[MIRROR] Gunpoint now blocks bumps, adds examine text and can be broken by shoving [MDB IGNORE] (#24976)

* Gunpoint now blocks bumps, adds examine text and can be broken by shoving (#79564)

## About The Pull Request
Lesser version of https://github.com/tgstation/tgstation/pull/75226

Changes a few things with bumping which could lead to cheesing a charged
shot if the shooter has an ally to bump the target. Also adds examine
text to know what's happening.
Also shoving now can be used to break gunpoint, since having immovable
mobs can be troublesome in some situations

## Why It's Good For The Game
Grabs from the target no longer counter gunpoint;
Accidental or cheesy bumps are removed;
Shoves and pulls can be used in a teamplay to break gunpoint

## Changelog
🆑
qol: Gunpoint: Examining the target will show who is holding them at
gunpoint
qol: Gunpoint: Examining the shooter will show who they are holding at
gunpoint
balance: Gunpoint: If the target tries to grab, they will trigger the
shot
balance: Gunpoint: If the target or the shooter are shoved, it will
cancel the gunpoint
balance: Gunpoint: If the target is pulled, it will cancel the gunpoint
balance: Both the target and the shooter can't be bumped anymore to
avoid cheesing charged shot or removing the gunpoint by just moving
around
fix: Clicking the alert button of the shooter will now correctly remove
gunpoint
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Gunpoint now blocks bumps, adds examine text and can be broken by shoving

---------

Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
This commit is contained in:
SkyratBot
2023-11-13 10:39:07 -05:00
committed by GitHub
co-authored by Ghom larentoun
parent d90331ff03
commit 33336eda17
4 changed files with 54 additions and 2 deletions
@@ -139,6 +139,9 @@
#define COMSIG_LIVING_EARLY_UNARMED_ATTACK "human_pre_attack_hand"
/// from mob/living/*/UnarmedAttack(): (mob/living/source, atom/target, proximity, modifiers)
#define COMSIG_LIVING_UNARMED_ATTACK "living_unarmed_attack"
///From base of mob/living/MobBump(): (mob/bumped, mob/living/bumper)
#define COMSIG_LIVING_PRE_MOB_BUMP "movable_pre_bump"
#define COMPONENT_LIVING_BLOCK_PRE_MOB_BUMP (1<<0)
///From base of mob/living/MobBump() (mob/living)
#define COMSIG_LIVING_MOB_BUMP "living_mob_bump"
///From base of mob/living/Bump() (turf/closed)
+40 -1
View File
@@ -36,7 +36,16 @@
target = targ
weapon = wep
RegisterSignals(targ, list(COMSIG_MOB_ATTACK_HAND, COMSIG_MOB_ITEM_ATTACK, COMSIG_MOVABLE_MOVED, COMSIG_MOB_FIRED_GUN), PROC_REF(trigger_reaction))
RegisterSignals(targ, list(
COMSIG_MOB_ATTACK_HAND,
COMSIG_MOB_ITEM_ATTACK,
COMSIG_MOVABLE_MOVED,
COMSIG_MOB_FIRED_GUN,
COMSIG_MOVABLE_SET_GRAB_STATE,
COMSIG_LIVING_START_PULL), PROC_REF(trigger_reaction))
RegisterSignal(targ, COMSIG_ATOM_EXAMINE, PROC_REF(examine_target))
RegisterSignal(targ, COMSIG_LIVING_PRE_MOB_BUMP, PROC_REF(block_bumps_target))
RegisterSignals(targ, list(COMSIG_HUMAN_DISARM_HIT, COMSIG_LIVING_GET_PULLED), PROC_REF(cancel))
RegisterSignals(weapon, list(COMSIG_ITEM_DROPPED, COMSIG_ITEM_EQUIPPED), PROC_REF(cancel))
var/distance = min(get_dist(shooter, target), 1) // treat 0 distance as adjacent
@@ -77,6 +86,9 @@
RegisterSignal(parent, COMSIG_MOB_ATTACK_HAND, PROC_REF(check_shove))
RegisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT, PROC_REF(check_deescalate))
RegisterSignals(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP), PROC_REF(check_bump))
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(examine))
RegisterSignal(parent, COMSIG_LIVING_PRE_MOB_BUMP, PROC_REF(block_bumps_parent))
RegisterSignal(parent, COMSIG_HUMAN_DISARM_HIT, PROC_REF(cancel))
/datum/component/gunpoint/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
@@ -84,6 +96,9 @@
UnregisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT)
UnregisterSignal(parent, COMSIG_MOB_ATTACK_HAND)
UnregisterSignal(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP))
UnregisterSignal(parent, COMSIG_ATOM_EXAMINE)
UnregisterSignal(parent, COMSIG_LIVING_PRE_MOB_BUMP)
UnregisterSignal(parent, COMSIG_HUMAN_DISARM_HIT)
///If the shooter bumps the target, cancel the holdup to avoid cheesing and forcing the charged shot
/datum/component/gunpoint/proc/check_bump(atom/B, atom/A)
@@ -195,6 +210,30 @@
)
INVOKE_ASYNC(src, PROC_REF(trigger_reaction))
///Shows if the parent is holding someone at gunpoint
/datum/component/gunpoint/proc/examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(user in viewers(target))
examine_list += span_boldwarning("[parent] [parent.p_are()] holding [target] at gunpoint with [weapon]!")
///Shows if the examine target is being held at gunpoint
/datum/component/gunpoint/proc/examine_target(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(user in viewers(parent))
examine_list += span_boldwarning("[target] [target.p_are()] being held at gunpoint by [parent]!")
///Prevents bumping the shooter to break gunpoint since shove does that
/datum/component/gunpoint/proc/block_bumps_parent(mob/bumped, mob/living/bumper)
SIGNAL_HANDLER
to_chat(bumper, span_warning("[bumped] [bumped.p_are()] holding [target] at gunpoint, you cannot push past."))
return COMPONENT_LIVING_BLOCK_PRE_MOB_BUMP
///Prevents bumping the target by an ally to cheese and force the charged shot
/datum/component/gunpoint/proc/block_bumps_target(mob/bumped, mob/living/bumper)
SIGNAL_HANDLER
to_chat(bumper, span_warning("[bumped] [bumped.p_are()] being held at gunpoint, it's not wise to push [bumped.p_them()]!"))
return COMPONENT_LIVING_BLOCK_PRE_MOB_BUMP
#undef GUNPOINT_DELAY_STAGE_2
#undef GUNPOINT_DELAY_STAGE_3
#undef GUNPOINT_BASE_WOUND_BONUS
+8 -1
View File
@@ -149,9 +149,16 @@
/atom/movable/screen/alert/status_effect/holdup
name = "Holding Up"
desc = "You're currently pointing a gun at someone."
desc = "You're currently pointing a gun at someone. Click to cancel."
icon_state = "aimed"
/atom/movable/screen/alert/status_effect/holdup/Click(location, control, params)
. = ..()
if(!.)
return
var/datum/component/gunpoint/gunpoint = owner.GetComponent(/datum/component/gunpoint)
gunpoint?.cancel()
// this status effect is used to negotiate the high-fiving capabilities of all concerned parties
/datum/status_effect/offering
id = "offering"
+3
View File
@@ -94,6 +94,9 @@
if(move_intent == MOVE_INTENT_WALK)
return TRUE
if(SEND_SIGNAL(M, COMSIG_LIVING_PRE_MOB_BUMP, src) & COMPONENT_LIVING_BLOCK_PRE_MOB_BUMP)
return TRUE
SEND_SIGNAL(src, COMSIG_LIVING_MOB_BUMP, M)
//Even if we don't push/swap places, we "touched" them, so spread fire
spreadFire(M)