Removes turf embedding (#51571)

* Auto stash before rebase of "tgstation/master"

* updates for wounds

* more cleaning up

* reexamines examines
This commit is contained in:
Ryll Ryll
2020-06-16 13:39:47 +02:00
committed by GitHub
parent 62ffe5474f
commit e461b24ee3
8 changed files with 111 additions and 311 deletions
+84 -230
View File
@@ -3,16 +3,11 @@
and when it impacts and meets the requirements to stick into something, it instantiates an embedded component. Once the item falls out, the component is destroyed, while the
element survives to embed another day.
There are 2 different things that can be embedded presently: carbons, and closed turfs (see: walls)
- Carbon embedding has all the classical embedding behavior, and tracks more events and signals. The main behaviors and hooks to look for are:
-- Every process tick, there is a chance to randomly proc pain, controlled by pain_chance. There may also be a chance for the object to fall out randomly, per fall_chance
-- Every time the mob moves, there is a chance to proc jostling pain, controlled by jostle_chance (and only 50% as likely if the mob is walking or crawling)
-- Various signals hooking into carbon topic() and the embed removal surgery in order to handle removals.
- Turf embedding is much simpler. All we do here is draw an overlay of the item's inhand on the turf, hide the item, and create an HTML link in the turf's inspect
that allows you to rip the item out. There's nothing dynamic about this, so far less checks.
In addition, there are 2 cases of embedding: embedding, and sticking
@@ -24,8 +19,7 @@
Stickables differ from embeds in the following ways:
-- Text descriptors use phrasing like "X is stuck to Y" rather than "X is embedded in Y"
-- There is no slicing sound on impact
-- All damage checks and bloodloss are skipped for carbons
-- Pointy objects create sparks when embedding into a turf
-- All damage checks and bloodloss are skipped
*/
@@ -47,11 +41,9 @@
var/jostle_chance
var/jostle_pain_mult
var/pain_stam_pct
var/embed_chance_turf_mod
///if both our pain multiplier and jostle pain multiplier are 0, we're harmless and can omit most of the damage related stuff
var/harmful
var/mutable_appearance/overlay
/datum/component/embedded/Initialize(obj/item/I,
datum/thrownthing/throwingdatum,
@@ -66,10 +58,9 @@
ignore_throwspeed_threshold = FALSE,
jostle_chance = EMBEDDED_JOSTLE_CHANCE,
jostle_pain_mult = EMBEDDED_JOSTLE_PAIN_MULTIPLIER,
pain_stam_pct = EMBEDDED_PAIN_STAM_PCT,
embed_chance_turf_mod = EMBED_CHANCE_TURF_MOD)
pain_stam_pct = EMBEDDED_PAIN_STAM_PCT)
if((!iscarbon(parent) && !isclosedturf(parent)) || !isitem(I))
if(!iscarbon(parent) || !isitem(I))
return COMPONENT_INCOMPATIBLE
if(part)
@@ -85,186 +76,54 @@
src.jostle_chance = jostle_chance
src.jostle_pain_mult = jostle_pain_mult
src.pain_stam_pct = pain_stam_pct
src.embed_chance_turf_mod = embed_chance_turf_mod
src.weapon = I
if(!weapon.isEmbedHarmless())
harmful = TRUE
weapon.embedded(parent)
if(iscarbon(parent))
initCarbon()
else if(isclosedturf(parent))
initTurf(throwingdatum)
/datum/component/embedded/RegisterWithParent()
if(iscarbon(parent))
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/jostleCheck)
RegisterSignal(parent, COMSIG_CARBON_EMBED_RIP, .proc/ripOutCarbon)
RegisterSignal(parent, COMSIG_CARBON_EMBED_REMOVAL, .proc/safeRemoveCarbon)
else if(isclosedturf(parent))
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examineTurf)
RegisterSignal(parent, COMSIG_PARENT_QDELETING, .proc/itemMoved)
/datum/component/embedded/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_EMBED_RIP, COMSIG_CARBON_EMBED_REMOVAL, COMSIG_PARENT_EXAMINE))
/datum/component/embedded/process()
if(iscarbon(parent))
processCarbon()
/datum/component/embedded/Destroy()
if(weapon)
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
if(overlay)
var/atom/A = parent
UnregisterSignal(A,COMSIG_ATOM_UPDATE_OVERLAYS)
qdel(overlay)
return ..()
////////////////////////////////////////
/////////////HUMAN PROCS////////////////
////////////////////////////////////////
/// Set up an instance of embedding for a carbon. This is basically an extension of Initialize() so not much to say
/datum/component/embedded/proc/initCarbon()
START_PROCESSING(SSdcs, src)
var/mob/living/carbon/victim = parent
if(!istype(limb))
limb = pick(victim.bodyparts)
limb.embedded_objects |= weapon // on the inside... on the inside...
weapon.forceMove(victim)
RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/byeItemCarbon)
RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/weaponDeleted)
victim.visible_message("<span class='danger'>[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] [victim]'s [limb.name]!</span>", "<span class='userdanger'>[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] your [limb.name]!</span>")
if(harmful)
victim.visible_message("<span class='danger'>[weapon] embeds itself in [victim]'s [limb.name]!</span>",ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] embeds itself in your [limb.name]!</span>")
victim.throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
playsound(victim,'sound/weapons/bladeslice.ogg', 40)
weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
var/damage = weapon.w_class * impact_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus=-30, sharpness = TRUE)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
else
victim.visible_message("<span class='danger'>[weapon] sticks itself to [victim]'s [limb.name]!</span>",ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] sticks itself to your [limb.name]!</span>")
/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
/datum/component/embedded/proc/jostleCheck()
/datum/component/embedded/Destroy()
var/mob/living/carbon/victim = parent
var/chance = jostle_chance
if(victim.m_intent == MOVE_INTENT_WALK || !(victim.mobility_flags & MOBILITY_STAND))
chance *= 0.5
if(harmful && prob(chance))
var/damage = weapon.w_class * jostle_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] jostles and stings!</span>")
/// Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()
/datum/component/embedded/proc/fallOutCarbon()
var/mob/living/carbon/victim = parent
if(harmful)
var/damage = weapon.w_class * remove_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
victim.visible_message("<span class='danger'>[weapon] falls out of [victim.name]'s [limb.name]!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] falls out of your [limb.name]!</span>")
else
victim.visible_message("<span class='danger'>[weapon] falls off of [victim.name]'s [limb.name]!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] falls off of your [limb.name]!</span>")
safeRemoveCarbon()
/// Called when a carbon with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove()
/datum/component/embedded/proc/ripOutCarbon(datum/source, obj/item/I, obj/item/bodypart/limb)
if(I != weapon || src.limb != limb)
return
var/mob/living/carbon/victim = parent
var/time_taken = rip_time * weapon.w_class
victim.visible_message("<span class='warning'>[victim] attempts to remove [weapon] from [victim.p_their()] [limb.name].</span>","<span class='notice'>You attempt to remove [weapon] from your [limb.name]... (It will take [DisplayTimeText(time_taken)].)</span>")
if(do_after(victim, time_taken, target = victim))
if(!weapon || !limb || weapon.loc != victim || !(weapon in limb.embedded_objects))
qdel(src)
return
if(harmful)
var/damage = weapon.w_class * remove_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE) //It hurts to rip it out, get surgery you dingus.
victim.emote("scream")
victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] out of [victim.p_their()] [limb.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [limb.name].</span>")
else
victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] off of [victim.p_their()] [limb.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [limb.name].</span>")
safeRemoveCarbon(TRUE)
/// This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely.
/// Pass TRUE for to_hands if we want it to go to the victim's hands when they pull it out
/datum/component/embedded/proc/safeRemoveCarbon(to_hands)
var/mob/living/carbon/victim = parent
limb.embedded_objects -= weapon
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING)) // have to unhook these here so they don't also register as having disappeared
if(!weapon)
if(!victim.has_embedded_objects())
victim.clear_alert("embeddedobject")
SEND_SIGNAL(victim, COMSIG_CLEAR_MOOD_EVENT, "embedded")
qdel(src)
return
if(weapon.unembedded()) // if it deleted itself
weapon = null
if(!victim.has_embedded_objects())
victim.clear_alert("embeddedobject")
SEND_SIGNAL(victim, COMSIG_CLEAR_MOOD_EVENT, "embedded")
qdel(src)
return
if(to_hands)
victim.put_in_hands(weapon)
else
weapon.forceMove(get_turf(victim))
if(!victim.has_embedded_objects())
if(victim && !victim.has_embedded_objects())
victim.clear_alert("embeddedobject")
SEND_SIGNAL(victim, COMSIG_CLEAR_MOOD_EVENT, "embedded")
qdel(src)
/// Something deleted or moved our weapon while it was embedded, how rude!
/datum/component/embedded/proc/byeItemCarbon()
var/mob/living/carbon/victim = parent
limb.embedded_objects -= weapon
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
if(victim)
to_chat(victim, "<span class='userdanger'>\The [weapon] that was embedded in your [limb.name] disappears!</span>")
if(!victim.has_embedded_objects())
victim.clear_alert("embeddedobject")
SEND_SIGNAL(victim, COMSIG_CLEAR_MOOD_EVENT, "embedded")
if(weapon)
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
weapon = null
qdel(src)
limb = null
return ..()
/datum/component/embedded/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/jostleCheck)
RegisterSignal(parent, COMSIG_CARBON_EMBED_RIP, .proc/ripOut)
RegisterSignal(parent, COMSIG_CARBON_EMBED_REMOVAL, .proc/safeRemove)
/// Items embedded/stuck to carbons both check whether they randomly fall out (if applicable), as well as if the target mob and limb still exists.
/// Items harmfully embedded in carbons have an additional check for random pain (if applicable)
/datum/component/embedded/proc/processCarbon()
/datum/component/embedded/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_EMBED_RIP, COMSIG_CARBON_EMBED_REMOVAL))
/datum/component/embedded/process()
var/mob/living/carbon/victim = parent
if(!victim || !limb) // in case the victim and/or their limbs exploded (say, due to a sticky bomb)
weapon.forceMove(get_turf(weapon))
qdel(src)
return
if(victim.stat == DEAD)
return
@@ -272,95 +131,90 @@
var/damage = weapon.w_class * pain_mult
var/chance = pain_chance
if(pain_stam_pct && victim.stam_paralyzed) //if it's a less-lethal embed, give them a break if they're already stamcritted
chance *= 0.3
damage *= 0.7
chance *= 0.2
damage *= 0.5
if(harmful && prob(chance))
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE, wound_bonus = CANT_WOUND)
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] hurts!</span>")
if(prob(fall_chance))
fallOutCarbon()
fallOut()
////////////////////////////////////////
//////////////TURF PROCS////////////////
////////////BEHAVIOR PROCS//////////////
////////////////////////////////////////
/// Turfs are much lower maintenance, since we don't care if they're in pain, but since they don't bleed or scream, we draw an overlay to show their status.
/// The only difference pointy/sticky items make here is text descriptors and pointy objects making a spark shower on impact.
/datum/component/embedded/proc/initTurf(datum/thrownthing/throwingdatum)
var/turf/closed/hit = parent
// we can't store the item IN the turf (cause turfs are just kinda... there), so we fake it by making the item invisible and bailing if it moves due to a blast
weapon.forceMove(hit)
weapon.invisibility = INVISIBILITY_ABSTRACT
RegisterSignal(weapon, COMSIG_MOVABLE_MOVED, .proc/itemMoved)
/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
/datum/component/embedded/proc/jostleCheck()
var/mob/living/carbon/victim = parent
var/chance = jostle_chance
if(victim.m_intent == MOVE_INTENT_WALK || !(victim.mobility_flags & MOBILITY_STAND))
chance *= 0.5
var/pixelX = rand(-2, 2)
var/pixelY = rand(-1, 3) // bias this upwards since in-hands are usually on the lower end of the sprite
if(harmful && prob(chance))
var/damage = weapon.w_class * jostle_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE, wound_bonus = CANT_WOUND)
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] jostles and stings!</span>")
switch(throwingdatum.init_dir)
if(NORTH)
pixelY -= 2
if(SOUTH)
pixelY += 2
if(WEST)
pixelX += 2
if(EAST)
pixelX -= 2
if(throwingdatum.init_dir in list(NORTH, WEST, NORTHWEST, SOUTHWEST))
overlay = mutable_appearance(icon=weapon.righthand_file,icon_state=weapon.inhand_icon_state)
else
overlay = mutable_appearance(icon=weapon.lefthand_file,icon_state=weapon.inhand_icon_state)
var/matrix/M = matrix()
M.Translate(pixelX, pixelY)
overlay.transform = M
RegisterSignal(hit,COMSIG_ATOM_UPDATE_OVERLAYS,.proc/apply_overlay)
hit.update_icon()
/// Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()
/datum/component/embedded/proc/fallOut()
var/mob/living/carbon/victim = parent
if(harmful)
hit.visible_message("<span class='danger'>[weapon] embeds itself in [hit]!</span>")
playsound(hit,'sound/weapons/bladeslice.ogg', 70)
var/damage = weapon.w_class * remove_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE, wound_bonus = CANT_WOUND)
var/datum/effect_system/spark_spread/sparks = new
sparks.set_up(1, 1, parent)
sparks.attach(parent)
sparks.start()
else
hit.visible_message("<span class='danger'>[weapon] sticks itself to [hit]!</span>")
victim.visible_message("<span class='danger'>[weapon] falls [harmful ? "out" : "off"] of [victim.name]'s [limb.name]!</span>", "<span class='userdanger'>[weapon] falls [harmful ? "out" : "off"] of your [limb.name]!</span>")
safeRemove()
/datum/component/embedded/proc/apply_overlay(atom/source, list/overlay_list)
overlay_list += overlay
/// Called when a carbon with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove()
/datum/component/embedded/proc/ripOut(datum/source, obj/item/I, obj/item/bodypart/limb)
if(I != weapon || src.limb != limb)
return
var/mob/living/carbon/victim = parent
var/time_taken = rip_time * weapon.w_class
victim.visible_message("<span class='warning'>[victim] attempts to remove [weapon] from [victim.p_their()] [limb.name].</span>","<span class='notice'>You attempt to remove [weapon] from your [limb.name]... (It will take [DisplayTimeText(time_taken)].)</span>")
if(!do_after(victim, time_taken, target = victim))
return
if(!weapon || !limb || weapon.loc != victim || !(weapon in limb.embedded_objects))
qdel(src)
return
/datum/component/embedded/proc/examineTurf(datum/source, mob/user, list/examine_list)
if(harmful)
examine_list += "\t <a href='?src=[REF(src)];embedded_object=[REF(weapon)]' class='warning'>There is \a [weapon] embedded in [parent]!</a>"
else
examine_list += "\t <a href='?src=[REF(src)];embedded_object=[REF(weapon)]' class='warning'>There is \a [weapon] stuck to [parent]!</a>"
var/damage = weapon.w_class * remove_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, sharpness=TRUE) //It hurts to rip it out, get surgery you dingus.
victim.emote("scream")
victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] [harmful ? "out" : "off"] of [victim.p_their()] [limb.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [limb.name].</span>")
safeRemove(TRUE)
/// Someone is ripping out the item from the turf by hand
/datum/component/embedded/Topic(datum/source, href_list)
var/mob/living/us = usr
if(in_range(us, parent) && locate(href_list["embedded_object"]) == weapon)
if(harmful)
us.visible_message("<span class='notice'>[us] begins unwedging [weapon] from [parent].</span>", "<span class='notice'>You begin unwedging [weapon] from [parent]...</span>")
/// This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely.
/// Pass TRUE for to_hands if we want it to go to the victim's hands when they pull it out
/datum/component/embedded/proc/safeRemove(to_hands)
var/mob/living/carbon/victim = parent
limb.embedded_objects -= weapon
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING)) // have to do it here otherwise we trigger weaponDeleted()
if(!weapon.unembedded()) // if it hasn't deleted itself due to drop del
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
if(to_hands)
victim.put_in_hands(weapon)
else
us.visible_message("<span class='notice'>[us] begins unsticking [weapon] from [parent].</span>", "<span class='notice'>You begin unsticking [weapon] from [parent]...</span>")
weapon.forceMove(get_turf(victim))
qdel(src)
/// Something deleted or moved our weapon while it was embedded, how rude!
/datum/component/embedded/proc/weaponDeleted()
var/mob/living/carbon/victim = parent
limb.embedded_objects -= weapon
if(victim)
to_chat(victim, "<span class='userdanger'>\The [weapon] that was embedded in your [limb.name] disappears!</span>")
if(do_after(us, 30, target = parent))
us.put_in_hands(weapon)
weapon.unembedded()
qdel(src)
/// This proc handles if something knocked the invisible item loose from the turf somehow (probably an explosion). Just make it visible and say it fell loose, then get outta here.
/datum/component/embedded/proc/itemMoved()
weapon.invisibility = initial(weapon.invisibility)
weapon.visible_message("<span class='notice'>[weapon] falls loose from [parent].</span>")
weapon.unembedded()
qdel(src)