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[READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens * starts doing projs * continue pierce * before armor * before sharpness redefine * rename sharp defines, before further implementation * finishing undoing atk_type back to sharpness * neatens up sharpness defines, FALSE -> SHARP_NONE * more piercing, removes brute damage bleed, bubblegum no longer wound * starts letting embeds get in on the fun * half with embed * work on dismembering * continued embed work * more moving bandaging to limbs * more dismemberment work * removing embed pierce stuff * tweaking bullets * more docs and work on dismemberment * spans, piercing, guns * dismemberment and scar fixes * bee changes * bullets embedding * more bullet and dismember work * dismemberment, surgery, piercing, formaldehyde, * pleases travis * pierce smite * nicer on blood * Auto stash before rebase of "tgstation/master" * more neatening * wounds only consider up to 35 damage, wounds on l6 and 762 * updates hulk * balance * defines * lower slug to 50 brute to accommodate wounds * adds differentiation for having flesh/bones/both in mobs * moves scar descs to json, renames organic_state * excises removed healing skill * fixes logs, inconsistencies, some balance changes * untab * slight compress * a * kills pointed global list * dmdoc * halfway through roh * finishes roh review * okay NOW i finished roh's reviews * roh roh roh your boat * gently down the stream * global lists * list ops, fix scanner for bone gel improvised fix * travis moment * sounds added and moved * pellet clouds can join the fun fully, slight gun balancing for wounds * doc moment * unconflicts myself * update hulk * Update code/_onclick/item_attack.dm Co-authored-by: Rohesie <rohesie@gmail.com> * crying ascii face * final rohview * oops * final final Co-authored-by: Rohesie <rohesie@gmail.com>
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committed by
SkyratBot
co-authored by
Rohesie
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cf47c08045
commit
a97c51b30b
@@ -1069,6 +1069,7 @@ Traitors and the like can also be revived with the previous role mostly intact.
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ADMIN_PUNISHMENT_NUGGET,
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ADMIN_PUNISHMENT_CRACK,
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ADMIN_PUNISHMENT_BLEED,
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ADMIN_PUNISHMENT_PERFORATE,
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ADMIN_PUNISHMENT_SCARIFY,
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ADMIN_PUNISHMENT_SHOES
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)
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@@ -1159,41 +1160,112 @@ Traitors and the like can also be revived with the previous role mostly intact.
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to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
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return
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var/mob/living/carbon/C = target
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for(var/obj/item/bodypart/squish_part in C.bodyparts)
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var/type_wound = pick(list(/datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/critical, /datum/wound/brute/bone/severe, /datum/wound/brute/bone/moderate))
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for(var/i in C.bodyparts)
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var/obj/item/bodypart/squish_part = i
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var/type_wound = pick(list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate))
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squish_part.force_wound_upwards(type_wound, smited=TRUE)
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if(ADMIN_PUNISHMENT_BLEED)
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if(!iscarbon(target))
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to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
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return
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var/mob/living/carbon/C = target
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for(var/obj/item/bodypart/slice_part in C.bodyparts)
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var/type_wound = pick(list(/datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate))
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for(var/i in C.bodyparts)
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var/obj/item/bodypart/slice_part = i
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var/type_wound = pick(list(/datum/wound/slash/severe, /datum/wound/slash/moderate))
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slice_part.force_wound_upwards(type_wound, smited=TRUE)
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type_wound = pick(list(/datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe, /datum/wound/brute/cut/moderate))
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type_wound = pick(list(/datum/wound/slash/critical, /datum/wound/slash/severe, /datum/wound/slash/moderate))
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slice_part.force_wound_upwards(type_wound, smited=TRUE)
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type_wound = pick(list(/datum/wound/brute/cut/critical, /datum/wound/brute/cut/severe))
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type_wound = pick(list(/datum/wound/slash/critical, /datum/wound/slash/severe))
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slice_part.force_wound_upwards(type_wound, smited=TRUE)
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if(ADMIN_PUNISHMENT_PERFORATE)
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if(!iscarbon(target))
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to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
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return
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var/list/how_fucked_is_this_dude = list("A little", "A lot", "So fucking much", "FUCK THIS DUDE")
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var/hatred = input("How much do you hate this guy?") in how_fucked_is_this_dude
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var/repetitions
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var/shots_per_limb_per_rep = 2
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var/damage
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switch(hatred)
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if("A little")
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repetitions = 1
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damage = 5
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if("A lot")
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repetitions = 2
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damage = 8
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if("So fucking much")
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repetitions = 3
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damage = 10
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if("FUCK THIS DUDE")
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repetitions = 4
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damage = 10
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var/mob/living/carbon/dude = target
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var/list/open_adj_turfs = get_adjacent_open_turfs(dude)
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var/list/wound_bonuses = list(15, 70, 110, 250)
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var/delay_per_shot = 1
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var/delay_counter = 1
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dude.Immobilize(5 SECONDS)
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for(var/wound_bonus_rep in 1 to repetitions)
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for(var/i in dude.bodyparts)
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var/obj/item/bodypart/slice_part = i
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var/shots_this_limb = 0
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for(var/t in shuffle(open_adj_turfs))
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var/turf/iter_turf = t
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addtimer(CALLBACK(GLOBAL_PROC, .proc/firing_squad, dude, iter_turf, slice_part.body_zone, wound_bonuses[wound_bonus_rep], damage), delay_counter)
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delay_counter += delay_per_shot
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shots_this_limb++
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if(shots_this_limb > shots_per_limb_per_rep)
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break
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if(ADMIN_PUNISHMENT_SCARIFY)
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if(!iscarbon(target))
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to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
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return
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var/mob/living/carbon/C = target
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C.generate_fake_scars(rand(1, 4))
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to_chat(C, "<span class='warning'>You feel your body grow jaded and torn...</span>")
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var/mob/living/carbon/dude = target
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dude.generate_fake_scars(rand(1, 4))
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to_chat(dude, "<span class='warning'>You feel your body grow jaded and torn...</span>")
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if(ADMIN_PUNISHMENT_SHOES)
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if(!iscarbon(target))
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to_chat(usr,"<span class='warning'>This must be used on a carbon mob.</span>", confidential = TRUE)
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return
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var/mob/living/carbon/C = target
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var/obj/item/clothing/shoes/sick_kicks = C.shoes
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var/mob/living/carbon/dude = target
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var/obj/item/clothing/shoes/sick_kicks = dude.shoes
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if(!sick_kicks?.can_be_tied)
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to_chat(usr,"<span class='warning'>[C] does not have knottable shoes!</span>", confidential = TRUE)
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to_chat(usr,"<span class='warning'>[dude] does not have knottable shoes!</span>", confidential = TRUE)
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return
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sick_kicks.adjust_laces(SHOES_KNOTTED)
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punish_log(target, punishment)
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/**
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* firing_squad is a proc for the :B:erforate smite to shoot each individual bullet at them, so that we can add actual delays without sleep() nonsense
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*
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* Hilariously, if you drag someone away mid smite, the bullets will still chase after them from the original spot, possibly hitting other people. Too funny to fix imo
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*
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* Arguments:
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* * target- guy we're shooting obviously
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* * source_turf- where the bullet begins, preferably on a turf next to the target
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* * body_zone- which bodypart we're aiming for, if there is one there
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* * wound_bonus- the wounding power we're assigning to the bullet, since we don't care about the base one
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* * damage- the damage we're assigning to the bullet, since we don't care about the base one
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*/
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/proc/firing_squad(mob/living/carbon/target, turf/source_turf, body_zone, wound_bonus, damage)
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if(!target.get_bodypart(body_zone))
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return
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playsound(target, 'sound/weapons/gun/revolver/shot.ogg', 100)
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var/obj/projectile/bullet/smite/divine_wrath = new(source_turf)
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divine_wrath.damage = damage
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divine_wrath.wound_bonus = wound_bonus
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divine_wrath.original = target
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divine_wrath.def_zone = body_zone
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divine_wrath.spread = 0
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divine_wrath.preparePixelProjectile(target, source_turf)
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divine_wrath.fire()
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/client/proc/punish_log(whom, punishment)
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var/msg = "[key_name_admin(usr)] punished [key_name_admin(whom)] with [punishment]."
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message_admins(msg)
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