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