/*********************Mining Hammer****************/ /obj/item/kinetic_crusher name = "proto-kinetic crusher" desc = "An early design of the proto-kinetic accelerator, it is little more than a combination of various mining tools cobbled together, forming a high-tech club. \ While it is an effective mining tool, it did little to aid any but the most skilled and/or suicidal miners against local fauna." icon = 'icons/obj/mining.dmi' base_icon_state = "crusher" lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons_righthand.dmi' icon_state = "crusher" item_state = "crusher0" force = 0 //You can't hit stuff unless wielded w_class = WEIGHT_CLASS_BULKY slot_flags = SLOT_FLAG_BACK throwforce = 5 throw_speed = 4 armour_penetration_flat = 10 materials = list(MAT_METAL = 1150, MAT_GLASS = 2075) hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("smashed", "crushed", "cleaved", "chopped", "pulped") sharp = TRUE actions_types = list(/datum/action/item_action/toggle_light) var/list/trophies = list() var/charged = TRUE var/charge_time = 15 var/detonation_damage = 50 var/backstab_bonus = 30 var/light_on = FALSE var/brightness_on = 5 var/adaptive_damage_bonus = 0 /// Amount of force typically assigned when wielded var/base_force_wielded = 20 /// Tracker for the current amount of force used when the item is wielded. /// Note that this isn't wired to anything, and must be updated with AddComponent to have value. var/force_wielded = 20 /obj/item/kinetic_crusher/Initialize(mapload) . = ..() AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.7, _parryable_attack_types = MELEE_ATTACK, _parry_cooldown = (10 / 3) SECONDS, _requires_two_hands = TRUE) // 2.3333 seconds of cooldown for 30% uptime AddComponent(/datum/component/two_handed, force_wielded = force_wielded, force_unwielded = force) /obj/item/kinetic_crusher/Destroy() QDEL_LIST_CONTENTS(trophies) return ..() /obj/item/kinetic_crusher/examine(mob/living/user) . = ..() . += "Mark a large creature with the destabilizing force, then hit them in melee to do [force + detonation_damage] damage." . += "Does [force + detonation_damage + backstab_bonus] damage if the target is backstabbed, instead of [force + detonation_damage]." if(length(trophies)) . += "You can use a crowbar on it to remove its attached trophies." for(var/t in trophies) var/obj/item/crusher_trophy/T = t . += "It has \a [T] attached, which causes [T.effect_desc()]." /obj/item/kinetic_crusher/attackby(obj/item/I, mob/living/user) if(istype(I, /obj/item/crusher_trophy)) var/obj/item/crusher_trophy/T = I T.add_to(src, user) else return ..() /obj/item/kinetic_crusher/crowbar_act(mob/user, obj/item/I) . = TRUE if(!I.use_tool(src, user, 0, volume = I.tool_volume)) return if(LAZYLEN(trophies)) to_chat(user, "You remove [src]'s trophies.") for(var/t in trophies) var/obj/item/crusher_trophy/T = t T.remove_from(src, user) else to_chat(user, "There are no trophies on [src].") /obj/item/kinetic_crusher/attack(mob/living/target, mob/living/carbon/user) if(!HAS_TRAIT(src, TRAIT_WIELDED)) to_chat(user, "[src] is too heavy to use with one hand. You fumble and drop everything.") user.drop_r_hand() user.drop_l_hand() return var/datum/status_effect/crusher_damage/C = target.has_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING) if(!C) C = target.apply_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING) var/target_health = target.health var/temp_force_bonus = 0 var/datum/status_effect/adaptive_learning/A = target.has_status_effect(STATUS_EFFECT_ADAPTIVELEARNING) if(!A && adaptive_damage_bonus) A = target.apply_status_effect(STATUS_EFFECT_ADAPTIVELEARNING) if(A) temp_force_bonus = A.bonus_damage A.bonus_damage = min((A.bonus_damage + adaptive_damage_bonus), 20) force += temp_force_bonus ..() force -= temp_force_bonus for(var/t in trophies) if(!QDELETED(target)) var/obj/item/crusher_trophy/T = t T.on_melee_hit(target, user) if(!QDELETED(C) && !QDELETED(target)) C.total_damage += target_health - target.health //we did some damage, but let's not assume how much we did /obj/item/kinetic_crusher/proc/get_turf_for_projectile(atom/user) if(ismob(user) && isturf(user.loc)) return user.loc /obj/item/kinetic_crusher/afterattack(atom/target, mob/living/user, proximity_flag, clickparams) . = ..() if(!HAS_TRAIT(src, TRAIT_WIELDED)) return if(user.has_status_effect(STATUS_EFFECT_DASH) && user.a_intent == INTENT_HELP) if(user.throw_at(target, range = 3, speed = 3, spin = FALSE, diagonals_first = TRUE)) playsound(src, 'sound/effects/stealthoff.ogg', 50, TRUE, 1) user.visible_message("[user] dashes!") else to_chat(user, "Something prevents you from dashing!") user.remove_status_effect(STATUS_EFFECT_DASH) return if(!proximity_flag && charged)//Mark a target, or mine a tile. var/turf/proj_turf = get_turf_for_projectile(user) if(!isturf(proj_turf)) return var/obj/item/projectile/destabilizer/D = new /obj/item/projectile/destabilizer(proj_turf) for(var/t in trophies) var/obj/item/crusher_trophy/T = t T.on_projectile_fire(D, user) var/modifiers = params2list(clickparams) D.preparePixelProjectile(target, user, modifiers) D.firer = user D.firer_source_atom = src D.hammer_synced = src playsound(user, 'sound/weapons/plasma_cutter.ogg', 100, 1) D.fire() charged = FALSE update_icon() addtimer(CALLBACK(src, PROC_REF(Recharge)), charge_time) return if(proximity_flag && isliving(target)) var/mob/living/L = target var/datum/status_effect/crusher_mark/CM = L.has_status_effect(STATUS_EFFECT_CRUSHERMARK) if(!CM || CM.hammer_synced != src || !L.remove_status_effect(STATUS_EFFECT_CRUSHERMARK)) return var/datum/status_effect/crusher_damage/C = L.has_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING) if(!C) C = L.apply_status_effect(STATUS_EFFECT_CRUSHERDAMAGETRACKING) var/target_health = L.health for(var/t in trophies) var/obj/item/crusher_trophy/T = t T.on_mark_detonation(target, user) if(!QDELETED(L)) if(!QDELETED(C)) C.total_damage += target_health - L.health //we did some damage, but let's not assume how much we did new /obj/effect/temp_visual/kinetic_blast(get_turf(L)) var/backstab_dir = get_dir(user, L) var/def_check = L.getarmor(type = BOMB) if((user.dir & backstab_dir) && (L.dir & backstab_dir)) if(!QDELETED(C)) C.total_damage += detonation_damage + backstab_bonus //cheat a little and add the total before killing it, so certain mobs don't have much lower chances of giving an item L.apply_damage(detonation_damage + backstab_bonus, BRUTE, blocked = def_check) playsound(user, 'sound/weapons/kenetic_accel.ogg', 100, 1) //Seriously who spelled it wrong else if(!QDELETED(C)) C.total_damage += detonation_damage L.apply_damage(detonation_damage, BRUTE, blocked = def_check) /obj/item/kinetic_crusher/proc/Recharge() if(!charged) charged = TRUE update_icon() playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1) /obj/item/kinetic_crusher/ui_action_click(mob/user, actiontype) light_on = !light_on playsound(user, 'sound/weapons/empty.ogg', 100, TRUE) update_brightness(user) update_icon() /obj/item/kinetic_crusher/proc/update_brightness(mob/user = null) if(light_on) set_light(brightness_on) else set_light(0) /obj/item/kinetic_crusher/update_icon_state() item_state = "crusher[HAS_TRAIT(src, TRAIT_WIELDED)]" /obj/item/kinetic_crusher/update_overlays() . = ..() if(!charged) . += "[icon_state]_uncharged" if(light_on) . += "[icon_state]_lit" spawn(1) for(var/X in actions) var/datum/action/A = X A.UpdateButtons() //destablizing force /obj/item/projectile/destabilizer name = "destabilizing force" icon_state = "pulse1" nodamage = TRUE damage = 0 //We're just here to mark people. This is still a melee weapon. damage_type = BRUTE flag = BOMB range = 6 log_override = TRUE var/obj/item/kinetic_crusher/hammer_synced /obj/item/projectile/destabilizer/Destroy() hammer_synced = null return ..() /obj/item/projectile/destabilizer/on_hit(atom/target, blocked = FALSE) if(isliving(target)) var/mob/living/L = target var/had_effect = (L.has_status_effect(STATUS_EFFECT_CRUSHERMARK)) //used as a boolean var/datum/status_effect/crusher_mark/CM = L.apply_status_effect(STATUS_EFFECT_CRUSHERMARK, hammer_synced) if(hammer_synced) for(var/t in hammer_synced.trophies) var/obj/item/crusher_trophy/T = t T.on_mark_application(target, CM, had_effect) var/target_turf = get_turf(target) if(ismineralturf(target_turf)) if(is_ancient_rock(target_turf)) visible_message("This rock appears to be resistant to all mining tools except pickaxes!") else var/turf/simulated/mineral/M = target_turf new /obj/effect/temp_visual/kinetic_blast(M) M.gets_drilled(firer) ..() //trophies /obj/item/crusher_trophy name = "tail spike" desc = "A strange spike with no usage." icon = 'icons/obj/lavaland/artefacts.dmi' icon_state = "tail_spike" var/bonus_value = 10 //if it has a bonus effect, this is how much that effect is var/denied_type = /obj/item/crusher_trophy /obj/item/crusher_trophy/examine(mob/living/user) . = ..() . += "Causes [effect_desc()] when attached to a kinetic crusher." /obj/item/crusher_trophy/proc/effect_desc() return "errors" /obj/item/crusher_trophy/attackby(obj/item/A, mob/living/user) if(istype(A, /obj/item/kinetic_crusher)) add_to(A, user) else ..() /obj/item/crusher_trophy/proc/add_to(obj/item/kinetic_crusher/H, mob/living/user) for(var/t in H.trophies) var/obj/item/crusher_trophy/T = t if(istype(T, denied_type) || istype(src, T.denied_type)) to_chat(user, "You can't seem to attach [src] to [H]. Maybe remove a few trophies?") return FALSE if(!user.unEquip(src)) return forceMove(H) H.trophies += src to_chat(user, "You attach [src] to [H].") return TRUE /obj/item/crusher_trophy/proc/remove_from(obj/item/kinetic_crusher/H, mob/living/user) forceMove(get_turf(H)) H.trophies -= src return TRUE /obj/item/crusher_trophy/Destroy() if(istype(loc, /obj/item/kinetic_crusher)) var/obj/item/kinetic_crusher/crusher = loc crusher.trophies -= src return ..() /obj/item/crusher_trophy/proc/on_melee_hit(mob/living/target, mob/living/user) //the target and the user return /obj/item/crusher_trophy/proc/on_projectile_fire(obj/item/projectile/destabilizer/marker, mob/living/user) //the projectile fired and the user return /obj/item/crusher_trophy/proc/on_mark_application(mob/living/target, datum/status_effect/crusher_mark/mark, had_mark) //the target, the mark applied, and if the target had a mark before return /obj/item/crusher_trophy/proc/on_mark_detonation(mob/living/target, mob/living/user) //the target and the user return //goliath /obj/item/crusher_trophy/goliath_tentacle name = "goliath tentacle" desc = "A sliced-off goliath tentacle. Suitable as a trophy for a kinetic crusher." icon_state = "goliath_tentacle" denied_type = /obj/item/crusher_trophy/goliath_tentacle bonus_value = 2 var/missing_health_ratio = 0.1 var/missing_health_desc = 10 /obj/item/crusher_trophy/goliath_tentacle/effect_desc() return "mark detonation to do [bonus_value] more damage for every [missing_health_desc] health you are missing" /obj/item/crusher_trophy/goliath_tentacle/on_mark_detonation(mob/living/target, mob/living/user) var/missing_health = user.health - user.maxHealth missing_health *= missing_health_ratio //bonus is active at all times, even if you're above 90 health missing_health *= bonus_value //multiply the remaining amount by bonus_value if(missing_health > 0) target.adjustBruteLoss(missing_health) //and do that much damage /obj/item/crusher_trophy/goliath_tentacle/ancient name = "ancient goliath tentacle" desc = "A HUGE sliced-off goliath tentacle. Suitable as a trophy for a kinetic crusher." icon_state = "ancient_goliath_tentacle" bonus_value = 4 //watcher /obj/item/crusher_trophy/watcher_wing name = "watcher wing" desc = "A wing ripped from a watcher. Suitable as a trophy for a kinetic crusher." icon_state = "watcher_wing" denied_type = /obj/item/crusher_trophy/watcher_wing bonus_value = 5 /obj/item/crusher_trophy/watcher_wing/effect_desc() return "mark detonation to prevent certain creatures from using certain attacks for [bonus_value*0.1] second\s" /obj/item/crusher_trophy/watcher_wing/on_mark_detonation(mob/living/target, mob/living/user) if(ishostile(target)) var/mob/living/simple_animal/hostile/H = target if(H.ranged) //briefly delay ranged attacks if(H.ranged_cooldown >= world.time) H.ranged_cooldown += bonus_value else H.ranged_cooldown = bonus_value + world.time //magmawing watcher /obj/item/crusher_trophy/blaster_tubes/magma_wing name = "magmawing watcher wing" desc = "A still-searing wing from a magmawing watcher. Suitable as a trophy for a kinetic crusher." icon_state = "magma_wing" gender = NEUTER bonus_value = 5 /obj/item/crusher_trophy/blaster_tubes/magma_wing/effect_desc() return "mark detonation to make the next destabilizer shot deal [bonus_value] damage" /obj/item/crusher_trophy/blaster_tubes/magma_wing/on_projectile_fire(obj/item/projectile/destabilizer/marker, mob/living/user) if(deadly_shot) marker.name = "heated [marker.name]" marker.icon_state = "lava" marker.damage = bonus_value marker.nodamage = FALSE deadly_shot = FALSE //icewing watcher /obj/item/crusher_trophy/watcher_wing/ice_wing name = "icewing watcher wing" desc = "A carefully preserved frozen wing from an icewing watcher. Suitable as a trophy for a kinetic crusher." icon_state = "ice_wing" bonus_value = 8 //legion /obj/item/crusher_trophy/legion_skull name = "legion skull" desc = "A dead and lifeless legion skull. Suitable as a trophy for a kinetic crusher." icon_state = "legion_skull" denied_type = /obj/item/crusher_trophy/legion_skull bonus_value = 3 /obj/item/crusher_trophy/legion_skull/effect_desc() return "a kinetic crusher to recharge [bonus_value*0.1] second\s faster" /obj/item/crusher_trophy/legion_skull/add_to(obj/item/kinetic_crusher/H, mob/living/user) . = ..() if(.) H.charge_time -= bonus_value /obj/item/crusher_trophy/legion_skull/remove_from(obj/item/kinetic_crusher/H, mob/living/user) . = ..() if(.) H.charge_time += bonus_value //blood-drunk hunter /obj/item/crusher_trophy/miner_eye name = "eye of a blood-drunk hunter" desc = "Its pupil is collapsed and turned to mush. Suitable as a trophy for a kinetic crusher." icon_state = "hunter_eye" denied_type = /obj/item/crusher_trophy/miner_eye /obj/item/crusher_trophy/miner_eye/effect_desc() return "mark detonation to grant stun immunity and 75% damage reduction for 1 second" /obj/item/crusher_trophy/miner_eye/on_mark_detonation(mob/living/target, mob/living/user) user.apply_status_effect(STATUS_EFFECT_BLOODDRUNK) //legion /obj/item/crusher_trophy/empowered_legion_skull name = "empowered legion skull" desc = "A powerful looking skull with glowing red eyes." icon_state = "ashen_skull" denied_type = /obj/item/crusher_trophy/empowered_legion_skull /obj/item/crusher_trophy/empowered_legion_skull/effect_desc() return "mark detonation grants the ability to dash a short distance on help intent" /obj/item/crusher_trophy/empowered_legion_skull/on_mark_detonation(mob/living/target, mob/living/user) user.apply_status_effect(STATUS_EFFECT_DASH) //ash drake /obj/item/crusher_trophy/tail_spike desc = "A spike taken from an ash drake's tail. Suitable as a trophy for a kinetic crusher." denied_type = /obj/item/crusher_trophy/tail_spike bonus_value = 5 /obj/item/crusher_trophy/tail_spike/effect_desc() return "mark detonation to do [bonus_value] damage to nearby creatures and push them back" /obj/item/crusher_trophy/tail_spike/on_mark_detonation(mob/living/target, mob/living/user) for(var/mob/living/L in oview(2, user)) if(L.stat == DEAD) continue playsound(L, 'sound/magic/fireball.ogg', 20, 1) new /obj/effect/temp_visual/fire(L.loc) addtimer(CALLBACK(src, PROC_REF(pushback), L, user), 1) //no free backstabs, we push AFTER module stuff is done L.adjustFireLoss(bonus_value) /obj/item/crusher_trophy/tail_spike/proc/pushback(mob/living/target, mob/living/user) if(!QDELETED(target) && !QDELETED(user) && (!target.anchored || ismegafauna(target))) //megafauna will always be pushed step(target, get_dir(user, target)) //bubblegum /obj/item/crusher_trophy/demon_claws name = "demon claws" desc = "A set of blood-drenched claws from a massive demon's hand. Suitable as a trophy for a kinetic crusher." icon_state = "demon_claws" gender = PLURAL denied_type = /obj/item/crusher_trophy/demon_claws bonus_value = 10 var/static/list/damage_heal_order = list(BRUTE, BURN, OXY) /obj/item/crusher_trophy/demon_claws/effect_desc() return "melee hits to do [bonus_value * 0.2] more damage and heal you for [bonus_value * 0.1], with 5X effect on mark detonation" /obj/item/crusher_trophy/demon_claws/add_to(obj/item/kinetic_crusher/H, mob/living/user) . = ..() if(.) H.force += bonus_value * 0.2 H.force_wielded += bonus_value * 0.2 // don't update force since KCs have 0 force by default H.AddComponent(/datum/component/two_handed, force_wielded = H.force_wielded, force_unwielded = H.force) H.detonation_damage += bonus_value * 0.8 /obj/item/crusher_trophy/demon_claws/remove_from(obj/item/kinetic_crusher/H, mob/living/user) . = ..() if(.) H.force -= bonus_value * 0.2 H.force_wielded -= bonus_value * 0.2 H.AddComponent(/datum/component/two_handed, force_wielded = H.force_wielded, force_unwielded = H.force) H.detonation_damage -= bonus_value * 0.8 /obj/item/crusher_trophy/demon_claws/on_melee_hit(mob/living/target, mob/living/user) user.heal_ordered_damage(bonus_value * 0.1, damage_heal_order) /obj/item/crusher_trophy/demon_claws/on_mark_detonation(mob/living/target, mob/living/user) user.heal_ordered_damage(bonus_value * 0.4, damage_heal_order) //colossus /obj/item/crusher_trophy/blaster_tubes name = "blaster tubes" desc = "The blaster tubes from a colossus's arm. Suitable as a trophy for a kinetic crusher." icon_state = "blaster_tubes" gender = PLURAL denied_type = /obj/item/crusher_trophy/blaster_tubes bonus_value = 15 var/deadly_shot = FALSE /obj/item/crusher_trophy/blaster_tubes/effect_desc() return "mark detonation to make the next destabilizer shot deal [bonus_value] damage but move slower" /obj/item/crusher_trophy/blaster_tubes/on_projectile_fire(obj/item/projectile/destabilizer/marker, mob/living/user) if(deadly_shot) marker.name = "deadly [marker.name]" marker.icon_state = "chronobolt" marker.damage = bonus_value marker.nodamage = FALSE marker.speed = 2 deadly_shot = FALSE /obj/item/crusher_trophy/blaster_tubes/on_mark_detonation(mob/living/target, mob/living/user) deadly_shot = TRUE addtimer(CALLBACK(src, PROC_REF(reset_deadly_shot)), 300, TIMER_UNIQUE|TIMER_OVERRIDE) /obj/item/crusher_trophy/blaster_tubes/proc/reset_deadly_shot() deadly_shot = FALSE //hierophant /obj/item/crusher_trophy/vortex_talisman name = "vortex talisman" desc = "A glowing trinket that was originally the Hierophant's beacon. Suitable as a trophy for a kinetic crusher." icon_state = "vortex_talisman" denied_type = /obj/item/crusher_trophy/vortex_talisman /obj/item/crusher_trophy/vortex_talisman/effect_desc() return "mark detonation to create a homing hierophant chaser" /obj/item/crusher_trophy/vortex_talisman/on_mark_detonation(mob/living/target, mob/living/user) var/obj/effect/temp_visual/hierophant/chaser/chaser = new(get_turf(user), user, target, 3, TRUE) chaser.monster_damage_boost = FALSE // Weaker due to no cooldown chaser.damage = 20 //But also stronger due to AI / mining mob resistance /obj/effect/temp_visual/hierophant/wall/crusher duration = 75 /obj/item/crusher_trophy/adaptive_intelligence_core name = "adaptive intelligence core" desc = "Seems to be one of the cores from a massive robot. Suitable as a trophy for a kinetic crusher." icon_state = "adaptive_core" denied_type = /obj/item/crusher_trophy/adaptive_intelligence_core bonus_value = 2 /obj/item/crusher_trophy/adaptive_intelligence_core/effect_desc() return "melee hits deal [bonus_value] more damage per hit after hitting a target, up to [bonus_value * 10] extra damage to that target" /obj/item/crusher_trophy/adaptive_intelligence_core/add_to(obj/item/kinetic_crusher/H, mob/living/user) . = ..() if(.) H.adaptive_damage_bonus += bonus_value /obj/item/crusher_trophy/adaptive_intelligence_core/remove_from(obj/item/kinetic_crusher/H, mob/living/user) . = ..() if(.) H.adaptive_damage_bonus -= bonus_value