Files
Aurora.3/code/modules/mob/mob_grab_specials.dm
Batrachophreno 7d058fc613 Jukebox TGUI update, Earphones autoplay, sound keys refactor (#21630)
V2 of [previous music playing
PR](https://github.com/Aurorastation/Aurora.3/pull/21466). TLDR no
longer uses the connect_range component for implementation because it
turned out a bit too inflexible for overlapping music players.

Removes a NanoUI template for the [TGUI
update](https://github.com/Aurorastation/Aurora.3/pull/21046).

New changelog:
  - refactor: "Ported Jukebox's NanoUI interface to TGUI."
- refactor: "Ported Jukebox audio playing functionality to a component."
- refactor: "Sound keys refactored from singletons to datums, along with
larger breakout of sound.dm to allow for easier SFX updates in future."
  - code_imp: "Expanded track datums to include track lengths."
- code_imp: "Reorganized music file folders for more intuitive access."
  - rscadd: "Earphone status feedback text now includes track length."
  - rscadd: "Added autoplay functionality to earphones."
- bugfix: "Fixed earphones' 'Previous Song' verb not sending you to the
end of the playlist when used while the first track is selected."
- bugfix: "Fixed gain adjustment for 'Konyang-1' (-23 dB -> standard
-9.8 dB)."
- bugfix: "Fixed y-offset of audioconsole-running overlay animation to
line up with the actual screen."

---------

Co-authored-by: VMSolidus <evilexecutive@gmail.com>
2026-01-22 16:54:40 +00:00

205 lines
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/obj/item/grab/proc/inspect_organ(mob/living/carbon/human/H, mob/user, var/target_zone)
var/obj/item/organ/external/E = H.get_organ(target_zone)
if(!E || E.is_stump())
to_chat(user, SPAN_NOTICE("[H] is missing that bodypart."))
return
user.visible_message(SPAN_NOTICE("[user] starts inspecting [affecting]'s [E.name] carefully."))
if(!do_mob(user,H, 10))
to_chat(user, SPAN_NOTICE("You must stand still to inspect [E] for wounds."))
else if(LAZYLEN(E.wounds))
to_chat(user, SPAN_WARNING("You find [E.get_wounds_desc()]"))
else
to_chat(user, SPAN_NOTICE("You find no visible wounds."))
to_chat(user, SPAN_NOTICE("Checking bones now..."))
if(!do_mob(user, H, 20))
to_chat(user, SPAN_NOTICE("You must stand still to feel [E] for fractures."))
else if(E.status & ORGAN_BROKEN)
to_chat(user, SPAN_WARNING("The [E.encased ? E.encased : "bone in the [E.name]"] moves slightly when you poke it!"))
H.custom_pain("Your [E.name] hurts where it's poked.")
else
to_chat(user, SPAN_NOTICE("The [E.encased ? E.encased : "bones in the [E.name]"] seem to be fine."))
to_chat(user, SPAN_NOTICE("Checking skin now..."))
if(!do_mob(user, H, 10))
to_chat(user, SPAN_NOTICE("You must stand still to check [H]'s skin for abnormalities."))
else
var/bad = 0
if(H.getToxLoss() >= 40)
to_chat(user, SPAN_WARNING("[H] has an unhealthy skin discoloration."))
bad = 1
if(H.getOxyLoss() >= 20)
to_chat(user, SPAN_WARNING("[H]'s skin is unusually pale."))
bad = 1
if(E.is_infected())
var/severity = E.germ_level < INFECTION_LEVEL_TWO ? "slightly" : E.germ_level < INFECTION_LEVEL_THREE ? "moderately" : "extremely"
to_chat(user, SPAN_WARNING("[H]'s skin is [severity] warm and reddened."))
bad = 1
if(E.status & ORGAN_DEAD)
to_chat(user, SPAN_WARNING("[E] is decaying!"))
bad = 1
if(!bad)
to_chat(user, SPAN_NOTICE("[H]'s skin is normal."))
/obj/item/grab/proc/jointlock(mob/living/carbon/human/target, mob/attacker, var/target_zone)
if(state < GRAB_AGGRESSIVE)
to_chat(attacker, SPAN_WARNING("You require a better grab to do this."))
return
var/obj/item/organ/external/organ = target.get_organ(check_zone(target_zone))
if(!organ || organ.dislocated == -1)
return
attacker.visible_message(SPAN_DANGER("[attacker] [pick("bent", "twisted")] [target]'s [organ.name] into a jointlock!"))
var/armor = 100 * affecting.get_blocked_ratio(target, DAMAGE_BRUTE, damage = 30)
if(armor < 70)
to_chat(target, SPAN_DANGER("You feel extreme pain!"))
affecting.adjustHalLoss(clamp(0, 60 - affecting.getHalLoss(), 30)) //up to 60 halloss
/obj/item/grab/proc/attack_eye(mob/living/carbon/human/target, mob/living/carbon/human/attacker)
if(!istype(attacker))
return
var/datum/unarmed_attack/attack = attacker.get_unarmed_attack(target, BP_EYES)
if(!attack)
return
if(state < GRAB_NECK)
to_chat(attacker, SPAN_WARNING("You require a better grab to do this."))
return
for(var/obj/item/protection in list(target.head, target.wear_mask, target.glasses))
if(protection && (protection.body_parts_covered & EYES))
to_chat(attacker, SPAN_DANGER("You're going to need to remove the eye covering first."))
return
if(!target.has_eyes())
to_chat(attacker, SPAN_DANGER("You cannot locate any eyes on [target]!"))
return
if(isipc(target))
to_chat(attacker, SPAN_DANGER("You cannot damage [target]'s optics with your bare hands!"))
return
admin_attack_log(attacker, target, "attacked [target.name]'s eyes using a grab.", "had eyes attacked by [attacker.name]'s grab.", "used a grab to attack eyes of")
attack.handle_eye_attack(attacker, target)
/obj/item/grab/proc/headbutt(mob/living/carbon/human/target, mob/living/carbon/human/attacker)
if(!istype(attacker))
return
if(target.lying)
return
attacker.visible_message(SPAN_DANGER("[attacker] thrusts [attacker.get_pronoun("his")] head into [target]'s skull!"))
var/damage = 15
if(attacker.mob_size >= 10)
damage += min(attacker.mob_size, 20)
if(isunathi(attacker))
damage += 5
target.apply_damage(damage, DAMAGE_BRUTE, BP_HEAD)
attacker.apply_damage(10, DAMAGE_BRUTE, BP_HEAD)
var/targetarmor = 100 * target.get_blocked_ratio(BP_HEAD, DAMAGE_BRUTE, damage = damage)
var/attackerarmor = 100 * attacker.get_blocked_ratio(BP_HEAD, DAMAGE_BRUTE, damage = damage)
if((targetarmor < 25 || targetarmor < attackerarmor) && target.headcheck(BP_HEAD) && prob(damage))
target.apply_effect(20, PARALYZE)
target.visible_message(SPAN_DANGER("[target] [target.species.knockout_message]"))
if(attackerarmor < targetarmor && attacker.headcheck(BP_HEAD) && prob(damage))
attacker.apply_effect(20, PARALYZE)
attacker.visible_message(SPAN_DANGER("[attacker] [attacker.species.knockout_message]"))
playsound(attacker.loc, SFX_SWING_HIT, 25, 1, -1)
attacker.attack_log += "\[[time_stamp()]\] <span class='warning'>Headbutted [target.name] ([target.ckey])</span>"
target.attack_log += "\[[time_stamp()]\] <font color='orange'>Headbutted by [attacker.name] ([attacker.ckey])</font>"
msg_admin_attack("[key_name(attacker)] has headbutted [key_name(target)]",ckey=key_name(attacker),ckey_target=key_name(target))
qdel(src)
return
/obj/item/grab/proc/dislocate(mob/living/carbon/human/target, mob/living/attacker, var/target_zone)
if(state < GRAB_NECK)
to_chat(attacker, SPAN_WARNING("You require a better grab to do this."))
return
if(target.grab_joint(attacker, target_zone))
playsound(loc, 'sound/weapons/push_connect.ogg', 50, 1, -1)
return
/obj/item/grab/proc/pin_down(mob/target, mob/attacker)
if(state < GRAB_AGGRESSIVE)
to_chat(attacker, SPAN_WARNING("You require a better grab to do this."))
return
if(force_down)
to_chat(attacker, SPAN_WARNING("You are already pinning [target] to the ground."))
attacker.visible_message(SPAN_DANGER("[attacker] starts forcing [target] to the ground!"))
if(do_after(attacker, 20) && target)
last_action = world.time
attacker.visible_message(SPAN_DANGER("[attacker] forces [target] to the ground!"))
apply_pinning(target, attacker)
/obj/item/grab/proc/apply_pinning(mob/target, mob/attacker)
force_down = 1
target.Weaken(3)
target.lying = 1
step_to(attacker, target)
attacker.set_dir(EAST) //face the victim
target.set_dir(SOUTH) //face up
/obj/item/grab/proc/devour(mob/target, mob/user)
var/mob/living/carbon/human/H = user
H.devour(target)
/obj/item/grab/proc/hair_pull(mob/living/carbon/human/target, mob/attacker, var/target_zone)
var/datum/sprite_accessory/hair/hair_style = GLOB.hair_styles_list[target.h_style]
var/hairchatname = hair_style.chatname
for(var/obj/item/protection in list(target.head, target.wear_mask))
if(protection && (protection.body_parts_covered & HEAD))
to_chat(assailant, SPAN_WARNING("You can't tug their hair while something is covering it!."))
return
switch(hair_style.length)
if(0)
visible_message(SPAN_NOTICE("[assailant] tried to grab [target] but they have no hair!"))
if(1)
visible_message(SPAN_DANGER("[assailant] tugs [target]'s [hairchatname] before releasing their grip!"))
target.apply_damage(5, DAMAGE_PAIN)
if(2)
visible_message(SPAN_DANGER("[assailant] tugs [target]'s [hairchatname]!"))
target.apply_damage(5, DAMAGE_PAIN)
src.state = GRAB_PASSIVE
if(3)
visible_message(SPAN_DANGER("[assailant] tugs [target]'s [hairchatname]!"))
target.apply_damage(10, DAMAGE_PAIN)
src.state = GRAB_PASSIVE
if(4)
visible_message(SPAN_DANGER("[assailant] violently tugs [target]'s [hairchatname], ripping out a clump!"))
target.apply_damage(15, DAMAGE_PAIN)
src.state = GRAB_PASSIVE
if(5)
if(prob(77))
visible_message(SPAN_DANGER("[assailant] has [target] grasped by their [hairchatname], however suddenly it slips from [assailant]'s hand!"))
src.state = GRAB_PASSIVE
else
visible_message(SPAN_DANGER("[assailant] violently tugs [target]'s [hairchatname]!"))
target.apply_damage(10, DAMAGE_PAIN)
src.state = GRAB_AGGRESSIVE
if(6)
if(prob(67))
visible_message(SPAN_DANGER("[assailant] has [target] grasped by their [hairchatname], however suddenly it slips from [assailant]'s hand!"))
src.state = GRAB_PASSIVE
playsound(target.loc, 'sound/misc/slip.ogg', 50, 1, -3)
else
visible_message(SPAN_DANGER("[assailant] violently tugs [target]'s [hairchatname]!"))
target.apply_damage(15, DAMAGE_PAIN)
src.state = GRAB_AGGRESSIVE