diff --git a/code/game/objects/items/weapons/stunbaton.dm b/code/game/objects/items/weapons/stunbaton.dm
index e877bb94694..bac1b027e70 100644
--- a/code/game/objects/items/weapons/stunbaton.dm
+++ b/code/game/objects/items/weapons/stunbaton.dm
@@ -12,6 +12,7 @@
origin_tech = "combat=2"
attack_verb = list("beaten")
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, RAD = 0, FIRE = 80, ACID = 80)
+ new_attack_chain = TRUE
/// How many seconds does the knockdown last for?
var/knockdown_duration = 10 SECONDS
/// how much stamina damage does this baton do?
@@ -51,10 +52,12 @@
if(unlink)
cell = null
return
+
if(isrobot(loc?.loc)) // First loc is the module
var/mob/living/silicon/robot/R = loc.loc
cell = R.cell
return
+
if(!cell)
var/powercell = /obj/item/stock_parts/cell/high
cell = new powercell(src)
@@ -110,37 +113,46 @@
/obj/item/melee/baton/proc/deductcharge(amount)
if(!cell)
return
+
cell.use(amount)
if(cell.rigged)
cell = null
turned_on = FALSE
update_icon(UPDATE_ICON_STATE)
return
+
if(cell.charge < (hitcost)) // If after the deduction the baton doesn't have enough charge for a stun hit it turns off.
turned_on = FALSE
update_icon()
playsound(src, "sparks", 75, TRUE, -1)
-/obj/item/melee/baton/attackby__legacy__attackchain(obj/item/I, mob/user, params)
- if(istype(I, /obj/item/stock_parts/cell))
- var/obj/item/stock_parts/cell/C = I
+/obj/item/melee/baton/item_interaction(mob/living/user, obj/item/used, list/modifiers)
+ . = ..()
+ if(istype(used, /obj/item/stock_parts/cell))
+ var/obj/item/stock_parts/cell/C = used
if(cell)
to_chat(user, "[src] already has a cell!")
- return
+ return ITEM_INTERACT_COMPLETE
+
if(C.maxcharge < hitcost)
to_chat(user, "[src] requires a higher capacity cell!")
- return
- if(!user.unequip(I))
- return
- I.forceMove(src)
- cell = I
- to_chat(user, "You install [I] into [src].")
+ return ITEM_INTERACT_COMPLETE
+
+ if(!user.unequip(used))
+ to_chat(user, "[used] is stuck to your hand!")
+ return ITEM_INTERACT_COMPLETE
+
+ used.forceMove(src)
+ cell = used
+ to_chat(user, "You install [used] into [src].")
update_icon(UPDATE_ICON_STATE)
+ return ITEM_INTERACT_COMPLETE
/obj/item/melee/baton/screwdriver_act(mob/living/user, obj/item/I)
if(!cell)
to_chat(user, "There's no cell installed!")
return
+
if(!I.use_tool(src, user, volume = I.tool_volume))
return
@@ -151,7 +163,15 @@
turned_on = FALSE
update_icon(UPDATE_ICON_STATE)
-/obj/item/melee/baton/attack_self__legacy__attackchain(mob/user)
+/obj/item/melee/baton/activate_self(mob/user)
+ if(..())
+ return FINISH_ATTACK
+
+ // Sometimes the borg baton spawns without linking to the cyborg's cell for reasons beyond my ken. That is VERY bad. This will fix it on the spot.
+ // They have to turn it on to use it, after all.
+ if(isrobot(loc) && !cell)
+ link_new_cell()
+
if(cell?.charge >= hitcost)
turned_on = !turned_on
to_chat(user, "[src] is now [turned_on ? "on" : "off"].")
@@ -171,43 +191,67 @@
if(!. && turned_on && istype(hit_mob))
thrown_baton_stun(hit_mob)
-/obj/item/melee/baton/attack__legacy__attackchain(mob/M, mob/living/user)
+/obj/item/melee/baton/pre_attack(atom/A, mob/living/user, params)
+ if(..())
+ return FINISH_ATTACK
+
if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
- if(baton_stun(user, user, skip_cooldown = TRUE)) // for those super edge cases where you clumsy baton yourself in quick succession
- user.visible_message("[user] accidentally hits [user.p_themselves()] with [src]!",
- "You accidentally hit yourself with [src]!")
- return
+ // For those super edge cases where you clumsy baton yourself in quick succession.
+ if(baton_stun(user, user, skip_cooldown = TRUE))
+ user.visible_message(
+ "[user] accidentally hits [user.p_themselves()] with [src]!",
+ "You accidentally hit yourself with [src]!"
+ )
+ return FINISH_ATTACK
+
if(user.mind?.martial_art?.no_baton && user.mind?.martial_art?.can_use(user))
to_chat(user, user.mind.martial_art.no_baton_reason)
- return
- if(issilicon(M)) // Can't stunbaton borgs and AIs
- return ..()
+ return FINISH_ATTACK
- if(!isliving(M))
+ if(!ismob(A))
return
- var/mob/living/L = M
+
+ user.changeNext_move(CLICK_CD_MELEE)
+ var/mob/living/target = A
if(user.a_intent == INTENT_HARM)
- . = ..() // Whack them too if in harm intent
- if(!isnull(.)) // Attack returns null when successful
- return
- if(turned_on)
- baton_stun(L, user, ignore_shield_check = TRUE)
+ // Harmbaton!
return
if(!turned_on)
- user.do_attack_animation(L)
- L.visible_message("[user] has prodded [L] with [src]. Luckily it was off.",
- "[L == user ? "You prod yourself" : "[user] has prodded you"] with [src]. Luckily it was off.")
- return
+ user.do_attack_animation(target)
+ target.visible_message(
+ "[user] has prodded [target] with [src]. Luckily it was off.",
+ "[target == user ? "You prod yourself" : "[user] has prodded you"] with [src]. Luckily it was off."
+ )
+ playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
+ return FINISH_ATTACK
- if(baton_stun(L, user))
- user.do_attack_animation(L)
+ // Only human mobs can be stunned.
+ if(!ishuman(target))
+ user.do_attack_animation(target)
+ target.visible_message(
+ "[user] has prodded [target] with [src]. It doesn't seem to have an effect.",
+ "[target == user ? "You prod yourself" : "[user] has prodded you"] with [src]. It doesn't seem to have an effect."
+ )
+ playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
+ return FINISH_ATTACK
+
+ if(baton_stun(target, user))
+ user.do_attack_animation(target)
+ return FINISH_ATTACK
+
+/obj/item/melee/baton/after_attack(atom/target, mob/user, proximity_flag, click_parameters)
+ . = ..()
+ if(ishuman(target) && turned_on)
+ var/mob/living/carbon/human/H = target
+ baton_stun(H, user, ignore_shield_check = TRUE)
/// returning false results in no baton attack animation, returning true results in an animation. If ignore_shield_check is true, the baton will not run check shields, and will hit if not on cooldown.
/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user, skip_cooldown = FALSE, ignore_shield_check = FALSE)
if(cooldown > world.time && !skip_cooldown)
return FALSE
+
var/user_UID = user.UID()
if(HAS_TRAIT_FROM(L, TRAIT_WAS_BATONNED, user_UID)) // prevents double baton cheese.
return FALSE
@@ -222,6 +266,7 @@
if(!ignore_shield_check && H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that
playsound(L, 'sound/weapons/genhit.ogg', 50, TRUE)
return FALSE
+
H.Confused(10 SECONDS)
H.Jitter(10 SECONDS)
H.apply_damage(stam_damage, STAMINA)
@@ -236,8 +281,10 @@
if(user)
L.lastattacker = user.real_name
L.lastattackerckey = user.ckey
- L.visible_message("[user] has stunned [L] with [src]!",
- "[L == user ? "You stun yourself" : "[user] has stunned you"] with [src]!")
+ L.visible_message(
+ "[user] has stunned [L] with [src]!",
+ "[L == user ? "You stun yourself" : "[user] has stunned you"] with [src]!"
+ )
add_attack_logs(user, L, "stunned")
play_hit_sound()
deductcharge(hitcost)
@@ -292,8 +339,10 @@
if(turned_on && cell?.charge)
flick("baton_active", source)
baton_stun(user, user, skip_cooldown = TRUE)
- user.visible_message("[user] shocks [user.p_themselves()] while attempting to wash the active [src]!",
- "You unwisely attempt to wash [src] while it's still on.")
+ user.visible_message(
+ "[user] shocks [user.p_themselves()] while attempting to wash the active [src]!",
+ "You unwisely attempt to wash [src] while it's still on."
+ )
return TRUE
..()
@@ -359,20 +408,15 @@
/obj/item/melee/baton/flayerprod/Initialize(mapload) // We are not making a flayerprod without a cell
link_new_cell()
+ RegisterSignal(src, COMSIG_ACTIVATE_SELF, TYPE_PROC_REF(/datum, signal_cancel_activate_self))
return ..()
/obj/item/melee/baton/flayerprod/update_icon_state()
return
-/obj/item/melee/baton/flayerprod/attackby__legacy__attackchain(obj/item/I, mob/user, params)
- return
-
/obj/item/melee/baton/flayerprod/screwdriver_act(mob/living/user, obj/item/I)
return
-/obj/item/melee/baton/flayerprod/attack_self__legacy__attackchain(mob/user)
- return
-
/obj/item/melee/baton/flayerprod/play_hit_sound()
playsound(src, 'sound/weapons/egloves.ogg', 25, TRUE, -1, ignore_walls = FALSE)
diff --git a/code/game/objects/items/weapons/teleprod.dm b/code/game/objects/items/weapons/teleprod.dm
index 69038742800..a22016ea55e 100644
--- a/code/game/objects/items/weapons/teleprod.dm
+++ b/code/game/objects/items/weapons/teleprod.dm
@@ -7,13 +7,22 @@
base_icon = "teleprod"
origin_tech = "combat=2;bluespace=4;materials=3"
-/obj/item/melee/baton/cattleprod/teleprod/attack__legacy__attackchain(mob/living/carbon/M, mob/living/carbon/user)//handles making things teleport when hit
- ..()
+/obj/item/melee/baton/cattleprod/teleprod/pre_attack(atom/A, mob/living/user, params)
+ if(..())
+ return FINISH_ATTACK
+
if(!turned_on)
+ return FINISH_ATTACK
+
+ if(!ismob(A))
return
+
+ var/mob/living/carbon/M
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
- user.visible_message("[user] accidentally hits [user.p_themselves()] with [src]!",
- "You accidentally hit yourself with [src]!")
+ user.visible_message(
+ "[user] accidentally hits [user.p_themselves()] with [src]!",
+ "You accidentally hit yourself with [src]!"
+ )
deductcharge(hitcost)
do_teleport(user, get_turf(user), 50)//honk honk
else if(isliving(M) && !M.anchored)
diff --git a/code/modules/mob/living/simple_animal/bot/ed209bot.dm b/code/modules/mob/living/simple_animal/bot/ed209bot.dm
index a92dc4b75ec..e8134df8278 100644
--- a/code/modules/mob/living/simple_animal/bot/ed209bot.dm
+++ b/code/modules/mob/living/simple_animal/bot/ed209bot.dm
@@ -560,7 +560,7 @@
var/threat = C.assess_threat(src)
var/prev_intent = a_intent
a_intent = INTENT_HELP
- baton.attack__legacy__attackchain(C, src)
+ baton.pre_attack(C, src)
a_intent = prev_intent
baton_delayed = TRUE
addtimer(VARSET_CALLBACK(src, baton_delayed, FALSE), BATON_COOLDOWN)
diff --git a/code/modules/mob/living/simple_animal/bot/secbot.dm b/code/modules/mob/living/simple_animal/bot/secbot.dm
index f47a7fa6b50..709943b2313 100644
--- a/code/modules/mob/living/simple_animal/bot/secbot.dm
+++ b/code/modules/mob/living/simple_animal/bot/secbot.dm
@@ -267,7 +267,7 @@
var/threat = C.assess_threat(src)
var/prev_intent = a_intent
a_intent = harmbaton ? INTENT_HARM : INTENT_HELP
- baton.attack__legacy__attackchain(C, src)
+ baton.pre_attack(C, src)
a_intent = prev_intent
baton_delayed = TRUE
addtimer(VARSET_CALLBACK(src, baton_delayed, FALSE), BATON_COOLDOWN)
diff --git a/code/tests/attack_chain/test_attack_chain_stunbaton.dm b/code/tests/attack_chain/test_attack_chain_stunbaton.dm
new file mode 100644
index 00000000000..755dce70b93
--- /dev/null
+++ b/code/tests/attack_chain/test_attack_chain_stunbaton.dm
@@ -0,0 +1,25 @@
+/datum/game_test/attack_chain_stunbaton/Run()
+ var/datum/test_puppeteer/player = new(src)
+ var/datum/test_puppeteer/target = player.spawn_puppet_nearby()
+ player.spawn_obj_in_hand(/obj/item/melee/baton/loaded)
+
+ // Prod with inactive baton.
+ player.set_intent("help")
+ player.click_on(target)
+ TEST_ASSERT_EQUAL(FALSE, target.puppet.getStaminaLoss(), "Inactive baton delt stamina damage.")
+ TEST_ASSERT_EQUAL(target.puppet.health, target.puppet.getMaxHealth(), "Inactive help intent baton did damage.")
+
+ // Prod with active baton.
+ player.use_item_in_hand()
+ player.click_on(target)
+ TEST_ASSERT_NOTEQUAL(FALSE, target.puppet.getStaminaLoss(), "Active help baton did not deal stamina damage.")
+ TEST_ASSERT_EQUAL(target.puppet.health, target.puppet.getMaxHealth(), "Active help intent baton did damage.")
+
+ target.rejuvenate()
+ sleep(4 SECONDS) // Baton cooldown + anti baton timer.
+
+ // Police brutality with active baton.
+ player.set_intent("harm")
+ player.click_on(target)
+ TEST_ASSERT_NOTEQUAL(FALSE, target.puppet.getStaminaLoss(), "Active harm baton did not deal stamina damage.")
+ TEST_ASSERT_NOTEQUAL(target.puppet.health, target.puppet.getMaxHealth(), "harm baton did no damage.")
diff --git a/code/tests/game_tests.dm b/code/tests/game_tests.dm
index ff155d0c96f..9795c4ccb9a 100644
--- a/code/tests/game_tests.dm
+++ b/code/tests/game_tests.dm
@@ -12,6 +12,7 @@
#include "atmos\test_ventcrawl.dm"
#include "attack_chain\test_attack_chain_cult_dagger.dm"
#include "attack_chain\test_attack_chain_machinery.dm"
+#include "attack_chain\test_attack_chain_stunbaton.dm"
#include "attack_chain\test_attack_chain_turf.dm"
#include "attack_chain\test_attack_chain_vehicles.dm"
#include "games\test_cards.dm"