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Bubberstation/code/game/objects/items/religion.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

442 lines
15 KiB
Plaintext

/obj/item/banner
name = "banner"
desc = "A banner with Nanotrasen's logo on it."
icon = 'icons/obj/banner.dmi'
icon_state = "banner"
inhand_icon_state = "banner"
force = 8
attack_verb_continuous = list("forcefully inspires", "violently encourages", "relentlessly galvanizes")
attack_verb_simple = list("forcefully inspire", "violently encourage", "relentlessly galvanize")
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
var/inspiration_available = TRUE //If this banner can be used to inspire crew
var/morale_time = 0
var/morale_cooldown = 600 //How many deciseconds between uses
/// Mobs with assigned roles whose department bitflags match these will be inspired.
var/job_loyalties = NONE
/// Mobs with any of these special roles will be inspired
var/list/role_loyalties
var/warcry
/obj/item/banner/examine(mob/user)
. = ..()
if(inspiration_available)
. += span_notice("Activate it in your hand to inspire nearby allies of this banner's allegiance!")
/obj/item/banner/attack_self(mob/living/carbon/human/user)
if(!inspiration_available || flags_1 & HOLOGRAM_1)
return
if(morale_time > world.time)
to_chat(user, span_warning("You aren't feeling inspired enough to flourish [src] again yet."))
return
user.visible_message("<span class='big notice'>[user] flourishes [src]!</span>", \
span_notice("You raise [src] skywards, inspiring your allies!"))
playsound(src, SFX_RUSTLE, 100, FALSE)
if(warcry)
user.say("[warcry]", forced="banner")
var/old_transform = user.transform
user.transform *= 1.2
animate(user, transform = old_transform, time = 10)
morale_time = world.time + morale_cooldown
var/list/inspired = list()
var/has_job_loyalties = job_loyalties != NONE
var/has_role_loyalties = LAZYLEN(role_loyalties)
inspired += user //The user is always inspired, regardless of loyalties
for(var/mob/living/carbon/human/H in range(4, get_turf(src)))
if(H.stat == DEAD || H == user)
continue
if(H.mind && (has_job_loyalties || has_role_loyalties))
if(has_job_loyalties && (H.mind.assigned_role.departments_bitflags & job_loyalties))
inspired += H
else if(has_role_loyalties && (H.mind.special_role in role_loyalties))
inspired += H
else if(check_inspiration(H))
inspired += H
for(var/V in inspired)
var/mob/living/carbon/human/H = V
if(H != user)
to_chat(H, span_notice("Your confidence surges as [user] flourishes [user.p_their()] [name]!"))
inspiration(H)
special_inspiration(H)
/obj/item/banner/proc/check_inspiration(mob/living/carbon/human/H) //Banner-specific conditions for being eligible
return
/obj/item/banner/proc/inspiration(mob/living/carbon/human/inspired_human)
var/need_mob_update = FALSE
need_mob_update += inspired_human.adjustBruteLoss(-15, updating_health = FALSE)
need_mob_update += inspired_human.adjustFireLoss(-15, updating_health = FALSE)
if(need_mob_update)
inspired_human.updatehealth()
inspired_human.AdjustStun(-4 SECONDS)
inspired_human.AdjustKnockdown(-4 SECONDS)
inspired_human.AdjustImmobilized(-4 SECONDS)
inspired_human.AdjustParalyzed(-4 SECONDS)
inspired_human.AdjustUnconscious(-4 SECONDS)
playsound(inspired_human, 'sound/effects/magic/staff_healing.ogg', 25, FALSE)
/obj/item/banner/proc/special_inspiration(mob/living/carbon/human/H) //Any banner-specific inspiration effects go here
return
/obj/item/banner/security
name = "securistan banner"
desc = "The banner of Securistan, ruling the station with an iron fist."
icon_state = "banner_security"
inhand_icon_state = "banner_security"
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
warcry = "EVERYONE DOWN ON THE GROUND!!"
/obj/item/banner/security/Initialize(mapload)
. = ..()
job_loyalties = DEPARTMENT_BITFLAG_SECURITY
/obj/item/banner/security/mundane
inspiration_available = FALSE
/datum/crafting_recipe/security_banner
name = "Securistan Banner"
result = /obj/item/banner/security/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/security/officer = 1)
category = CAT_MISC
/obj/item/banner/medical
name = "meditopia banner"
desc = "The banner of Meditopia, generous benefactors that cure wounds and shelter the weak."
icon_state = "banner_medical"
inhand_icon_state = "banner_medical"
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
warcry = "No wounds cannot be healed!"
/obj/item/banner/medical/Initialize(mapload)
. = ..()
job_loyalties = DEPARTMENT_BITFLAG_MEDICAL
/obj/item/banner/medical/mundane
inspiration_available = FALSE
/obj/item/banner/medical/check_inspiration(mob/living/carbon/human/H)
return H.stat //Meditopia is moved to help those in need
/datum/crafting_recipe/medical_banner
name = "Meditopia Banner"
result = /obj/item/banner/medical/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/medical/doctor = 1)
category = CAT_MISC
/obj/item/banner/medical/special_inspiration(mob/living/carbon/human/inspired_human)
var/need_mob_update = FALSE
need_mob_update += inspired_human.adjustToxLoss(-15, updating_health = FALSE)
need_mob_update += inspired_human.setOxyLoss(0, updating_health = FALSE)
if(need_mob_update)
inspired_human.updatehealth()
inspired_human.reagents.add_reagent(/datum/reagent/medicine/inaprovaline, 5)
/obj/item/banner/science
name = "sciencia banner"
desc = "The banner of Sciencia, bold and daring thaumaturges and researchers that take the path less traveled."
icon_state = "banner_science"
inhand_icon_state = "banner_science"
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
warcry = "For Cuban Pete!"
/obj/item/banner/science/Initialize(mapload)
. = ..()
job_loyalties = DEPARTMENT_BITFLAG_SCIENCE
/obj/item/banner/science/mundane
inspiration_available = FALSE
/obj/item/banner/science/check_inspiration(mob/living/carbon/human/H)
return H.on_fire //Sciencia is pleased by dedication to the art of Ordnance
/datum/crafting_recipe/science_banner
name = "Sciencia Banner"
result = /obj/item/banner/science/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/rnd/scientist = 1)
category = CAT_MISC
/obj/item/banner/cargo
name = "cargonia banner"
desc = "The banner of the eternal Cargonia, with the mystical power of conjuring any object into existence."
icon_state = "banner_cargo"
inhand_icon_state = "banner_cargo"
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
warcry = "Hail Cargonia!"
/obj/item/banner/cargo/Initialize(mapload)
. = ..()
job_loyalties = DEPARTMENT_BITFLAG_CARGO
/obj/item/banner/cargo/mundane
inspiration_available = FALSE
/datum/crafting_recipe/cargo_banner
name = "Cargonia Banner"
result = /obj/item/banner/cargo/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/cargo/tech = 1)
category = CAT_MISC
/obj/item/banner/engineering
name = "engitopia banner"
desc = "The banner of Engitopia, wielders of limitless power."
icon_state = "banner_engineering"
inhand_icon_state = "banner_engineering"
lefthand_file = 'icons/mob/inhands/equipment/banners_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/banners_righthand.dmi'
warcry = "All hail lord Singuloth!!"
/obj/item/banner/engineering/Initialize(mapload)
. = ..()
job_loyalties = DEPARTMENT_BITFLAG_ENGINEERING
/obj/item/banner/engineering/mundane
inspiration_available = FALSE
/obj/item/banner/engineering/special_inspiration(mob/living/carbon/human/H)
qdel(H.GetComponent(/datum/component/irradiated))
/datum/crafting_recipe/engineering_banner
name = "Engitopia Banner"
result = /obj/item/banner/engineering/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/engineering/engineer = 1)
category = CAT_MISC
/obj/item/banner/command
name = "command banner"
desc = "The banner of Command, a staunch and ancient line of bueraucratic kings and queens."
//No icon state here since the default one is the NT banner
warcry = "Hail Nanotrasen!"
/obj/item/banner/command/Initialize(mapload)
. = ..()
job_loyalties = DEPARTMENT_BITFLAG_COMMAND
/obj/item/banner/command/mundane
inspiration_available = FALSE
/obj/item/banner/command/check_inspiration(mob/living/carbon/human/H)
return HAS_TRAIT(H, TRAIT_MINDSHIELD) //Command is stalwart but rewards their allies.
/datum/crafting_recipe/command_banner
name = "Command Banner"
result = /obj/item/banner/command/mundane
time = 40
reqs = list(/obj/item/stack/rods = 2,
/obj/item/clothing/under/rank/captain/parade = 1)
category = CAT_MISC
/obj/item/banner/red
name = "red banner"
icon_state = "banner-red"
inhand_icon_state = "banner-red"
desc = "A banner with the logo of the red deity."
/obj/item/banner/blue
name = "blue banner"
icon_state = "banner-blue"
inhand_icon_state = "banner-blue"
desc = "A banner with the logo of the blue deity."
/obj/item/storage/backpack/bannerpack
name = "\improper Nanotrasen banner backpack"
desc = "It's a backpack with lots of extra room. A banner with Nanotrasen's logo is attached, that can't be removed."
icon_state = "backpack-banner"
/obj/item/storage/backpack/bannerpack/Initialize(mapload)
. = ..()
atom_storage.max_total_storage = 27 //6 more then normal, for the tradeoff of declaring yourself an antag at all times.
/obj/item/storage/backpack/bannerpack/red
name = "red banner backpack"
desc = "It's a backpack with lots of extra room. A red banner is attached, that can't be removed."
icon_state = "backpack-banner_red"
/obj/item/storage/backpack/bannerpack/blue
name = "blue banner backpack"
desc = "It's a backpack with lots of extra room. A blue banner is attached, that can't be removed."
icon_state = "backpack-banner_blue"
//this is all part of one item set
/obj/item/clothing/head/helmet/plate/crusader
name = "Crusader's Hood"
desc = "A brownish hood."
icon = 'icons/obj/clothing/head/chaplain.dmi'
worn_icon = 'icons/mob/clothing/head/chaplain.dmi'
icon_state = "crusader"
inhand_icon_state = null
w_class = WEIGHT_CLASS_NORMAL
flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE
armor_type = /datum/armor/plate_crusader
/datum/armor/plate_crusader
melee = 50
bullet = 50
laser = 50
energy = 50
bomb = 60
fire = 60
acid = 60
/obj/item/clothing/head/helmet/plate/crusader/blue
icon_state = "crusader-blue"
inhand_icon_state = null
/obj/item/clothing/head/helmet/plate/crusader/red
icon_state = "crusader-red"
inhand_icon_state = null
//Prophet helmet
/obj/item/clothing/head/helmet/plate/crusader/prophet
name = "Prophet's Hat"
desc = "A religious-looking hat."
icon_state = null
worn_icon = 'icons/mob/clothing/head/helmet.dmi'
inhand_icon_state = null
flags_1 = 0
armor_type = /datum/armor/crusader_prophet
worn_y_offset = 6
/datum/armor/crusader_prophet
melee = 60
bullet = 60
laser = 60
energy = 60
bomb = 70
bio = 50
fire = 60
acid = 60
/obj/item/clothing/head/helmet/plate/crusader/prophet/red
icon_state = "prophet-red"
inhand_icon_state = null
/obj/item/clothing/head/helmet/plate/crusader/prophet/blue
icon_state = "prophet-blue"
inhand_icon_state = null
//Structure conversion staff
/obj/item/godstaff
name = "godstaff"
desc = "It's a stick..?"
icon = 'icons/obj/weapons/staff.dmi'
icon_state = "godstaff-red"
icon_angle = -45
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
var/conversion_color = "#ffffff"
var/staffcooldown = 0
var/staffwait = 30
/obj/item/godstaff/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(SHOULD_SKIP_INTERACTION(interacting_with, src, user))
return NONE
return ranged_interact_with_atom(interacting_with, user, modifiers)
/obj/item/godstaff/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(staffcooldown + staffwait > world.time)
return ITEM_INTERACT_BLOCKING
user.visible_message(span_notice("[user] chants deeply and waves [user.p_their()] staff!"))
if(do_after(user, 2 SECONDS, interacting_with))
interacting_with.add_atom_colour(conversion_color, WASHABLE_COLOUR_PRIORITY) //wololo
staffcooldown = world.time
return ITEM_INTERACT_SUCCESS
/obj/item/godstaff/red
icon_state = "godstaff-red"
conversion_color = "#ff0000"
/obj/item/godstaff/blue
icon_state = "godstaff-blue"
conversion_color = "#0000ff"
/obj/item/clothing/gloves/plate
name = "plate gauntlets"
icon_state = "crusader"
desc = "They're like gloves, but made of metal."
siemens_coefficient = 0
cold_protection = HANDS
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
/obj/item/clothing/gloves/plate/red
icon_state = "crusader-red"
/obj/item/clothing/gloves/plate/blue
icon_state = "crusader-blue"
/obj/item/clothing/shoes/plate
name = "plate boots"
desc = "Metal boots, they look heavy."
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
armor_type = /datum/armor/shoes_plate
body_parts_covered = FEET|LEGS
clothing_traits = list(TRAIT_NO_SLIP_WATER)
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET
max_heat_protection_temperature = SHOES_MAX_TEMP_PROTECT
/datum/armor/shoes_plate
melee = 50
bullet = 50
laser = 50
energy = 50
bomb = 60
fire = 60
acid = 60
/obj/item/clothing/shoes/plate/red
icon_state = "crusader-red"
/obj/item/clothing/shoes/plate/blue
icon_state = "crusader-blue"
/obj/item/storage/box/itemset/crusader/blue/PopulateContents()
new /obj/item/clothing/suit/chaplainsuit/armor/crusader/blue(src)
new /obj/item/clothing/head/helmet/plate/crusader/blue(src)
new /obj/item/clothing/gloves/plate/blue(src)
new /obj/item/clothing/shoes/plate/blue(src)
/obj/item/storage/box/itemset/crusader/red/PopulateContents()
new /obj/item/clothing/suit/chaplainsuit/armor/crusader/red(src)
new /obj/item/clothing/head/helmet/plate/crusader/red(src)
new /obj/item/clothing/gloves/plate/red(src)
new /obj/item/clothing/shoes/plate/red(src)
/obj/item/claymore/weak
desc = "This one is rusted."
force = 24
armour_penetration = 10
/obj/item/claymore/weak/make_stabby()
AddComponent(/datum/component/alternative_sharpness, SHARP_POINTY, alt_continuous, alt_simple, -9)
/obj/item/claymore/weak/ceremonial
desc = "A rusted claymore, once at the heart of a powerful scottish clan struck down and oppressed by tyrants, it has been passed down the ages as a symbol of defiance."
force = 15
block_chance = 30
armour_penetration = 5
/obj/item/claymore/weak/ceremonial/make_stabby()
AddComponent(/datum/component/alternative_sharpness, SHARP_POINTY, alt_continuous, alt_simple, -5)