70% melee vs 4.5 / 6.7 damage for 85%, so twice as good.

NOTE: Some of the mechs receive better bomb/energy armors, which weren't
affected by armor upgrades.

## Changelog

🆑
balance: Antag/Centcom mechs now have top notch un-upgradeable armor out
of the box. You can't add armor to centcom or nukie mechs anymore, but
their default armor rating is a lot higher.
/🆑

* eswords now have a demoliton_mod of 1.5x (#73004)

most energy sword-like weapons have had their demolition_mod increased
to 1.5x (from 1x). energy scalpels did not receive this buff, as they're
easily crew-accessible and I don't want to deal with a balance flamewar.

this affects damage vs. robots, objects, structures, etc.

the melee part of the mecha damage unit test now accounts for
demolition_mod.

![image](https://user-images.githubusercontent.com/42606352/215234868-f2a61911-99ca-4326-8f43-632e6236b0dc.png)

🆑 ATHATH
balance: Most energy sword-like weapons have had their demolition_mod
increased to 1.5x (from 1x). This affects damage vs. robots, objects,
structures, etc. Energy scalpels did not receive this buff.
/🆑

---------

Co-authored-by: githubuser4141 <61243846+githubuser4141@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2024-06-07 09:08:56 +02:00

221 lines
7.6 KiB
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/*
* Double-Bladed Energy Swords - Cheridan
*/
/obj/item/dualsaber
icon = 'icons/obj/weapons/transforming_energy.dmi'
icon_state = "dualsaber0"
inhand_icon_state = "dualsaber0"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
name = "double-bladed energy sword"
desc = "Handle with care."
force = 3
throwforce = 5
throw_speed = 3
throw_range = 5
sharpness = SHARP_EDGED
w_class = WEIGHT_CLASS_SMALL
hitsound = SFX_SWING_HIT
armour_penetration = 35
light_system = OVERLAY_LIGHT
light_range = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD
light_color = LIGHT_COLOR_ELECTRIC_GREEN
light_on = FALSE
attack_verb_continuous = list("attacks", "slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
block_chance = 45 //SKYRAT EDIT - Lowered ORIGINAL:75
block_sound = 'sound/weapons/block_blade.ogg'
max_integrity = 200
armor_type = /datum/armor/item_dualsaber
resistance_flags = FIRE_PROOF
wound_bonus = -10
bare_wound_bonus = 20
special_desc_requirement = EXAMINE_CHECK_SYNDICATE_TOY // Skyrat edit
special_desc = "A double bladed energy sword employed by the Syndicate in raids" // Skyrat edit
demolition_mod = 1.5 //1.5x damage to objects, robots, etc.
item_flags = NO_BLOOD_ON_ITEM
var/w_class_on = WEIGHT_CLASS_BULKY
var/saber_color = "green"
var/two_hand_force = 40
var/hacked = FALSE
var/list/possible_colors = list("red", "blue", "green", "purple")
/datum/armor/item_dualsaber
fire = 100
acid = 70
/obj/item/dualsaber/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, \
force_unwielded = force, \
force_wielded = two_hand_force, \
wieldsound = 'sound/weapons/saberon.ogg', \
unwieldsound = 'sound/weapons/saberoff.ogg', \
wield_callback = CALLBACK(src, PROC_REF(on_wield)), \
unwield_callback = CALLBACK(src, PROC_REF(on_unwield)), \
)
/// Triggered on wield of two handed item
/// Specific hulk checks due to reflection chance for balance issues and switches hitsounds.
/obj/item/dualsaber/proc/on_wield(obj/item/source, mob/living/carbon/user)
if(user?.has_dna())
if(user.dna.check_mutation(/datum/mutation/human/hulk))
to_chat(user, span_warning("You lack the grace to wield this!"))
return COMPONENT_TWOHANDED_BLOCK_WIELD
update_weight_class(w_class_on)
hitsound = 'sound/weapons/blade1.ogg'
START_PROCESSING(SSobj, src)
set_light_on(TRUE)
/// Triggered on unwield of two handed item
/// switch hitsounds
/obj/item/dualsaber/proc/on_unwield(obj/item/source, mob/living/carbon/user)
update_weight_class(initial(w_class))
hitsound = SFX_SWING_HIT
STOP_PROCESSING(SSobj, src)
set_light_on(FALSE)
/obj/item/dualsaber/get_sharpness()
return HAS_TRAIT(src, TRAIT_WIELDED) && sharpness
/obj/item/dualsaber/update_icon_state()
icon_state = inhand_icon_state = HAS_TRAIT(src, TRAIT_WIELDED) ? "dualsaber[saber_color][HAS_TRAIT(src, TRAIT_WIELDED)]" : "dualsaber0"
return ..()
/obj/item/dualsaber/suicide_act(mob/living/carbon/user)
if(HAS_TRAIT(src, TRAIT_WIELDED))
user.visible_message(span_suicide("[user] begins spinning way too fast! It looks like [user.p_theyre()] trying to commit suicide!"))
var/obj/item/bodypart/head/myhead = user.get_bodypart(BODY_ZONE_HEAD)//stole from chainsaw code
var/obj/item/organ/internal/brain/B = user.get_organ_slot(ORGAN_SLOT_BRAIN)
B.organ_flags &= ~ORGAN_VITAL //this cant possibly be a good idea
var/randdir
for(var/i in 1 to 24)//like a headless chicken!
if(user.is_holding(src))
randdir = pick(GLOB.alldirs)
user.Move(get_step(user, randdir),randdir)
user.emote("spin")
if (i == 3 && myhead)
myhead.drop_limb()
sleep(0.3 SECONDS)
else
user.visible_message(span_suicide("[user] panics and starts choking to death!"))
return OXYLOSS
else
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!"))
return BRUTELOSS
/obj/item/dualsaber/Initialize(mapload)
. = ..()
if(LAZYLEN(possible_colors))
saber_color = pick(possible_colors)
switch(saber_color)
if("red")
set_light_color(COLOR_SOFT_RED)
if("green")
set_light_color(LIGHT_COLOR_GREEN)
if("blue")
set_light_color(LIGHT_COLOR_LIGHT_CYAN)
if("purple")
set_light_color(LIGHT_COLOR_LAVENDER)
/obj/item/dualsaber/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/dualsaber/attack(mob/target, mob/living/carbon/human/user)
if(user.has_dna())
if(user.dna.check_mutation(/datum/mutation/human/hulk))
to_chat(user, span_warning("You grip the blade too hard and accidentally drop it!"))
if(HAS_TRAIT(src, TRAIT_WIELDED))
user.dropItemToGround(src, force=TRUE)
return
..()
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(40))
impale(user)
return
if(prob(50))
INVOKE_ASYNC(src, PROC_REF(jedi_spin), user)
/obj/item/dualsaber/proc/jedi_spin(mob/living/user)
dance_rotate(user, CALLBACK(user, TYPE_PROC_REF(/mob, dance_flip)))
/obj/item/dualsaber/proc/impale(mob/living/user)
to_chat(user, span_warning("You twirl around a bit before losing your balance and impaling yourself on [src]."))
if(HAS_TRAIT(src, TRAIT_WIELDED))
user.take_bodypart_damage(20,25,check_armor = TRUE)
else
user.adjustStaminaLoss(25)
/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)
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return FALSE //not interested unless we're wielding
if(attack_type == PROJECTILE_ATTACK)
var/obj/projectile/our_projectile = hitby
if(our_projectile.reflectable)
final_block_chance = 0 //we handle this via IsReflect(), effectively 75% block
else
final_block_chance -= 25 //We aren't AS good at blocking physical projectiles, like ballistics and thermals
if(attack_type == LEAP_ATTACK)
final_block_chance -= 50 //We are particularly bad at blocking someone JUMPING at us..
return ..()
/obj/item/dualsaber/process()
if(HAS_TRAIT(src, TRAIT_WIELDED))
if(hacked)
set_light_color(pick(COLOR_SOFT_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER))
open_flame()
else
return PROCESS_KILL
/obj/item/dualsaber/IsReflect()
if(HAS_TRAIT(src, TRAIT_WIELDED) && prob(block_chance))
return TRUE
/obj/item/dualsaber/ignition_effect(atom/A, mob/user)
// same as /obj/item/melee/energy, mostly
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return ""
var/in_mouth = ""
if(iscarbon(user))
var/mob/living/carbon/C = user
if(C.wear_mask)
in_mouth = ", barely missing [user.p_their()] nose"
. = 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.")
playsound(loc, hitsound, get_clamped_volume(), TRUE, -1)
add_fingerprint(user)
// Light your candles while spinning around the room
INVOKE_ASYNC(src, PROC_REF(jedi_spin), user)
/obj/item/dualsaber/green
possible_colors = list("green")
/obj/item/dualsaber/red
possible_colors = list("red")
/obj/item/dualsaber/blue
possible_colors = list("blue")
/obj/item/dualsaber/purple
possible_colors = list("purple")
/obj/item/dualsaber/attackby(obj/item/W, mob/user, params)
if(W.tool_behaviour == TOOL_MULTITOOL)
if(!hacked)
hacked = TRUE
to_chat(user, span_warning("2XRNBW_ENGAGE"))
saber_color = "rainbow"
update_appearance()
else
to_chat(user, span_warning("It's starting to look like a triple rainbow - no, nevermind."))
else
return ..()