Files
Bubberstation/code/game/objects/items/wizard_weapons.dm
T
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00

128 lines
3.8 KiB
Plaintext

/obj/item/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon = 'icons/obj/weapons/hammer.dmi'
icon_state = "singularity_hammer0"
base_icon_state = "singularity_hammer"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
worn_icon_state = "singularity_hammer"
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
force = 5
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
armor_type = /datum/armor/item_singularityhammer
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
///Is it able to pull shit right now?
var/charged = TRUE
/datum/armor/item_singularityhammer
melee = 50
bullet = 50
laser = 50
bomb = 50
fire = 100
acid = 100
/obj/item/singularityhammer/Initialize(mapload)
. = ..()
AddElement(/datum/element/kneejerk)
AddComponent(/datum/component/two_handed, \
force_multiplier = 4, \
icon_wielded = "[base_icon_state]1", \
)
/obj/item/singularityhammer/update_icon_state()
icon_state = "[base_icon_state]0"
return ..()
/obj/item/singularityhammer/proc/vortex(turf/pull, mob/wielder)
for(var/atom/X in orange(5,pull))
if(ismovable(X))
var/atom/movable/A = X
if(A == wielder)
continue
if(isliving(A))
var/mob/living/vortexed_mob = A
if(vortexed_mob.mob_negates_gravity())
continue
else
vortexed_mob.Paralyze(2 SECONDS)
if(!A.anchored && !isobserver(A))
step_towards(A,pull)
step_towards(A,pull)
step_towards(A,pull)
/obj/item/singularityhammer/afterattack(atom/target, mob/user, list/modifiers)
if(!HAS_TRAIT(src, TRAIT_WIELDED))
return
if(!charged)
return
charged = FALSE
if(isliving(target))
var/mob/living/smacked = target
smacked.take_bodypart_damage(20, 0)
playsound(user, 'sound/items/weapons/marauder.ogg', 50, TRUE)
vortex(get_turf(target), user)
addtimer(VARSET_CALLBACK(src, charged, TRUE), 10 SECONDS)
/obj/item/mjollnir
name = "Mjollnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
icon = 'icons/obj/weapons/hammer.dmi'
icon_state = "mjollnir0"
base_icon_state = "mjollnir"
worn_icon_state = "mjollnir"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BACK
force = 5
throwforce = 30
throw_range = 7
w_class = WEIGHT_CLASS_HUGE
/obj/item/mjollnir/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, \
force_multiplier = 5, \
icon_wielded = "[base_icon_state]1", \
attacksound = SFX_SPARKS, \
)
/obj/item/mjollnir/update_icon_state()
icon_state = "[base_icon_state]0"
return ..()
/obj/item/mjollnir/proc/shock(mob/living/target)
target.Stun(1.5 SECONDS)
target.Knockdown(10 SECONDS)
var/datum/effect_system/lightning_spread/s = new /datum/effect_system/lightning_spread
s.set_up(5, 1, target.loc)
s.start()
target.visible_message(span_danger("[target.name] is shocked by [src]!"), \
span_userdanger("You feel a powerful shock course through your body sending you flying!"), \
span_hear("You hear a heavy electrical crack!"))
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 200, 4)
/obj/item/mjollnir/attack(mob/living/target_mob, mob/user)
..()
if(QDELETED(target_mob))
return
if(HAS_TRAIT(user, TRAIT_PACIFISM))
return
if(HAS_TRAIT(src, TRAIT_WIELDED))
shock(target_mob)
/obj/item/mjollnir/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(!QDELETED(hit_atom) && isliving(hit_atom))
shock(hit_atom)