Files
Paradise/code/game/objects/items/weapons/twohanded.dm
JimKil3 86874ce415 Adds the titanium push broom, a janitor-exclusive traitor item (#21496)
* adds it

* fixes the thing

* !! scope size increasing !!

* trait rename

* surplus removing

* Apply suggestions from code review

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>

* code review commit 2

* fixes a minor issue

* check_grep please have mercy

* Apply suggestions from code review

Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>

---------

Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
2023-07-23 23:28:24 +01:00

1130 lines
38 KiB
Plaintext

/* Two-handed Weapons
* Contains:
* Twohanded
* Fireaxe
* Double-Bladed Energy Swords
* Spears
* Kidan spear
* Chainsaw
* Singularity hammer
* Mjolnnir
* Knighthammer
* Pyro Claws
* Push Broom
*/
/*##################################################################
##################### TWO HANDED WEAPONS BE HERE~ -Agouri :3 ########
####################################################################*/
//Rewrote TwoHanded weapons stuff and put it all here. Just copypasta fireaxe to make new ones ~Carn
//This rewrite means we don't have two variables for EVERY item which are used only by a few weapons.
//It also tidies stuff up elsewhere.
/*
* Twohanded
*/
/obj/item/twohanded
var/wielded = FALSE
var/force_unwielded = 0
var/force_wielded = 0
var/wieldsound = null
var/unwieldsound = null
var/sharp_when_wielded = FALSE
/obj/item/twohanded/proc/unwield(mob/living/carbon/user)
if(!wielded || !user)
return FALSE
wielded = FALSE
force = force_unwielded
if(sharp_when_wielded)
set_sharpness(FALSE)
var/sf = findtext(name," (Wielded)")
if(sf)
name = copytext(name, 1, sf)
else //something wrong
name = "[initial(name)]"
update_icon()
if(user)
user.update_inv_r_hand()
user.update_inv_l_hand()
if(!(flags & ABSTRACT))
if(isrobot(user))
to_chat(user, "<span class='notice'>You free up your module.</span>")
else
to_chat(user, "<span class='notice'>You are now carrying [name] with one hand.</span>")
if(unwieldsound)
playsound(loc, unwieldsound, 50, 1)
var/obj/item/twohanded/offhand/O = user.get_inactive_hand()
if(O && istype(O))
O.unwield()
return TRUE
/obj/item/twohanded/proc/wield(mob/living/carbon/user)
if(wielded)
return FALSE
if(ishuman(user))
var/mob/living/carbon/human/H = user
if(H.dna.species.is_small)
to_chat(user, "<span class='warning'>It's too heavy for you to wield fully.</span>")
return FALSE
if(user.get_inactive_hand())
to_chat(user, "<span class='warning'>You need your other hand to be empty!</span>")
return FALSE
if(!user.has_both_hands())
to_chat(user, "<span class='warning'>You need both hands to wield this!</span>")
return FALSE
wielded = TRUE
force = force_wielded
if(sharp_when_wielded)
set_sharpness(TRUE)
name = "[name] (Wielded)"
update_icon()
if(user)
user.update_inv_r_hand()
user.update_inv_l_hand()
if(!(flags & ABSTRACT))
if(isrobot(user))
to_chat(user, "<span class='notice'>You dedicate your module to [src].</span>")
else
to_chat(user, "<span class='notice'>You grab [src] with both hands.</span>")
if(wieldsound)
playsound(loc, wieldsound, 50, 1)
var/obj/item/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
O.name = "[name] - offhand"
O.desc = "Your second grip on [src]"
user.put_in_inactive_hand(O)
return TRUE
/obj/item/twohanded/mob_can_equip(mob/M, slot) //Unwields twohanded items when they're attempted to be equipped to another slot
if(wielded)
unwield(M)
return ..()
/obj/item/twohanded/dropped(mob/user)
..()
//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
if(user)
var/obj/item/twohanded/O = user.get_inactive_hand()
if(istype(O))
O.unwield(user)
return unwield(user)
/obj/item/twohanded/attack_self(mob/user)
..()
if(wielded) //Trying to unwield it
unwield(user)
else //Trying to wield it
wield(user)
/obj/item/twohanded/equip_to_best_slot(mob/M)
if(..())
unwield(M)
return
///////////OFFHAND///////////////
/obj/item/twohanded/offhand
w_class = WEIGHT_CLASS_HUGE
icon_state = "offhand"
name = "offhand"
flags = ABSTRACT
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
/obj/item/twohanded/offhand/unwield()
if(!QDELETED(src))
qdel(src)
/obj/item/twohanded/offhand/wield()
if(!QDELETED(src))
qdel(src)
///////////Two hand required objects///////////////
//This is for objects that require two hands to even pick up
/obj/item/twohanded/required
w_class = WEIGHT_CLASS_HUGE
/obj/item/twohanded/required/attack_self()
return
/obj/item/twohanded/required/mob_can_equip(mob/M, slot)
if(wielded && !slot_flags)
to_chat(M, "<span class='warning'>[src] is too cumbersome to carry with anything but your hands!</span>")
return FALSE
return ..()
/obj/item/twohanded/required/attack_hand(mob/user)//Can't even pick it up without both hands empty
var/obj/item/twohanded/required/H = user.get_inactive_hand()
if(get_dist(src, user) > 1)
return FALSE
if(H != null)
to_chat(user, "<span class='notice'>[src] is too cumbersome to carry in one hand!</span>")
return
if(loc != user)
wield(user)
..()
/obj/item/twohanded/required/on_give(mob/living/carbon/giver, mob/living/carbon/receiver)
var/obj/item/twohanded/required/H = receiver.get_inactive_hand()
if(H != null) //Check if he can wield it
receiver.drop_item() //Can't wear it so drop it
to_chat(receiver, "<span class='notice'>[src] is too cumbersome to carry in one hand!</span>")
return
equipped(receiver,receiver.hand ? slot_l_hand : slot_r_hand)
/obj/item/twohanded/required/equipped(mob/user, slot)
..()
if(slot == slot_l_hand || slot == slot_r_hand)
wield(user)
if(!wielded) // Drop immediately if we couldn't wield
user.unEquip(src)
to_chat(user, "<span class='notice'>[src] is too cumbersome to carry in one hand!</span>")
else
unwield(user)
/*
* Fireaxe
*/
/obj/item/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
icon_state = "fireaxe0"
name = "fire axe"
desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
force = 5
throwforce = 15
sharp = TRUE
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
force_unwielded = 5
force_wielded = 24
toolspeed = 0.25
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
usesound = 'sound/items/crowbar.ogg'
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
/obj/item/twohanded/fireaxe/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_FORCES_OPEN_DOORS_ITEM, ROUNDSTART_TRAIT)
/obj/item/twohanded/fireaxe/update_icon_state() //Currently only here to fuck with the on-mob icons.
icon_state = "fireaxe[wielded]"
/obj/item/twohanded/fireaxe/afterattack(atom/A, mob/user, proximity)
if(!proximity)
return
if(wielded) //destroys windows and grilles in one hit
if(istype(A, /obj/structure/window) || istype(A, /obj/structure/grille))
var/obj/structure/W = A
W.obj_destruction("fireaxe")
/obj/item/twohanded/fireaxe/boneaxe // Blatant imitation of the fireaxe, but made out of bone.
icon_state = "bone_axe0"
name = "bone axe"
desc = "A large, vicious axe crafted out of several sharpened bone plates and crudely tied together. Made of monsters, by killing monsters, for killing monsters."
force_wielded = 23
needs_permit = TRUE
/obj/item/twohanded/fireaxe/boneaxe/update_icon_state()
icon_state = "bone_axe[wielded]"
/obj/item/twohanded/fireaxe/energized
desc = "Someone with a love for fire axes decided to turn this one into a high-powered energy weapon. Seems excessive."
force_wielded = 35
armour_penetration_flat = 10
armour_penetration_percentage = 30
var/charge = 20
var/max_charge = 20
/obj/item/twohanded/fireaxe/energized/update_icon_state()
if(wielded)
icon_state = "fireaxe2"
else
icon_state = "fireaxe0"
/obj/item/twohanded/fireaxe/energized/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/twohanded/fireaxe/energized/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/twohanded/fireaxe/energized/process()
charge = min(charge + 1, max_charge)
/obj/item/twohanded/fireaxe/energized/attack(mob/M, mob/user)
. = ..()
if(wielded && charge == max_charge)
if(isliving(M))
var/mob/living/target = M
charge = 0
playsound(loc, 'sound/magic/lightningbolt.ogg', 5, 1)
user.visible_message("<span class='danger'>[user] slams the charged axe into [M.name] with all [user.p_their()] might!</span>")
do_sparks(1, 1, src)
target.KnockDown(8 SECONDS)
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
M.throw_at(throw_target, 5, 1)
/*
* Double-Bladed Energy Swords - Cheridan
*/
/obj/item/twohanded/dualsaber
var/hacked = FALSE
var/blade_color
icon_state = "dualsaber0"
name = "double-bladed energy sword"
desc = "Handle with care."
force = 3
throwforce = 5
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
var/w_class_on = WEIGHT_CLASS_BULKY
force_unwielded = 3
force_wielded = 34
wieldsound = 'sound/weapons/saberon.ogg'
unwieldsound = 'sound/weapons/saberoff.ogg'
armour_penetration_percentage = 50
armour_penetration_flat = 10
origin_tech = "magnets=4;syndicate=5"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
sharp_when_wielded = TRUE // only sharp when wielded
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
light_power = 2
needs_permit = TRUE
var/brightness_on = 2
var/colormap = list(red=LIGHT_COLOR_RED, blue=LIGHT_COLOR_LIGHTBLUE, green=LIGHT_COLOR_GREEN, purple=LIGHT_COLOR_PURPLE, rainbow=LIGHT_COLOR_WHITE)
/obj/item/twohanded/dualsaber/New()
..()
if(!blade_color)
blade_color = pick("red", "blue", "green", "purple")
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.25, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (1 / 3) SECONDS) // 0.3333 seconds of cooldown for 75% uptime
/obj/item/twohanded/dualsaber/update_icon_state()
if(wielded)
icon_state = "dualsaber[blade_color][wielded]"
set_light(brightness_on, l_color=colormap[blade_color])
else
icon_state = "dualsaber0"
set_light(0)
/obj/item/twohanded/dualsaber/attack(mob/target, mob/living/user)
if(HAS_TRAIT(user, TRAIT_HULK))
to_chat(user, "<span class='warning'>You grip the blade too hard and accidentally close it!</span>")
unwield()
return
..()
if(HAS_TRAIT(user, TRAIT_CLUMSY) && (wielded) && prob(40) && force)
to_chat(user, "<span class='warning'>You twirl around a bit before losing your balance and impaling yourself on [src].</span>")
user.take_organ_damage(20, 25)
return
if((wielded) && prob(50))
INVOKE_ASYNC(src, PROC_REF(jedi_spin), user)
/obj/item/twohanded/dualsaber/proc/jedi_spin(mob/living/user)
for(var/i in list(NORTH, SOUTH, EAST, WEST, EAST, SOUTH, NORTH, SOUTH, EAST, WEST, EAST, SOUTH))
user.setDir(i)
if(i == WEST)
user.SpinAnimation(7, 1)
sleep(1)
/obj/item/twohanded/dualsaber/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(!wielded)
return FALSE
. = ..()
if(!.) // they did not block the attack
return
if(attack_type == THROWN_PROJECTILE_ATTACK)
if(!isitem(hitby))
return TRUE
var/obj/item/TT = hitby
addtimer(CALLBACK(TT, TYPE_PROC_REF(/atom/movable, throw_at), locateUID(TT.thrownby), 10, 4, owner), 0.2 SECONDS) //Timer set to 0.2 seconds to ensure item finshes the throwing to prevent double embeds
return TRUE
if(isitem(hitby))
melee_attack_chain(owner, hitby.loc)
else
melee_attack_chain(owner, hitby)
return TRUE
/obj/item/twohanded/dualsaber/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE) //In case thats just so happens that it is still activated on the groud, prevents hulk from picking it up
if(wielded)
to_chat(user, "<span class='warning'>You can't pick up such a dangerous item with your meaty hands without losing fingers, better not to!</span>")
return TRUE
/obj/item/twohanded/dualsaber/green
blade_color = "green"
/obj/item/twohanded/dualsaber/red
blade_color = "red"
/obj/item/twohanded/dualsaber/purple
blade_color = "purple"
/obj/item/twohanded/dualsaber/blue
blade_color = "blue"
/obj/item/twohanded/dualsaber/unwield()
. = ..()
if(!.)
return
hitsound = "swing_hit"
w_class = initial(w_class)
/obj/item/twohanded/dualsaber/IsReflect()
if(wielded)
return TRUE
/obj/item/twohanded/dualsaber/wield(mob/living/carbon/M) //Specific wield () hulk checks due to reflection chance for balance issues and switches hitsounds.
if(HAS_TRAIT(M, TRAIT_HULK))
to_chat(M, "<span class='warning'>You lack the grace to wield this!</span>")
return
. = ..()
if(!.)
return
hitsound = 'sound/weapons/blade1.ogg'
w_class = w_class_on
/obj/item/twohanded/dualsaber/multitool_act(mob/user, obj/item/I)
. = TRUE
if(!I.use_tool(src, user, 0, volume = I.tool_volume))
return
if(!hacked)
hacked = TRUE
to_chat(user, "<span class='warning'>2XRNBW_ENGAGE</span>")
blade_color = "rainbow"
update_icon()
else
to_chat(user, "<span class='warning'>It's starting to look like a triple rainbow - no, nevermind.</span>")
//spears
/obj/item/twohanded/spear
icon_state = "spearglass0"
name = "spear"
desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
force = 10
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
force_unwielded = 10
force_wielded = 18
throwforce = 20
throw_speed = 4
armour_penetration_flat = 5
materials = list(MAT_METAL = 1150, MAT_GLASS = 2075)
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
sharp = TRUE
no_spin_thrown = TRUE
var/obj/item/grenade/explosive = null
max_integrity = 200
armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 30)
needs_permit = TRUE
var/icon_prefix = "spearglass"
/obj/item/twohanded/spear/update_icon_state()
icon_state = "[icon_prefix][wielded]"
/obj/item/twohanded/spear/CheckParts(list/parts_list)
var/obj/item/shard/tip = locate() in parts_list
if(istype(tip, /obj/item/shard/plasma))
force_wielded = 19
force_unwielded = 11
throwforce = 21
icon_prefix = "spearplasma"
update_icon()
qdel(tip)
..()
/obj/item/twohanded/spear/afterattack(atom/movable/AM, mob/user, proximity)
if(!proximity)
return
if(isturf(AM)) //So you can actually melee with it
return
if(explosive && wielded)
explosive.forceMove(AM)
explosive.prime()
qdel(src)
/obj/item/twohanded/spear/throw_impact(atom/target)
. = ..()
if(explosive)
explosive.prime()
qdel(src)
/obj/item/twohanded/spear/bonespear //Blatant imitation of spear, but made out of bone. Not valid for explosive modification.
icon_state = "bone_spear0"
name = "bone spear"
desc = "A haphazardly-constructed yet still deadly weapon. The pinnacle of modern technology."
force = 11
force_unwielded = 11
force_wielded = 20 //I have no idea how to balance
throwforce = 22
armour_penetration_percentage = 15 //Enhanced armor piercing
icon_prefix = "bone_spear"
//GREY TIDE
/obj/item/twohanded/spear/grey_tide
icon_state = "spearglass0"
name = "\improper Grey Tide"
desc = "Recovered from the aftermath of a revolt aboard Defense Outpost Theta Aegis, in which a seemingly endless tide of Assistants caused heavy casualities among Nanotrasen military forces."
force_unwielded = 15
force_wielded = 25
throwforce = 20
throw_speed = 4
attack_verb = list("gored")
/obj/item/twohanded/spear/grey_tide/afterattack(atom/movable/AM, mob/living/user, proximity)
..()
if(!proximity)
return
user.faction |= "greytide(\ref[user])"
if(isliving(AM))
var/mob/living/L = AM
if(istype (L, /mob/living/simple_animal/hostile/illusion))
return
if(!L.stat && prob(50))
var/mob/living/simple_animal/hostile/illusion/M = new(user.loc)
M.faction = user.faction.Copy()
M.attack_sound = hitsound
M.Copy_Parent(user, 100, user.health/2.5, 12, 30)
M.GiveTarget(L)
//Putting heads on spears
/obj/item/twohanded/spear/attackby(obj/item/I, mob/living/user)
if(istype(I, /obj/item/organ/external/head))
if(user.unEquip(src) && user.drop_item())
to_chat(user, "<span class='notice'>You stick [I] onto the spear and stand it upright on the ground.</span>")
var/obj/structure/headspear/HS = new /obj/structure/headspear(get_turf(src))
var/matrix/M = matrix()
I.transform = M
var/image/IM = image(I.icon, I.icon_state)
IM.overlays = I.overlays.Copy()
HS.overlays += IM
I.forceMove(HS)
HS.mounted_head = I
forceMove(HS)
HS.contained_spear = src
else
return ..()
/obj/structure/headspear
name = "head on a spear"
desc = "How barbaric."
icon_state = "headspear"
density = FALSE
anchored = TRUE
var/obj/item/organ/external/head/mounted_head = null
var/obj/item/twohanded/spear/contained_spear = null
/obj/structure/headspear/Destroy()
QDEL_NULL(mounted_head)
QDEL_NULL(contained_spear)
return ..()
/obj/structure/headspear/attack_hand(mob/living/user)
user.visible_message("<span class='warning'>[user] kicks over [src]!</span>", "<span class='danger'>You kick down [src]!</span>")
playsound(src, 'sound/weapons/genhit.ogg', 50, 1)
var/turf/T = get_turf(src)
if(contained_spear)
contained_spear.forceMove(T)
contained_spear = null
if(mounted_head)
mounted_head.forceMove(T)
mounted_head = null
qdel(src)
/obj/item/twohanded/spear/kidan
icon_state = "kidanspear0"
name = "\improper Kidan spear"
desc = "A spear brought over from the Kidan homeworld."
// DIY CHAINSAW
/obj/item/twohanded/required/chainsaw
name = "chainsaw"
desc = "A versatile power tool. Useful for limbing trees and delimbing humans."
icon_state = "gchainsaw_off"
flags = CONDUCT
force = 13
var/force_on = 24
w_class = WEIGHT_CLASS_HUGE
throwforce = 13
throw_speed = 2
throw_range = 4
materials = list(MAT_METAL = 13000)
origin_tech = "materials=3;engineering=4;combat=2"
attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
hitsound = "swing_hit"
sharp = TRUE
actions_types = list(/datum/action/item_action/startchainsaw)
var/on = FALSE
/obj/item/twohanded/required/chainsaw/attack_self(mob/user)
on = !on
to_chat(user, "As you pull the starting cord dangling from [src], [on ? "it begins to whirr." : "the chain stops moving."]")
if(on)
playsound(loc, 'sound/weapons/chainsawstart.ogg', 50, 1)
force = on ? force_on : initial(force)
throwforce = on ? force_on : initial(throwforce)
icon_state = "gchainsaw_[on ? "on" : "off"]"
if(hitsound == "swing_hit")
hitsound = 'sound/weapons/chainsaw.ogg'
else
hitsound = "swing_hit"
if(src == user.get_active_hand()) //update inhands
user.update_inv_l_hand()
user.update_inv_r_hand()
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
/obj/item/twohanded/required/chainsaw/attack_hand(mob/user)
. = ..()
force = on ? force_on : initial(force)
throwforce = on ? force_on : initial(throwforce)
/obj/item/twohanded/required/chainsaw/on_give(mob/living/carbon/giver, mob/living/carbon/receiver)
. = ..()
force = on ? force_on : initial(force)
throwforce = on ? force_on : initial(throwforce)
/obj/item/twohanded/required/chainsaw/doomslayer
name = "OOOH BABY"
desc = "<span class='warning'>VRRRRRRR!!!</span>"
armour_penetration_percentage = 100
force_on = 30
/obj/item/twohanded/required/chainsaw/doomslayer/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
owner.visible_message("<span class='danger'>Ranged attacks just make [owner] angrier!</span>")
playsound(src, pick('sound/weapons/bulletflyby.ogg','sound/weapons/bulletflyby2.ogg','sound/weapons/bulletflyby3.ogg'), 75, 1)
return TRUE
return FALSE
///CHAINSAW///
/obj/item/twohanded/chainsaw
icon_state = "chainsaw0"
name = "chainsaw"
desc = "Perfect for felling trees or fellow spacemen."
force = 15
throwforce = 15
throw_speed = 1
throw_range = 5
w_class = WEIGHT_CLASS_BULKY // can't fit in backpacks
force_unwielded = 15 //still pretty robust
force_wielded = 40 //you'll gouge their eye out! Or a limb...maybe even their entire body!
hitsound = null // Handled in the snowflaked attack proc
wieldsound = 'sound/weapons/chainsawstart.ogg'
hitsound = null
armour_penetration_percentage = 50
armour_penetration_flat = 10
origin_tech = "materials=6;syndicate=4"
attack_verb = list("sawed", "cut", "hacked", "carved", "cleaved", "butchered", "felled", "timbered")
sharp = TRUE
flags_2 = RANDOM_BLOCKER_2
/obj/item/twohanded/chainsaw/update_icon_state()
if(wielded)
icon_state = "chainsaw[wielded]"
else
icon_state = "chainsaw0"
/obj/item/twohanded/chainsaw/attack(mob/living/target, mob/living/user)
. = ..()
if(wielded)
playsound(loc, 'sound/weapons/chainsaw.ogg', 100, 1, -1) //incredibly loud; you ain't goin' for stealth with this thing. Credit to Lonemonk of Freesound for this sound.
if(isnull(.)) //necessary check, successful attacks return null, without it target will drop any shields they may have before they get a chance to block
target.KnockDown(8 SECONDS)
/obj/item/twohanded/chainsaw/afterattack(mob/living/target, mob/living/user, proximity)
if(!proximity) //only works on adjacent targets, no telekinetic chainsaws
return
if(!wielded)
return
if(isrobot(target)) //no buff from attacking robots
return
if(!isliving(target)) //no buff from attacking inanimate objects
return
if(target.stat != DEAD) //no buff from attacking dead targets
user.apply_status_effect(STATUS_EFFECT_CHAINSAW_SLAYING)
/obj/item/twohanded/chainsaw/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == PROJECTILE_ATTACK)
final_block_chance = 0 //It's a chainsaw, you try blocking bullets with it
else if(owner.has_status_effect(STATUS_EFFECT_CHAINSAW_SLAYING))
final_block_chance = 80 //Need to be ready to ruuuummbllleeee
return ..()
/obj/item/twohanded/chainsaw/wield() //you can't disarm an active chainsaw, you crazy person.
. = ..()
if(.)
flags |= NODROP
/obj/item/twohanded/chainsaw/unwield()
. = ..()
if(.)
flags &= ~NODROP
/obj/item/twohanded/chainsaw/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_BUTCHERS_HUMANS, ROUNDSTART_TRAIT)
// SINGULOHAMMER
/obj/item/twohanded/singularityhammer
name = "singularity hammer"
desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows."
icon_state = "singulohammer0"
flags = CONDUCT
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 40
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 50, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/charged = 2
origin_tech = "combat=4;bluespace=4;plasmatech=7"
/obj/item/twohanded/singularityhammer/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/twohanded/singularityhammer/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/twohanded/singularityhammer/process()
if(charged < 2)
charged++
/obj/item/twohanded/singularityhammer/update_icon_state() //Currently only here to fuck with the on-mob icons.
icon_state = "singulohammer[wielded]"
/obj/item/twohanded/singularityhammer/proc/vortex(turf/pull, mob/wielder)
for(var/atom/movable/X in orange(5, pull))
if(X.move_resist == INFINITY)
continue
if(X == wielder)
continue
if((X) && (!X.anchored) && (!ishuman(X)))
step_towards(X, pull)
step_towards(X, pull)
step_towards(X, pull)
else if(ishuman(X))
var/mob/living/carbon/human/H = X
if(istype(H.shoes, /obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/M = H.shoes
if(M.magpulse)
continue
H.Weaken(4 SECONDS)
step_towards(H, pull)
step_towards(H, pull)
step_towards(H, pull)
/obj/item/twohanded/singularityhammer/afterattack(atom/A, mob/user, proximity)
if(!proximity)
return
if(wielded)
if(charged == 2)
charged = 0
if(isliving(A))
var/mob/living/Z = A
Z.take_organ_damage(20, 0)
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
var/turf/target = get_turf(A)
vortex(target, user)
/obj/item/twohanded/mjollnir
name = "Mjolnir"
desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy."
icon_state = "mjollnir0"
flags = CONDUCT
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 25
throwforce = 30
throw_range = 7
w_class = WEIGHT_CLASS_HUGE
//var/charged = 5
origin_tech = "combat=4;powerstorage=7"
/obj/item/twohanded/mjollnir/proc/shock(mob/living/target)
do_sparks(5, 1, target.loc)
target.visible_message("<span class='danger'>[target] was shocked by [src]!</span>",
"<span class='userdanger'>You feel a powerful shock course through your body sending you flying!</span>",
"<span class='danger'>You hear a heavy electrical crack!</span>")
var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src)))
target.throw_at(throw_target, 200, 4)
/obj/item/twohanded/mjollnir/attack(mob/living/M, mob/user)
..()
if(wielded)
//if(charged == 5)
//charged = 0
playsound(loc, "sparks", 50, TRUE, SHORT_RANGE_SOUND_EXTRARANGE)
M.Stun(6 SECONDS)
shock(M)
/obj/item/twohanded/mjollnir/throw_impact(atom/target)
. = ..()
if(isliving(target))
var/mob/living/L = target
L.Stun(6 SECONDS)
shock(L)
/obj/item/twohanded/mjollnir/update_icon_state() //Currently only here to fuck with the on-mob icons.
icon_state = "mjollnir[wielded]"
/obj/item/twohanded/knighthammer
name = "singuloth knight's hammer"
desc = "A hammer made of sturdy metal with a golden skull adorned with wings on either side of the head. <br>This weapon causes devastating damage to those it hits due to a power field sustained by a mini-singularity inside of the hammer."
icon_state = "knighthammer0"
flags = CONDUCT
slot_flags = SLOT_BACK
force = 5
force_unwielded = 5
force_wielded = 30
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
var/charged = 5
origin_tech = "combat=5;bluespace=4"
/obj/item/twohanded/knighthammer/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/twohanded/knighthammer/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/twohanded/knighthammer/process()
if(charged < 5)
charged++
/obj/item/twohanded/knighthammer/update_icon_state() //Currently only here to fuck with the on-mob icons.
icon_state = "knighthammer[wielded]"
/obj/item/twohanded/knighthammer/afterattack(atom/A, mob/user, proximity)
if(!proximity)
return
if(charged == 5)
charged = 0
if(isliving(A))
var/mob/living/Z = A
if(Z.health >= 1)
Z.visible_message("<span class='danger'>[Z.name] was sent flying by a blow from [src]!</span>",
"<span class='userdanger'>You feel a powerful blow connect with your body and send you flying!</span>",
"<span class='danger'>You hear something heavy impact flesh!.</span>")
var/atom/throw_target = get_edge_target_turf(Z, get_dir(src, get_step_away(Z, src)))
Z.throw_at(throw_target, 200, 4)
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
else if(wielded && Z.health < 1)
Z.visible_message("<span class='danger'>[Z.name] was blown to pieces by the power of [src]!</span>",
"<span class='userdanger'>You feel a powerful blow rip you apart!</span>",
"<span class='danger'>You hear a heavy impact and the sound of ripping flesh!.</span>")
Z.gib()
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
if(wielded)
if(iswallturf(A))
var/turf/simulated/wall/Z = A
Z.ex_act(2)
charged = 3
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
else if(isstructure(A) || ismecha(A))
var/obj/Z = A
Z.ex_act(2)
charged = 3
playsound(user, 'sound/weapons/marauder.ogg', 50, 1)
// PYRO CLAWS
/obj/item/twohanded/required/pyro_claws
name = "hardplasma energy claws"
desc = "The power of the sun, in the claws of your hand."
icon_state = "pyro_claws"
flags = ABSTRACT | NODROP | DROPDEL
force = 22
force_wielded = 22
damtype = BURN
armour_penetration_percentage = 50
sharp = TRUE
attack_effect_override = ATTACK_EFFECT_CLAW
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut", "savaged", "clawed")
sprite_sheets_inhand = list("Vox" = 'icons/mob/clothing/species/vox/held.dmi', "Drask" = 'icons/mob/clothing/species/drask/held.dmi')
toolspeed = 0.5
var/lifetime = 60 SECONDS
/obj/item/twohanded/required/pyro_claws/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = ALL_ATTACK_TYPES)
/obj/item/twohanded/required/pyro_claws/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/twohanded/required/pyro_claws/process()
lifetime -= 2 SECONDS
if(lifetime <= 0)
visible_message("<span class='warning'>[src] slides back into the depths of [loc]'s wrists.</span>")
do_sparks(rand(1,6), 1, loc)
qdel(src)
return
if(prob(15))
do_sparks(rand(1,6), 1, loc)
/obj/item/twohanded/required/pyro_claws/afterattack(atom/target, mob/user, proximity)
if(!proximity)
return
if(prob(60))
do_sparks(rand(1,6), 1, loc)
if(istype(target, /obj/machinery/door/airlock))
var/obj/machinery/door/airlock/A = target
if(!A.requiresID() || A.allowed(user))
return
if(A.locked)
to_chat(user, "<span class='notice'>The airlock's bolts prevent it from being forced.</span>")
return
if(A.arePowerSystemsOn())
user.visible_message("<span class='warning'>[user] jams [user.p_their()] [name] into the airlock and starts prying it open!</span>", "<span class='warning'>You start forcing the airlock open.</span>", "<span class='warning'>You hear a metal screeching sound.</span>")
playsound(A, 'sound/machines/airlock_alien_prying.ogg', 150, 1)
if(!do_after(user, 25, target = A))
return
user.visible_message("<span class='warning'>[user] forces the airlock open with [user.p_their()] [name]!</span>", "<span class='warning'>You force open the airlock.</span>", "<span class='warning'>You hear a metal screeching sound.</span>")
A.open(2)
/obj/item/clothing/gloves/color/black/pyro_claws
name = "Fusion gauntlets"
desc = "Cybersun Industries developed these gloves after a grifter fought one of their soldiers, who attached a pyro core to an energy sword, and found it mostly effective."
item_state = "pyro"
item_color = "pyro" // I will kill washing machines one day
icon_state = "pyro"
can_be_cut = FALSE
actions_types = list(/datum/action/item_action/toggle)
var/on_cooldown = FALSE
var/obj/item/assembly/signaler/anomaly/pyro/core
/obj/item/clothing/gloves/color/black/pyro_claws/Destroy()
QDEL_NULL(core)
return ..()
/obj/item/clothing/gloves/color/black/pyro_claws/examine(mob/user)
. = ..()
if(core)
. += "<span class='notice'>[src] are fully operational!</span>"
else
. += "<span class='warning'>It is missing a pyroclastic anomaly core.</span>"
/obj/item/clothing/gloves/color/black/pyro_claws/item_action_slot_check(slot)
if(slot == slot_gloves)
return TRUE
/obj/item/clothing/gloves/color/black/pyro_claws/ui_action_click(mob/user)
if(!core)
to_chat(user, "<span class='notice'>[src] has no core to power it!</span>")
return
if(on_cooldown)
to_chat(user, "<span class='notice'>[src] is on cooldown!</span>")
do_sparks(rand(1,6), 1, loc)
return
if(!user.drop_l_hand() || !user.drop_r_hand())
to_chat(user, "<span class='notice'>[src] are unable to deploy the blades with the items in your hands!</span>")
return
var/obj/item/W = new /obj/item/twohanded/required/pyro_claws
user.visible_message("<span class='warning'>[user] deploys [W] from [user.p_their()] wrists in a shower of sparks!</span>", "<span class='notice'>You deploy [W] from your wrists!</span>", "<span class='warning'>You hear the shower of sparks!</span>")
user.put_in_hands(W)
on_cooldown = TRUE
flags |= NODROP
addtimer(CALLBACK(src, PROC_REF(reboot)), 2 MINUTES)
do_sparks(rand(1,6), 1, loc)
/obj/item/clothing/gloves/color/black/pyro_claws/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/assembly/signaler/anomaly/pyro))
if(core)
to_chat(user, "<span class='notice'>[src] already has a [I]!</span>")
return
if(!user.drop_item())
to_chat(user, "<span class='warning'>[I] is stuck to your hand!</span>")
return
to_chat(user, "<span class='notice'>You insert [I] into [src], and [src] starts to warm up.</span>")
I.forceMove(src)
core = I
else
return ..()
/obj/item/clothing/gloves/color/black/pyro_claws/proc/reboot()
on_cooldown = FALSE
flags &= ~NODROP
atom_say("Internal plasma canisters recharged. Gloves sufficiently cooled")
/// Max number of atoms a broom can sweep at once
#define BROOM_PUSH_LIMIT 20
/obj/item/twohanded/push_broom
name = "push broom"
desc = "This is my BROOMSTICK! It can be used manually or braced with two hands to sweep items as you move. It has a telescopic handle for compact storage."
icon = 'icons/obj/janitor.dmi'
icon_state = "broom0"
lefthand_file = 'icons/mob/inhands/equipment/custodial_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/custodial_righthand.dmi'
force = 8
throwforce = 10
throw_speed = 3
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
force_unwielded = 8
force_wielded = 12
attack_verb = list("swept", "brushed off", "bludgeoned", "whacked")
resistance_flags = FLAMMABLE
/obj/item/twohanded/push_broom/update_icon_state()
icon_state = "broom[wielded]"
/obj/item/twohanded/push_broom/wield(mob/user)
. = ..()
if(!.)
return
to_chat(user, "<span class='notice'>You brace [src] against the ground in a firm sweeping stance.</span>")
RegisterSignal(user, COMSIG_MOVABLE_MOVED, PROC_REF(sweep))
/obj/item/twohanded/push_broom/unwield(mob/user)
. = ..()
UnregisterSignal(user, COMSIG_MOVABLE_MOVED)
/obj/item/twohanded/push_broom/afterattack(atom/A, mob/user, proximity)
. = ..()
if(!proximity)
return
sweep(user, A, FALSE)
/obj/item/twohanded/push_broom/proc/sweep(mob/user, atom/A, moving = TRUE)
SIGNAL_HANDLER
var/turf/current_item_loc = moving ? user.loc : (isturf(A) ? A : A.loc)
if(!isturf(current_item_loc))
return
var/turf/new_item_loc = get_step(current_item_loc, user.dir)
var/obj/machinery/disposal/target_bin = locate(/obj/machinery/disposal) in new_item_loc.contents
var/obj/structure/janitorialcart/jani_cart = locate(/obj/structure/janitorialcart) in new_item_loc.contents
var/obj/vehicle/janicart/jani_vehicle = locate(/obj/vehicle/janicart) in new_item_loc.contents
var/trash_amount = 1
for(var/obj/item/garbage in current_item_loc.contents)
if(!garbage.anchored)
if(jani_vehicle?.mybag && garbage.w_class <= WEIGHT_CLASS_SMALL)
move_into_storage(user, jani_vehicle.mybag, garbage)
else if(jani_cart?.mybag && garbage.w_class <= WEIGHT_CLASS_SMALL)
move_into_storage(user, jani_cart.mybag, garbage)
else if(target_bin)
move_into_storage(user, target_bin, garbage)
else
garbage.Move(new_item_loc, user.dir)
trash_amount++
if(trash_amount > BROOM_PUSH_LIMIT)
break
if(trash_amount > 1)
playsound(loc, 'sound/weapons/sweeping.ogg', 70, TRUE, -1)
/obj/item/twohanded/push_broom/proc/move_into_storage(mob/user, obj/storage, obj/trash)
trash.forceMove(storage)
storage.update_icon()
to_chat(user, "<span class='notice'>You sweep the pile of garbage into [storage].</span>")
/obj/item/twohanded/push_broom/proc/janicart_insert(mob/user, obj/structure/janitorialcart/cart)
cart.mybroom = src
cart.put_in_cart(src, user)
/obj/item/twohanded/push_broom/traitor
name = "titanium push broom"
desc = "This is my BROOMSTICK! All of the functionality of a normal broom, but at least half again more robust."
attack_verb = list("smashed", "slammed", "whacked", "thwacked", "swept")
force = 10
force_unwielded = 10
force_wielded = 25
/obj/item/twohanded/push_broom/traitor/Initialize(mapload)
. = ..()
AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = NON_PROJECTILE_ATTACKS)
/obj/item/twohanded/push_broom/traitor/examine(mob/user)
. = ..()
if(isAntag(user))
. += "<span class='warning'>When wielded, the broom has different effects depending on your intent, similar to a martial art. \
Help intent will sweep foes away from you, disarm intent sweeps their legs from under them, grab intent confuses \
and minorly fatigues them, and harm intent hits them normally.</span>"
/obj/item/twohanded/push_broom/traitor/wield(mob/user)
. = ..()
ADD_TRAIT(user, TRAIT_DEFLECTS_PROJECTILES, "pushbroom")
to_chat(user, "<span class='warning'>Your sweeping stance allows you to deflect projectiles.</span>")
/obj/item/twohanded/push_broom/traitor/unwield(mob/user)
. = ..()
if(HAS_TRAIT_FROM(user, TRAIT_DEFLECTS_PROJECTILES, "pushbroom")) //this check is needed because obj/item/twohanded calls unwield() on drop and you'd get the message even if you weren't wielding it before
REMOVE_TRAIT(user, TRAIT_DEFLECTS_PROJECTILES, "pushbroom")
to_chat(user, "<span class='warning'>You stop reflecting projectiles.</span>")
/obj/item/twohanded/push_broom/traitor/attack(mob/target, mob/living/user)
if(!wielded || !ishuman(target))
return ..()
var/mob/living/carbon/human/H = target
switch(user.a_intent)
if(INTENT_HELP)
H.visible_message("<span class='danger'>[user] sweeps [H] away!</span>", \
"<span class='userdanger'>[user] sweeps you away!</span>", \
"<span class='italics'>You hear sweeping.</span>")
playsound(loc, 'sound/weapons/sweeping.ogg', 70, TRUE, -1)
var/atom/throw_target = get_edge_target_turf(H, get_dir(src, get_step_away(H, src)))
H.throw_at(throw_target, 3, 1)
add_attack_logs(user, H, "Swept away with titanium push broom", ATKLOG_ALL)
if(INTENT_DISARM)
if(H.stat || IS_HORIZONTAL(H))
return ..()
H.visible_message("<span class='danger'>[user] sweeps [H]'s legs out from under [H.p_them()]!</span>", \
"<span class='userdanger'>[user] sweeps your legs out from under you!</span>", \
"<span class='italics'>You hear sweeping.</span>")
user.do_attack_animation(H, ATTACK_EFFECT_KICK)
playsound(get_turf(user), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
H.apply_damage(5, BRUTE)
H.KnockDown(4 SECONDS)
add_attack_logs(user, H, "Leg swept with titanium push broom", ATKLOG_ALL)
if(INTENT_GRAB)
H.visible_message("<span class='danger'>[user] smacks [H] with the brush of [user.p_their()] broom!</span>", \
"<span class='userdanger'>[user] smacks you with the brush of [user.p_their()] broom!</span>", \
"<span class='italics'>You hear a smacking noise.</span>")
user.do_attack_animation(H, ATTACK_EFFECT_DISARM)
playsound(get_turf(user), 'sound/effects/woodhit.ogg', 50, TRUE, -1)
H.AdjustConfused(4 SECONDS, 0, 4 SECONDS) //no stacking infinitely
H.adjustStaminaLoss(15)
add_attack_logs(user, H, "Swept with the brush of the titanium push broom", ATKLOG_ALL)
if(INTENT_HARM)
return ..()
#undef BROOM_PUSH_LIMIT