Adds a 'nemesis faction' system to transforming weapons

This commit is contained in:
CitadelStationBot
2017-07-13 17:46:51 -05:00
parent da324257fe
commit 92c6b7b445
2 changed files with 41 additions and 28 deletions
@@ -1,6 +1,7 @@
/obj/item/weapon/melee/transforming //TODO: make transforming energy weapons a subtype of this
var/active = FALSE
var/force_on = 30 //force when active
var/faction_bonus_force = 0 //Bonus force dealt against certain factions
var/throwforce_on = 20
var/icon_state_on = "axe1"
var/hitsound_on = 'sound/weapons/blade1.ogg'
@@ -8,6 +9,8 @@
var/list/attack_verb_off = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
w_class = WEIGHT_CLASS_SMALL
sharpness = IS_SHARP
var/bonus_active = FALSE //If the faction damage bonus is active
var/list/nemesis_factions //Any mob with a faction that exists in this list will take bonus damage/effects
var/w_class_on = WEIGHT_CLASS_BULKY
/obj/item/weapon/melee/transforming/Initialize()
@@ -23,6 +26,19 @@
if(transform_weapon(user))
clumsy_transform_effect(user)
/obj/item/weapon/melee/transforming/attack(mob/living/target, mob/living/carbon/human/user)
var/nemesis_faction = FALSE
if(nemesis_factions.len)
for(var/F in target.faction)
if(F in nemesis_factions)
nemesis_faction = TRUE
force += faction_bonus_force
nemesis_effects(user, target)
break
. = ..()
if(nemesis_faction)
force -= faction_bonus_force
/obj/item/weapon/melee/transforming/proc/transform_weapon(mob/living/user, supress_message_text)
active = !active
if(active)
@@ -47,6 +63,9 @@
add_fingerprint(user)
return TRUE
/obj/item/weapon/melee/transforming/proc/nemesis_effects(mob/living/user, mob/living/target)
return
/obj/item/weapon/melee/transforming/proc/transform_messages(mob/living/user, supress_message_text)
playsound(user, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
if(!supress_message_text)
@@ -55,4 +74,4 @@
/obj/item/weapon/melee/transforming/proc/clumsy_transform_effect(mob/living/user)
if(user.disabilities & CLUMSY && prob(50))
to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
user.take_bodypart_damage(5,5)
user.take_bodypart_damage(5,5)
@@ -583,9 +583,10 @@
hitsound_on = 'sound/weapons/bladeslice.ogg'
w_class = WEIGHT_CLASS_BULKY
sharpness = IS_SHARP
faction_bonus_force = 30
nemesis_factions = list("mining", "boss")
var/transform_cooldown
var/swiping = FALSE
var/beast_force_bonus = 30
/obj/item/weapon/melee/transforming/cleaving_saw/examine(mob/user)
..()
@@ -625,34 +626,27 @@
if(!active)
user.changeNext_move(CLICK_CD_MELEE * 0.5) //when closed, it attacks very rapidly
/obj/item/weapon/melee/transforming/cleaving_saw/nemesis_effects(mob/living/user, mob/living/target)
var/datum/status_effect/saw_bleed/B = target.has_status_effect(STATUS_EFFECT_SAWBLEED)
if(!B)
if(!active) //This isn't in the above if-check so that the else doesn't care about active
target.apply_status_effect(STATUS_EFFECT_SAWBLEED)
else
B.add_bleed(B.bleed_buildup)
/obj/item/weapon/melee/transforming/cleaving_saw/attack(mob/living/target, mob/living/carbon/human/user)
if(!active || swiping || !target.density || get_turf(target) == get_turf(user))
var/beast_bonus_active = FALSE
var/datum/status_effect/saw_bleed/B = target.has_status_effect(STATUS_EFFECT_SAWBLEED)
if(istype(target, /mob/living/simple_animal/hostile/asteroid) || ismegafauna(target))
if(!active)
if(!B)
target.apply_status_effect(STATUS_EFFECT_SAWBLEED)
else
B.add_bleed(B.bleed_buildup)
else
force += beast_force_bonus //we do bonus damage against beastly creatures
beast_bonus_active = TRUE
if(!active || swiping)
..()
if(beast_bonus_active)
if(B)
B.add_bleed(B.bleed_buildup)
force -= beast_force_bonus
return
var/turf/user_turf = get_turf(user)
var/dir_to_target = get_dir(user_turf, get_turf(target))
swiping = TRUE
for(var/i in 1 to 3)
var/turf/T = get_step(user_turf, turn(dir_to_target, 90 - (45 * i)))
for(var/mob/living/L in T)
if(user.Adjacent(L) && L.density)
melee_attack_chain(user, L)
swiping = FALSE
else
var/turf/user_turf = get_turf(user)
var/dir_to_target = get_dir(user_turf, get_turf(target))
swiping = TRUE
for(var/i in 1 to 3)
var/turf/T = get_step(user_turf, turn(dir_to_target, 90 - (45 * i)))
for(var/mob/living/L in T)
if(user.Adjacent(L) && L.density)
melee_attack_chain(user, L)
swiping = FALSE
//Dragon