/
generic.dm
414 lines (364 loc) · 14.3 KB
/
generic.dm
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#define HUG_MODE_NICE 0
#define HUG_MODE_HUG 1
#define HUG_MODE_SHOCK 2
#define HUG_MODE_CRUSH 3
#define HUG_SHOCK_COOLDOWN (2 SECONDS)
#define HUG_CRUSH_COOLDOWN (1 SECONDS)
#define HARM_ALARM_NO_SAFETY_COOLDOWN (60 SECONDS)
#define HARM_ALARM_SAFETY_COOLDOWN (20 SECONDS)
/obj/item/borg
icon = 'icons/mob/silicon/robot_items.dmi'
/// Cost to use the stun arm
#define CYBORG_STUN_CHARGE_COST (0.2 * STANDARD_CELL_CHARGE)
/obj/item/borg/stun
name = "electrically-charged arm"
icon_state = "elecarm"
var/stamina_damage = 60 //Same as normal batong
var/cooldown_check = 0
/// cooldown between attacks
var/cooldown = 4 SECONDS // same as baton
/obj/item/borg/stun/attack(mob/living/attacked_mob, mob/living/user)
if(cooldown_check > world.time)
user.balloon_alert(user, "still recharging!")
return
if(ishuman(attacked_mob))
var/mob/living/carbon/human/human = attacked_mob
if(human.check_block(src, 0, "[attacked_mob]'s [name]", MELEE_ATTACK))
playsound(attacked_mob, 'sound/weapons/genhit.ogg', 50, TRUE)
return FALSE
if(iscyborg(user))
var/mob/living/silicon/robot/robot_user = user
if(!robot_user.cell.use(CYBORG_STUN_CHARGE_COST))
return
user.do_attack_animation(attacked_mob)
attacked_mob.adjustStaminaLoss(stamina_damage)
attacked_mob.set_confusion_if_lower(5 SECONDS)
attacked_mob.adjust_stutter(20 SECONDS)
attacked_mob.set_jitter_if_lower(5 SECONDS)
if(issilicon(attacked_mob))
attacked_mob.emp_act(EMP_HEAVY)
attacked_mob.visible_message(
span_danger("[user] shocks [attacked_mob] with [src]!"),
span_userdanger("[user] shocks you with [src]!"),
)
else
attacked_mob.visible_message(
span_danger("[user] prods [attacked_mob] with [src]!"),
span_userdanger("[user] prods you with [src]!"),
)
playsound(loc, 'sound/weapons/egloves.ogg', 50, TRUE, -1)
cooldown_check = world.time + cooldown
log_combat(user, attacked_mob, "stunned", src, "(Combat mode: [user.combat_mode ? "On" : "Off"])")
#undef CYBORG_STUN_CHARGE_COST
/obj/item/borg/cyborghug
name = "hugging module"
icon_state = "hugmodule"
desc = "For when a someone really needs a hug."
/// Hug mode
var/mode = HUG_MODE_NICE
/// Crush cooldown
COOLDOWN_DECLARE(crush_cooldown)
/// Shock cooldown
COOLDOWN_DECLARE(shock_cooldown)
/// Can it be a stunarm when emagged. Only PK borgs get this by default.
var/shockallowed = FALSE
var/boop = FALSE
/obj/item/borg/cyborghug/attack_self(mob/living/user)
if(iscyborg(user))
var/mob/living/silicon/robot/robot_user = user
if(robot_user.emagged && shockallowed == 1)
if(mode < HUG_MODE_CRUSH)
mode++
else
mode = HUG_MODE_NICE
else if(mode < HUG_MODE_HUG)
mode++
else
mode = HUG_MODE_NICE
switch(mode)
if(HUG_MODE_NICE)
to_chat(user, "<span class='infoplain'>Power reset. Hugs!</span>")
if(HUG_MODE_HUG)
to_chat(user, "<span class='infoplain'>Power increased!</span>")
if(HUG_MODE_SHOCK)
to_chat(user, "<span class='warningplain'>BZZT. Electrifying arms...</span>")
if(HUG_MODE_CRUSH)
to_chat(user, "<span class='warningplain'>ERROR: ARM ACTUATORS OVERLOADED.</span>")
/obj/item/borg/cyborghug/attack(mob/living/attacked_mob, mob/living/silicon/robot/user, params)
if(attacked_mob == user)
return
if(attacked_mob.health < 0)
return
switch(mode)
if(HUG_MODE_NICE)
if(isanimal_or_basicmob(attacked_mob))
var/list/modifiers = params2list(params)
if (!user.combat_mode && !LAZYACCESS(modifiers, RIGHT_CLICK))
attacked_mob.attack_hand(user, modifiers) //This enables borgs to get the floating heart icon and mob emote from simple_animal's that have petbonus == true.
return
if(user.zone_selected == BODY_ZONE_HEAD)
user.visible_message(
span_notice("[user] playfully boops [attacked_mob] on the head!"),
span_notice("You playfully boop [attacked_mob] on the head!"),
)
user.do_attack_animation(attacked_mob, ATTACK_EFFECT_BOOP)
playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
else if(ishuman(attacked_mob))
if(user.body_position == LYING_DOWN)
user.visible_message(
span_notice("[user] shakes [attacked_mob] trying to get [attacked_mob.p_them()] up!"),
span_notice("You shake [attacked_mob] trying to get [attacked_mob.p_them()] up!"),
)
else
user.visible_message(
span_notice("[user] hugs [attacked_mob] to make [attacked_mob.p_them()] feel better!"),
span_notice("You hug [attacked_mob] to make [attacked_mob.p_them()] feel better!"),
)
if(attacked_mob.resting)
attacked_mob.set_resting(FALSE, TRUE)
else
user.visible_message(
span_notice("[user] pets [attacked_mob]!"),
span_notice("You pet [attacked_mob]!"),
)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
if(HUG_MODE_HUG)
if(ishuman(attacked_mob))
attacked_mob.adjust_status_effects_on_shake_up()
if(attacked_mob.body_position == LYING_DOWN)
user.visible_message(
span_notice("[user] shakes [attacked_mob] trying to get [attacked_mob.p_them()] up!"),
span_notice("You shake [attacked_mob] trying to get [attacked_mob.p_them()] up!"),
)
else if(user.zone_selected == BODY_ZONE_HEAD)
user.visible_message(span_warning("[user] bops [attacked_mob] on the head!"),
span_warning("You bop [attacked_mob] on the head!"),
)
user.do_attack_animation(attacked_mob, ATTACK_EFFECT_PUNCH)
else
if(!(SEND_SIGNAL(attacked_mob, COMSIG_BORG_HUG_MOB, user) & COMSIG_BORG_HUG_HANDLED))
user.visible_message(
span_warning("[user] hugs [attacked_mob] in a firm bear-hug! [attacked_mob] looks uncomfortable..."),
span_warning("You hug [attacked_mob] firmly to make [attacked_mob.p_them()] feel better! [attacked_mob] looks uncomfortable..."),
)
if(attacked_mob.resting)
attacked_mob.set_resting(FALSE, TRUE)
else
user.visible_message(
span_warning("[user] bops [attacked_mob] on the head!"),
span_warning("You bop [attacked_mob] on the head!"),
)
playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
if(HUG_MODE_SHOCK)
if (!COOLDOWN_FINISHED(src, shock_cooldown))
return
if(ishuman(attacked_mob))
attacked_mob.electrocute_act(5, "[user]", flags = SHOCK_NOGLOVES | SHOCK_NOSTUN)
attacked_mob.dropItemToGround(attacked_mob.get_active_held_item())
attacked_mob.dropItemToGround(attacked_mob.get_inactive_held_item())
user.visible_message(
span_userdanger("[user] electrocutes [attacked_mob] with [user.p_their()] touch!"),
span_danger("You electrocute [attacked_mob] with your touch!"),
)
else
if(!iscyborg(attacked_mob))
attacked_mob.adjustFireLoss(10)
user.visible_message(
span_userdanger("[user] shocks [attacked_mob]!"),
span_danger("You shock [attacked_mob]!"),
)
else
user.visible_message(
span_userdanger("[user] shocks [attacked_mob]. It does not seem to have an effect"),
span_danger("You shock [attacked_mob] to no effect."),
)
playsound(loc, 'sound/effects/sparks2.ogg', 50, TRUE, -1)
user.cell.use(0.5 * STANDARD_CELL_CHARGE, force = TRUE)
COOLDOWN_START(src, shock_cooldown, HUG_SHOCK_COOLDOWN)
if(HUG_MODE_CRUSH)
if (!COOLDOWN_FINISHED(src, crush_cooldown))
return
if(ishuman(attacked_mob))
user.visible_message(
span_userdanger("[user] crushes [attacked_mob] in [user.p_their()] grip!"),
span_danger("You crush [attacked_mob] in your grip!"),
)
else
user.visible_message(
span_userdanger("[user] crushes [attacked_mob]!"),
span_danger("You crush [attacked_mob]!"),
)
playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE, -1)
attacked_mob.adjustBruteLoss(15)
user.cell.use(0.3 * STANDARD_CELL_CHARGE, force = TRUE)
COOLDOWN_START(src, crush_cooldown, HUG_CRUSH_COOLDOWN)
/obj/item/borg/cyborghug/peacekeeper
shockallowed = TRUE
/obj/item/borg/cyborghug/medical
boop = TRUE
/obj/item/borg/charger
name = "power connector"
icon_state = "charger_draw"
item_flags = NOBLUDGEON
/// Charging mode
var/mode = "draw"
/// Whitelist of charging machines
var/static/list/charge_machines = typecacheof(list(/obj/machinery/cell_charger, /obj/machinery/recharger, /obj/machinery/recharge_station, /obj/machinery/mech_bay_recharge_port))
/// Whitelist of chargable items
var/static/list/charge_items = typecacheof(list(/obj/item/stock_parts/cell, /obj/item/gun/energy))
/obj/item/borg/charger/update_icon_state()
icon_state = "charger_[mode]"
return ..()
/obj/item/borg/charger/attack_self(mob/user)
if(mode == "draw")
mode = "charge"
else
mode = "draw"
to_chat(user, span_notice("You toggle [src] to \"[mode]\" mode."))
update_appearance()
/obj/item/borg/charger/afterattack(obj/item/target, mob/living/silicon/robot/user, proximity_flag)
. = ..()
if(!proximity_flag || !iscyborg(user))
return
. |= AFTERATTACK_PROCESSED_ITEM
if(mode == "draw")
if(is_type_in_list(target, charge_machines))
var/obj/machinery/target_machine = target
if((target_machine.machine_stat & (NOPOWER|BROKEN)) || !target_machine.anchored)
to_chat(user, span_warning("[target_machine] is unpowered!"))
return
to_chat(user, span_notice("You connect to [target_machine]'s power line..."))
while(do_after(user, 1.5 SECONDS, target = target_machine, progress = FALSE))
if(!user || !user.cell || mode != "draw")
return
if((target_machine.machine_stat & (NOPOWER|BROKEN)) || !target_machine.anchored)
break
target_machine.charge_cell(0.15 * STANDARD_CELL_CHARGE, user.cell)
to_chat(user, span_notice("You stop charging yourself."))
else if(is_type_in_list(target, charge_items))
var/obj/item/stock_parts/cell/cell = target
if(!istype(cell))
cell = locate(/obj/item/stock_parts/cell) in target
if(!cell)
to_chat(user, span_warning("[target] has no power cell!"))
return
if(istype(target, /obj/item/gun/energy))
var/obj/item/gun/energy/energy_gun = target
if(!energy_gun.can_charge)
to_chat(user, span_warning("[target] has no power port!"))
return
if(!cell.charge)
to_chat(user, span_warning("[target] has no power!"))
to_chat(user, span_notice("You connect to [target]'s power port..."))
while(do_after(user, 1.5 SECONDS, target = target, progress = FALSE))
if(!user || !user.cell || mode != "draw")
return
if(!cell || !target)
return
if(cell != target && cell.loc != target)
return
var/draw = min(cell.charge, cell.chargerate*0.5, user.cell.maxcharge - user.cell.charge)
if(!cell.use(draw))
break
if(!user.cell.give(draw))
break
target.update_appearance()
to_chat(user, span_notice("You stop charging yourself."))
else if(is_type_in_list(target, charge_items))
var/obj/item/stock_parts/cell/cell = target
if(!istype(cell))
cell = locate(/obj/item/stock_parts/cell) in target
if(!cell)
to_chat(user, span_warning("[target] has no power cell!"))
return
if(istype(target, /obj/item/gun/energy))
var/obj/item/gun/energy/energy_gun = target
if(!energy_gun.can_charge)
to_chat(user, span_warning("[target] has no power port!"))
return
if(cell.charge >= cell.maxcharge)
to_chat(user, span_warning("[target] is already charged!"))
to_chat(user, span_notice("You connect to [target]'s power port..."))
while(do_after(user, 1.5 SECONDS, target = target, progress = FALSE))
if(!user || !user.cell || mode != "charge")
return
if(!cell || !target)
return
if(cell != target && cell.loc != target)
return
var/draw = min(user.cell.charge, cell.chargerate * 0.5, cell.maxcharge - cell.charge)
if(!user.cell.use(draw))
break
if(!cell.give(draw))
break
target.update_appearance()
to_chat(user, span_notice("You stop charging [target]."))
/obj/item/harmalarm
name = "\improper Sonic Harm Prevention Tool"
desc = "Releases a harmless blast that confuses most organics. For when the harm is JUST TOO MUCH."
icon = 'icons/obj/devices/voice.dmi'
icon_state = "megaphone"
/// Harm alarm cooldown
COOLDOWN_DECLARE(alarm_cooldown)
/obj/item/harmalarm/emag_act(mob/user, obj/item/card/emag/emag_card)
obj_flags ^= EMAGGED
if(obj_flags & EMAGGED)
balloon_alert(user, "safeties shorted")
else
balloon_alert(user, "safeties reset")
return TRUE
/obj/item/harmalarm/attack_self(mob/user)
var/safety = !(obj_flags & EMAGGED)
if (!COOLDOWN_FINISHED(src, alarm_cooldown))
to_chat(user, "<font color='red'>The device is still recharging!</font>")
return
if(iscyborg(user))
var/mob/living/silicon/robot/robot_user = user
if(!robot_user.cell || robot_user.cell.charge < 1200)
to_chat(user, span_warning("You don't have enough charge to do this!"))
return
robot_user.cell.charge -= 1000
if(robot_user.emagged)
safety = FALSE
if(safety == TRUE)
user.visible_message(
"<font color='red' size='2'>[user] blares out a near-deafening siren from its speakers!</font>",
span_userdanger("Your siren blares around [iscyborg(user) ? "you" : "and confuses you"]!"),
span_danger("The siren pierces your hearing!"),
)
for(var/mob/living/carbon/carbon in get_hearers_in_view(9, user))
if(carbon.get_ear_protection())
continue
carbon.adjust_confusion(6 SECONDS)
audible_message("<font color='red' size='7'>HUMAN HARM</font>")
playsound(get_turf(src), 'sound/ai/harmalarm.ogg', 70, 3)
COOLDOWN_START(src, alarm_cooldown, HARM_ALARM_SAFETY_COOLDOWN)
user.log_message("used a Cyborg Harm Alarm", LOG_ATTACK)
if(iscyborg(user))
var/mob/living/silicon/robot/robot_user = user
to_chat(robot_user.connected_ai, "<br>[span_notice("NOTICE - Peacekeeping 'HARM ALARM' used by: [user]")]<br>")
else
user.audible_message("<font color='red' size='7'>BZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZT</font>")
for(var/mob/living/carbon/carbon in get_hearers_in_view(9, user))
var/bang_effect = carbon.soundbang_act(2, 0, 0, 5)
switch(bang_effect)
if(1)
carbon.adjust_confusion(5 SECONDS)
carbon.adjust_stutter(20 SECONDS)
carbon.adjust_jitter(20 SECONDS)
if(2)
carbon.Paralyze(40)
carbon.adjust_confusion(10 SECONDS)
carbon.adjust_stutter(30 SECONDS)
carbon.adjust_jitter(50 SECONDS)
playsound(get_turf(src), 'sound/machines/warning-buzzer.ogg', 130, 3)
COOLDOWN_START(src, alarm_cooldown, HARM_ALARM_NO_SAFETY_COOLDOWN)
user.log_message("used an emagged Cyborg Harm Alarm", LOG_ATTACK)
#undef HUG_MODE_NICE
#undef HUG_MODE_HUG
#undef HUG_MODE_SHOCK
#undef HUG_MODE_CRUSH
#undef HUG_SHOCK_COOLDOWN
#undef HUG_CRUSH_COOLDOWN
#undef HARM_ALARM_NO_SAFETY_COOLDOWN
#undef HARM_ALARM_SAFETY_COOLDOWN