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Bubberstation/code/game/objects/items/knives.dm
SmArtKar 3499727a6d Implements datumized embedding handlers in place of element-component-datum triad (#88511)
## About The Pull Request

This PR completely rewrites our embedding system in favor of embedding
datum handlers which acts as containers for all embedding-related data
and logic.

Currently embedding logic relies on an element-component-datum triad,
where elements on the items handle embedding logic, singleton datums
store embedding data and components (which get assigned to ***mobs*** in
whom the item embedded) handle pain and the item being ripped out. How
do we access all the procs? By using comsigs as procs, which is really
bad. This code was written back in 2020 when DCS was hot stuff but in
hindsight this implementation was a mistake, as it heavily restricts
custom embedding behaviors unless you're willing to constantly run
GetComponent (bad, ugly, incarnation of evil)

This PR rewrites all that logic to be handled by lazyloaded
``/datum/embedding``, which is stored similarly to current
``/datum/embed_data``. Upon being requested, it is initialized and
assigned to a parent from whom all the logic is handled, from being
embedded to pain and having the item ripped out. On projectiles this
only handles one proc, after which it copies itself down to the shrapnel
item instead and runs the chain further from there.
Ideally, most embedding-related logic now should be handled purely
datum-side - in most cases items should not be hooking up to themselves
like they did before (unless said logic is for when the item is made
sticky or smth) and instead the code should be handled by the embedding
datum (see sholean grapes implementation in this PR). This should allow
us to do fancy stuff like syringe guns embedding syringes into targets
and injecting them that way, and fix some bugs along the way.

Closes #88115
Closes #87946

Also fixed a bug with scars not displaying when examined closely from
#86506 because i was in the area anyways
2025-01-02 23:18:27 +00:00

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// Knife Template, should not appear in game normaly //
/obj/item/knife
name = "knife"
icon = 'icons/obj/service/kitchen.dmi'
icon_state = "knife"
lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
inhand_icon_state = "knife"
worn_icon_state = "knife"
icon_angle = -90
desc = "The original knife, it is said that all other knives are only copies of this one."
obj_flags = CONDUCTS_ELECTRICITY
force = 10
demolition_mod = 0.75
w_class = WEIGHT_CLASS_SMALL
throwforce = 10
hitsound = 'sound/items/weapons/bladeslice.ogg'
throw_speed = 3
throw_range = 6
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6)
attack_verb_continuous = list("slashes", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("slash", "slice", "tear", "lacerate", "rip", "dice", "cut")
sharpness = SHARP_EDGED
armor_type = /datum/armor/item_knife
wound_bonus = 5
bare_wound_bonus = 15
tool_behaviour = TOOL_KNIFE
var/list/alt_continuous = list("stabs", "pierces", "shanks")
var/list/alt_simple = list("stab", "pierce", "shank")
/datum/armor/item_knife
fire = 50
acid = 50
/obj/item/knife/Initialize(mapload)
. = ..()
AddElement(/datum/element/eyestab)
set_butchering()
alt_continuous = string_list(alt_continuous)
alt_simple = string_list(alt_simple)
make_stabby()
///Adds the butchering component, used to override stats for special cases
/obj/item/knife/proc/set_butchering()
AddComponent(/datum/component/butchering, \
speed = 8 SECONDS - force, \
effectiveness = 100, \
bonus_modifier = force - 10, \
)
//bonus chance increases depending on force
///Adds alt sharpness component, used for overrides
/obj/item/knife/proc/make_stabby()
AddComponent(/datum/component/alternative_sharpness, SHARP_POINTY, alt_continuous, alt_simple)
/obj/item/knife/suicide_act(mob/living/user)
user.visible_message(pick(span_suicide("[user] is slitting [user.p_their()] wrists with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide."), \
span_suicide("[user] is slitting [user.p_their()] throat with the [src.name]! It looks like [user.p_theyre()] trying to commit suicide."), \
span_suicide("[user] is slitting [user.p_their()] stomach open with the [src.name]! It looks like [user.p_theyre()] trying to commit seppuku.")))
return BRUTELOSS
/obj/item/knife/ritual
name = "ritual knife"
desc = "The unearthly energies that once powered this blade are now dormant."
icon = 'icons/obj/weapons/khopesh.dmi'
icon_state = "bone_blade"
inhand_icon_state = "bone_blade"
worn_icon_state = "bone_blade"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/64x64_lefthand.dmi'
righthand_file = 'icons/mob/inhands/64x64_righthand.dmi'
inhand_x_dimension = 64
inhand_y_dimension = 64
item_flags = CRUEL_IMPLEMENT //maybe they want to use it in surgery
force = 15
throwforce = 15
wound_bonus = 20
w_class = WEIGHT_CLASS_NORMAL
/obj/item/knife/bloodletter
name = "bloodletter"
desc = "An occult looking dagger that is cold to the touch. Somehow, the flawless orb on the pommel is made entirely of liquid blood."
icon = 'icons/obj/weapons/khopesh.dmi'
icon_state = "bloodletter"
worn_icon_state = "render"
icon_angle = -45
w_class = WEIGHT_CLASS_NORMAL
/// Bleed stacks applied when an organic mob target is hit
var/bleed_stacks_per_hit = 3
/obj/item/knife/bloodletter/afterattack(atom/target, mob/user, click_parameters)
if(!isliving(target))
return
var/mob/living/M = target
if(!(M.mob_biotypes & MOB_ORGANIC))
return
var/datum/status_effect/stacking/saw_bleed/bloodletting/B = M.has_status_effect(/datum/status_effect/stacking/saw_bleed/bloodletting)
if(!B)
M.apply_status_effect(/datum/status_effect/stacking/saw_bleed/bloodletting, bleed_stacks_per_hit)
else
B.add_stacks(bleed_stacks_per_hit)
/obj/item/knife/butcher
name = "butcher's cleaver"
desc = "A huge thing used for chopping and chopping up meat. This includes clowns and clown by-products."
icon_state = "butch"
inhand_icon_state = "butch"
icon_angle = -45
obj_flags = CONDUCTS_ELECTRICITY
force = 15
throwforce = 10
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 6)
attack_verb_continuous = list("slices", "dices", "chops", "cubes", "minces", "juliennes", "chiffonades", "batonnets")
attack_verb_simple = list("slice", "dice", "chop", "cube", "mince", "julienne", "chiffonade", "batonnet")
w_class = WEIGHT_CLASS_NORMAL
custom_price = PAYCHECK_CREW * 5
wound_bonus = 15
/obj/item/knife/butcher/make_stabby()
return
/obj/item/knife/hunting
name = "hunting knife"
desc = "Despite its name, it's mainly used for cutting meat from dead prey rather than actual hunting."
icon = 'icons/obj/weapons/stabby.dmi'
inhand_icon_state = "huntingknife"
icon_state = "huntingknife"
icon_angle = 180
wound_bonus = 10
/obj/item/knife/hunting/set_butchering()
AddComponent(/datum/component/butchering, \
speed = 8 SECONDS - force, \
effectiveness = 100, \
bonus_modifier = force + 10, \
)
/obj/item/knife/hunting/make_stabby()
return
/obj/item/knife/combat
name = "combat knife"
desc = "A military combat utility survival knife."
icon = 'icons/obj/weapons/stabby.dmi'
icon_state = "buckknife"
worn_icon_state = "buckknife"
icon_angle = -45
embed_type = /datum/embedding/combat_knife
force = 20
throwforce = 20
attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "cuts")
attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "cut")
slot_flags = ITEM_SLOT_MASK
/datum/embedding/combat_knife
pain_mult = 4
embed_chance = 65
fall_chance = 10
ignore_throwspeed_threshold = TRUE
/obj/item/knife/combat/Initialize(mapload)
. = ..()
AddComponent(/datum/component/knockoff, 90, list(BODY_ZONE_PRECISE_MOUTH), slot_flags) //90% to knock off when wearing a mask
/obj/item/knife/combat/make_stabby()
AddComponent(/datum/component/alternative_sharpness, SHARP_POINTY, alt_continuous, alt_simple, -5)
/obj/item/knife/combat/dropped(mob/living/user, slot)
. = ..()
if(user.get_item_by_slot(ITEM_SLOT_MASK) == src && !user.has_status_effect(/datum/status_effect/choke) && prob(20))
user.apply_damage(5, BRUTE, BODY_ZONE_HEAD)
playsound(user, 'sound/items/weapons/slice.ogg', 50, TRUE)
user.visible_message(span_danger("[user] accidentally cuts [user.p_them()]self while pulling [src] out of [user.p_them()] teeth! What a doofus!"), span_userdanger("You accidentally cut your mouth with [src]!"))
/obj/item/knife/combat/equipped(mob/living/user, slot, initial = FALSE)
. = ..()
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(20))
if(user.get_item_by_slot(ITEM_SLOT_MASK) == src)
user.apply_status_effect(/datum/status_effect/choke, src)
user.visible_message(span_danger("[user] accidentally swallows [src]!"))
playsound(user, 'sound/items/eatfood.ogg', 100, TRUE)
/obj/item/knife/combat/survival
name = "survival knife"
desc = "A hunting grade survival knife."
icon_state = "survivalknife"
worn_icon_state = "survivalknife"
embed_type = /datum/embedding/combat_knife/weak
force = 15
throwforce = 15
/obj/item/knife/combat/root
name = "cahn'root dagger"
desc = "A root dagger, deceptively sharp. Perfect to hide and stab someone with, or make a couple and throw them at enemies."
icon_state = "rootdagger"
worn_icon_state = "root_dagger"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
inhand_icon_state = "rootshiv"
embed_type = /datum/embedding/combat_knife/weak
force = 15
throwforce = 15
/obj/item/knife/combat/bone
name = "bone dagger"
desc = "A sharpened bone. The bare minimum in survival."
inhand_icon_state = "bone_dagger"
icon_state = "bone_dagger"
worn_icon_state = "bone_dagger"
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
embed_type = /datum/embedding/combat_knife/weak
obj_flags = parent_type::obj_flags & ~CONDUCTS_ELECTRICITY
force = 15
throwforce = 15
custom_materials = null
/datum/embedding/combat_knife/weak
embed_chance = 35
/obj/item/knife/combat/cyborg
name = "cyborg knife"
desc = "A cyborg-mounted plasteel knife. Extremely sharp and durable."
icon = 'icons/obj/items_cyborg.dmi'
icon_state = "knife_cyborg"
worn_icon_state = "knife_cyborg" //error sprite - this shouldn't have been dropped
slot_flags = NONE //you can't put this in your mouth
/obj/item/knife/shiv
name = "glass shiv"
desc = "A makeshift glass shiv."
icon = 'icons/obj/weapons/stabby.dmi'
icon_state = "shiv"
inhand_icon_state = "shiv"
icon_angle = -65
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
obj_flags = parent_type::obj_flags & ~CONDUCTS_ELECTRICITY
force = 8
throwforce = 12
attack_verb_continuous = list("shanks", "shivs")
attack_verb_simple = list("shank", "shiv")
armor_type = /datum/armor/none
custom_materials = list(/datum/material/glass = SMALL_MATERIAL_AMOUNT * 4)
/obj/item/knife/shiv/make_stabby()
AddComponent(/datum/component/alternative_sharpness, SHARP_POINTY, alt_continuous, alt_simple, -3)
/obj/item/knife/shiv/plasma
name = "plasma shiv"
desc = "A makeshift plasma glass shiv."
icon_state = "plasmashiv"
inhand_icon_state = "plasmashiv"
force = 9
throwforce = 13
armor_type = /datum/armor/shiv_plasma
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT *4, /datum/material/plasma=SMALL_MATERIAL_AMOUNT * 2)
/datum/armor/shiv_plasma
melee = 25
bullet = 25
laser = 25
energy = 25
bomb = 25
fire = 50
acid = 50
/obj/item/knife/shiv/titanium
name = "titanium shiv"
desc = "A makeshift titanium-infused glass shiv."
icon_state = "titaniumshiv"
inhand_icon_state = "titaniumshiv"
throwforce = 14
throw_range = 7
wound_bonus = 10
armor_type = /datum/armor/shiv_titanium
custom_materials = list(/datum/material/glass=SMALL_MATERIAL_AMOUNT * 4, /datum/material/titanium=SMALL_MATERIAL_AMOUNT * 2)
/datum/armor/shiv_titanium
melee = 25
bullet = 25
laser = 25
energy = 25
bomb = 25
fire = 50
acid = 50
/obj/item/knife/shiv/plastitanium
name = "plastitanium shiv"
desc = "A makeshift titanium-infused plasma glass shiv."
icon_state = "plastitaniumshiv"
inhand_icon_state = "plastitaniumshiv"
force = 10
throwforce = 15
throw_speed = 4
throw_range = 8
wound_bonus = 10
bare_wound_bonus = 20
armor_type = /datum/armor/shiv_plastitanium
custom_materials = list(/datum/material/glass= SMALL_MATERIAL_AMOUNT * 4, /datum/material/alloy/plastitanium= SMALL_MATERIAL_AMOUNT * 2)
/datum/armor/shiv_plastitanium
melee = 50
bullet = 50
laser = 50
energy = 50
bomb = 50
fire = 75
acid = 75
/obj/item/knife/shiv/carrot
name = "carrot shiv"
desc = "Unlike other carrots, you should probably keep this far away from your eyes."
icon_state = "carrotshiv"
inhand_icon_state = "carrotshiv"
icon_angle = -45
custom_materials = null
/obj/item/knife/shiv/carrot/suicide_act(mob/living/carbon/user)
user.visible_message(span_suicide("[user] forcefully drives \the [src] into [user.p_their()] eye! It looks like [user.p_theyre()] trying to commit suicide!"))
return BRUTELOSS
/obj/item/knife/shiv/parsnip
name = "parsnip shiv"
desc = "Truly putting 'snip' in the 'parsnip', and it's not sub-par either!"
icon_state = "parsnipshiv"
inhand_icon_state = "parsnipshiv"
icon_angle = -45
custom_materials = null
/obj/item/knife/shiv/root
name = "cahn'root shiv"
desc = "A root sharpened into a shiv. A root source of someone's stab wounds soon, most likely."
icon_state = "rootshiv"
inhand_icon_state = "rootshiv"
icon_angle = -45
custom_materials = null