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GS13NG/code/game/objects/items/electrostaff.dm
2020-05-17 18:16:53 +02:00

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/obj/item/electrostaff
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "electrostaff"
item_state = "electrostaff"
lefthand_file = 'icons/mob/inhands/weapons/staves_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/staves_righthand.dmi'
name = "riot suppression electrostaff"
desc = "A large quarterstaff, with massive silver electrodes mounted at the end."
w_class = WEIGHT_CLASS_HUGE
slot_flags = ITEM_SLOT_BACK | ITEM_SLOT_OCLOTHING
throwforce = 15 //if you are a madman and finish someone off with this, power to you.
throw_speed = 1
item_flags = NO_MAT_REDEMPTION
block_chance = 30
attack_verb = list("struck", "beaten", "thwacked", "pulped")
total_mass = 5 //yeah this is a heavy thing, beating people with it while it's off is not going to do you any favors. (to curb stun-kill rampaging without it being on)
var/obj/item/stock_parts/cell/cell = /obj/item/stock_parts/cell/high
var/on = FALSE
var/can_block_projectiles = FALSE //can't block guns
var/lethal_cost = 400 //10000/400*20 = 500. decent enough?
var/lethal_damage = 20
var/lethal_stam_cost = 4
var/stun_cost = 333 //10000/333*25 = 750. stunbatons are at time of writing 10000/1000*49 = 490.
var/stun_status_effect = STATUS_EFFECT_ELECTROSTAFF //a small slowdown effect
var/stun_stamdmg = 40
var/stun_status_duration = 25
var/stun_stam_cost = 3.5
var/wielded = FALSE // track wielded status on item
/obj/item/electrostaff/Initialize(mapload)
. = ..()
if(ispath(cell))
cell = new cell
RegisterSignal(src, COMSIG_TWOHANDED_WIELD, .proc/turn_on)
RegisterSignal(src, COMSIG_TWOHANDED_UNWIELD, .proc/turn_off)
/obj/item/electrostaff/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed, force_multiplier=2, wieldsound="sparks", unwieldsound="sparks")
/obj/item/electrostaff/Destroy()
STOP_PROCESSING(SSobj, src)
QDEL_NULL(cell)
return ..()
/obj/item/electrostaff/get_cell()
. = cell
if(iscyborg(loc))
var/mob/living/silicon/robot/R = loc
. = R.get_cell()
/obj/item/electrostaff/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!on || (!can_block_projectiles && (attack_type & ATTACK_TYPE_PROJECTILE)))
return BLOCK_NONE
return ..()
/obj/item/electrostaff/proc/min_hitcost()
return min(stun_cost, lethal_cost)
/obj/item/electrostaff/proc/turn_on(obj/item/source, mob/user)
wielded = TRUE
if(!cell)
if(user)
to_chat(user, "<span class='warning'>[src] has no cell.</span>")
return
if(cell.charge < min_hitcost())
if(user)
to_chat(user, "<span class='warning'>[src] is out of charge.</span>")
return
on = TRUE
START_PROCESSING(SSobj, src)
if(user)
to_chat(user, "<span class='warning'>You turn [src] on.</span>")
/obj/item/electrostaff/proc/turn_off(obj/item/source, mob/user)
wielded = FALSE
if(user)
to_chat(user, "<span class='warning'>You turn [src] off.</span>")
on = FALSE
STOP_PROCESSING(SSobj, src)
/obj/item/electrostaff/update_icon_state()
if(!wielded)
icon_state = item_state = "electrostaff"
else
icon_state = item_state = (on? "electrostaff_1" : "electrostaff_0")
set_light(7, on? 1 : 0, LIGHT_COLOR_CYAN)
/obj/item/electrostaff/examine(mob/living/user)
. = ..()
if(cell)
. += "<span class='notice'>The cell charge is [round(cell.percent())]%.</span>"
else
. += "<span class='warning'>There is no cell installed!</span>"
/obj/item/electrostaff/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/stock_parts/cell))
var/obj/item/stock_parts/cell/C = W
if(cell)
to_chat(user, "<span class='warning'>[src] already has a cell!</span>")
else
if(C.maxcharge < min_hit_cost())
to_chat(user, "<span class='notice'>[src] requires a higher capacity cell.</span>")
return
if(!user.transferItemToLoc(W, src))
return
cell = C
to_chat(user, "<span class='notice'>You install a cell in [src].</span>")
else if(W.tool_behaviour == TOOL_SCREWDRIVER)
if(cell)
cell.update_icon()
cell.forceMove(get_turf(src))
cell = null
to_chat(user, "<span class='notice'>You remove the cell from [src].</span>")
turn_off(user, TRUE)
else
return ..()
/obj/item/electrostaff/process()
deductcharge(50) //Wasteful!
/obj/item/electrostaff/proc/min_hit_cost()
return min(lethal_cost, stun_cost)
/obj/item/electrostaff/proc/deductcharge(amount)
var/obj/item/stock_parts/cell/C = get_cell()
if(!C)
turn_off()
return FALSE
C.use(min(amount, C.charge))
if(QDELETED(src))
return FALSE
if(C.charge < min_hit_cost())
turn_off()
/obj/item/electrostaff/attack(mob/living/target, mob/living/user)
if(IS_STAMCRIT(user))//CIT CHANGE - makes it impossible to baton in stamina softcrit
to_chat(user, "<span class='danger'>You're too exhausted for that.</span>")//CIT CHANGE - ditto
return //CIT CHANGE - ditto
if(on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
clowning_around(user) //ouch!
return
if(iscyborg(target))
..()
return
if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, null) & BLOCK_SUCCESS) //No message; run_block() handles that
playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
return FALSE
if(user.a_intent != INTENT_HARM)
if(stun_act(target, user))
user.do_attack_animation(target)
user.adjustStaminaLossBuffered(stun_stam_cost)
return
else if(!harm_act(target, user))
return ..() //if you can't fry them just beat them with it
else //we did harm act them
user.do_attack_animation(target)
user.adjustStaminaLossBuffered(lethal_stam_cost)
/obj/item/electrostaff/proc/stun_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE)
var/stunforce = stun_stamdmg
if(!no_charge_and_force)
if(!on)
target.visible_message("<span class='warning'>[user] has bapped [target] with [src]. Luckily it was off.</span>", \
"<span class='warning'>[user] has bapped you with [src]. Luckily it was off</span>")
turn_off() //if it wasn't already off
return FALSE
var/obj/item/stock_parts/cell/C = get_cell()
var/chargeleft = C.charge
deductcharge(stun_cost)
if(QDELETED(src) || QDELETED(C)) //boom
return FALSE
if(chargeleft < stun_cost)
stunforce *= round(chargeleft/stun_cost, 0.1)
target.adjustStaminaLoss(stunforce)
target.apply_effect(EFFECT_STUTTER, stunforce)
SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK)
if(user)
target.lastattacker = user.real_name
target.lastattackerckey = user.ckey
target.visible_message("<span class='danger'>[user] has shocked [target] with [src]!</span>", \
"<span class='userdanger'>[user] has shocked you with [src]!</span>")
log_combat(user, target, "stunned with an electrostaff")
playsound(src, 'sound/weapons/staff.ogg', 50, 1, -1)
target.apply_status_effect(stun_status_effect, stun_status_duration)
if(ishuman(user))
var/mob/living/carbon/human/H = user
H.forcesay(GLOB.hit_appends)
return TRUE
/obj/item/electrostaff/proc/harm_act(mob/living/target, mob/living/user, no_charge_and_force = FALSE)
var/lethal_force = lethal_damage
if(!no_charge_and_force)
if(!on)
return FALSE //standard item attack
var/obj/item/stock_parts/cell/C = get_cell()
var/chargeleft = C.charge
deductcharge(lethal_cost)
if(QDELETED(src) || QDELETED(C)) //boom
return FALSE
if(chargeleft < stun_cost)
lethal_force *= round(chargeleft/lethal_cost, 0.1)
target.adjustFireLoss(lethal_force) //good against ointment spam
SEND_SIGNAL(target, COMSIG_LIVING_MINOR_SHOCK)
if(user)
target.lastattacker = user.real_name
target.lastattackerckey = user.ckey
target.visible_message("<span class='danger'>[user] has seared [target] with [src]!</span>", \
"<span class='userdanger'>[user] has seared you with [src]!</span>")
log_combat(user, target, "burned with an electrostaff")
playsound(src, 'sound/weapons/sear.ogg', 50, 1, -1)
return TRUE
/obj/item/electrostaff/proc/clowning_around(mob/living/user)
user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>", \
"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
harm_act(user, user, TRUE)
stun_act(user, user, TRUE)
deductcharge(lethal_cost)
/obj/item/electrostaff/emp_act(severity)
. = ..()
if (!(. & EMP_PROTECT_SELF))
turn_off()
if(!iscyborg(loc))
deductcharge(1000 / severity, TRUE, FALSE)