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This PR adds a new item to the black market uplink, the V8 Engine. The V8 engine is a classic, vintage engine, kept perserved for hundreds of years by black market smugglers, and they'll only ship it to you for an exceptional cost.
118 lines
4.6 KiB
Plaintext
118 lines
4.6 KiB
Plaintext
#define ENGINE_COOLDOWN 5 SECONDS
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#define DASH_COOLDOWN 2.5 SECONDS
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#define HOUSE_EDGE_ICONS_MAX 3
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#define HOUSE_EDGE_ICONS_MIN 0
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/obj/item/v8_engine
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name = "ancient engine"
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desc = "An extremely well perserved, massive V8 engine from the early 2000s. It seems to be missing the rest of the vehicle. There's a tiny label on the side."
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icon = 'icons/obj/weapons/items_and_weapons.dmi'
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icon_state = "v8_engine"
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w_class = WEIGHT_CLASS_HUGE
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force = 5
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throwforce = 15
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throw_range = 1
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throw_speed = 1
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COOLDOWN_DECLARE(engine_sound_cooldown)
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/obj/item/v8_engine/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/two_handed, require_twohands=TRUE, force_unwielded=5, force_wielded=5)
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/obj/item/v8_engine/attack_self(mob/user, modifiers)
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. = ..()
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if (!COOLDOWN_FINISHED(src, engine_sound_cooldown))
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return
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playsound(src, 'sound/items/car_engine_start.ogg', vol = 75, vary = FALSE, extrarange = 3)
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Shake(7, 7, ENGINE_COOLDOWN)
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to_chat(user, span_notice("Darn thing... it's too old to keep on without retrofitting it! Without modifications, it works like it's junk."))
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COOLDOWN_START(src, engine_sound_cooldown, ENGINE_COOLDOWN)
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/obj/item/v8_engine/examine_more(mob/user)
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. = ..()
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INVOKE_ASYNC(src, .proc/start_learning_recipe, user)
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/obj/item/v8_engine/proc/start_learning_recipe(mob/user)
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var/datum/crafting_recipe/house_edge/edge
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if(!user.mind)
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return
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if(user.mind.has_crafting_recipe(user = user, potential_recipe = edge))
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return
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to_chat(user, span_notice("You peer at the label on the side, reading about some unique modifications that could be made to the engine..."))
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if(do_after(user, 15 SECONDS, src))
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user.mind.teach_crafting_recipe(edge)
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to_chat(user, span_notice("You learned how to make the House Edge."))
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/obj/item/house_edge
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name = "House Edge"
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desc = "Dangerous. Loud. Sleek. It has a built in roulette wheel. This thing could easily rip your arm off if you're not careful."
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icon = 'icons/obj/weapons/items_and_weapons.dmi'
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icon_state = "house_edge0"
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inhand_icon_state = "house_edge0"
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lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
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w_class = WEIGHT_CLASS_HUGE
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sharpness = SHARP_EDGED
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force = 12
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throwforce = 10
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throw_range = 5
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throw_speed = 1
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hitsound = 'sound/items/car_engine_start.ogg'
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/// The number of charges the house edge has accrued through 2-handed hits, to charge a more powerful charge attack.
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var/fire_charges = 0
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///Sound played when wielded.
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var/active_hitsound = 'sound/items/house_edge_hit.ogg'
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///Datum that tracks weapon dashing for the fire_charge system
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var/datum/action/innate/dash/charge
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COOLDOWN_DECLARE(fire_charge_cooldown)
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/obj/item/house_edge/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/two_handed, force_unwielded = 12, force_wielded = 22, attacksound = active_hitsound)
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RegisterSignal(src, list(COMSIG_ITEM_DROPPED, COMSIG_MOVABLE_PRE_THROW, COMSIG_ITEM_ATTACK_SELF), .proc/reset_charges)
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/obj/item/house_edge/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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. = ..()
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if(!ismob(target))
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return
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if(HAS_TRAIT(src, TRAIT_WIELDED))
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//Add a fire charge to a max of 3, updates icon_state.
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fire_charges = clamp((fire_charges + 1), HOUSE_EDGE_ICONS_MIN, HOUSE_EDGE_ICONS_MAX)
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icon_state = "house_edge[fire_charges]"
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COOLDOWN_RESET(src, fire_charge_cooldown)
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else
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//Lose a fire charge to a min of 0, updates icon_state.
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fire_charges = clamp((fire_charges - 1), HOUSE_EDGE_ICONS_MIN, HOUSE_EDGE_ICONS_MAX)
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icon_state = "house_edge[fire_charges]"
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do_sparks(number = 0, cardinal_only = TRUE, source = src)
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/obj/item/house_edge/afterattack_secondary(atom/target, mob/user, proximity_flag, click_parameters)
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if(!COOLDOWN_FINISHED(src, fire_charge_cooldown))
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(fire_charges <= 0)
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balloon_alert(user, "no fire charges!")
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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user.throw_at(target = get_turf(target), range = 2 * fire_charges, speed = 5, thrower = user, spin = FALSE, gentle = FALSE, quickstart = TRUE)
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COOLDOWN_START(src, fire_charge_cooldown, DASH_COOLDOWN)
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reset_charges(on_dash = TRUE)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/item/house_edge/update_icon_state()
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inhand_icon_state = HAS_TRAIT(src, TRAIT_WIELDED) ? "house_edge1" : "house_edge0"
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return ..()
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/obj/item/house_edge/proc/reset_charges(on_dash = FALSE)
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if(!COOLDOWN_FINISHED(src, fire_charge_cooldown) && !on_dash)
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return
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if(fire_charges)
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balloon_alert_to_viewers("charges lost!")
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fire_charges = 0
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icon_state = "house_edge[fire_charges]"
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update_icon()
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#undef ENGINE_COOLDOWN
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#undef DASH_COOLDOWN
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#undef HOUSE_EDGE_ICONS_MAX
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#undef HOUSE_EDGE_ICONS_MIN
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