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YWPolarisVore/code/game/objects/items/weapons/material/shards.dm
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2019-08-28 01:25:47 -04:00

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// Glass shards
/obj/item/weapon/material/shard
name = "shard"
icon = 'icons/obj/shards.dmi'
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)
icon_state = "large"
sharp = 1
edge = 1
w_class = ITEMSIZE_SMALL
force_divisor = 0.25 // 7.5 with hardness 30 (glass)
thrown_force_divisor = 0.5
item_state = "shard-glass"
attack_verb = list("stabbed", "slashed", "sliced", "cut")
default_material = "glass"
unbreakable = 1 //It's already broken.
drops_debris = 0
/obj/item/weapon/material/shard/suicide_act(mob/user)
var/datum/gender/TU = gender_datums[user.get_visible_gender()]
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>",
"<span class='danger'>\The [user] is slitting [TU.his] throat with \the [src]! It looks like [TU.hes] trying to commit suicide.</span>")
return (BRUTELOSS)
/obj/item/weapon/material/shard/set_material(var/new_material)
..(new_material)
if(!istype(material))
return
icon_state = "[material.shard_icon][pick("large", "medium", "small")]"
pixel_x = rand(-8, 8)
pixel_y = rand(-8, 8)
update_icon()
if(material.shard_type)
name = "[material.display_name] [material.shard_type]"
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?"
switch(material.shard_type)
if(SHARD_SPLINTER, SHARD_SHRAPNEL)
gender = PLURAL
else
gender = NEUTER
else
qdel(src)
/obj/item/weapon/material/shard/update_icon()
if(material)
color = material.icon_colour
// 1-(1-x)^2, so that glass shards with 0.3 opacity end up somewhat visible at 0.51 opacity
alpha = 255 * (1 - (1 - material.opacity)*(1 - material.opacity))
else
color = "#ffffff"
alpha = 255
/obj/item/weapon/material/shard/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/weldingtool) && material.shard_can_repair)
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0, user))
material.place_sheet(loc)
qdel(src)
return
return ..()
/obj/item/weapon/material/shard/afterattack(var/atom/target, mob/living/carbon/human/user as mob)
var/active_hand //hand the shard is in
var/will_break
var/gloves_are_heavy = FALSE//this is a fucking mess
var/break_damage = 4
var/light_glove_d = rand(2, 4)
var/no_glove_d = rand(4, 6)
var/list/h_gloves = list(/obj/item/clothing/gloves/captain, /obj/item/clothing/gloves/cyborg,
/obj/item/clothing/gloves/swat, /obj/item/clothing/gloves/combat,
/obj/item/clothing/gloves/botanic_leather, /obj/item/clothing/gloves/duty,
/obj/item/clothing/gloves/tactical, /obj/item/clothing/gloves/vox,
/obj/item/clothing/gloves/gauntlets)
if(istype(user.l_hand, src))
active_hand = BP_L_HAND
else
active_hand = BP_R_HAND
if(prob(75))
will_break = TRUE
else
will_break = FALSE
if(user.gloves && (user.gloves.body_parts_covered & HANDS))
var/obj/item/clothing/gloves/UG = user.gloves.type
for(var/I in h_gloves)
if(UG == I)
gloves_are_heavy = TRUE
if(will_break)
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>")
playsound(user, pick('sound/effects/Glassbr1.ogg', 'sound/effects/Glassbr2.ogg', 'sound/effects/Glassbr3.ogg'), 30, 1)
qdel(src)
if(gloves_are_heavy == FALSE)
to_chat(user, "<span class='warning'>\The [src] partially cuts into your hand through your gloves as you hit \the [target]!</span>")
if(will_break)
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>")
user.apply_damage(light_glove_d + break_damage, BRUTE, active_hand, 0 ,0, src, src.sharp, src.edge)
playsound(user, pick('sound/effects/Glassbr1.ogg', 'sound/effects/Glassbr2.ogg', 'sound/effects/Glassbr3.ogg'), 30, 1)
qdel(src)
else
user.apply_damage(light_glove_d, BRUTE, active_hand, 0 ,0, src, src.sharp, src.edge)
else
to_chat(user, "<span class='warning'>\The [src] cuts into your hand as you hit \the [target]!</span>")
if(will_break)
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>")
user.apply_damage(no_glove_d + break_damage, BRUTE, active_hand, 0 ,0, src, src.sharp, src.edge)
playsound(user, pick('sound/effects/Glassbr1.ogg', 'sound/effects/Glassbr2.ogg', 'sound/effects/Glassbr3.ogg'), 30, 1)
qdel(src)
else
user.apply_damage(no_glove_d, BRUTE, active_hand, 0 ,0, src, src.sharp, src.edge)
/obj/item/weapon/material/shard/Crossed(AM as mob|obj)
..()
if(isliving(AM))
var/mob/M = AM
if(M.buckled) //wheelchairs, office chairs, rollerbeds
return
playsound(src.loc, 'sound/effects/glass_step.ogg', 50, 1) // not sure how to handle metal shards with sounds
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species.siemens_coefficient<0.5) //Thick skin.
return
if( H.shoes || ( H.wear_suit && (H.wear_suit.body_parts_covered & FEET) ) )
return
if(H.species.flags & NO_MINOR_CUT)
return
to_chat(H, "<span class='danger'>You step on \the [src]!</span>")
var/list/check = list("l_foot", "r_foot")
while(check.len)
var/picked = pick(check)
var/obj/item/organ/external/affecting = H.get_organ(picked)
if(affecting)
if(affecting.robotic >= ORGAN_ROBOT)
return
if(affecting.take_damage(force, 0))
H.UpdateDamageIcon()
H.updatehealth()
if(affecting.organ_can_feel_pain())
H.Weaken(3)
return
check -= picked
return
// Preset types - left here for the code that uses them
/obj/item/weapon/material/shard/shrapnel/New(loc)
..(loc, "steel")
/obj/item/weapon/material/shard/phoron/New(loc)
..(loc, "phglass")