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GS13NG/code/game/gamemodes/clock_cult/clock_items/ratvarian_spear.dm
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2017-07-05 22:14:19 -05:00

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//Ratvarian spear: A relatively fragile spear from the Celestial Derelict. Deals extreme damage to silicons and enemy cultists, but doesn't last long when summoned.
/obj/item/clockwork/ratvarian_spear
name = "ratvarian spear"
desc = "A razor-sharp spear made of brass. It thrums with barely-contained energy."
clockwork_desc = "A powerful spear of Ratvarian making. It's more effective against enemy cultists and silicons."
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "ratvarian_spear"
item_state = "ratvarian_spear"
force = 15 //Extra damage is dealt to targets in attack()
throwforce = 40
sharpness = IS_SHARP_ACCURATE
attack_verb = list("stabbed", "poked", "slashed")
hitsound = 'sound/weapons/bladeslice.ogg'
w_class = WEIGHT_CLASS_BULKY
var/impale_cooldown = 50 //delay, in deciseconds, where you can't impale again
var/attack_cooldown = 10 //delay, in deciseconds, where you can't attack with the spear
var/timerid
/obj/item/clockwork/ratvarian_spear/Destroy()
deltimer(timerid)
return ..()
/obj/item/clockwork/ratvarian_spear/ratvar_act()
if(GLOB.ratvar_awakens) //If Ratvar is alive, the spear is extremely powerful
force = 25
throwforce = 50
armour_penetration = 10
clockwork_desc = initial(clockwork_desc)
deltimer(timerid)
else
force = initial(force)
throwforce = initial(throwforce)
armour_penetration = 0
clockwork_desc = "A powerful spear of Ratvarian making. It's more effective against enemy cultists and silicons, though it won't last for long."
deltimer(timerid)
timerid = addtimer(CALLBACK(src, .proc/break_spear), RATVARIAN_SPEAR_DURATION, TIMER_STOPPABLE)
/obj/item/clockwork/ratvarian_spear/cyborg/ratvar_act() //doesn't break!
if(GLOB.ratvar_awakens)
force = 25
throwforce = 50
armour_penetration = 10
else
force = initial(force)
throwforce = initial(throwforce)
armour_penetration = 0
/obj/item/clockwork/ratvarian_spear/examine(mob/user)
..()
if(is_servant_of_ratvar(user) || isobserver(user))
to_chat(user, "<span class='brass'>Stabbing a human you are pulling or have grabbed with the spear will impale them, doing massive damage and stunning.</span>")
if(!iscyborg(user))
to_chat(user, "<span class='brass'>Throwing the spear will do massive damage, break the spear, and knock down the target.</span>")
/obj/item/clockwork/ratvarian_spear/attack(mob/living/target, mob/living/carbon/human/user)
var/impaling = FALSE
if(attack_cooldown > world.time)
to_chat(user, "<span class='warning'>You can't attack right now, wait [max(round((attack_cooldown - world.time)*0.1, 0.1), 0)] seconds!</span>")
return
if(user.pulling && ishuman(user.pulling) && user.pulling == target)
if(impale_cooldown > world.time)
to_chat(user, "<span class='warning'>You can't impale [target] yet, wait [max(round((impale_cooldown - world.time)*0.1, 0.1), 0)] seconds!</span>")
else
impaling = TRUE
attack_verb = list("impaled")
force += 22 //total 40 damage if ratvar isn't alive, 50 if he is
armour_penetration += 10 //if you're impaling someone, armor sure isn't that useful
user.stop_pulling()
if(hitsound)
playsound(loc, hitsound, get_clamped_volume(), 1, -1)
user.lastattacked = target
target.lastattacker = user
user.do_attack_animation(target)
if(!target.attacked_by(src, user)) //TODO MAKE ATTACK() USE PROPER RETURN VALUES
impaling = FALSE //if we got blocked, stop impaling
else if(!target.null_rod_check()) //if they don't have a null rod, we do bonus damage on a successful attack
if(issilicon(target))
var/mob/living/silicon/S = target
if(S.stat != DEAD)
S.visible_message("<span class='warning'>[S] shudders violently at [src]'s touch!</span>", "<span class='userdanger'>ERROR: Temperature rising!</span>")
S.adjustFireLoss(22) //total 37 damage on borgs
else if(iscultist(target) || isconstruct(target))
var/mob/living/M = target
if(M.stat != DEAD)
to_chat(M, "<span class='userdanger'>Your body flares with agony at [src]'s presence!</span>")
M.adjustFireLoss(15) //total 30 damage on cultists
else
target.adjustFireLoss(3) //anything else takes a total of 18
add_logs(user, target, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
add_fingerprint(user)
attack_verb = list("stabbed", "poked", "slashed")
ratvar_act()
if(impaling)
impale_cooldown = world.time + initial(impale_cooldown)
attack_cooldown = world.time + initial(attack_cooldown) //can't attack until we're done impaling
if(target)
new /obj/effect/temp_visual/dir_setting/bloodsplatter(get_turf(target), get_dir(user, target))
target.Stun(80) //brief stun
to_chat(user, "<span class='brass'>You prepare to remove your ratvarian spear from [target]...</span>")
var/remove_verb = pick("pull", "yank", "drag")
if(do_after(user, 10, 1, target))
var/turf/T = get_turf(target)
var/obj/effect/temp_visual/dir_setting/bloodsplatter/B = new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, get_dir(target, user))
playsound(T, 'sound/misc/splort.ogg', 200, 1)
playsound(T, 'sound/weapons/pierce.ogg', 200, 1)
if(target.stat != CONSCIOUS)
user.visible_message("<span class='warning'>[user] [remove_verb]s [src] out of [target]!</span>", "<span class='warning'>You [remove_verb] your spear from [target]!</span>")
else
user.visible_message("<span class='warning'>[user] kicks [target] off of [src]!</span>", "<span class='warning'>You kick [target] off of [src]!</span>")
to_chat(target, "<span class='userdanger'>You scream in pain as you're kicked off of [src]!</span>")
target.emote("scream")
step(target, get_dir(user, target))
T = get_turf(target)
B.forceMove(T)
target.Knockdown(40) //then knockdown if we stayed next to them
playsound(T, 'sound/weapons/thudswoosh.ogg', 50, 1)
flash_color(target, flash_color="#911414", flash_time=8)
else if(target) //it's a do_after, we gotta check again to make sure they didn't get deleted
user.visible_message("<span class='warning'>[user] [remove_verb]s [src] out of [target]!</span>", "<span class='warning'>You [remove_verb] your spear from [target]!</span>")
if(target.stat == CONSCIOUS)
to_chat(target, "<span class='userdanger'>You scream in pain as [src] is suddenly [remove_verb]ed out of you!</span>")
target.emote("scream")
flash_color(target, flash_color="#911414", flash_time=4)
/obj/item/clockwork/ratvarian_spear/throw_impact(atom/target)
var/turf/T = get_turf(target)
if(isliving(target))
var/mob/living/L = target
if(is_servant_of_ratvar(L))
if(L.put_in_active_hand(src))
L.visible_message("<span class='warning'>[L] catches [src] out of the air!</span>")
else
L.visible_message("<span class='warning'>[src] bounces off of [L], as if repelled by an unseen force!</span>")
else if(!..())
if(!L.null_rod_check())
if(issilicon(L) || iscultist(L))
L.Knockdown(100)
else
L.Knockdown(40)
break_spear(T)
else
..()
/obj/item/clockwork/ratvarian_spear/proc/break_spear(turf/T)
if(src)
if(!T)
T = get_turf(src)
if(T) //make sure we're not in null or something
T.visible_message("<span class='warning'>[src] [pick("cracks in two and fades away", "snaps in two and dematerializes")]!</span>")
new /obj/effect/temp_visual/ratvar/spearbreak(T)
qdel(src)