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Aurora.3/code/modules/mob/mob_grab.dm
Matt Atlas d4666caaac Ports Goonchat from Baystation. (#9635)
changes:

    rscadd: "Ported a new chat system, Goonchat, that allows for cool things like changing font style, size, spacing, highlighting up to 5 strings in the chat, and DARK MODE."
    rscadd: "Repeated chat messages can now get compacted. You can disable this in goonchat settings."
    rscadd: "You can change icon style to any font on your system."
    tweak: "The game window has been altered a bit to adjust for this."
    rscdel: "Removed skin style prefs as they are no longer used."
2020-09-24 23:06:04 +03:00

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#define UPGRADE_COOLDOWN 40
#define UPGRADE_KILL_TIMER 100
//This is called from human_attackhand.dm before grabbing happens.
//IT is called when grabber tries to grab this mob
//Override this for special grab behaviour.
//Returning 0 will make grab fail, returning 1 will suceed
/mob/living/proc/attempt_grab(var/mob/living/grabber)
return 1
//As above, but called when someone tries to pull this mob
/mob/living/proc/attempt_pull(var/mob/living/grabber)
return 1
///Process_Grab()
///Called by client/Move()
///Checks to see if you are grabbing or being grabbed by anything and if moving will affect your grab.
/client/proc/Process_Grab()
if(isliving(mob)) //if we are being grabbed
var/mob/living/L = mob
if(!L.canmove && L.grabbed_by.len)
L.resist() //shortcut for resisting grabs
for(var/obj/item/grab/G in list(mob.l_hand, mob.r_hand))
G.reset_kill_state() //no wandering across the station/asteroid while choking someone
/obj/item/grab
name = "grab"
icon = 'icons/mob/screen/generic.dmi'
icon_state = "reinforce"
flags = 0
var/obj/screen/grab/hud = null
var/mob/living/affecting = null
var/mob/living/carbon/human/assailant = null
var/state = GRAB_PASSIVE
var/allow_upgrade = 1
var/last_action = 0
var/last_hit_zone = 0
var/force_down //determines if the affecting mob will be pinned to the ground
var/dancing //determines if assailant and affecting keep looking at each other. Basically a wrestling position
var/has_choked = FALSE //Used as a counter for choking people.
layer = SCREEN_LAYER
abstract = 1
item_state = "nothing"
w_class = ITEMSIZE_HUGE
drop_sound = null
pickup_sound = null
equip_sound = null
/obj/item/grab/New(mob/user, mob/victim)
..()
loc = user
assailant = user
affecting = victim
if(affecting.anchored || !assailant.Adjacent(victim))
qdel(src)
return
affecting.grabbed_by += src
hud = new /obj/screen/grab(src)
hud.icon_state = "reinforce"
icon_state = "grabbed"
hud.name = "reinforce grab"
hud.master = src
//check if assailant is grabbed by victim as well
if(assailant.grabbed_by)
for (var/obj/item/grab/G in assailant.grabbed_by)
if(G.assailant == affecting && G.affecting == assailant)
G.dancing = 1
G.adjust_position()
dancing = 1
adjust_position()
//Used by throw code to hand over the mob, instead of throwing the grab. The grab is then deleted by the throw code.
/obj/item/grab/proc/throw_held()
if(affecting)
if(affecting.buckled)
return null
if(state >= GRAB_AGGRESSIVE)
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1)
return affecting
return null
//This makes sure that the grab screen object is displayed in the correct hand.
/obj/item/grab/proc/synch()
if(affecting)
if(assailant.r_hand == src)
hud.screen_loc = ui_rhand
else
hud.screen_loc = ui_lhand
/obj/item/grab/process()
if(QDELING(src)) // GC is trying to delete us, we'll kill our processing so we can cleanly GC
return PROCESS_KILL
confirm()
if(!assailant)
qdel(src) // Same here, except we're trying to delete ourselves.
return PROCESS_KILL
if(assailant.client)
assailant.client.screen -= hud
assailant.client.screen += hud
if(assailant.pulling == affecting)
assailant.stop_pulling()
if(state <= GRAB_AGGRESSIVE)
allow_upgrade = 1
//disallow upgrading if we're grabbing more than one person
if((assailant.l_hand && assailant.l_hand != src && istype(assailant.l_hand, /obj/item/grab)))
var/obj/item/grab/G = assailant.l_hand
if(G.affecting != affecting)
allow_upgrade = 0
if((assailant.r_hand && assailant.r_hand != src && istype(assailant.r_hand, /obj/item/grab)))
var/obj/item/grab/G = assailant.r_hand
if(G.affecting != affecting)
allow_upgrade = 0
//disallow upgrading past aggressive if we're being grabbed aggressively
for(var/obj/item/grab/G in affecting.grabbed_by)
if(G == src) continue
if(G.state >= GRAB_AGGRESSIVE)
allow_upgrade = 0
if(allow_upgrade)
if(state < GRAB_AGGRESSIVE)
hud.icon_state = "reinforce"
else
hud.icon_state = "reinforce1"
else
hud.icon_state = "!reinforce"
if(state >= GRAB_AGGRESSIVE)
if(iscarbon(affecting))
handle_eye_mouth_covering(affecting, assailant, assailant.zone_sel.selecting)
if(force_down)
if(affecting.loc != assailant.loc)
force_down = 0
else
affecting.Weaken(4)
if(state >= GRAB_NECK)
affecting.drop_l_hand()
affecting.drop_r_hand()
affecting.Stun(3)
if(isliving(affecting))
var/mob/living/L = affecting
L.adjustOxyLoss(1)
if(state >= GRAB_KILL)
affecting.stuttering = max(affecting.stuttering, 5) //It will hamper your voice, being choked and all.
affecting.Weaken(7) //Should keep you down unless you get help.
if(ishuman(affecting))
var/mob/living/carbon/human/A = affecting
var/obj/item/clothing/C = A.head
if(C && (C.item_flags & THICKMATERIAL))
return
if(!(A.species.flags & NO_BREATHE))
A.losebreath = max(A.losebreath + 3, 5)
A.adjustOxyLoss(3)
if(affecting.stat == CONSCIOUS)
if(do_mob(assailant, affecting, 150))
A.visible_message(SPAN_WARNING("[A] falls unconscious..."), FONT_LARGE(SPAN_DANGER("The world goes dark as you fall unconscious...")))
A.Paralyse(20)
else if(istype(affecting, /mob/living/simple_animal))
if(affecting.stat != DEAD)
affecting.health -= 1
adjust_position()
/obj/item/grab/proc/handle_eye_mouth_covering(mob/living/carbon/target, mob/user, var/target_zone)
var/announce = (target_zone != last_hit_zone) //only display messages when switching between different target zones
last_hit_zone = target_zone
switch(target_zone)
if(BP_MOUTH)
if(announce)
user.visible_message(SPAN_WARNING("\The [user] covers [target]'s face!"), SPAN_WARNING("You cover [target]'s face!"))
if(target.silent < 3)
target.silent = 3
if(BP_EYES)
if(announce)
assailant.visible_message(SPAN_WARNING("[assailant] covers [affecting]'s eyes!"), SPAN_WARNING("You cover [target]'s eyes!"))
if(affecting.eye_blind < 3)
affecting.eye_blind = 3
/obj/item/grab/attack_self()
return s_click(hud)
//Updating pixelshift, position and direction
//Gets called on process, when the grab gets upgraded or the assailant moves
/obj/item/grab/proc/adjust_position()
if(!affecting)
return
if(affecting.buckled)
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
return
if(affecting.lying && state != GRAB_KILL)
animate(affecting, pixel_x = 0, pixel_y = 0, 5, 1, LINEAR_EASING)
if(force_down)
affecting.set_dir(SOUTH) //face up
return
var/shift = 0
var/adir = get_dir(assailant, affecting)
affecting.layer = 4
switch(state)
if(GRAB_PASSIVE)
shift = 8
if(dancing) //look at partner
shift = 10
assailant.set_dir(get_dir(assailant, affecting))
if(GRAB_AGGRESSIVE)
shift = 12
if(GRAB_NECK, GRAB_UPGRADING)
shift = -10
adir = assailant.dir
affecting.set_dir(assailant.dir)
affecting.forceMove(assailant.loc)
if(GRAB_KILL)
shift = 0
adir = 1
affecting.set_dir(SOUTH) //face up
affecting.forceMove(assailant.loc)
switch(adir)
if(NORTH)
animate(affecting, pixel_x = 0, pixel_y =-shift, 5, 1, LINEAR_EASING)
affecting.layer = 3.9
if(SOUTH)
animate(affecting, pixel_x = 0, pixel_y = shift, 5, 1, LINEAR_EASING)
if(WEST)
animate(affecting, pixel_x = shift, pixel_y = 0, 5, 1, LINEAR_EASING)
if(EAST)
animate(affecting, pixel_x =-shift, pixel_y = 0, 5, 1, LINEAR_EASING)
/obj/item/grab/proc/s_click(obj/screen/S)
if(!affecting)
return
if(state == GRAB_UPGRADING)
return
if(!assailant.canClick())
return
if(!assailant.canmove || assailant.lying)
qdel(src)
return
var/grab_coeff = 1
if(ishuman(affecting))
var/mob/living/carbon/human/H = affecting
if(H.species)
grab_coeff = H.species.grab_mod
if(world.time < (last_action + (UPGRADE_COOLDOWN * grab_coeff)))
return
last_action = world.time
if(state < GRAB_AGGRESSIVE)
if(!allow_upgrade)
return
if(!affecting.lying)
assailant.visible_message(SPAN_WARNING("[assailant] grabs [affecting] aggressively by the hands!"), SPAN_WARNING("You grab [affecting] aggressively by the hands!"))
else
assailant.visible_message(SPAN_WARNING("[assailant] pins [affecting] down to the ground by the hands!"), SPAN_WARNING("You pin [affecting] down to the ground by the hands!"))
apply_pinning(affecting, assailant)
state = GRAB_AGGRESSIVE
icon_state = "grabbed1"
hud.icon_state = "reinforce1"
else if(state < GRAB_NECK)
if(isslime(affecting))
assailant.visible_message(SPAN_WARNING("[assailant] tries to squeeze [affecting], but [assailant.get_pronoun("his")] hands sink right through!"), SPAN_WARNING("You try to squeeze [affecting], but your hands sink right through!"))
return
playsound(loc, /decl/sound_category/grab_sound, 50, FALSE, -1)
assailant.visible_message(SPAN_WARNING("[assailant] reinforces [assailant.get_pronoun("his")] grip on [affecting]'s neck!"), SPAN_WARNING("You reinforce your grip on [affecting]'s neck!"))
state = GRAB_NECK
icon_state = "grabbed+1"
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>"
assailant.attack_log += "\[[time_stamp()]\] <span class='warning'>Grabbed the neck of [affecting.name] ([affecting.ckey])</span>"
msg_admin_attack("[key_name_admin(assailant)] grabbed the neck of [key_name_admin(affecting)]",ckey=key_name(assailant),ckey_target=key_name(affecting))
hud.icon_state = "kill"
hud.name = "kill"
affecting.Stun(10) //10 ticks of ensured grab
else if(state < GRAB_UPGRADING)
if(ishuman(affecting))
var/mob/living/carbon/human/H = affecting
if(H.head && (H.head.item_flags & AIRTIGHT))
assailant.visible_message(SPAN_WARNING("[affecting]'s headgear prevents [assailant] from choking them out!"), SPAN_WARNING("[affecting]'s headgear prevents you from choking them out!"))
return
hud.icon_state = "kill1"
hud.name = "loosen"
state = GRAB_KILL
playsound(loc, /decl/sound_category/grab_sound, 50, FALSE, -1)
assailant.visible_message(SPAN_DANGER("[assailant] starts strangling [affecting]!"), SPAN_DANGER("You start strangling [affecting]!"))
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>is being strangled by [assailant.name] ([assailant.ckey])</font>"
assailant.attack_log += "\[[time_stamp()]\] <span class='warning'>is strangling [affecting.name] ([affecting.ckey])</span>"
msg_admin_attack("[key_name_admin(assailant)] is strangling [key_name_admin(affecting)]",ckey=key_name(assailant),ckey_target=key_name(affecting))
affecting.setClickCooldown(10)
if(ishuman(affecting))
var/mob/living/carbon/human/A = affecting
if (!(A.species.flags & NO_BREATHE))
A.losebreath += 4
affecting.set_dir(WEST)
else if(state == GRAB_KILL)
hud.icon_state = "kill"
hud.name = "kill"
state = GRAB_NECK
assailant.visible_message(SPAN_WARNING("[assailant] stops strangling [affecting]!"), SPAN_WARNING("You stop strangling [affecting]!"))
adjust_position()
//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
/obj/item/grab/proc/confirm()
if(!assailant || !affecting)
qdel(src)
return 0
if(affecting)
if(!isturf(assailant.loc) || ( !isturf(affecting.loc) || assailant.loc != affecting.loc && get_dist(assailant, affecting) > 1) || assailant.z != affecting.z )
qdel(src)
return 0
return 1
/obj/item/grab/attack(mob/M, mob/living/user, var/target_zone)
if(!affecting)
return
if(ishuman(user) && affecting == M)
var/mob/living/carbon/human/H = user
if(H.check_psi_grab(src))
return
if(world.time < (last_action + 20))
return
last_action = world.time
reset_kill_state() //using special grab moves will interrupt choking them
//clicking on the victim while grabbing them
if(M == affecting)
if(ishuman(affecting))
var/hit_zone = target_zone
flick(hud.icon_state, hud)
switch(assailant.a_intent)
if(I_HELP)
if(force_down)
assailant.visible_message(SPAN_WARNING("[assailant] is no longer pinning [affecting] to the ground."), SPAN_WARNING("You are no longer pinning [affecting] to the ground."))
force_down = 0
return
inspect_organ(affecting, assailant, hit_zone)
if(I_GRAB)
jointlock(affecting, assailant, hit_zone)
if(I_HURT)
if(hit_zone == BP_EYES)
attack_eye(affecting, assailant)
else if(hit_zone == BP_HEAD)
headbut(affecting, assailant)
else
dislocate(affecting, assailant, hit_zone)
if(I_DISARM)
if(hit_zone != BP_HEAD)
pin_down(affecting, assailant)
if(hit_zone == BP_HEAD)
hair_pull(affecting, assailant)
//clicking on yourself while grabbing them
if(M == assailant && state >= GRAB_AGGRESSIVE)
devour(affecting, assailant)
/obj/item/grab/dropped()
loc = null
if(!destroying)
qdel(src)
/obj/item/grab/proc/reset_kill_state()
if(state == GRAB_KILL)
assailant.visible_message(SPAN_DANGER("[assailant] stops strangling [affecting] to move."), SPAN_DANGER("You stop strangling [affecting] to move."))
hud.icon_state = "kill"
state = GRAB_NECK
/obj/item/grab
var/destroying = 0
/obj/item/grab/Destroy()
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
affecting.layer = 4
if(affecting)
ADD_FALLING_ATOM(affecting) // Makes the grabbee check if they can fall.
affecting.grabbed_by -= src
affecting = null
if(assailant)
if(assailant.client)
assailant.client.screen -= hud
assailant = null
qdel(hud)
hud = null
destroying = 1 // stops us calling qdel(src) on dropped()
return ..()