mirror of
https://github.com/Yawn-Wider/YWPolarisVore.git
synced 2026-08-30 16:38:49 +01:00
161 lines
6.2 KiB
Plaintext
161 lines
6.2 KiB
Plaintext
// Glass shards
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/obj/item/weapon/material/shard
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name = "shard"
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icon = 'icons/obj/shards.dmi'
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desc = "Made of nothing. How does this even exist?" // set based on material, if this desc is visible it's a bug (shards default to being made of glass)
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icon_state = "large"
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sharp = 1
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edge = 1
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w_class = ITEMSIZE_SMALL
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force_divisor = 0.25 // 7.5 with hardness 30 (glass)
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thrown_force_divisor = 0.5
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item_state = "shard-glass"
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attack_verb = list("stabbed", "slashed", "sliced", "cut")
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default_material = "glass"
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unbreakable = 1 //It's already broken.
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drops_debris = 0
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/obj/item/weapon/material/shard/suicide_act(mob/user)
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var/datum/gender/TU = gender_datums[user.get_visible_gender()]
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viewers(user) << pick("<span class='danger'>\The [user] is slitting [TU.his] wrists with \the [src]! It looks like [TU.hes] trying to commit suicide.</span>",
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"<span class='danger'>\The [user] is slitting [TU.his] throat with \the [src]! It looks like [TU.hes] trying to commit suicide.</span>")
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return (BRUTELOSS)
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/obj/item/weapon/material/shard/set_material(var/new_material)
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..(new_material)
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if(!istype(material))
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return
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icon_state = "[material.shard_icon][pick("large", "medium", "small")]"
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pixel_x = rand(-8, 8)
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pixel_y = rand(-8, 8)
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update_icon()
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if(material.shard_type)
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name = "[material.display_name] [material.shard_type]"
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desc = "A small piece of [material.display_name]. It looks sharp, you wouldn't want to step on it barefoot. Could probably be used as ... a throwing weapon?"
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switch(material.shard_type)
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if(SHARD_SPLINTER, SHARD_SHRAPNEL)
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gender = PLURAL
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else
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gender = NEUTER
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else
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qdel(src)
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/obj/item/weapon/material/shard/update_icon()
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if(material)
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color = material.icon_colour
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// 1-(1-x)^2, so that glass shards with 0.3 opacity end up somewhat visible at 0.51 opacity
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alpha = 255 * (1 - (1 - material.opacity)*(1 - material.opacity))
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else
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color = "#ffffff"
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alpha = 255
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/obj/item/weapon/material/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/weldingtool) && material.shard_can_repair)
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.remove_fuel(0, user))
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material.place_sheet(loc)
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qdel(src)
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return
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return ..()
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/obj/item/weapon/material/shard/afterattack(var/atom/target, mob/living/carbon/human/user as mob)
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var/active_hand //hand the shard is in
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var/will_break
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var/gloves_are_heavy = FALSE//this is a fucking mess
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var/break_damage = 4
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var/light_glove_d = rand(2, 4)
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var/no_glove_d = rand(4, 6)
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var/list/h_gloves = list(/obj/item/clothing/gloves/captain, /obj/item/clothing/gloves/cyborg,
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/obj/item/clothing/gloves/swat, /obj/item/clothing/gloves/combat,
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/obj/item/clothing/gloves/botanic_leather, /obj/item/clothing/gloves/duty,
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/obj/item/clothing/gloves/tactical, /obj/item/clothing/gloves/vox,
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/obj/item/clothing/gloves/gauntlets)
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if(istype(user.l_hand, src))
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active_hand = BP_L_HAND
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else
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active_hand = BP_R_HAND
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if(prob(75))
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will_break = TRUE
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else
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will_break = FALSE
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if(user.gloves && (user.gloves.body_parts_covered & HANDS))
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var/obj/item/clothing/gloves/UG = user.gloves.type
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for(var/I in h_gloves)
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if(UG == I)
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gloves_are_heavy = TRUE
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if(will_break)
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user.visible_message("<span class='danger'>[user] hit \the [target] with \the [src], shattering it!</span>", "<span class='warning'>You shatter \the [src] in your hand!</span>")
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playsound(user, pick('sound/effects/Glassbr1.ogg', 'sound/effects/Glassbr2.ogg', 'sound/effects/Glassbr3.ogg'), 30, 1)
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qdel(src)
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if(gloves_are_heavy == FALSE)
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to_chat(user, "<span class='warning'>\The [src] partially cuts into your hand through your gloves as you hit \the [target]!</span>")
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if(will_break)
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user.visible_message("<span class='danger'>[user] hit \the [target] with \the [src], shattering it!</span>", "<span class='warning'>You shatter \the [src] in your hand!</span>")
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user.apply_damage(light_glove_d + break_damage, BRUTE, active_hand, 0 ,0, src, src.sharp, src.edge)
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playsound(user, pick('sound/effects/Glassbr1.ogg', 'sound/effects/Glassbr2.ogg', 'sound/effects/Glassbr3.ogg'), 30, 1)
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qdel(src)
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else
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user.apply_damage(light_glove_d, BRUTE, active_hand, 0 ,0, src, src.sharp, src.edge)
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else
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to_chat(user, "<span class='warning'>\The [src] cuts into your hand as you hit \the [target]!</span>")
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if(will_break)
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user.visible_message("<span class='danger'>[user] hit \the [target] with \the [src], shattering it!</span>", "<span class='warning'>You shatter \the [src] in your hand!</span>")
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user.apply_damage(no_glove_d + break_damage, BRUTE, active_hand, 0 ,0, src, src.sharp, src.edge)
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playsound(user, pick('sound/effects/Glassbr1.ogg', 'sound/effects/Glassbr2.ogg', 'sound/effects/Glassbr3.ogg'), 30, 1)
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qdel(src)
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else
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user.apply_damage(no_glove_d, BRUTE, active_hand, 0 ,0, src, src.sharp, src.edge)
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/obj/item/weapon/material/shard/Crossed(AM as mob|obj)
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..()
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if(isliving(AM))
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var/mob/M = AM
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if(M.buckled) //wheelchairs, office chairs, rollerbeds
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return
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playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.species.siemens_coefficient<0.5) //Thick skin.
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return
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if( H.shoes || ( H.wear_suit && (H.wear_suit.body_parts_covered & FEET) ) )
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return
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if(H.species.flags & NO_MINOR_CUT)
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return
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to_chat(H, "<span class='danger'>You step on \the [src]!</span>")
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var/list/check = list("l_foot", "r_foot")
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while(check.len)
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var/picked = pick(check)
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var/obj/item/organ/external/affecting = H.get_organ(picked)
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if(affecting)
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if(affecting.robotic >= ORGAN_ROBOT)
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return
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if(affecting.take_damage(force, 0))
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H.UpdateDamageIcon()
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H.updatehealth()
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if(affecting.organ_can_feel_pain())
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H.Weaken(3)
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return
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check -= picked
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return
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// Preset types - left here for the code that uses them
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/obj/item/weapon/material/shard/shrapnel/New(loc)
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..(loc, "steel")
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/obj/item/weapon/material/shard/phoron/New(loc)
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..(loc, "phglass")
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