Revert "?"

This reverts commit c6b5bac0d8.
This commit is contained in:
EmeraldSundisk
2020-07-04 21:39:23 -07:00
parent c6b5bac0d8
commit 45a14f16d4
871 changed files with 96125 additions and 411183 deletions
+209 -23
View File
@@ -4,6 +4,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
// if true, everyone item when created will have its name changed to be
// more... RPG-like.
GLOBAL_VAR_INIT(stickpocalypse, FALSE) // if true, all non-embeddable items will be able to harmlessly stick to people when thrown
GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to embed in people, takes precedence over stickpocalypse
/obj/item
name = "item"
icon = 'icons/obj/items_and_weapons.dmi'
@@ -65,6 +68,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/click_delay = CLICK_CD_MELEE
var/slot_flags = 0 //This is used to determine on which slots an item can fit.
var/current_equipped_slot
pass_flags = PASSTABLE
pressure_resistance = 4
var/obj/item/master = null
@@ -104,7 +108,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
mouse_drag_pointer = MOUSE_ACTIVE_POINTER //the icon to indicate this object is being dragged
var/datum/embedding_behavior/embedding
var/list/embedding = NONE
var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES
var/heat = 0
@@ -141,6 +145,13 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/list/grind_results //A reagent list containing the reagents this item produces when ground up in a grinder - this can be an empty list to allow for reagent transferring only
var/list/juice_results //A reagent list containing blah blah... but when JUICED in a grinder!
/* Our block parry data. Should be set in init, or something if you are using it.
* This won't be accessed without ITEM_CAN_BLOCK or ITEM_CAN_PARRY so do not set it unless you have to to save memory.
* If you decide it's a good idea to leave this unset while turning the flags on, you will runtime. Enjoy.
* If this is set to a path, it'll run get_block_parry_data(path). YOU MUST RUN [get_block_parry_data(this)] INSTEAD OF DIRECTLY ACCESSING!
*/
var/datum/block_parry_data/block_parry_data
///Skills vars
//list of skill PATHS exercised when using this item. An associated bitfield can be set to indicate additional ways the skill is used by this specific item.
var/list/datum/skill/used_skills
@@ -152,7 +163,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
/obj/item/Initialize()
if (attack_verb)
if(attack_verb)
attack_verb = typelist("attack_verb", attack_verb)
. = ..()
@@ -160,9 +171,6 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
new path(src)
actions_types = null
if(GLOB.rpg_loot_items)
AddComponent(/datum/component/fantasy)
if(force_string)
item_flags |= FORCE_STRING_OVERRIDE
@@ -172,15 +180,10 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
if(damtype == "brute")
hitsound = "swing_hit"
if (!embedding)
embedding = getEmbeddingBehavior()
else if (islist(embedding))
embedding = getEmbeddingBehavior(arglist(embedding))
else if (!istype(embedding, /datum/embedding_behavior))
stack_trace("Invalid type [embedding.type] found in .embedding during /obj/item Initialize()")
if(sharpness) //give sharp objects butchering functionality, for consistency
AddComponent(/datum/component/butchering, 80 * toolspeed)
if(used_skills)
for(var/path in used_skills)
var/datum/skill/S = GLOB.skill_datums[path]
LAZYADD(used_skills[path], S.skill_traits)
/obj/item/Destroy()
item_flags &= ~DROPDEL //prevent reqdels
@@ -191,6 +194,26 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
qdel(X)
return ..()
/obj/item/ComponentInitialize()
. = ..()
// this proc says it's for initializing components, but we're initializing elements too because it's you and me against the world >:)
if(!LAZYLEN(embedding))
if(GLOB.embedpocalypse)
embedding = EMBED_POINTY
name = "pointy [name]"
else if(GLOB.stickpocalypse)
embedding = EMBED_HARMLESS
name = "sticky [name]"
updateEmbedding()
if(GLOB.rpg_loot_items)
AddComponent(/datum/component/fantasy)
if(sharpness) //give sharp objects butchering functionality, for consistency
AddComponent(/datum/component/butchering, 80 * toolspeed)
/obj/item/proc/check_allowed_items(atom/target, not_inside, target_self)
if(((src in target) && !target_self) || (!isturf(target.loc) && !isturf(target) && not_inside))
return 0
@@ -241,8 +264,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
if(resistance_flags & FIRE_PROOF)
. += "[src] is made of fire-retardant materials."
if(item_flags & (ITEM_CAN_BLOCK | ITEM_CAN_PARRY))
var/datum/block_parry_data/data = return_block_parry_datum(block_parry_data)
. += "[src] has the capacity to be used to block and/or parry. <a href='?src=[REF(data)];name=[name];block=[item_flags & ITEM_CAN_BLOCK];parry=[item_flags & ITEM_CAN_PARRY];render=1'>\[Show Stats\]</a>"
if(!user.research_scanner)
return
@@ -297,6 +321,10 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
return
if(anchored)
return
if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
if(current_equipped_slot in user.check_obscured_slots())
to_chat(src, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
return FALSE
if(resistance_flags & ON_FIRE)
var/mob/living/carbon/C = user
@@ -318,7 +346,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
C.update_damage_overlays()
return
if(acid_level > 20 && !ismob(loc))// so we can still remove the clothes on us that have acid.
if(acid_level > 20 && ismob(loc))// so we can still remove the clothes on us that have acid.
var/mob/living/carbon/C = user
if(istype(C))
if(!C.gloves || (!(C.gloves.resistance_flags & (UNACIDABLE|ACID_PROOF))))
@@ -361,6 +389,11 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
return
if(anchored)
return
if(loc == user && current_equipped_slot && current_equipped_slot != SLOT_HANDS)
if(current_equipped_slot in user.check_obscured_slots())
to_chat(src, "<span class='warning'>You are unable to unequip that while wearing other garments over it!</span>")
return FALSE
SEND_SIGNAL(loc, COMSIG_TRY_STORAGE_TAKE, src, user.loc, TRUE)
@@ -404,6 +437,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
return ITALICS | REDUCE_RANGE
/obj/item/proc/dropped(mob/user)
SHOULD_CALL_PARENT(TRUE)
current_equipped_slot = null
for(var/X in actions)
var/datum/action/A = X
A.Remove(user)
@@ -416,6 +451,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
// called just as an item is picked up (loc is not yet changed)
/obj/item/proc/pickup(mob/user)
SHOULD_CALL_PARENT(TRUE)
SEND_SIGNAL(src, COMSIG_ITEM_PICKUP, user)
item_flags |= IN_INVENTORY
@@ -450,7 +486,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
// for items that can be placed in multiple slots
// note this isn't called during the initial dressing of a player
/obj/item/proc/equipped(mob/user, slot)
SHOULD_CALL_PARENT(TRUE)
. = SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
current_equipped_slot = slot
if(!(. & COMPONENT_NO_GRANT_ACTIONS))
for(var/X in actions)
var/datum/action/A = X
@@ -476,11 +514,11 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
//if this is being done by a mob other than M, it will include the mob equipper, who is trying to equip the item to mob M. equipper will be null otherwise.
//If you are making custom procs but would like to retain partial or complete functionality of this one, include a 'return ..()' to where you want this to happen.
//Set disable_warning to TRUE if you wish it to not give you outputs.
/obj/item/proc/mob_can_equip(mob/living/M, mob/living/equipper, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
/obj/item/proc/mob_can_equip(mob/living/M, mob/living/equipper, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE, clothing_check = FALSE, list/return_warning)
if(!M)
return FALSE
return M.can_equip(src, slot, disable_warning, bypass_equip_delay_self)
return M.can_equip(src, slot, disable_warning, bypass_equip_delay_self, clothing_check, return_warning)
/obj/item/verb/verb_pickup()
set src in oview(1)
@@ -615,6 +653,18 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/itempush = 1
if(w_class < 4)
itempush = 0 //too light to push anything
if(isliving(hit_atom)) //Living mobs handle hit sounds differently.
var/volume = get_volume_by_throwforce_and_or_w_class()
if (throwforce > 0)
if (throwhitsound)
playsound(hit_atom, throwhitsound, volume, TRUE, -1)
else if(hitsound)
playsound(hit_atom, hitsound, volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/genhit.ogg',volume, TRUE, -1)
else
playsound(hit_atom, 'sound/weapons/throwtap.ogg', 1, volume, -1)
return hit_atom.hitby(src, 0, itempush, throwingdatum=throwingdatum)
/obj/item/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force, messy_throw = TRUE)
@@ -746,6 +796,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
..()
/obj/item/proc/microwave_act(obj/machinery/microwave/M)
SEND_SIGNAL(src, COMSIG_ITEM_MICROWAVE_ACT, M)
if(istype(M) && M.dirty < 100)
M.dirty++
@@ -802,7 +853,7 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
// Called when a mob tries to use the item as a tool.
// Handles most checks.
/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks, skill_gain_mult = 1, max_level = INFINITY)
/obj/item/proc/use_tool(atom/target, mob/living/user, delay, amount=0, volume=0, datum/callback/extra_checks, skill_gain_mult = STD_USE_TOOL_MULT)
// No delay means there is no start message, and no reason to call tool_start_check before use_tool.
// Run the start check here so we wouldn't have to call it manually.
if(!delay && !tool_start_check(user, amount))
@@ -847,7 +898,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
for(var/skill in used_skills)
if(!(SKILL_TRAINING_TOOL in used_skills[skill]))
continue
user.mind.auto_gain_experience(skill, gain*skill_gain_mult, GET_STANDARD_LVL(max_level))
var/datum/skill/S = GLOB.skill_datums[skill]
user.mind.auto_gain_experience(skill, gain*skill_gain_mult*S.item_skill_gain_multi)
return TRUE
@@ -908,11 +960,13 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
// if w_volume is 0 you fucked up anyways lol
return w_volume || AUTO_SCALE_VOLUME(w_class)
/obj/item/proc/embedded(mob/living/carbon/human/embedded_mob)
/obj/item/proc/embedded(atom/embedded_target)
return
/obj/item/proc/unembedded()
return
if(item_flags & DROPDEL)
QDEL_NULL(src)
return TRUE
/**
* Sets our slowdown and updates equipment slowdown of any mob we're equipped on.
@@ -928,3 +982,135 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
. = ..()
if(var_name == NAMEOF(src, slowdown))
set_slowdown(var_value) //don't care if it's a duplicate edit as slowdown'll be set, do it anyways to force normal behavior.
/**
* Does the current embedding var meet the criteria for being harmless? Namely, does it explicitly define the pain multiplier and jostle pain mult to be 0? If so, return true.
*
*/
/obj/item/proc/isEmbedHarmless()
if(embedding)
return !isnull(embedding["pain_mult"]) && !isnull(embedding["jostle_pain_mult"]) && embedding["pain_mult"] == 0 && embedding["jostle_pain_mult"] == 0
///In case we want to do something special (like self delete) upon failing to embed in something, return true
/obj/item/proc/failedEmbed()
if(item_flags & DROPDEL)
QDEL_NULL(src)
return TRUE
/**
* tryEmbed() is for when you want to try embedding something without dealing with the damage + hit messages of calling hitby() on the item while targetting the target.
*
* Really, this is used mostly with projectiles with shrapnel payloads, from [/datum/element/embed/proc/checkEmbedProjectile], and called on said shrapnel. Mostly acts as an intermediate between different embed elements.
*
* Arguments:
* * target- Either a body part, a carbon, or a closed turf. What are we hitting?
* * forced- Do we want this to go through 100%?
*/
/obj/item/proc/tryEmbed(atom/target, forced=FALSE, silent=FALSE)
if(!isbodypart(target) && !iscarbon(target) && !isclosedturf(target))
return
if(!forced && !LAZYLEN(embedding))
return
if(SEND_SIGNAL(src, COMSIG_EMBED_TRY_FORCE, target, forced, silent))
return TRUE
failedEmbed()
///For when you want to disable an item's embedding capabilities (like transforming weapons and such), this proc will detach any active embed elements from it.
/obj/item/proc/disableEmbedding()
SEND_SIGNAL(src, COMSIG_ITEM_DISABLE_EMBED)
return
///For when you want to add/update the embedding on an item. Uses the vars in [/obj/item/embedding], and defaults to config values for values that aren't set. Will automatically detach previous embed elements on this item.
/obj/item/proc/updateEmbedding()
if(!islist(embedding) || !LAZYLEN(embedding))
return
AddElement(/datum/element/embed,\
embed_chance = (!isnull(embedding["embed_chance"]) ? embedding["embed_chance"] : EMBED_CHANCE),\
fall_chance = (!isnull(embedding["fall_chance"]) ? embedding["fall_chance"] : EMBEDDED_ITEM_FALLOUT),\
pain_chance = (!isnull(embedding["pain_chance"]) ? embedding["pain_chance"] : EMBEDDED_PAIN_CHANCE),\
pain_mult = (!isnull(embedding["pain_mult"]) ? embedding["pain_mult"] : EMBEDDED_PAIN_MULTIPLIER),\
remove_pain_mult = (!isnull(embedding["remove_pain_mult"]) ? embedding["remove_pain_mult"] : EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER),\
rip_time = (!isnull(embedding["rip_time"]) ? embedding["rip_time"] : EMBEDDED_UNSAFE_REMOVAL_TIME),\
ignore_throwspeed_threshold = (!isnull(embedding["ignore_throwspeed_threshold"]) ? embedding["ignore_throwspeed_threshold"] : FALSE),\
impact_pain_mult = (!isnull(embedding["impact_pain_mult"]) ? embedding["impact_pain_mult"] : EMBEDDED_IMPACT_PAIN_MULTIPLIER),\
jostle_chance = (!isnull(embedding["jostle_chance"]) ? embedding["jostle_chance"] : EMBEDDED_JOSTLE_CHANCE),\
jostle_pain_mult = (!isnull(embedding["jostle_pain_mult"]) ? embedding["jostle_pain_mult"] : EMBEDDED_JOSTLE_PAIN_MULTIPLIER),\
pain_stam_pct = (!isnull(embedding["pain_stam_pct"]) ? embedding["pain_stam_pct"] : EMBEDDED_PAIN_STAM_PCT),\
embed_chance_turf_mod = (!isnull(embedding["embed_chance_turf_mod"]) ? embedding["embed_chance_turf_mod"] : EMBED_CHANCE_TURF_MOD))
return TRUE