Files
Bubberstation/code/modules/power/lighting/light_construct.dm
MrMelbert bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
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).

🆑 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)
/🆑
2025-05-22 21:30:07 -04:00

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/obj/structure/light_construct
name = "light fixture frame"
desc = "A light fixture under construction."
icon = 'icons/obj/lighting.dmi'
icon_state = "tube-construct-stage1"
anchored = TRUE
layer = WALL_OBJ_LAYER
max_integrity = 200
armor_type = /datum/armor/structure_light_construct
///Light construction stage (LIGHT_CONSTRUCT_EMPTY, LIGHT_CONSTRUCT_WIRED, LIGHT_CONSTRUCT_CLOSED)
var/stage = LIGHT_CONSTRUCT_EMPTY
///Type of fixture for icon state
var/fixture_type = "tube"
///Amount of sheets gained on deconstruction
var/sheets_refunded = 2
///Reference for light object
var/obj/machinery/light/new_light = null
///Reference for the internal cell
var/obj/item/stock_parts/power_store/cell
///Can we support a cell?
var/cell_connectors = TRUE
/datum/armor/structure_light_construct
melee = 50
bullet = 10
laser = 10
fire = 80
acid = 50
/obj/structure/light_construct/Initialize(mapload, ndir, building)
. = ..()
if(building)
setDir(ndir)
find_and_hang_on_wall()
/obj/structure/light_construct/Destroy()
QDEL_NULL(cell)
return ..()
/obj/structure/light_construct/get_cell()
return cell
/obj/structure/light_construct/examine(mob/user)
. = ..()
switch(stage)
if(LIGHT_CONSTRUCT_EMPTY)
. += span_notice("It's an empty frame with no wires.")
if(LIGHT_CONSTRUCT_WIRED)
. += span_notice("It is wired, but the bolts are not screwed in.")
if(LIGHT_CONSTRUCT_CLOSED)
. += span_notice("The casing is closed.")
if(cell_connectors)
if(cell)
. += span_notice("You see [cell] inside the casing.")
else
. += span_notice("The casing has no power cell for backup power.")
else
. += span_danger("This casing doesn't support power cells for backup power.")
/obj/structure/light_construct/attack_hand(mob/user, list/modifiers)
if(!cell)
return
user.visible_message(span_notice("[user] removes [cell] from [src]!"), span_notice("You remove [cell]."))
user.put_in_hands(cell)
cell = null
add_fingerprint(user)
/obj/structure/light_construct/attack_tk(mob/user)
if(!cell)
return
to_chat(user, span_notice("You telekinetically remove [cell]."))
var/obj/item/stock_parts/power_store/cell_reference = cell
cell = null
cell_reference.forceMove(drop_location())
return cell_reference.attack_tk(user)
/obj/structure/light_construct/attackby(obj/item/tool, mob/user, list/modifiers, list/attack_modifiers)
add_fingerprint(user)
if(istype(tool, /obj/item/stock_parts/power_store/cell))
if(!cell_connectors)
to_chat(user, span_warning("This [name] can't support a power cell!"))
return
if(HAS_TRAIT(tool, TRAIT_NODROP))
to_chat(user, span_warning("[tool] is stuck to your hand!"))
return
if(cell)
to_chat(user, span_warning("There is a power cell already installed!"))
return
if(user.temporarilyRemoveItemFromInventory(tool))
user.visible_message(span_notice("[user] hooks up [tool] to [src]."), \
span_notice("You add [tool] to [src]."))
playsound(src, 'sound/machines/click.ogg', 50, TRUE)
tool.forceMove(src)
cell = tool
add_fingerprint(user)
return
if(istype(tool, /obj/item/light))
to_chat(user, span_warning("This [name] isn't finished being setup!"))
return
switch(stage)
if(LIGHT_CONSTRUCT_EMPTY)
if(tool.tool_behaviour == TOOL_WRENCH)
if(cell)
to_chat(user, span_warning("You have to remove the cell first!"))
return
to_chat(user, span_notice("You begin deconstructing [src]..."))
if (tool.use_tool(src, user, 30, volume=50))
new /obj/item/stack/sheet/iron(drop_location(), sheets_refunded)
user.visible_message(span_notice("[user.name] deconstructs [src]."), \
span_notice("You deconstruct [src]."), span_hear("You hear a ratchet."))
playsound(src, 'sound/items/deconstruct.ogg', 75, TRUE)
qdel(src)
return
if(istype(tool, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/coil = tool
if(coil.use(1))
icon_state = "[fixture_type]-construct-stage2"
stage = LIGHT_CONSTRUCT_WIRED
user.visible_message(span_notice("[user.name] adds wires to [src]."), \
span_notice("You add wires to [src]."))
else
to_chat(user, span_warning("You need one length of cable to wire [src]!"))
return
if(LIGHT_CONSTRUCT_WIRED)
if(tool.tool_behaviour == TOOL_WRENCH)
to_chat(usr, span_warning("You have to remove the wires first!"))
return
if(tool.tool_behaviour == TOOL_WIRECUTTER)
stage = LIGHT_CONSTRUCT_EMPTY
icon_state = "[fixture_type]-construct-stage1"
new /obj/item/stack/cable_coil(drop_location(), 1, "red")
user.visible_message(span_notice("[user.name] removes the wiring from [src]."), \
span_notice("You remove the wiring from [src]."), span_hear("You hear clicking."))
tool.play_tool_sound(src, 100)
return
if(tool.tool_behaviour == TOOL_SCREWDRIVER)
user.visible_message(span_notice("[user.name] closes [src]'s casing."), \
span_notice("You close [src]'s casing."), span_hear("You hear screwing."))
tool.play_tool_sound(src, 75)
switch(fixture_type)
if("tube")
new_light = new /obj/machinery/light/built(loc)
if("bulb")
new_light = new /obj/machinery/light/small/built(loc)
new_light.setDir(dir)
transfer_fingerprints_to(new_light)
if(!QDELETED(cell))
new_light.cell = cell
cell.forceMove(new_light)
cell = null
qdel(src)
return
return ..()
/obj/structure/light_construct/blob_act(obj/structure/blob/attacking_blob)
if(attacking_blob && attacking_blob.loc == loc)
qdel(src)
/obj/structure/light_construct/atom_deconstruct(disassembled = TRUE)
new /obj/item/stack/sheet/iron(loc, sheets_refunded)
/obj/structure/light_construct/small
name = "small light fixture frame"
icon_state = "bulb-construct-stage1"
fixture_type = "bulb"
sheets_refunded = 1