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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) /🆑
81 lines
3.1 KiB
Plaintext
81 lines
3.1 KiB
Plaintext
/obj/item/mutant_hand/zombie
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name = "zombie claw"
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desc = "A zombie's claw is its primary tool, capable of infecting \
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humans, butchering all other living things to \
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sustain the zombie, smashing open airlock doors and opening \
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child-safe caps on bottles."
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hitsound = 'sound/effects/hallucinations/growl1.ogg'
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force = 21 // Just enough to break airlocks with melee attacks
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wound_bonus = -30
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bare_wound_bonus = 15
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sharpness = SHARP_EDGED
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/obj/item/mutant_hand/zombie/afterattack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
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if(ishuman(target))
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try_to_zombie_infect(target, user, user.zone_selected)
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else if(isliving(target))
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check_feast(target, user)
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/proc/try_to_zombie_infect(mob/living/carbon/human/target, mob/living/user, def_zone = BODY_ZONE_CHEST)
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CHECK_DNA_AND_SPECIES(target)
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// Can't zombify with no head
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if(!target.get_bodypart(BODY_ZONE_HEAD))
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return
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if(HAS_TRAIT(target, TRAIT_NO_ZOMBIFY))
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// cannot infect any TRAIT_NO_ZOMBIFY human
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return
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// spaceacillin has a 75% chance to block infection
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if(HAS_TRAIT(target, TRAIT_VIRUS_RESISTANCE) && !HAS_TRAIT(target, TRAIT_IMMUNODEFICIENCY) && prob(75))
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return
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var/obj/item/bodypart/actual_limb = target.get_bodypart(def_zone)
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// What you hitting bro?
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if(!actual_limb)
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return
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var/limb_damage = actual_limb.get_damage()
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var/limb_armor = max(0, target.getarmor(actual_limb, BIO) - 25)
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// This is a pretty jank way to do this, but in short:
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// if they have thick material on that bodypart it will always need at least 25 previous limb damage to trigger an infection.
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// and if their bio armor isn't thick it's a bit weaker.
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for(var/obj/item/clothing/iter_clothing in target.get_clothing_on_part(actual_limb))
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if(iter_clothing.clothing_flags & THICKMATERIAL)
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limb_armor += 25
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if(limb_armor > limb_damage)
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return
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var/obj/item/organ/zombie_infection/infection
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infection = target.get_organ_slot(ORGAN_SLOT_ZOMBIE)
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if(!infection)
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infection = new()
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infection.Insert(target)
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to_chat(user, span_alien("You see [target] twitch for a moment as [target.p_their()] head is covered in \a [infection] - [target.p_Theyve()] been infected."))
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/obj/item/mutant_hand/zombie/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is ripping [user.p_their()] brains out! It looks like [user.p_theyre()] trying to commit suicide!"))
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var/obj/item/bodypart/head = user.get_bodypart(BODY_ZONE_HEAD)
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if(head)
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head.dismember()
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return BRUTELOSS
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/obj/item/mutant_hand/zombie/proc/check_feast(mob/living/target, mob/living/user)
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if(target.stat == DEAD)
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var/hp_gained = target.maxHealth
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target.investigate_log("has been devoured by a zombie.", INVESTIGATE_DEATHS)
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target.gib(DROP_ALL_REMAINS)
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var/need_mob_update
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need_mob_update = user.adjustBruteLoss(-hp_gained, updating_health = FALSE)
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need_mob_update += user.adjustToxLoss(-hp_gained, updating_health = FALSE)
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need_mob_update += user.adjustFireLoss(-hp_gained, updating_health = FALSE)
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need_mob_update += user.adjustOrganLoss(ORGAN_SLOT_BRAIN, -hp_gained) // Zom Bee gibbers "BRAAAAISNSs!1!"
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user.set_nutrition(min(user.nutrition + hp_gained, NUTRITION_LEVEL_FULL))
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if(need_mob_update)
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user.updatehealth()
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