Files
Bubberstation/code/game/objects/items/v8_engine.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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#define ENGINE_COOLDOWN (5 SECONDS)
#define DASH_COOLDOWN (2.5 SECONDS)
#define HOUSE_EDGE_ICONS_MAX 3
#define HOUSE_EDGE_ICONS_MIN 0
/obj/item/v8_engine
name = "ancient engine"
desc = "An extremely well-preserved, 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."
icon = 'icons/obj/weapons/sword.dmi'
icon_state = "v8_engine"
w_class = WEIGHT_CLASS_HUGE
force = 5
throwforce = 15
throw_range = 1
throw_speed = 1
COOLDOWN_DECLARE(engine_sound_cooldown)
/obj/item/v8_engine/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, require_twohands=TRUE, force_unwielded=5, force_wielded=5)
/obj/item/v8_engine/attack_self(mob/user, modifiers)
. = ..()
if (!COOLDOWN_FINISHED(src, engine_sound_cooldown))
return
playsound(src, 'sound/items/car_engine_start.ogg', vol = 75, vary = FALSE, extrarange = 3)
Shake(duration = ENGINE_COOLDOWN)
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."))
COOLDOWN_START(src, engine_sound_cooldown, ENGINE_COOLDOWN)
/obj/item/v8_engine/examine_more(mob/user)
. = ..()
INVOKE_ASYNC(src, PROC_REF(start_learning_recipe), user)
/obj/item/v8_engine/proc/start_learning_recipe(mob/user)
if(!user.mind)
return
if(user.mind.has_crafting_recipe(user = user, potential_recipe = /datum/crafting_recipe/house_edge))
return
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..."))
if(do_after(user, 15 SECONDS, src))
user.mind.teach_crafting_recipe(/datum/crafting_recipe/house_edge)
to_chat(user, span_notice("You learned how to make the House Edge."))
/obj/item/house_edge
name = "House Edge"
desc = "Dangerous. Loud. Sleek. It has a built in roulette wheel. This thing could easily rip your arm off if you're not careful."
icon = 'icons/obj/weapons/sword.dmi'
icon_state = "house_edge0"
inhand_icon_state = "house_edge0"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
w_class = WEIGHT_CLASS_HUGE
sharpness = SHARP_EDGED
force = 12
throwforce = 10
throw_range = 5
throw_speed = 1
hitsound = 'sound/items/car_engine_start.ogg'
/// The number of charges the house edge has accrued through 2-handed hits, to charge a more powerful charge attack.
var/fire_charges = 0
///Sound played when wielded.
var/active_hitsound = 'sound/items/house_edge_hit.ogg'
///Datum that tracks weapon dashing for the fire_charge system
var/datum/action/innate/dash/charge
COOLDOWN_DECLARE(fire_charge_cooldown)
/obj/item/house_edge/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, force_unwielded = 12, force_wielded = 22, attacksound = active_hitsound)
RegisterSignals(src, list(COMSIG_ITEM_DROPPED, COMSIG_MOVABLE_PRE_THROW, COMSIG_ITEM_ATTACK_SELF), PROC_REF(reset_charges))
/obj/item/house_edge/afterattack(atom/target, mob/user, list/modifiers, list/attack_modifiers)
if(!ismob(target))
return
if(HAS_TRAIT(src, TRAIT_WIELDED))
//Add a fire charge to a max of 3, updates icon_state.
fire_charges = clamp((fire_charges + 1), HOUSE_EDGE_ICONS_MIN, HOUSE_EDGE_ICONS_MAX)
COOLDOWN_RESET(src, fire_charge_cooldown)
else
//Lose a fire charge to a min of 0, updates icon_state.
fire_charges = clamp((fire_charges - 1), HOUSE_EDGE_ICONS_MIN, HOUSE_EDGE_ICONS_MAX)
do_sparks(number = 0, cardinal_only = TRUE, source = src)
update_appearance(UPDATE_ICON_STATE)
/obj/item/house_edge/ranged_interact_with_atom_secondary(atom/interacting_with, mob/living/user, list/modifiers)
if(!COOLDOWN_FINISHED(src, fire_charge_cooldown))
return ITEM_INTERACT_BLOCKING
if(fire_charges <= 0)
balloon_alert(user, "no fire charges!")
return ITEM_INTERACT_BLOCKING
user.throw_at(target = get_turf(interacting_with), range = 2 * fire_charges, speed = 5, thrower = user, spin = FALSE, gentle = FALSE, quickstart = TRUE)
COOLDOWN_START(src, fire_charge_cooldown, DASH_COOLDOWN)
reset_charges(on_dash = TRUE)
return ITEM_INTERACT_SUCCESS
/obj/item/house_edge/update_icon_state()
inhand_icon_state = HAS_TRAIT(src, TRAIT_WIELDED) ? "house_edge1" : "house_edge0"
icon_state = "house_edge[fire_charges]"
return ..()
/obj/item/house_edge/proc/reset_charges(on_dash = FALSE)
if(!COOLDOWN_FINISHED(src, fire_charge_cooldown) && !on_dash)
return
if(fire_charges)
balloon_alert_to_viewers("charges lost!")
fire_charges = 0
icon_state = "house_edge[fire_charges]"
update_icon()
#undef ENGINE_COOLDOWN
#undef DASH_COOLDOWN
#undef HOUSE_EDGE_ICONS_MAX
#undef HOUSE_EDGE_ICONS_MIN