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https://github.com/CHOMPStation2/CHOMPStation2.git
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Now weapons can properly cause cuts without necessarily having a greater chance to remove limbs. Also separates is_sharp, has_edge, and can_puncture.
290 lines
8.7 KiB
Plaintext
290 lines
8.7 KiB
Plaintext
/obj/item/weapon/arrow
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name = "bolt"
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desc = "It's got a tip for you - get the point?"
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icon = 'icons/obj/weapons.dmi'
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icon_state = "bolt"
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item_state = "bolt"
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flags = FPRINT | TABLEPASS
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throwforce = 8
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w_class = 3.0
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sharp = 1
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edge = 0
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/obj/item/weapon/arrow/proc/removed() //Helper for metal rods falling apart.
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return
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/obj/item/weapon/arrow/quill
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name = "vox quill"
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desc = "A wickedly barbed quill from some bizarre animal."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "quill"
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item_state = "quill"
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throwforce = 5
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/obj/item/weapon/arrow/rod
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name = "metal rod"
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desc = "Don't cry for me, Orithena."
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icon_state = "metal-rod"
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/obj/item/weapon/arrow/rod/removed(mob/user)
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if(throwforce == 15) // The rod has been superheated - we don't want it to be useable when removed from the bow.
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user << "[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow."
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var/obj/item/weapon/shard/shrapnel/S = new()
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S.loc = get_turf(src)
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src.Del()
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/obj/item/weapon/crossbow
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name = "powered crossbow"
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desc = "A 2557AD twist on an old classic. Pick up that can."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "crossbow"
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item_state = "crossbow-solid"
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w_class = 5.0
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = SLOT_BELT | SLOT_BACK
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w_class = 3.0
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var/tension = 0 // Current draw on the bow.
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var/max_tension = 5 // Highest possible tension.
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var/release_speed = 5 // Speed per unit of tension.
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var/mob/living/current_user = null // Used to see if the person drawing the bow started drawing it.
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var/obj/item/weapon/arrow = null // Nocked arrow.
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var/obj/item/weapon/cell/cell = null // Used for firing special projectiles like rods.
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/obj/item/weapon/crossbow/attackby(obj/item/W as obj, mob/user as mob)
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if(!arrow)
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if (istype(W,/obj/item/weapon/arrow))
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user.drop_item()
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arrow = W
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arrow.loc = src
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user.visible_message("[user] slides [arrow] into [src].","You slide [arrow] into [src].")
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icon_state = "crossbow-nocked"
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return
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else if(istype(W,/obj/item/stack/rods))
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var/obj/item/stack/rods/R = W
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R.use(1)
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arrow = new /obj/item/weapon/arrow/rod(src)
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arrow.fingerprintslast = src.fingerprintslast
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arrow.loc = src
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icon_state = "crossbow-nocked"
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user.visible_message("[user] haphazardly jams [arrow] into [src].","You jam [arrow] into [src].")
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if(cell)
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if(cell.charge >= 500)
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user << "<span class='notice'>[arrow] plinks and crackles as it begins to glow red-hot.</span>"
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arrow.throwforce = 15
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arrow.icon_state = "metal-rod-superheated"
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cell.use(500)
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return
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if(istype(W, /obj/item/weapon/cell))
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if(!cell)
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user.drop_item()
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W.loc = src
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cell = W
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user << "<span class='notice'>You jam [cell] into [src] and wire it to the firing coil.</span>"
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if(arrow)
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if(istype(arrow,/obj/item/weapon/arrow/rod) && arrow.throwforce < 15 && cell.charge >= 500)
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user << "<span class='notice'>[arrow] plinks and crackles as it begins to glow red-hot.</span>"
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arrow.throwforce = 15
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arrow.icon_state = "metal-rod-superheated"
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cell.use(500)
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else
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user << "<span class='notice'>[src] already has a cell installed.</span>"
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(cell)
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var/obj/item/C = cell
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C.loc = get_turf(user)
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cell = null
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user << "<span class='notice'>You jimmy [cell] out of [src] with [W].</span>"
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else
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user << "<span class='notice'>[src] doesn't have a cell installed.</span>"
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else
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..()
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/obj/item/weapon/crossbow/attack_self(mob/living/user as mob)
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if(tension)
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if(arrow)
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user.visible_message("[user] relaxes the tension on [src]'s string and removes [arrow].","You relax the tension on [src]'s string and remove [arrow].")
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var/obj/item/weapon/arrow/A = arrow
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A.loc = get_turf(src)
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A.removed(user)
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arrow = null
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else
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user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
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tension = 0
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icon_state = "crossbow"
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else
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draw(user)
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/obj/item/weapon/crossbow/proc/draw(var/mob/user as mob)
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if(!arrow)
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user << "You don't have anything nocked to [src]."
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return
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if(user.restrained())
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return
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current_user = user
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user.visible_message("[user] begins to draw back the string of [src].","You begin to draw back the string of [src].")
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tension = 1
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spawn(25) increase_tension(user)
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/obj/item/weapon/crossbow/proc/increase_tension(var/mob/user as mob)
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if(!arrow || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
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return
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tension++
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icon_state = "crossbow-drawn"
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if(tension>=max_tension)
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tension = max_tension
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usr << "[src] clunks as you draw the string to its maximum tension!"
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else
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user.visible_message("[usr] draws back the string of [src]!","You continue drawing back the string of [src]!")
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spawn(25) increase_tension(user)
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/obj/item/weapon/crossbow/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
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if (istype(target, /obj/item/weapon/storage/backpack ))
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src.dropped()
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return
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else if (target.loc == user.loc)
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return
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else if (locate (/obj/structure/table, src.loc))
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return
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else if(target == user)
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return
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if(!tension)
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user << "You haven't drawn back the bolt!"
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return 0
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if (!arrow)
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user << "You have no arrow nocked to [src]!"
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return 0
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else
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spawn(0) Fire(target,user,params)
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/obj/item/weapon/crossbow/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
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add_fingerprint(user)
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var/turf/curloc = get_turf(user)
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var/turf/targloc = get_turf(target)
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if (!istype(targloc) || !istype(curloc))
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return
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user.visible_message("<span class='danger'>[user] releases [src] and sends [arrow] streaking toward [target]!</span>","<span class='danger'>You release [src] and send [arrow] streaking toward [target]!</span>")
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var/obj/item/weapon/arrow/A = arrow
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A.loc = get_turf(user)
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A.throw_at(target,10,tension*release_speed)
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arrow = null
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tension = 0
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icon_state = "crossbow"
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/obj/item/weapon/crossbow/dropped(mob/user)
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if(arrow)
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var/obj/item/weapon/arrow/A = arrow
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A.loc = get_turf(src)
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A.removed(user)
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arrow = null
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tension = 0
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icon_state = "crossbow"
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// Crossbow construction.
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/obj/item/weapon/crossbowframe
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name = "crossbow frame"
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desc = "A half-finished crossbow."
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icon_state = "crossbowframe0"
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item_state = "crossbow-solid"
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var/buildstate = 0
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/obj/item/weapon/crossbowframe/update_icon()
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icon_state = "crossbowframe[buildstate]"
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/obj/item/weapon/crossbowframe/examine()
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..()
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switch(buildstate)
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if(1) usr << "It has a loose rod frame in place."
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if(2) usr << "It has a steel backbone welded in place."
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if(3) usr << "It has a steel backbone and a cell mount installed."
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if(4) usr << "It has a steel backbone, plastic lath and a cell mount installed."
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if(5) usr << "It has a steel cable loosely strung across the lath."
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/obj/item/weapon/crossbowframe/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/stack/rods))
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if(buildstate == 0)
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var/obj/item/stack/rods/R = W
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if(R.amount >= 3)
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R.use(3)
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user << "\blue You assemble a backbone of rods around the wooden stock."
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buildstate++
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update_icon()
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else
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user << "\blue You need at least three rods to complete this task."
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return
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else if(istype(W,/obj/item/weapon/weldingtool))
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if(buildstate == 1)
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var/obj/item/weapon/weldingtool/T = W
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if(T.remove_fuel(0,user))
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if(!src || !T.isOn()) return
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playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
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user << "\blue You weld the rods into place."
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buildstate++
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update_icon()
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return
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else if(istype(W,/obj/item/weapon/cable_coil))
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var/obj/item/weapon/cable_coil/C = W
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if(buildstate == 2)
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if(C.amount >= 5)
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C.use(5)
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user << "\blue You wire a crude cell mount into the top of the crossbow."
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buildstate++
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update_icon()
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else
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user << "\blue You need at least five segments of cable coil to complete this task."
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return
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else if(buildstate == 4)
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if(C.amount >= 5)
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C.use(5)
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user << "\blue You string a steel cable across the crossbow's lath."
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buildstate++
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update_icon()
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else
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user << "\blue You need at least five segments of cable coil to complete this task."
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return
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else if(istype(W,/obj/item/stack/sheet/mineral/plastic))
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if(buildstate == 3)
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var/obj/item/stack/sheet/mineral/plastic/P = W
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if(P.amount >= 3)
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P.use(3)
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user << "\blue You assemble and install a heavy plastic lath onto the crossbow."
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buildstate++
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update_icon()
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else
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user << "\blue You need at least three plastic sheets to complete this task."
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return
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else if(istype(W,/obj/item/weapon/screwdriver))
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if(buildstate == 5)
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user << "\blue You secure the crossbow's various parts."
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new /obj/item/weapon/crossbow(get_turf(src))
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del(src)
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return
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else
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..() |