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* Adds grep for mapload and var in Args * vars in args * some more * stuff * Update shuttle_creator.dm * Update __techweb_helpers.dm * fix * Update discoball.dm * Update check_grep.sh * Update check_grep.sh * Update check_grep.sh * Update check_grep.sh * I'll finish this later * datum and lateinit maploads * componentinit stuff * mapload fixes * why isnt CI catching these major issues * MERGE CONFLICT FUCKED MY PR OVER * Update check_grep.sh * Update food.dm
327 lines
11 KiB
Plaintext
327 lines
11 KiB
Plaintext
#define STUNBATON_DISCHARGE_INTERVAL 13 //amount of active processes it takes for the stun baton to start discharging
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/obj/item/melee/baton
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name = "stun baton"
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desc = "A stun baton for incapacitating people with."
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icon = 'icons/obj/weapons/baton.dmi'
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icon_state = "stunbaton"
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item_state = "baton"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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slot_flags = ITEM_SLOT_BELT
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force = 10
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throwforce = 7
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w_class = WEIGHT_CLASS_NORMAL
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attack_verb = list("beaten")
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
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var/cooldown_check = 0
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/// if the baton is on cooldown from being dropped
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var/dropcheck = FALSE
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///how long we can't use this baton for after slapping someone with it. Does not account for melee attack cooldown (default of 0.8 seconds).
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var/cooldown = 1.2 SECONDS
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///how long a clown stuns themself for, or someone is stunned for if they are hit to >90 stamina damage
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var/stunforce = 10 SECONDS
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///how much stamina damage we deal per hit, this is combatted by energy armor
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var/stamina_damage = 70
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///are we turned on
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var/status = FALSE
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///the cell used by the baton
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var/obj/item/stock_parts/cell/cell
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///how much charge is deducted from the cell when we slap someone while on
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var/hitcost = 1000
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///% chance we hit someone with the correct side of the baton when thrown
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var/throw_hit_chance = 35
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///if not empty the baton starts with this type of cell
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var/preload_cell_type
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///used for passive discharge
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var/cell_last_used = 0
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var/thrown = FALSE
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/obj/item/melee/baton/get_cell()
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return cell
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/obj/item/melee/baton/suicide_act(mob/user)
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if(status)
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user.visible_message(span_suicide("[user] is putting the live [name] in [user.p_their()] mouth! It looks like [user.p_theyre()] trying to commit suicide!"))
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return FIRELOSS
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user.visible_message(span_suicide("[user] is putting the [name] in [user.p_their()] mouth! But forgot to turn the [name] on."))
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return SHAME
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/obj/item/melee/baton/Initialize(mapload)
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. = ..()
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status = FALSE
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if(preload_cell_type)
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if(!ispath(preload_cell_type,/obj/item/stock_parts/cell))
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log_mapping("[src] at [AREACOORD(src)] had an invalid preload_cell_type: [preload_cell_type].")
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else
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cell = new preload_cell_type(src)
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RegisterSignal(src, COMSIG_MOVABLE_PRE_DROPTHROW, PROC_REF(throwbaton))
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update_icon()
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/obj/item/melee/baton/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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if(..())
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return
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//Only mob/living types have stun handling
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if(status && prob(throw_hit_chance) && iscarbon(hit_atom))
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baton_stun(hit_atom)
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/obj/item/melee/baton/proc/throwbaton()
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thrown = TRUE
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/obj/item/melee/baton/dropped(mob/user, silent)
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if(loc != user.loc)
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return
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. = ..()
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if(!thrown)
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dropcheck = TRUE
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status = FALSE
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visible_message(span_warning("The safety strap on [src] is pulled as it is dropped, triggering its emergency shutoff!"))
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addtimer(VARSET_CALLBACK(src, dropcheck, FALSE), 8 SECONDS)
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update_icon()
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else
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thrown = FALSE
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/obj/item/melee/baton/loaded //this one starts with a cell pre-installed.
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preload_cell_type = /obj/item/stock_parts/cell/high
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/obj/item/melee/baton/proc/deductcharge(chrgdeductamt)
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if(cell)
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//Note this value returned is significant, as it will determine
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//if a stun is applied or not
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var/mob/living/M = loc
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if(M && iscyborg(M))
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var/mob/living/silicon/robot/R = loc
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R.cell.use(chrgdeductamt)
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else
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. = cell.use(chrgdeductamt)
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if(status && cell.charge < hitcost)
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//we're below minimum, turn off
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status = FALSE
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update_icon()
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playsound(loc, "sparks", 75, 1, -1)
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STOP_PROCESSING(SSobj, src) // no more charge? stop checking for discharge
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/obj/item/melee/baton/update_icon()
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if(status)
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icon_state = "[initial(icon_state)]_active"
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else if(!cell)
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icon_state = "[initial(icon_state)]_nocell"
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else
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icon_state = "[initial(icon_state)]"
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/obj/item/melee/baton/process()
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if(status)
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++cell_last_used // Will discharge in 13 processes if it is not turned off
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if(cell_last_used >= STUNBATON_DISCHARGE_INTERVAL)
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deductcharge(500)
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cell_last_used = 6 // Will discharge again in 7 processes if it is not turned off
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/obj/item/melee/baton/examine(mob/user)
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. = ..()
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if(cell)
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. += span_notice("\The [src] is [round(cell.percent())]% charged.")
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else
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. += span_warning("\The [src] does not have a power source installed.")
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/obj/item/melee/baton/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/stock_parts/cell))
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var/obj/item/stock_parts/cell/C = W
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if(cell)
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to_chat(user, span_notice("[src] already has a cell."))
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else
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if(C.maxcharge < hitcost)
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to_chat(user, span_notice("[src] requires a higher capacity cell."))
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return
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if(!user.transferItemToLoc(W, src))
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return
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cell = W
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to_chat(user, span_notice("You install a cell in [src]."))
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update_icon()
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else if(W.tool_behaviour == TOOL_SCREWDRIVER)
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if(cell)
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cell.update_icon()
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cell.forceMove(get_turf(src))
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cell = null
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to_chat(user, span_notice("You remove the cell from [src]."))
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status = FALSE
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STOP_PROCESSING(SSobj, src) // no cell, no charge; stop processing for on because it cant be on
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update_icon()
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else
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return ..()
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/obj/item/melee/baton/attack_self(mob/user)
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if(dropcheck)
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to_chat(user, "[src]'s emergency shutoff is still active!")
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return
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if(cell && cell.charge > hitcost)
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status = !status
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to_chat(user, span_notice("[src] is now [status ? "on" : "off"]."))
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playsound(loc, "sparks", 75, 1, -1)
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cell_last_used = 0
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if(status)
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START_PROCESSING(SSobj, src)
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else
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STOP_PROCESSING(SSobj, src)
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else
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status = FALSE
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if(!cell)
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to_chat(user, span_warning("[src] does not have a power source!"))
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else
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to_chat(user, span_warning("[src] is out of charge."))
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update_icon()
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add_fingerprint(user)
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/obj/item/melee/baton/attack(mob/M, mob/living/carbon/human/user)
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if(status && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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user.visible_message(span_danger("[user] accidentally hits [user.p_them()]self with [src]!"), \
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span_userdanger("You accidentally hit yourself with [src]!"))
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user.Paralyze(stunforce*3)
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deductcharge(hitcost)
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return
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if(HAS_TRAIT(user, TRAIT_NO_STUN_WEAPONS))
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to_chat(user, span_warning("You can't seem to remember how this works!"))
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return
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//yogs edit begin ---------------------------------
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if(status && ishuman(M))
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var/mob/living/carbon/human/H = M
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var/obj/item/organ/stomach/ethereal/stomach = H.getorganslot(ORGAN_SLOT_STOMACH)
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if(istype(stomach))
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stomach.adjust_charge(10 * ETHEREAL_CHARGE_SCALING_MULTIPLIER)
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to_chat(M,span_notice("You get charged by [src]."))
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//yogs edit end ----------------------------------
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if(iscyborg(M))
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..()
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return
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if(ishuman(M))
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var/mob/living/carbon/human/L = M
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var/datum/martial_art/A = L.check_block()
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if(A)
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A.handle_counter(L, user)
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return
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if(user.a_intent != INTENT_HARM)
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if(status)
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if(cooldown_check <= world.time)
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if(baton_stun(M, user))
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user.do_attack_animation(M)
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return
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else
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to_chat(user, span_danger("The baton is still charging!"))
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else
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M.visible_message(span_warning("[user] has prodded [M] with [src]. Luckily it was off."), \
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span_warning("[user] has prodded you with [src]. Luckily it was off."))
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else
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if(status)
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if(cooldown_check <= world.time)
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baton_stun(M, user)
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..()
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/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user)
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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if(H.check_shields(src, 0, "[user]'s [name]", MELEE_ATTACK)) //No message; check_shields() handles that
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playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
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return 0
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if(iscyborg(loc))
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var/mob/living/silicon/robot/R = loc
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if(!R || !R.cell || !R.cell.use(hitcost))
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return FALSE
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else
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if(!deductcharge(hitcost))
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return FALSE
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var/obj/item/bodypart/affecting = L.get_bodypart(user? user.zone_selected : BODY_ZONE_CHEST)
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var/armor_block = L.run_armor_check(affecting, ENERGY) //check armor on the limb because that's where we are slapping...
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L.apply_damage(stamina_damage, STAMINA, BODY_ZONE_CHEST, armor_block) //...then deal damage to chest so we can't do the old hit-a-disabled-limb-200-times thing, batons are electrical not directed.
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
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var/current_stamina_damage = L.getStaminaLoss()
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if(current_stamina_damage >= 90)
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if(!L.IsParalyzed())
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to_chat(L, span_warning("You muscles seize, making you collapse!"))
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else
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L.Paralyze(stunforce)
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L.adjust_jitter(20 SECONDS)
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L.adjust_confusion(8 SECONDS)
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L.apply_effect(EFFECT_STUTTER, stunforce)
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else if(current_stamina_damage > 70)
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L.adjust_jitter(10 SECONDS)
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L.adjust_confusion(8 SECONDS)
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L.apply_effect(EFFECT_STUTTER, stunforce)
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else if(current_stamina_damage >= 20)
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L.adjust_jitter(5 SECONDS)
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L.apply_effect(EFFECT_STUTTER, stunforce)
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if(user)
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L.lastattacker = user.real_name
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L.lastattackerckey = user.ckey
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L.visible_message(span_danger("[user] has stunned [L] with [src]!"), \
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span_userdanger("[user] has stunned you with [src]!"))
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log_combat(user, L, "stunned")
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playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
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if(ishuman(L))
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var/mob/living/carbon/human/H = L
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var/datum/mind/M = H.mind
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if(M && (M.assigned_role == "Assistant" || M.assigned_role == "Clown") && user.a_intent == INTENT_HARM)
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var/amount_given = 1
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if(M.assigned_role == "Clown")
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amount_given = 5
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var/datum/bank_account/D = SSeconomy.get_dep_account(ACCOUNT_SEC)
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if(D)
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D.adjust_money(amount_given)
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H.forcesay(GLOB.hit_appends)
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cooldown_check = world.time + cooldown
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return TRUE
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/obj/item/melee/baton/emp_act(severity)
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. = ..()
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if (!(. & EMP_PROTECT_SELF))
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deductcharge(1000 / severity)
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//Makeshift stun baton. Replacement for stun gloves.
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/obj/item/melee/baton/cattleprod
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name = "stunprod"
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desc = "An improvised stun baton."
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icon_state = "stunprod"
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item_state = "prod"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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w_class = WEIGHT_CLASS_BULKY
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force = 3
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throwforce = 5
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stunforce = 100
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stamina_damage = 45
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hitcost = 2000
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throw_hit_chance = 10
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slot_flags = ITEM_SLOT_BACK
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var/obj/item/assembly/igniter/sparkler = 0
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/obj/item/melee/baton/cattleprod/Initialize(mapload)
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. = ..()
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sparkler = new (src)
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/obj/item/melee/baton/cattleprod/baton_stun()
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if(sparkler.activate())
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..()
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/obj/item/melee/baton/cattleprod/tactical
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name = "tactical stunprod"
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desc = "A cost-effective, mass-produced, tactical stun prod."
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preload_cell_type = /obj/item/stock_parts/cell/high/plus // comes with a cell
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color = "#aeb08c" // super tactical
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/obj/item/batonupgrade
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name = "baton power upgrade"
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desc = "A new power management circuit which enables stun batons to instantly stun, at the cost of double power usage."
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icon = 'icons/obj/module.dmi'
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icon_state = "cyborg_upgrade3"
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