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Bubberstation/code/game/objects/items/powerfist.dm
SmArtKar 7ddc30783a Adds better attack animations and alternate attack modes (#88418)
## About The Pull Request

This is the first PR in a series attempting to modernize our damage and
armor, both from a code and a gameplay perspective. This part implements
unique attack animations, adds alternate attack modes for items and
fixes some minor oversights.

Items now have unique attack animation based on their sharpness - sharp
items are now swung in an arc, while pointy items are thrust forward.
This change is ***purely visual***, this is not swing combat. (However,
this does assign icon rotation data to many items, which should help
swing combat later down the line).

Certain items like knives and swords now have secondary attacks - right
clicks will perform stabbing attacks instead of slashing for a chance to
leave piercing wounds, albeit with slightly lower damage - trying to
stick a katana through someone won't get you very far!

https://github.com/user-attachments/assets/1f92bbcd-9aa1-482f-bc26-5e84fe2a07e1

Turns out that spears acted as oversized knives this entire time, being
SHARP_EDGED instead of SHARP_POINTY - in order for their animations to
make sense, they're now once again pointy (according to comment,
originally they were made sharp because piercing wounds weren't very
threatening, which is no longer the case)

Another major change is that structure damage is now influenced by armor
penetration - I am not sure if this is intentional or not, but attacking
item's AP never applied to non-mob damage.

Additionally, also fixes an issue where attack verbs for you and
everyone else may differ.
2024-12-17 12:35:52 -06:00

158 lines
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///Defines for the pressure strength of the fist
#define LOW_PRESSURE 1
#define MID_PRESSURE 2
#define HIGH_PRESSURE 3
///Defines for the tank change action
#define TANK_INSERTING 0
#define TANK_REMOVING 1
/obj/item/melee/powerfist
name = "power-fist"
desc = "A metal gauntlet with a piston-powered ram ontop for that extra 'ompfh' in your punch."
icon = 'icons/obj/antags/syndicate_tools.dmi'
icon_state = "powerfist"
inhand_icon_state = "powerfist"
icon_angle = 180
lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
attack_verb_continuous = list("whacks", "fists", "power-punches")
attack_verb_simple = list("whack", "fist", "power-punch")
force = 20
throwforce = 10
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
armor_type = /datum/armor/melee_powerfist
resistance_flags = FIRE_PROOF
/// Delay between attacks
var/click_delay = 0.15 SECONDS
/// Pressure level on the fist
var/fist_pressure_setting = LOW_PRESSURE
/// Amount of moles per punch
var/gas_per_fist = 3
/// Tank used for the gauntlet's piston-ram.
var/obj/item/tank/internals/tank
/datum/armor/melee_powerfist
fire = 100
acid = 40
/obj/item/melee/powerfist/proc/pressure_setting_to_text(fist_pressure_setting)
switch(fist_pressure_setting)
if(LOW_PRESSURE)
return "low"
if(MID_PRESSURE)
return "medium"
if(HIGH_PRESSURE)
return "high"
else
CRASH("Invalid pressure setting: [fist_pressure_setting]!")
/obj/item/melee/powerfist/examine(mob/user)
. = ..()
if(!in_range(user, src))
. += span_notice("You'll need to get closer to see any more.")
return
if(tank)
. += span_notice("[icon2html(tank, user)] It has \a [tank] mounted onto it.")
. += span_notice("Can be removed with a <b>screwdriver</b>.")
. += span_notice("Use a <b>wrench</b> to change the valve strength. Current strength is at <b>[pressure_setting_to_text(fist_pressure_setting)]</b> level.")
/obj/item/melee/powerfist/wrench_act(mob/living/user, obj/item/tool)
fist_pressure_setting = fist_pressure_setting >= HIGH_PRESSURE ? LOW_PRESSURE : fist_pressure_setting + 1
tool.play_tool_sound(src)
balloon_alert(user, "piston strength set to [pressure_setting_to_text(fist_pressure_setting)]")
return TRUE
/obj/item/melee/powerfist/screwdriver_act(mob/living/user, obj/item/tool)
if(!tank)
balloon_alert(user, "no tank present")
return
update_tank(tank, TANK_REMOVING, user)
return TRUE
/obj/item/melee/powerfist/attackby(obj/item/item_to_insert, mob/user, params)
if(!istype(item_to_insert, /obj/item/tank/internals))
return ..()
if(tank)
to_chat(user, span_notice("A tank is already present, remove it with a screwdriver first."))
return
var/obj/item/tank/internals/tank_to_insert = item_to_insert
if(tank_to_insert.volume <= 3)
to_chat(user, span_warning("\The [tank_to_insert] is too small for \the [src]."))
return
update_tank(item_to_insert, TANK_INSERTING, user)
/obj/item/melee/powerfist/proc/update_tank(obj/item/tank/internals/the_tank, removing = TANK_INSERTING, mob/living/carbon/human/user)
if(removing)
if(!tank)
to_chat(user, span_notice("\The [src] currently has no tank attached to it."))
return
to_chat(user, span_notice("You detach \the [the_tank] from \the [src]."))
tank.forceMove(get_turf(user))
user.put_in_hands(tank)
tank = null
return
if(tank)
to_chat(user, span_warning("\The [src] already has a tank."))
return
if(!user.transferItemToLoc(the_tank, src))
return
to_chat(user, span_notice("You hook \the [the_tank] up to \the [src]."))
tank = the_tank
/obj/item/melee/powerfist/attack(mob/living/target, mob/living/user)
if(!tank)
to_chat(user, span_warning("\The [src] can't operate without a source of gas!"))
return
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, span_warning("You don't want to harm other living beings!"))
return
var/turf/our_turf = get_turf(src)
if(!our_turf)
return
var/datum/gas_mixture/gas_used = tank.remove_air(gas_per_fist * fist_pressure_setting)
if(!gas_used)
to_chat(user, span_warning("\The [src]'s tank is empty!"))
target.apply_damage((force / 5), BRUTE)
playsound(loc, 'sound/items/weapons/punch1.ogg', 50, TRUE)
target.visible_message(span_danger("[user]'s powerfist lets out a dull thunk as [user.p_they()] punch[user.p_es()] [target.name]!"), \
span_userdanger("[user]'s punches you!"))
return
if(!molar_cmp_equals(gas_used.total_moles(), gas_per_fist * fist_pressure_setting))
our_turf.assume_air(gas_used)
to_chat(user, span_warning("\The [src]'s piston-ram lets out a weak hiss, it needs more gas!"))
playsound(loc, 'sound/items/weapons/punch4.ogg', 50, TRUE)
target.apply_damage((force / 2), BRUTE)
target.visible_message(span_danger("[user]'s powerfist lets out a weak hiss as [user.p_they()] punch[user.p_es()] [target.name]!"), \
span_userdanger("[user]'s punch strikes with force!"))
return
target.visible_message(span_danger("[user]'s powerfist lets out a loud hiss as [user.p_they()] punch[user.p_es()] [target.name]!"), \
span_userdanger("You cry out in pain as [user]'s punch flings you backwards!"))
new /obj/effect/temp_visual/kinetic_blast(target.loc)
target.apply_damage(force * fist_pressure_setting, BRUTE, wound_bonus = CANT_WOUND)
playsound(src, 'sound/items/weapons/resonator_blast.ogg', 50, TRUE)
playsound(src, 'sound/items/weapons/genhit2.ogg', 50, TRUE)
if(!QDELETED(target))
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 5 * fist_pressure_setting, 0.5 + (fist_pressure_setting / 2))
log_combat(user, target, "power fisted", src)
user.changeNext_move(CLICK_CD_MELEE * click_delay)
our_turf.assume_air(gas_used)
#undef LOW_PRESSURE
#undef MID_PRESSURE
#undef HIGH_PRESSURE
#undef TANK_INSERTING
#undef TANK_REMOVING