398 lines
16 KiB
Plaintext
398 lines
16 KiB
Plaintext
#define STUNBATON_CHARGE_LENIENCY 0.3
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#define STUNBATON_DEPLETION_RATE 0.006
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/obj/item/melee/baton
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name = "stunbaton"
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desc = "A stun baton for incapacitating people with."
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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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attack_speed = CLICK_CD_MELEE
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var/stamina_loss_amount = 35
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var/turned_on = FALSE
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var/knockdown = TRUE
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/// block percent needed to prevent knockdown/disarm
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var/block_percent_to_counter = 50
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var/obj/item/stock_parts/cell/cell
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var/hitcost = 750
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var/throw_hit_chance = 35
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var/preload_cell_type //if not empty the baton starts with this type of cell
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var/cooldown_duration = 5 SECONDS //How long our baton rightclick goes on cooldown for after applying a knockdown
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var/status_duration = 5 SECONDS //how long our status effects last for otherwise
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COOLDOWN_DECLARE(shove_cooldown)
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/obj/item/melee/baton/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Right click attack while in combat mode to knockdown, but only once per [cooldown_duration / 10] seconds.</span>"
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. += "<span class='notice'>This knockdown will also put them off balance for [status_duration / 20] seconds, allowing you to shove a weapon out of their hand with a right click in Disarm intent.</span>"
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/obj/item/melee/baton/get_cell()
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. = cell
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if(iscyborg(loc))
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var/mob/living/silicon/robot/R = loc
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. = R.get_cell()
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/obj/item/melee/baton/suicide_act(mob/user)
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user.visible_message("<span class='suicide'>[user] is putting the live [name] in [user.p_their()] mouth! It looks like [user.p_theyre()] trying to commit suicide!</span>")
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return (FIRELOSS)
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/obj/item/melee/baton/Initialize(mapload)
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. = ..()
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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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update_icon()
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/obj/item/melee/baton/DoRevenantThrowEffects(atom/target)
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switch_status()
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/obj/item/melee/baton/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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..()
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//Only mob/living types have stun handling
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if(turned_on && prob(throw_hit_chance) && iscarbon(hit_atom) && thrownby)
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baton_stun(hit_atom, thrownby, shoving = TRUE)
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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/plus
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/obj/item/melee/baton/proc/deductcharge(chrgdeductamt, chargecheck = TRUE, explode = TRUE)
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var/obj/item/stock_parts/cell/copper_top = get_cell()
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if(!copper_top)
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switch_status(FALSE, TRUE)
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return FALSE
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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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copper_top.use(min(chrgdeductamt, copper_top.charge), explode)
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if(QDELETED(src))
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return FALSE
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if(turned_on && (!copper_top || !copper_top.charge || (chargecheck && copper_top.charge < (hitcost * STUNBATON_CHARGE_LENIENCY))))
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//we're below minimum, turn off
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switch_status(FALSE)
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///Check for our cell to determine how much penetration our weapon does.
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/obj/item/melee/baton/proc/get_cell_zap_pen()
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var/obj/item/stock_parts/cell/copper_top = get_cell()
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if(copper_top)
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var/chargepower = copper_top.maxcharge
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var/zap_penetration = (chargepower/1000) //This is our effective penetration. Every 1000 max charge, we get 1 pen power. A high capacity cell is equal to 10 armor pen, as an example.
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return zap_penetration
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else
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return 0
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/obj/item/melee/baton/proc/switch_status(new_status = FALSE, silent = FALSE)
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if(turned_on != new_status)
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turned_on = new_status
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if(!silent)
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playsound(loc, "sparks", 75, 1, -1)
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if(turned_on)
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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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update_icon()
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/obj/item/melee/baton/process()
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deductcharge(round(hitcost * STUNBATON_DEPLETION_RATE), FALSE, FALSE)
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/obj/item/melee/baton/update_icon_state()
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if(turned_on)
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icon_state = "[initial(name)]_active"
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else if(!cell)
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icon_state = "[initial(name)]_nocell"
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else
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icon_state = "[initial(name)]"
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/obj/item/melee/baton/examine(mob/user)
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. = ..()
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var/obj/item/stock_parts/cell/copper_top = get_cell()
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if(copper_top)
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. += "<span class='notice'>\The [src] is [round(copper_top.percent())]% charged.</span>"
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. += "<span class='notice'>\The [src] currently can penetrate [round(copper_top.maxcharge/1000)]% of enemy armor thanks to it's loaded cell.</span>"
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else
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. += "<span class='warning'>\The [src] does not have a power source installed.</span>"
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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 class='notice'>[src] already has a cell.</span>")
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else
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if(C.maxcharge < (hitcost * STUNBATON_CHARGE_LENIENCY))
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to_chat(user, "<span class='notice'>[src] requires a higher capacity cell.</span>")
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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 class='notice'>You install a cell in [src].</span>")
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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 class='notice'>You remove the cell from [src].</span>")
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switch_status(FALSE, TRUE)
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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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var/obj/item/stock_parts/cell/copper_top = get_cell()
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if(!copper_top || copper_top.charge < (hitcost * STUNBATON_CHARGE_LENIENCY))
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switch_status(FALSE, TRUE)
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if(!copper_top)
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to_chat(user, "<span class='warning'>[src] does not have a power source!</span>")
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else
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to_chat(user, "<span class='warning'>[src] is out of charge.</span>")
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else
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switch_status(!turned_on)
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to_chat(user, "<span class='notice'>[src] is now [turned_on ? "on" : "off"].</span>")
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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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var/interrupt = common_baton_melee(M, user, FALSE)
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if(!interrupt)
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return ..()
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/obj/item/melee/baton/alt_pre_attack(atom/A, mob/living/user, params)
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if(!user.CheckActionCooldown(CLICK_CD_MELEE))
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return
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. = common_baton_melee(A, user, TRUE) //return true (attackchain interrupt) if this also returns true. no harm-shoving.
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//return TRUE to interrupt attack chain.
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/obj/item/melee/baton/proc/common_baton_melee(mob/M, mob/living/user, shoving = FALSE)
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if(iscyborg(M) || !isliving(M)) //can't baton cyborgs
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return FALSE
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if(turned_on && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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clowning_around(user)
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if(IS_STAMCRIT(user)) //CIT CHANGE - makes it impossible to baton in stamina softcrit
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to_chat(user, "<span class='danger'>You're too exhausted to use [src] properly.</span>")
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return TRUE
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user.DelayNextAction()
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if(ishuman(M))
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var/mob/living/carbon/human/L = M
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if(check_martial_counter(L, user))
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return TRUE
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if(turned_on)
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if(baton_stun(M, user, shoving))
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user.do_attack_animation(M)
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else if(user.a_intent != INTENT_HARM) //they'll try to bash in the last proc.
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M.visible_message("<span class='warning'>[user] has prodded [M] with [src]. Luckily it was off.</span>", \
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"<span class='warning'>[user] has prodded you with [src]. Luckily it was off</span>")
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return shoving || (user.a_intent != INTENT_HARM)
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/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/living/user, shoving = FALSE)
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var/list/return_list = list()
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if(L.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, return_list) & BLOCK_SUCCESS) //No message; check_shields() handles that
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playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
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return FALSE
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var/final_stamina_loss_amount = stamina_loss_amount //Our stunning power for the baton
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var/shoved = FALSE //Did we succeed on knocking our target over?
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var/zap_penetration = get_cell_zap_pen() //Find out what kind of cell we have, and calculating the resultant armor pen we get from it
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var/zap_block = L.run_armor_check(BODY_ZONE_CHEST, "melee", null, null, zap_penetration) //armor check, including calculation for armor penetration, for our attack
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final_stamina_loss_amount = block_calculate_resultant_damage(final_stamina_loss_amount, return_list)
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var/obj/item/stock_parts/cell/our_cell = get_cell()
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if(!our_cell)
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switch_status(FALSE)
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return FALSE
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var/stuncharge = our_cell.charge
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deductcharge(hitcost, FALSE)
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if(QDELETED(src) || QDELETED(our_cell)) //it was rigged
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return FALSE
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if(stuncharge < hitcost)
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if(stuncharge < (hitcost * STUNBATON_CHARGE_LENIENCY))
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L.visible_message("<span class='warning'>[user] has prodded [L] with [src]. Luckily it was out of charge.</span>", \
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"<span class='warning'>[user] has prodded you with [src]. Luckily it was out of charge.</span>")
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return FALSE
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final_stamina_loss_amount *= round(stuncharge/hitcost, 0.1)
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if(user && !user.UseStaminaBuffer(getweight(user, STAM_COST_BATON_MOB_MULT), warn = TRUE))
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return FALSE
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if(shoving && COOLDOWN_FINISHED(src, shove_cooldown) && !HAS_TRAIT(L, TRAIT_IWASBATONED)) //Rightclicking applies a knockdown, but only once every couple of seconds, based on the cooldown_duration var. If they were recently knocked down, they can't be knocked down again by a baton.
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L.DefaultCombatKnockdown(50, override_stamdmg = 0)
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L.apply_status_effect(STATUS_EFFECT_TASED_WEAK, status_duration) //Even if they shove themselves up, they're still slowed.
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L.apply_status_effect(STATUS_EFFECT_OFF_BALANCE, status_duration) //They're very likely to drop items if shoved briefly after a knockdown.
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shoved = TRUE
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COOLDOWN_START(src, shove_cooldown, cooldown_duration)
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ADD_TRAIT(L, TRAIT_IWASBATONED, STATUS_EFFECT_TRAIT) //Prevents swapping to a new baton to avoid the cooldown by just acquiring more batons
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addtimer(TRAIT_CALLBACK_REMOVE(L, TRAIT_IWASBATONED, STATUS_EFFECT_TRAIT), cooldown_duration)
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playsound(loc, 'sound/weapons/zapbang.ogg', 50, 1, -1)
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else //If we cannot/don't knock down the target, we apply a stagger, which keeps them from just running off
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L.apply_status_effect(STATUS_EFFECT_STAGGERED, status_duration)
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L.apply_damage (final_stamina_loss_amount, STAMINA, BODY_ZONE_CHEST, zap_block)
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L.apply_effect(EFFECT_STUTTER, stamina_loss_amount)
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SEND_SIGNAL(L, COMSIG_LIVING_MINOR_SHOCK)
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if(user)
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L.set_last_attacker(user)
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L.visible_message("<span class='danger'>[user] has [shoved ? "brutally stunned" : "stunned"] [L] with [src]!</span>", \
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"<span class='userdanger'>[user] has [shoved ? "brutally stunnned" : "stunned"] you with [src]!</span>")
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log_combat(user, L, shoved ? "stunned and attempted knockdown" : "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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H.forcesay(GLOB.hit_appends)
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return TRUE
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/obj/item/melee/baton/proc/clowning_around(mob/living/user)
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user.visible_message("<span class='danger'>[user] accidentally hits [user.p_them()]self with [src]!</span>", \
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"<span class='userdanger'>You accidentally hit yourself with [src]!</span>")
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SEND_SIGNAL(user, COMSIG_LIVING_MINOR_SHOCK)
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user.DefaultCombatKnockdown(stamina_loss_amount*6)
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playsound(loc, 'sound/weapons/egloves.ogg', 50, 1, -1)
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deductcharge(hitcost)
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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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switch_status(FALSE)
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if(!iscyborg(loc))
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deductcharge(severity*10, TRUE, FALSE)
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/obj/item/melee/baton/can_give()
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if(turned_on)
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return FALSE
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else
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..()
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/obj/item/melee/baton/stunsword
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name = "stunsword"
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desc = "Not actually sharp, this sword is functionally identical to its baton counterpart."
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icon_state = "stunsword"
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item_state = "sword"
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/obj/item/melee/baton/stunsword/get_belt_overlay()
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if(istype(loc, /obj/item/storage/belt/sabre))
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return mutable_appearance('icons/obj/clothing/belt_overlays.dmi', "stunsword")
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return ..()
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/obj/item/melee/baton/stunsword/get_worn_belt_overlay(icon_file)
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return mutable_appearance(icon_file, "-stunsword")
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/obj/item/melee/baton/stunsword/on_exit_storage(datum/component/storage/S)
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var/obj/item/storage/belt/sabre/secbelt/B = S.parent
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if(istype(B))
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playsound(B, 'sound/items/unsheath.ogg', 25, 1)
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..()
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/obj/item/melee/baton/stunsword/on_enter_storage(datum/component/storage/S)
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var/obj/item/storage/belt/sabre/secbelt/B = S.parent
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if(istype(B))
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playsound(B, 'sound/items/sheath.ogg', 25, 1)
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..()
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/obj/item/ssword_kit
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name = "stunsword kit"
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desc = "a modkit for making a stunbaton into a stunsword"
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icon = 'icons/obj/vending_restock.dmi'
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icon_state = "refill_donksoft"
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var/product = /obj/item/melee/baton/stunsword //what it makes
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var/list/fromitem = list(/obj/item/melee/baton, /obj/item/melee/baton/loaded) //what it needs
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/obj/item/ssword_kit/afterattack(obj/O, mob/user as mob)
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if(istype(O, product))
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to_chat(user,"<span class='warning'>[O] is already modified!")
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return
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if(O.type in fromitem) //makes sure O is the right thing
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var/obj/item/melee/baton/B = O
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if(!B.cell) //checks for a powercell in the baton. If there isn't one, continue. If there is, warn the user to take it out
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new product(usr.loc) //spawns the product
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user.visible_message("<span class='warning'>[user] modifies [O]!","<span class='warning'>You modify the [O]!")
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qdel(O) //Gets rid of the baton
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qdel(src) //gets rid of the kit
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else
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to_chat(user,"<span class='warning'>Remove the powercell first!</span>") //We make this check because the stunsword starts without a battery.
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else
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to_chat(user, "<span class='warning'> You can't modify [O] with this kit!</span>")
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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_nocell"
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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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stamina_loss_amount = 25
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hitcost = 1000
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throw_hit_chance = 10
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slot_flags = ITEM_SLOT_BACK
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cooldown_duration = 7 SECONDS //It's a little on the weak side
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status_duration = 3 //Slows someone for a tiny bit
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var/obj/item/assembly/igniter/sparkler
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/obj/item/melee/baton/cattleprod/Initialize()
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. = ..()
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sparkler = new (src)
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sparkler.activate_cooldown = 7 //Helps visualize the knockdown
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/obj/item/melee/baton/cattleprod/baton_stun(mob/living/L, mob/living/carbon/user, shoving = FALSE)
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sparkler?.activate()
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. = ..()
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/obj/item/melee/baton/boomerang
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name = "\improper OZtek Boomerang"
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desc = "A device invented in 2486 for the great Space Emu War by the confederacy of Australicus, these high-tech boomerangs also work exceptionally well at stunning crewmembers. Just be careful to catch it when thrown!"
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throw_speed = 1.5
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icon_state = "boomerang"
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item_state = "boomerang"
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force = 5
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throwforce = 5
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throw_range = 10
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hitcost = 2000
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throw_hit_chance = 99 //Have you prayed today?
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custom_materials = list(/datum/material/iron = 10000, /datum/material/glass = 4000, /datum/material/silver = 10000, /datum/material/gold = 2000)
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/obj/item/melee/baton/boomerang/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, force)
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if(turned_on)
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if(ishuman(thrower))
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var/mob/living/carbon/human/H = thrower
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H.throw_mode_on() //so they can catch it on the return.
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return ..()
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/obj/item/melee/baton/boomerang/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
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if(turned_on)
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var/caught = hit_atom.hitby(src, FALSE, FALSE, throwingdatum=throwingdatum)
|
|
if(ishuman(hit_atom) && !caught && prob(throw_hit_chance) && thrownby)//if they are a carbon and they didn't catch it
|
|
baton_stun(hit_atom, thrownby, shoving = TRUE)
|
|
if(thrownby && !caught)
|
|
sleep(1)
|
|
if(!QDELETED(src))
|
|
throw_at(thrownby, throw_range+2, throw_speed, null, TRUE)
|
|
else
|
|
return ..()
|
|
|
|
/obj/item/melee/baton/boomerang/update_icon()
|
|
if(turned_on)
|
|
icon_state = "[initial(icon_state)]_active"
|
|
else if(!cell)
|
|
icon_state = "[initial(icon_state)]_nocell"
|
|
else
|
|
icon_state = "[initial(icon_state)]"
|
|
|
|
/obj/item/melee/baton/boomerang/loaded //Same as above, comes with a cell.
|
|
preload_cell_type = /obj/item/stock_parts/cell/high
|
|
|
|
#undef STUNBATON_CHARGE_LENIENCY
|
|
#undef STUNBATON_DEPLETION_RATE
|