mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-19 20:15:47 +01:00
Forcing an embed means that it will always happen (Effects trapped posters, accidental consumption, and bullet shrapnel) (#73729)
## About The Pull Request Addresses #73105 I confidently asserted in the issue that the current behaviour was not a bug, but lo and behold when I went to investigate this on March 1st what did I find... a bug! Force embed actually never worked in the first place because the passed arguments were in the wrong order. Now they are named, so the order doesn't matter any more. Also there was an argument called "silent" which did literally nothing, I just deleted it. Sending the force flag will now mean that the forced embed _always_ embeds unless it is literally impossible. The only other place this effects is when you accidentally eat glass, so a similar case to this one. While I was in there, I made posters _very slightly_ more discerning about what gloves block glass. Unfortunately there's no widely applied and useful trait like `THICK_MATERIAL` for gloves so I mostly just exluded latex and fingerless gloves... but that's better than nothing. Anyway now if you bother to place a glass shard inside a poster and someone tries to pull it down and they're not wearing thin or fingerless gloves it will _always_ embed in their hand. Oh and I put some balloon alerts in there. **Unrelatedly to this change** fixing this seems to also fix an ancient bug where bullet shrapnel would roll its embed chance twice in a row, meaning that it had an (x/100)^2% chance of applying rather than an (x/100)% chance, significantly less than written. It is weird for that to go in this PR, but seems to be an effect of fixing this bug? Not sure there's a way of not fixing both at the same time. ## Why It's Good For The Game You go to the effort of putting a glass shard behind a poster (the only way to associate your own fingerprints with the deed) and are lucky enough that the person who pulls it down isn't wearing gloves (almost everyone does) and it _still_ only has a 50% chance to embed the glass? The trap should work at least _some_ of the time. ## Changelog 🆑 fix: Something which is "forced" to embed will now always actually embed. Resultingly, accidentally swallowing glass or encountering it behind a poster without adequate protection will now always cause it to embed into your body. balance: Thin and fingerless gloves may no longer protect you from having glass in your hand after pulling down a poster fix: Bullets containing shrapnel now use their correct chance to embed, which may cause bullet wounds to contain shrapnel more frequently. /🆑
This commit is contained in:
@@ -70,35 +70,26 @@
|
||||
/datum/element/embed/proc/checkEmbed(obj/item/weapon, mob/living/carbon/victim, hit_zone, blocked, datum/thrownthing/throwingdatum, forced=FALSE)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
if((!forced && blocked) || !istype(victim) || HAS_TRAIT(victim, TRAIT_PIERCEIMMUNE))
|
||||
return
|
||||
if(forced)
|
||||
embed_object(weapon, victim, hit_zone, throwingdatum)
|
||||
return TRUE
|
||||
|
||||
if(blocked || !istype(victim) || HAS_TRAIT(victim, TRAIT_PIERCEIMMUNE))
|
||||
return FALSE
|
||||
|
||||
var/flying_speed = throwingdatum?.speed || weapon.throw_speed
|
||||
|
||||
if(!forced && (flying_speed < EMBED_THROWSPEED_THRESHOLD && !ignore_throwspeed_threshold)) // check if it's a forced embed, and if not, if it's going fast enough to proc embedding
|
||||
return
|
||||
if(flying_speed < EMBED_THROWSPEED_THRESHOLD && !ignore_throwspeed_threshold)
|
||||
return FALSE
|
||||
|
||||
var/actual_chance = embed_chance
|
||||
var/penetrative_behaviour = 1 //Keep this above 1, as it is a multiplier for the pen_mod for determining actual embed chance.
|
||||
if(weapon.weak_against_armour)
|
||||
penetrative_behaviour = ARMOR_WEAKENED_MULTIPLIER
|
||||
if(!roll_embed_chance(weapon, victim, hit_zone, throwingdatum))
|
||||
return FALSE
|
||||
|
||||
if(throwingdatum?.speed > weapon.throw_speed)
|
||||
actual_chance += (throwingdatum.speed - weapon.throw_speed) * EMBED_CHANCE_SPEED_BONUS
|
||||
|
||||
if(!weapon.isEmbedHarmless()) // all the armor in the world won't save you from a kick me sign
|
||||
var/armor = max(victim.run_armor_check(hit_zone, BULLET, silent=TRUE), victim.run_armor_check(hit_zone, BOMB, silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
|
||||
|
||||
if(armor) // we only care about armor penetration if there's actually armor to penetrate
|
||||
var/pen_mod = -(armor * penetrative_behaviour) // if our shrapnel is weak into armor, then we restore our armor to the full value.
|
||||
actual_chance += pen_mod // doing the armor pen as a separate calc just in case this ever gets expanded on
|
||||
if(actual_chance <= 0)
|
||||
victim.visible_message(span_danger("[weapon] bounces off [victim]'s armor, unable to embed!"), span_notice("[weapon] bounces off your armor, unable to embed!"), vision_distance = COMBAT_MESSAGE_RANGE)
|
||||
return
|
||||
|
||||
if(!prob(actual_chance))
|
||||
return
|
||||
embed_object(weapon, victim, hit_zone, throwingdatum)
|
||||
return TRUE
|
||||
|
||||
/// Actually sticks the object to a victim
|
||||
/datum/element/embed/proc/embed_object(obj/item/weapon, mob/living/carbon/victim, hit_zone, datum/thrownthing/throwingdatum)
|
||||
var/obj/item/bodypart/limb = victim.get_bodypart(hit_zone) || pick(victim.bodyparts)
|
||||
victim.AddComponent(/datum/component/embedded,\
|
||||
weapon,\
|
||||
@@ -115,8 +106,6 @@
|
||||
jostle_pain_mult = jostle_pain_mult,\
|
||||
pain_stam_pct = pain_stam_pct)
|
||||
|
||||
return TRUE
|
||||
|
||||
///A different embed element has been attached, so we'll detach and let them handle things
|
||||
/datum/element/embed/proc/severancePackage(obj/weapon, datum/element/E)
|
||||
SIGNAL_HANDLER
|
||||
@@ -148,7 +137,7 @@
|
||||
/datum/element/embed/proc/checkEmbedProjectile(obj/projectile/P, atom/movable/firer, atom/hit, angle, hit_zone)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
if(!iscarbon(hit))
|
||||
if(!iscarbon(hit) || HAS_TRAIT(hit, TRAIT_PIERCEIMMUNE))
|
||||
Detach(P)
|
||||
return // we don't care
|
||||
|
||||
@@ -172,28 +161,52 @@
|
||||
* AGAIN if we actually embed. This way, we save on at least one message.
|
||||
*
|
||||
* Arguments:
|
||||
* * I- the item we're trying to insert into the target
|
||||
* * embedding_item- the item we're trying to insert into the target
|
||||
* * target- what we're trying to shish-kabob, either a bodypart or a carbon
|
||||
* * hit_zone- if our target is a carbon, try to hit them in this zone, if we don't have one, pick a random one. If our target is a bodypart, we already know where we're hitting.
|
||||
* * forced- if we want this to succeed 100%
|
||||
*/
|
||||
/datum/element/embed/proc/tryForceEmbed(obj/item/I, atom/target, hit_zone, forced=FALSE)
|
||||
/datum/element/embed/proc/tryForceEmbed(obj/item/embedding_item, atom/target, hit_zone, forced=FALSE)
|
||||
SIGNAL_HANDLER
|
||||
|
||||
var/obj/item/bodypart/limb
|
||||
var/mob/living/carbon/C
|
||||
|
||||
if(!forced && !prob(embed_chance))
|
||||
return
|
||||
var/mob/living/carbon/victim
|
||||
|
||||
if(iscarbon(target))
|
||||
C = target
|
||||
victim = target
|
||||
if(!hit_zone)
|
||||
limb = pick(C.bodyparts)
|
||||
limb = pick(victim.bodyparts)
|
||||
hit_zone = limb.body_zone
|
||||
else if(isbodypart(target))
|
||||
limb = target
|
||||
hit_zone = limb.body_zone
|
||||
C = limb.owner
|
||||
victim = limb.owner
|
||||
|
||||
return checkEmbed(I, C, hit_zone, forced=TRUE)
|
||||
if(!forced && !roll_embed_chance(embedding_item, victim, hit_zone))
|
||||
return
|
||||
|
||||
return checkEmbed(embedding_item, victim, hit_zone, forced=TRUE) // Don't repeat the embed roll, we already did it
|
||||
|
||||
/// Calculates the actual chance to embed based on armour penetration and throwing speed, then returns true if we pass that probability check
|
||||
/datum/element/embed/proc/roll_embed_chance(obj/item/embedding_item, mob/living/victim, hit_zone, datum/thrownthing/throwingdatum)
|
||||
var/actual_chance = embed_chance
|
||||
|
||||
if(throwingdatum?.speed > embedding_item.throw_speed)
|
||||
actual_chance += (throwingdatum.speed - embedding_item.throw_speed) * EMBED_CHANCE_SPEED_BONUS
|
||||
|
||||
if(embedding_item.isEmbedHarmless()) // all the armor in the world won't save you from a kick me sign
|
||||
return prob(actual_chance)
|
||||
|
||||
var/armor = max(victim.run_armor_check(hit_zone, BULLET, silent=TRUE), victim.run_armor_check(hit_zone, BOMB, silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
|
||||
if(!armor) // we only care about armor penetration if there's actually armor to penetrate
|
||||
return prob(actual_chance)
|
||||
|
||||
//Keep this above 1, as it is a multiplier for the pen_mod for determining actual embed chance.
|
||||
var/penetrative_behaviour = embedding_item.weak_against_armour ? ARMOR_WEAKENED_MULTIPLIER : 1
|
||||
var/pen_mod = -(armor * penetrative_behaviour) // if our shrapnel is weak into armor, then we restore our armor to the full value.
|
||||
actual_chance += pen_mod // doing the armor pen as a separate calc just in case this ever gets expanded on
|
||||
if(actual_chance <= 0)
|
||||
victim.visible_message(span_danger("[embedding_item] bounces off [victim]'s armor, unable to embed!"), span_notice("[embedding_item] bounces off your armor, unable to embed!"), vision_distance = COMBAT_MESSAGE_RANGE)
|
||||
return FALSE
|
||||
|
||||
return prob(actual_chance)
|
||||
|
||||
@@ -57,7 +57,7 @@
|
||||
return ..()
|
||||
|
||||
if (poster_structure.trap?.resolve())
|
||||
to_chat(user, span_warning("This poster is already booby-trapped!"))
|
||||
balloon_alert(user, "already trapped!")
|
||||
return
|
||||
|
||||
if(!user.transferItemToLoc(I, poster_structure))
|
||||
@@ -215,16 +215,16 @@
|
||||
return
|
||||
|
||||
to_chat(user, span_warning("There's something sharp behind this! What the hell?"))
|
||||
if(!can_embed_trap(user) || !payload.tryEmbed(user.get_active_hand(), TRUE))
|
||||
if(!can_embed_trap(user) || !payload.tryEmbed(user.get_active_hand(), forced = TRUE))
|
||||
visible_message(span_notice("A [payload.name] falls from behind the poster.") )
|
||||
payload.forceMove(user.drop_location())
|
||||
else
|
||||
SEND_SIGNAL(src, COMSIG_POSTER_TRAP_SUCCEED, user)
|
||||
|
||||
/obj/structure/sign/poster/proc/can_embed_trap(mob/living/carbon/human/user)
|
||||
if (!istype(user))
|
||||
if (!istype(user) || HAS_TRAIT(user, TRAIT_PIERCEIMMUNE))
|
||||
return FALSE
|
||||
return (!user.gloves && !HAS_TRAIT(user, TRAIT_PIERCEIMMUNE))
|
||||
return !user.gloves || !(user.gloves.body_parts_covered & HANDS) || HAS_TRAIT(user, TRAIT_FINGERPRINT_PASSTHROUGH) || HAS_TRAIT(user.gloves, TRAIT_FINGERPRINT_PASSTHROUGH)
|
||||
|
||||
/obj/structure/sign/poster/proc/roll_and_drop(atom/location)
|
||||
pixel_x = 0
|
||||
@@ -249,15 +249,14 @@
|
||||
var/stuff_on_wall = 0
|
||||
for(var/obj/contained_object in contents) //Let's see if it already has a poster on it or too much stuff
|
||||
if(istype(contained_object, /obj/structure/sign/poster))
|
||||
to_chat(user, span_warning("The wall is far too cluttered to place a poster!"))
|
||||
balloon_alert(user, "no room!")
|
||||
return
|
||||
stuff_on_wall++
|
||||
if(stuff_on_wall == 3)
|
||||
to_chat(user, span_warning("The wall is far too cluttered to place a poster!"))
|
||||
balloon_alert(user, "no room!")
|
||||
return
|
||||
|
||||
to_chat(user, span_notice("You start placing the poster on the wall...") )
|
||||
|
||||
balloon_alert(user, "hanging poster...")
|
||||
var/obj/structure/sign/poster/placed_poster = rolled_poster.poster_structure
|
||||
|
||||
flick("poster_being_set", placed_poster)
|
||||
@@ -266,7 +265,6 @@
|
||||
|
||||
var/turf/user_drop_location = get_turf(user) //cache this so it just falls to the ground if they move. also no tk memes allowed.
|
||||
if(!do_after(user, PLACE_SPEED, placed_poster, extra_checks = CALLBACK(placed_poster, TYPE_PROC_REF(/obj/structure/sign/poster, snowflake_wall_turf_check), src)))
|
||||
to_chat(user, span_notice("The poster falls down!"))
|
||||
placed_poster.roll_and_drop(user_drop_location)
|
||||
return
|
||||
|
||||
|
||||
@@ -1169,13 +1169,13 @@ GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/e
|
||||
* * target- Either a body part or a carbon. What are we hitting?
|
||||
* * forced- Do we want this to go through 100%?
|
||||
*/
|
||||
/obj/item/proc/tryEmbed(atom/target, forced=FALSE, silent=FALSE)
|
||||
/obj/item/proc/tryEmbed(atom/target, forced=FALSE)
|
||||
if(!isbodypart(target) && !iscarbon(target))
|
||||
return NONE
|
||||
if(!forced && !LAZYLEN(embedding))
|
||||
return NONE
|
||||
|
||||
if(SEND_SIGNAL(src, COMSIG_EMBED_TRY_FORCE, target, forced, silent))
|
||||
if(SEND_SIGNAL(src, COMSIG_EMBED_TRY_FORCE, target = target, forced = forced))
|
||||
return COMPONENT_EMBED_SUCCESS
|
||||
failedEmbed()
|
||||
|
||||
@@ -1235,7 +1235,7 @@ GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/e
|
||||
|
||||
victim.apply_damage(max(15, force), BRUTE, BODY_ZONE_HEAD, wound_bonus = 10, sharpness = TRUE)
|
||||
victim.losebreath += 2
|
||||
if(tryEmbed(victim.get_bodypart(BODY_ZONE_CHEST), TRUE, TRUE)) //and if it embeds successfully in their chest, cause a lot of pain
|
||||
if(tryEmbed(victim.get_bodypart(BODY_ZONE_CHEST), forced = TRUE)) //and if it embeds successfully in their chest, cause a lot of pain
|
||||
victim.apply_damage(max(25, force*1.5), BRUTE, BODY_ZONE_CHEST, wound_bonus = 7, sharpness = TRUE)
|
||||
victim.losebreath += 6
|
||||
discover_after = FALSE
|
||||
|
||||
Reference in New Issue
Block a user