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192 lines
5.8 KiB
Plaintext
192 lines
5.8 KiB
Plaintext
/**
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* # Police Baton
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*
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* Knocks down the hit mob when not on harm intent and when [/obj/item/melee/classic_baton/on] is TRUE
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*
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* A non-lethal attack has a cooldown to avoid spamming
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*/
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/obj/item/melee/classic_baton
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name = "police baton"
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desc = "A wooden truncheon for beating criminal scum."
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icon_state = "baton"
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item_state = "classic_baton"
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slot_flags = SLOT_BELT
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force = 12 //9 hit crit
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w_class = WEIGHT_CLASS_NORMAL
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// Settings
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/// Whether the baton can stun silicon mobs
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var/affect_silicon = FALSE
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/// The stun time (in life cycles) for non-silicons
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var/stun_time = 6 SECONDS_TO_LIFE_CYCLES
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/// The stun time (in life cycles) for silicons
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var/stun_time_silicon = 10 SECONDS_TO_LIFE_CYCLES
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/// Cooldown in deciseconds between two knockdowns
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var/cooldown = 4 SECONDS
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/// Sound to play when knocking someone down
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var/stun_sound = 'sound/effects/woodhit.ogg'
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// Variables
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/// Whether the baton is on cooldown
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var/on_cooldown = FALSE
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/// Whether the baton is toggled on (to allow attacking)
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var/on = TRUE
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/obj/item/melee/classic_baton/attack(mob/living/target, mob/living/user)
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if(!on)
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return ..()
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add_fingerprint(user)
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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user.visible_message("<span class='danger'>[user] accidentally clubs [user.p_them()]self with [src]!</span>", \
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"<span class='userdanger'>You accidentally club yourself with [src]!</span>")
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user.Weaken(force * 3)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.apply_damage(force * 2, BRUTE, "head")
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else
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user.take_organ_damage(force * 2)
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return
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if(user.a_intent == INTENT_HARM)
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return ..()
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if(on_cooldown)
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return
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if(issilicon(target) && !affect_silicon)
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return ..()
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else
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stun(target, user)
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/**
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* Called when a target is about to be hit non-lethally.
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*
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* Arguments:
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* * target - The mob about to be hit
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* * user - The attacking user
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*/
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/obj/item/melee/classic_baton/proc/stun(mob/living/target, mob/living/user)
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if(issilicon(target))
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user.visible_message("<span class='danger'>[user] pulses [target]'s sensors with [src]!</span>",\
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"<span class='danger'>You pulse [target]'s sensors with [src]!</span>")
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on_silicon_stun(target, user)
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else
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// Check for shield/countering
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if(ishuman(target))
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var/mob/living/carbon/human/H = target
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if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK))
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return FALSE
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if(check_martial_counter(H, user))
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return FALSE
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user.visible_message("<span class='danger'>[user] knocks down [target] with [src]!</span>",\
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"<span class='danger'>You knock down [target] with [src]!</span>")
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on_non_silicon_stun(target, user)
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// Visuals and sound
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user.do_attack_animation(target)
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playsound(target, stun_sound, 75, TRUE, -1)
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add_attack_logs(user, target, "Stunned with [src]")
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// Hit 'em
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target.LAssailant = iscarbon(user) ? user : null
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target.Weaken(stun_time)
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on_cooldown = TRUE
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addtimer(CALLBACK(src, .proc/cooldown_finished), cooldown)
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return TRUE
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/**
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* Called when a silicon has been stunned.
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*
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* Arguments:
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* * target - The hit mob
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* * user - The attacking user
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*/
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/obj/item/melee/classic_baton/proc/on_silicon_stun(mob/living/silicon/target, mob/living/user)
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target.flash_eyes(affect_silicon = TRUE)
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target.Weaken(stun_time_silicon)
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/**
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* Called when a non-silicon has been stunned.
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*
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* Arguments:
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* * target - The hit mob
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* * user - The attacking user
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*/
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/obj/item/melee/classic_baton/proc/on_non_silicon_stun(mob/living/target, mob/living/user)
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return
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/**
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* Called some time after a non-lethal attack
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*/
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/obj/item/melee/classic_baton/proc/cooldown_finished()
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on_cooldown = FALSE
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/**
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* # Fancy Cane
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*/
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/obj/item/melee/classic_baton/ntcane
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name = "fancy cane"
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desc = "A cane with special engraving on it. It seems well suited for fending off assailants..."
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icon_state = "cane_nt"
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item_state = "cane_nt"
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needs_permit = FALSE
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/obj/item/melee/classic_baton/ntcane/is_crutch()
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return TRUE
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/**
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* # Telescopic Baton
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*/
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/obj/item/melee/classic_baton/telescopic
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name = "telescopic baton"
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desc = "A compact yet robust personal defense weapon. Can be concealed when folded."
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item_state = null
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slot_flags = SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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needs_permit = FALSE
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on = FALSE
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/// Force when concealed
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var/force_off = 0
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/// Force when extended
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var/force_on = 10
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/// Item state when extended
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var/item_state_on = "nullrod"
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/// Icon state when concealed
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var/icon_state_off = "telebaton_0"
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/// Icon state when extended
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var/icon_state_on = "telebaton_1"
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/// Sound to play when concealing or extending
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var/extend_sound = 'sound/weapons/batonextend.ogg'
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/// Attack verbs when concealed (created on Initialize)
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var/static/list/attack_verb_off
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/// Attack verbs when extended (created on Initialize)
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var/static/list/attack_verb_on
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/obj/item/melee/classic_baton/telescopic/Initialize(mapload)
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. = ..()
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if(!attack_verb_off)
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attack_verb_off = list("hit", "poked")
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attack_verb_on = list("smacked", "struck", "cracked", "beaten")
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icon_state = icon_state_off
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force = force_off
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attack_verb = on ? attack_verb_on : attack_verb_off
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/obj/item/melee/classic_baton/telescopic/attack_self(mob/user)
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on = !on
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icon_state = on ? icon_state_on : icon_state_off
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if(on)
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to_chat(user, "<span class='warning'>You extend [src].</span>")
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item_state = item_state_on
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w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
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force = force_on //stunbaton damage
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attack_verb = attack_verb_on
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else
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to_chat(user, "<span class='notice'>You collapse [src].</span>")
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item_state = null //no sprite for concealment even when in hand
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slot_flags = SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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force = force_off //not so robust now
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attack_verb = attack_verb_off
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// Update mob hand visuals
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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playsound(loc, extend_sound, 50, TRUE)
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add_fingerprint(user)
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