Migrates /obj/item/melee/baton to the new Attack Chain, Adds Universal Poking (#28241)

* Update stunbaton.dm

* Update stunbaton.dm

* update

* Update stunbaton.dm

* Update code/game/objects/items/weapons/stunbaton.dm

Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>

* update based on review

* Create test_attack_chain_stunbaton.dm

* update

---------

Signed-off-by: CRUNCH <143041327+Fordoxia@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
This commit is contained in:
CRUNCH
2025-02-18 11:11:13 +00:00
committed by GitHub
parent e395809388
commit d05cc7c5cb
6 changed files with 127 additions and 48 deletions
+86 -42
View File
@@ -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, "<span class='warning'>[src] already has a cell!</span>")
return
return ITEM_INTERACT_COMPLETE
if(C.maxcharge < hitcost)
to_chat(user, "<span class='warning'>[src] requires a higher capacity cell!</span>")
return
if(!user.unequip(I))
return
I.forceMove(src)
cell = I
to_chat(user, "<span class='notice'>You install [I] into [src].</span>")
return ITEM_INTERACT_COMPLETE
if(!user.unequip(used))
to_chat(user, "<span class='warning'>[used] is stuck to your hand!</span>")
return ITEM_INTERACT_COMPLETE
used.forceMove(src)
cell = used
to_chat(user, "<span class='notice'>You install [used] into [src].</span>")
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, "<span class='warning'>There's no cell installed!</span>")
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, "<span class='notice'>[src] is now [turned_on ? "on" : "off"].</span>")
@@ -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("<span class='danger'>[user] accidentally hits [user.p_themselves()] with [src]!</span>",
"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
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(
"<span class='danger'>[user] accidentally hits [user.p_themselves()] with [src]!</span>",
"<span class='userdanger'>You accidentally hit yourself with [src]!</span>"
)
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("<span class='warning'>[user] has prodded [L] with [src]. Luckily it was off.</span>",
"<span class='danger'>[L == user ? "You prod yourself" : "[user] has prodded you"] with [src]. Luckily it was off.</span>")
return
user.do_attack_animation(target)
target.visible_message(
"<span class='warning'>[user] has prodded [target] with [src]. Luckily it was off.</span>",
"<span class='danger'>[target == user ? "You prod yourself" : "[user] has prodded you"] with [src]. Luckily it was off.</span>"
)
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(
"<span class='warning'>[user] has prodded [target] with [src]. It doesn't seem to have an effect.</span>",
"<span class='danger'>[target == user ? "You prod yourself" : "[user] has prodded you"] with [src]. It doesn't seem to have an effect.</span>"
)
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("<span class='danger'>[user] has stunned [L] with [src]!</span>",
"<span class='userdanger'>[L == user ? "You stun yourself" : "[user] has stunned you"] with [src]!</span>")
L.visible_message(
"<span class='danger'>[user] has stunned [L] with [src]!</span>",
"<span class='userdanger'>[L == user ? "You stun yourself" : "[user] has stunned you"] with [src]!</span>"
)
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("<span class='warning'>[user] shocks [user.p_themselves()] while attempting to wash the active [src]!</span>",
"<span class='userdanger'>You unwisely attempt to wash [src] while it's still on.</span>")
user.visible_message(
"<span class='warning'>[user] shocks [user.p_themselves()] while attempting to wash the active [src]!</span>",
"<span class='userdanger'>You unwisely attempt to wash [src] while it's still on.</span>"
)
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)
+13 -4
View File
@@ -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("<span class='danger'>[user] accidentally hits [user.p_themselves()] with [src]!</span>",
"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
user.visible_message(
"<span class='danger'>[user] accidentally hits [user.p_themselves()] with [src]!</span>",
"<span class='userdanger'>You accidentally hit yourself with [src]!</span>"
)
deductcharge(hitcost)
do_teleport(user, get_turf(user), 50)//honk honk
else if(isliving(M) && !M.anchored)