Files
Polaris/code/game/objects/items/weapons/material/material_weapons.dm
Mechoid bd9f63a97a Gadgets & Gizmos (#7786)
* Adds various objects for explorers / antagonists.

* T A G S

* Mend
2021-01-14 21:53:39 -09:00

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// SEE code/modules/materials/materials.dm FOR DETAILS ON INHERITED DATUM.
// This class of weapons takes force and appearance data from a material datum.
// They are also fragile based on material data and many can break/smash apart.
/obj/item/weapon/material
health = 10
hitsound = 'sound/weapons/bladeslice.ogg'
gender = NEUTER
throw_speed = 3
throw_range = 7
w_class = ITEMSIZE_NORMAL
sharp = 0
edge = 0
item_icons = list(
slot_l_hand_str = 'icons/mob/items/lefthand_material.dmi',
slot_r_hand_str = 'icons/mob/items/righthand_material.dmi',
)
var/applies_material_colour = 1
var/unbreakable = 0 //Doesn't lose health
var/fragile = 0 //Shatters when it dies
var/dulled = 0 //Has gone dull
var/can_dull = 1 //Can it go dull?
var/force_divisor = 0.5
var/thrown_force_divisor = 0.5
var/dulled_divisor = 0.5 //Just drops the damage by half
var/default_material = DEFAULT_WALL_MATERIAL
var/datum/material/material
var/drops_debris = 1
/obj/item/weapon/material/New(var/newloc, var/material_key)
..(newloc)
if(!material_key)
material_key = default_material
set_material(material_key)
if(!material)
qdel(src)
return
matter = material.get_matter()
if(matter.len)
for(var/material_type in matter)
if(!isnull(matter[material_type]))
matter[material_type] *= force_divisor // May require a new var instead.
if(!(material.conductive))
src.flags |= NOCONDUCT
/obj/item/weapon/material/get_material()
return material
/obj/item/weapon/material/proc/update_force()
if(edge || sharp)
force = material.get_edge_damage()
else
force = material.get_blunt_damage()
force = round(force*force_divisor)
if(dulled)
force = round(force*dulled_divisor)
throwforce = round(material.get_blunt_damage()*thrown_force_divisor)
//spawn(1)
// to_world("[src] has force [force] and throwforce [throwforce] when made from default material [material.name]")
/obj/item/weapon/material/proc/set_material(var/new_material)
material = get_material_by_name(new_material)
if(!material)
qdel(src)
else
name = "[material.display_name] [initial(name)]"
health = round(material.integrity/10)
if(applies_material_colour)
color = material.icon_colour
if(material.products_need_process())
START_PROCESSING(SSobj, src)
update_force()
/obj/item/weapon/material/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/weapon/material/apply_hit_effect()
..()
if(!unbreakable)
if(material.is_brittle())
health = 0
else if(!prob(material.hardness))
health--
check_health()
/obj/item/weapon/material/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/weapon/whetstone))
var/obj/item/weapon/whetstone/whet = W
repair(whet.repair_amount, whet.repair_time, user)
if(istype(W, /obj/item/weapon/material/sharpeningkit))
var/obj/item/weapon/material/sharpeningkit/SK = W
repair(SK.repair_amount, SK.repair_time, user)
..()
/obj/item/weapon/material/proc/check_health(var/consumed)
if(health<=0)
health = 0
if(fragile)
shatter(consumed)
else if(!dulled && can_dull)
dull()
/obj/item/weapon/material/proc/shatter(var/consumed)
var/turf/T = get_turf(src)
T.visible_message("<span class='danger'>\The [src] [material.destruction_desc]!</span>")
if(istype(loc, /mob/living))
var/mob/living/M = loc
M.drop_from_inventory(src)
playsound(src, "shatter", 70, 1)
if(!consumed && drops_debris) material.place_shard(T)
qdel(src)
/obj/item/weapon/material/proc/dull()
var/turf/T = get_turf(src)
T.visible_message("<span class='danger'>\The [src] goes dull!</span>")
playsound(src, "shatter", 70, 1)
dulled = 1
if(is_sharp() || has_edge())
sharp = 0
edge = 0
/obj/item/weapon/material/proc/repair(var/repair_amount, var/repair_time, mob/living/user)
if(!fragile)
if(health < initial(health))
user.visible_message("[user] begins repairing \the [src].", "You begin repairing \the [src].")
if(do_after(user, repair_time))
user.visible_message("[user] has finished repairing \the [src]", "You finish repairing \the [src].")
health = min(health + repair_amount, initial(health))
dulled = 0
sharp = initial(sharp)
edge = initial(edge)
else
to_chat(user, "<span class='notice'>[src] doesn't need repairs.</span>")
else
to_chat(user, "<span class='warning'>You can't repair \the [src].</span>")
return
/obj/item/weapon/material/proc/sharpen(var/material, var/sharpen_time, var/kit, mob/living/M)
if(!fragile)
if(health < initial(health))
to_chat(M, "You should repair [src] first. Try using [kit] on it.")
return FALSE
M.visible_message("[M] begins to replace parts of [src] with [kit].", "You begin to replace parts of [src] with [kit].")
if(do_after(usr, sharpen_time))
M.visible_message("[M] has finished replacing parts of [src].", "You finish replacing parts of [src].")
src.set_material(material)
return TRUE
else
to_chat(M, "<span class = 'warning'>You can't sharpen and re-edge [src].</span>")
return FALSE
/*
Commenting this out pending rebalancing of radiation based on small objects.
/obj/item/weapon/material/process()
if(!material.radioactivity)
return
for(var/mob/living/L in range(1,src))
L.apply_effect(round(material.radioactivity/30),IRRADIATE,0)
*/
/*
// Commenting this out while fires are so spectacularly lethal, as I can't seem to get this balanced appropriately.
/obj/item/weapon/material/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
TemperatureAct(exposed_temperature)
// This might need adjustment. Will work that out later.
/obj/item/weapon/material/proc/TemperatureAct(temperature)
health -= material.combustion_effect(get_turf(src), temperature, 0.1)
check_health(1)
/obj/item/weapon/material/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(material.ignition_point && WT.remove_fuel(0, user))
TemperatureAct(150)
else
return ..()
*/