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209 lines
6.4 KiB
Plaintext
209 lines
6.4 KiB
Plaintext
/* Two-handed Weapons
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* Contains:
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* Twohanded
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* Fireaxe
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* Double-Bladed Energy Swords
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*/
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/*##################################################################
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##################### TWO HANDED WEAPONS BE HERE~ -Agouri :3 ########
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####################################################################*/
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//Rewrote TwoHanded weapons stuff and put it all here. Just copypasta fireaxe to make new ones ~Carn
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//This rewrite means we don't have two variables for EVERY item which are used only by a few weapons.
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//It also tidies stuff up elsewhere.
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/*
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* Twohanded
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*/
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/obj/item/weapon/material/twohanded
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w_class = 4
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var/wielded = 0
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var/force_wielded = 0
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var/force_unwielded
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var/wieldsound = null
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var/unwieldsound = null
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var/base_icon
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var/base_name
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var/unwielded_force_divisor = 0.25
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/obj/item/weapon/material/twohanded/proc/unwield()
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wielded = 0
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force = force_unwielded
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name = "[base_name]"
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update_icon()
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/obj/item/weapon/material/twohanded/proc/wield()
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wielded = 1
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force = force_wielded
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name = "[base_name] (Wielded)"
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update_icon()
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/obj/item/weapon/material/twohanded/update_force()
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base_name = name
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if(sharp || edge)
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force_wielded = material.get_edge_damage()
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else
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force_wielded = material.get_blunt_damage()
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force_wielded = round(force_wielded*force_divisor)
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force_unwielded = round(force_wielded*unwielded_force_divisor)
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force = force_unwielded
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throwforce = round(force*thrown_force_divisor)
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//world << "[src] has unwielded force [force_unwielded], wielded force [force_wielded] and throwforce [throwforce] when made from default material [material.name]"
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/obj/item/weapon/material/twohanded/New()
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..()
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update_icon()
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/obj/item/weapon/material/twohanded/mob_can_equip(M as mob, slot)
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//Cannot equip wielded items.
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if(wielded)
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M << "<span class='warning'>Unwield the [base_name] first!</span>"
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return 0
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return ..()
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/obj/item/weapon/material/twohanded/dropped(mob/user as mob)
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//handles unwielding a twohanded weapon when dropped as well as clearing up the offhand
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if(user)
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var/obj/item/weapon/material/twohanded/O = user.get_inactive_hand()
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if(istype(O))
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O.unwield()
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return unwield()
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//Allow a small chance of parrying melee attacks when wielded - maybe generalize this to other weapons someday
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/obj/item/weapon/material/twohanded/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(!wielded)
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return 0
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//parry only melee attacks
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if(istype(damage_source, /obj/item/projectile) || (attacker && get_dist(user, attacker) > 1))
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return 0
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(!check_shield_arc(user, bad_arc, damage_source, attacker))
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return 0
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if(prob(15))
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user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
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playsound(user.loc, 'sound/weapons/punchmiss.ogg', 50, 1)
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return 1
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return 0
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/obj/item/weapon/material/twohanded/update_icon()
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icon_state = "[base_icon][wielded]"
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item_state = icon_state
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/obj/item/weapon/material/twohanded/pickup(mob/user)
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unwield()
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/obj/item/weapon/material/twohanded/attack_self(mob/user as mob)
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..()
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if(istype(user, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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if(H.species.is_small)
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user << "<span class='warning'>It's too heavy for you to wield fully.</span>"
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return
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else
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return
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if(wielded) //Trying to unwield it
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unwield()
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user << "<span class='notice'>You are now carrying the [name] with one hand.</span>"
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if (src.unwieldsound)
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playsound(src.loc, unwieldsound, 50, 1)
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var/obj/item/weapon/material/twohanded/offhand/O = user.get_inactive_hand()
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if(O && istype(O))
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O.unwield()
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else //Trying to wield it
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if(user.get_inactive_hand())
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user << "<span class='warning'>You need your other hand to be empty</span>"
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return
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wield()
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user << "<span class='notice'>You grab the [base_name] with both hands.</span>"
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if (src.wieldsound)
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playsound(src.loc, wieldsound, 50, 1)
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var/obj/item/weapon/material/twohanded/offhand/O = new(user) ////Let's reserve his other hand~
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O.name = "[base_name] - offhand"
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O.desc = "Your second grip on the [base_name]."
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user.put_in_inactive_hand(O)
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if(istype(user,/mob/living/carbon/human))
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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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return
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///////////OFFHAND///////////////
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/obj/item/weapon/material/twohanded/offhand
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w_class = 5
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icon_state = "offhand"
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name = "offhand"
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default_material = "placeholder"
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/obj/item/weapon/material/twohanded/offhand/unwield()
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qdel(src)
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/obj/item/weapon/material/twohanded/offhand/wield()
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qdel(src)
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/obj/item/weapon/material/twohanded/offhand/update_icon()
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return
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/*
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* Fireaxe
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*/
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/obj/item/weapon/material/twohanded/fireaxe // DEM AXES MAN, marker -Agouri
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icon_state = "fireaxe0"
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base_icon = "fireaxe"
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name = "fire axe"
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desc = "Truly, the weapon of a madman. Who would think to fight fire with an axe?"
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unwielded_force_divisor = 0.25
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force_divisor = 0.7 // 10/42 with hardness 60 (steel) and 0.25 unwielded divisor
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sharp = 1
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edge = 1
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w_class = 4.0
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slot_flags = SLOT_BACK
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force_wielded = 30
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attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
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applies_material_colour = 0
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/obj/item/weapon/material/twohanded/fireaxe/afterattack(atom/A as mob|obj|turf|area, mob/user as mob, proximity)
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if(!proximity) return
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..()
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if(A && wielded)
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if(istype(A,/obj/structure/window))
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var/obj/structure/window/W = A
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W.shatter()
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else if(istype(A,/obj/structure/grille))
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qdel(A)
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else if(istype(A,/obj/effect/plant))
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var/obj/effect/plant/P = A
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P.die_off()
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//spears, bay edition
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/obj/item/weapon/material/twohanded/spear
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icon_state = "spearglass0"
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base_icon = "spearglass"
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name = "spear"
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desc = "A haphazardly-constructed yet still deadly weapon of ancient design."
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force = 10
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w_class = 4.0
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slot_flags = SLOT_BACK
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force_wielded = 0.75 // 22 when wielded with hardness 15 (glass)
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unwielded_force_divisor = 0.65 // 14 when unwielded based on above
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thrown_force_divisor = 1.5 // 20 when thrown with weight 15 (glass)
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throw_speed = 3
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edge = 1
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sharp = 1
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
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default_material = "glass"
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