[MIRROR] Adds Gooborgs & Toggleable Stomach Glowing for Borgs (#10418)

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
This commit is contained in:
CHOMPStation2StaffMirrorBot
2025-03-14 17:43:00 -07:00
committed by GitHub
parent 4a4293a9e4
commit 2cd485cbba
50 changed files with 546 additions and 92 deletions
+209 -20
View File
@@ -8,6 +8,12 @@
/obj/item/melee/robotic/proc/weapon_flag_check(var/flag_to_check) //Checks for the flag of the gun.
return (borg_flags & flag_to_check)
// THESE ARE OUTLIERS THAT SHOULD BE INCLUDED IN /MELEE BUT ARE SO HARDCODED THAT DOING SUCH WOULD BE A NIGHTMARE.
// THIS LIST SHOULD BE SHORT AND ONLY INCLUDE THINGS THAT ARE ABSOLUTELY NECESSARY.
/obj/item/pickaxe/proc/weapon_flag_check(var/flag_to_check) //Checks for the flag of the gun.
return (borg_flags & flag_to_check)
/// The base gun types. Build off these four.
/obj/item/gun/energy/robotic
name = "Cybernetic Gun"
@@ -190,7 +196,7 @@
update_icon()
/obj/item/melee/robotic/borg_combat_shocker
/obj/item/melee/robotic/borg_combat_shocker //Like a baton, but is always on.
name = "combat shocker"
icon = 'icons/mob/dogborg_vr.dmi'
icon_state = "combatshocker"
@@ -203,12 +209,26 @@
var/charge_cost = 15
var/dogborg = FALSE
/obj/item/melee/robotic/borg_combat_shocker/proc/deductcharge()
var/mob/living/silicon/robot/R = loc
var/obj/item/cell/bcell
if(istype(R))
bcell = R.cell
if(!bcell)
return FALSE
if(bcell.checked_use(600))
return TRUE
return null
/obj/item/melee/robotic/borg_combat_shocker/attack(mob/M, mob/user)
deductcharge(600)
return ..()
/obj/item/melee/robotic/borg_combat_shocker/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
if(isrobot(target))
return ..()
var/agony = 60 // Copied from stun batons
var/stun = 0 // ... same
var/agony = 60
var/obj/item/organ/external/affecting = null
if(ishuman(target))
@@ -216,11 +236,8 @@
affecting = H.get_organ(hit_zone)
if(user.a_intent == I_HURT)
// Parent handles messages
. = ..()
//whacking someone causes a much poorer electrical contact than deliberately prodding them.
agony *= 0.5
stun *= 0.5
else
if(affecting)
if(dogborg)
@@ -232,21 +249,13 @@
target.visible_message(span_danger("[target] has been zap-chomped with [src] by [user]!"))
else
target.visible_message(span_danger("[target] has been zapped with [src] by [user]!"))
playsound(src, 'sound/weapons/Egloves.ogg', 50, 1, -1)
// Try to use power
var/stunning = FALSE
if(isrobot(loc))
var/mob/living/silicon/robot/R = loc
if(R.cell?.use(charge_cost) == charge_cost)
stunning = TRUE
if(stunning)
target.stun_effect_act(stun, agony, hit_zone, src)
msg_admin_attack("[key_name(user)] stunned [key_name(target)] with the [src].")
if(ishuman(target))
var/mob/living/carbon/human/H = target
H.forcesay(hit_appends)
playsound(src, 'sound/weapons/Egloves.ogg', 50, 1, -1)
target.stun_effect_act(0, agony, hit_zone, src)
msg_admin_attack("[key_name(user)] stunned [key_name(target)] with the [src].")
if(ishuman(target))
var/mob/living/carbon/human/H = target
H.forcesay(hit_appends)
/obj/item/melee/robotic/blade //For downstreams that use blade
name = "Robotic Blade"
@@ -277,3 +286,183 @@
hitsound = 'sound/weapons/blade1.ogg'
attack_verb = list("slashed", "stabbed", "jabbed", "mauled", "sliced")
w_class = ITEMSIZE_NORMAL
/obj/item/melee/robotic/blade/ionic
name = "ionic rapier"
desc = "Designed specifically for disrupting electronics at close range, it is extremely deadly against synthetics, but almost harmless to pure organic targets."
description_info = "This is a dangerous melee weapon that will deliver a moderately powerful electromagnetic pulse to whatever it strikes. \
Striking a lesser robotic entity will compel it to attack you, as well. It also does extra burn damage to robotic entities, but it does \
very little damage to purely organic targets."
/obj/item/melee/robotic/blade/ionic/afterattack(var/atom/movable/AM, var/mob/living/user, var/proximity)
if(istype(AM, /obj) && proximity)
// EMP stuff.
var/obj/O = AM
O.emp_act(3) // A weaker severity is used because this has infinite uses.
playsound(O, 'sound/effects/EMPulse.ogg', 100, 1)
user.setClickCooldown(user.get_attack_speed(src)) // A lot of objects don't set click delay.
return ..()
/obj/item/melee/robotic/blade/ionic/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
. = ..()
if(target.isSynthetic())
// Do some extra damage. Not a whole lot more since emp_act() is pretty nasty on FBPs already.
target.emp_act(3) // A weaker severity is used because this has infinite uses.
playsound(target, 'sound/effects/EMPulse.ogg', 100, 1)
target.adjustFireLoss(force * 3) // 15 Burn, for 20 total.
playsound(target, 'sound/weapons/blade1.ogg', 100, 1)
// Make lesser robots really mad at us.
if(target.mob_class & MOB_CLASS_SYNTHETIC)
if(target.has_AI())
target.taunt(user)
target.adjustFireLoss(force * 6) // 30 Burn, for 50 total.
/obj/item/melee/robotic/blade/ionic/lance
name = "zero-point lance"
desc = "Designed specifically for disrupting electronics at relatively close range, however it is still capable of dealing some damage to living beings."
force = 20
armor_penetration = 15
reach = 2
/obj/item/melee/robotic/baton
name = "stunbaton"
desc = "A stun baton for incapacitating people with."
icon = 'icons/obj/weapons.dmi'
icon_state = "stunbaton_active"
item_state = "baton"
slot_flags = SLOT_BELT
force = 15
sharp = FALSE
edge = FALSE
flags = NOCONDUCT
w_class = ITEMSIZE_NORMAL
drop_sound = 'sound/items/drop/metalweapon.ogg'
pickup_sound = 'sound/items/pickup/metalweapon.ogg'
origin_tech = list(TECH_COMBAT = 2)
attack_verb = list("beaten")
var/stunforce = 0
var/agonyforce = 60
var/hitcost = 500
var/status = 1 //On by default.
var/lightcolor = "#FF6A00"
borg_flags = COUNTS_AS_ROBOTIC_MELEE
/obj/item/melee/robotic/baton/update_icon()
if(status)
icon_state = "[initial(name)]_active"
else
icon_state = "[initial(name)]"
if(icon_state == "[initial(name)]_active")
set_light(2, 1, lightcolor)
else
set_light(0)
/obj/item/melee/robotic/baton/attack_hand(mob/user as mob)
return
/obj/item/melee/robotic/baton/attack_self(mob/user)
status = !status
to_chat(user, span_notice("[src] is now [status ? "on" : "off"]."))
playsound(src, "sparks", 75, 1, -1)
update_icon()
/obj/item/melee/robotic/baton/attackby(obj/item/W, mob/user)
return
/obj/item/melee/robotic/baton/proc/deductcharge()
var/mob/living/silicon/robot/R = loc
var/obj/item/cell/bcell
if(istype(R))
bcell = R.cell
if(!bcell)
return FALSE
if(bcell.checked_use(hitcost))
return TRUE
return null
/obj/item/melee/robotic/baton/attack(mob/M, mob/user)
if(status)
deductcharge(hitcost)
return ..()
/obj/item/melee/robotic/baton/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
if(isrobot(target))
return ..()
var/agony = agonyforce
var/stun = stunforce
var/obj/item/organ/external/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
affecting = H.get_organ(hit_zone)
if(user.a_intent == I_HURT)
. = ..()
//whacking someone causes a much poorer electrical contact than deliberately prodding them.
agony *= 0.5
stun *= 0.5
//We are off!
if(!status)
if(affecting)
target.visible_message(span_warning("[target] has been prodded in the [affecting.name] with [src] by [user]. Luckily it was off."))
else
target.visible_message(span_warning("[target] has been prodded with [src] by [user]. Luckily it was off."))
return
//We are on!
if(affecting)
target.visible_message(span_danger("[target] has been prodded in the [affecting.name] with [src] by [user]!"))
else
target.visible_message(span_danger("[target] has been prodded with [src] by [user]!"))
playsound(src, 'sound/weapons/Egloves.ogg', 50, 1, -1)
target.stun_effect_act(stun, agony, hit_zone, src)
msg_admin_attack("[key_name(user)] stunned [key_name(target)] with the [src].")
if(ishuman(target))
var/mob/living/carbon/human/H = target
H.forcesay(hit_appends)
/obj/item/melee/robotic/baton/arm
name = "electrified arm"
icon = 'icons/obj/decals.dmi'
icon_state = "shock"
hitcost = 750
agonyforce = 70
/obj/item/melee/robotic/baton/shocker
name = "shocker"
desc = "A device that appears to arc electricity into a target to incapacitate or otherwise hurt them, similar to a stun baton. It looks inefficent."
description_info = "Hitting a lesser lifeform with this while it is on will compel them to attack you above other nearby targets. Otherwise \
it works like a regular stun baton, just less effectively."
icon_state = "shocker_active"
force = 10
agonyforce = 25 // Less efficent than a regular baton.
attack_verb = list("poked")
/obj/item/melee/robotic/baton/shocker/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
..(target, user, hit_zone)
if(target.has_AI())
target.taunt(user)
/obj/item/melee/robotic/baton/slime
hitcost = 200
/obj/item/melee/robotic/baton/slime/attack(mob/living/L, mob/user, hit_zone)
if(!istype(L))
return ..()
if(L.mob_class & MOB_CLASS_SLIME) // Are they some kind of slime? (Prommies might pass this check someday).
if(isslime(L))
var/mob/living/simple_mob/slime/S = L
S.slimebatoned(user, 5) // Feral and xenobio slimes will react differently to this.
else
L.Weaken(5)
// Now for prommies.
if(ishuman(L))
var/mob/living/carbon/human/H = L
if(H.species && H.species.name == SPECIES_PROMETHEAN)
H.apply_damage(35, HALLOSS)
..()