[MIRROR] Adds a kneecapping element and adds that very element to baseball bats. (#6541)

* Adds a kneecapping element and adds that very element to baseball bats.

* Update signals.dm

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
This commit is contained in:
SkyratBot
2021-06-27 16:34:19 +01:00
committed by GitHub
co-authored by Timberpoes Gandalf
parent 0193547687
commit eb09b20e47
5 changed files with 105 additions and 2 deletions
+4 -2
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@@ -683,9 +683,9 @@
// /mob/living/simple_animal/hostile signals
///before attackingtarget has happened, source is the attacker and target is the attacked
#define COMSIG_HOSTILE_PRE_ATTACKINGTARGET "hostile_pre_attackingtarget"
#define COMPONENT_HOSTILE_NO_ATTACK (1<<0) //cancel the attack, only works before attack happens
///after attackingtarget has happened, source is the attacker and target is the attacked, extra argument for if the attackingtarget was successful
#define COMSIG_HOSTILE_POST_ATTACKINGTARGET "hostile_post_attackingtarget"
#define COMPONENT_HOSTILE_NO_ATTACK (1<<0)
///from base of mob/living/simple_animal/hostile/regalrat: (mob/living/simple_animal/hostile/regalrat/king)
#define COMSIG_RAT_INTERACT "rat_interaction"
@@ -700,7 +700,7 @@
#define COMSIG_OBJ_TAKE_DAMAGE "obj_take_damage"
/// Return bitflags for the above signal which prevents the object taking any damage.
#define COMPONENT_NO_TAKE_DAMAGE (1<<0)
///from base of [/obj/proc/update_integrity]: ()
///from base of [/obj/proc/update_integrity]: (old_value, new_value)
#define COMSIG_OBJ_INTEGRITY_CHANGED "obj_integrity_changed"
///from base of obj/deconstruct(): (disassembled)
#define COMSIG_OBJ_DECONSTRUCT "obj_deconstruct"
@@ -1249,6 +1249,8 @@
#define COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN (1<<0)
#define COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN (1<<1)
#define COMPONENT_SECONDARY_CALL_NORMAL_ATTACK_CHAIN (1<<2)
/// From base of [/obj/item/proc/attack_secondary()]: (atom/target, mob/user, params)
#define COMSIG_ITEM_ATTACK_SECONDARY "item_pre_attack_secondary"
///from base of obj/item/afterattack(): (atom/target, mob/user, params)
#define COMSIG_ITEM_AFTERATTACK "item_afterattack"
///from base of obj/item/attack_qdeleted(): (atom/target, mob/user, params)
+8
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@@ -209,6 +209,14 @@
/// The equivalent of [/obj/item/proc/attack] but for alternate attacks, AKA right clicking
/obj/item/proc/attack_secondary(mob/living/victim, mob/living/user, params)
var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SECONDARY, victim, user, params)
if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN)
return SECONDARY_ATTACK_CONTINUE_CHAIN
return SECONDARY_ATTACK_CALL_NORMAL
/// The equivalent of the standard version of [/obj/item/proc/attack] but for object targets.
+90
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@@ -0,0 +1,90 @@
/**
* Kneecapping element replaces the item's secondary attack with an aimed attack at the kneecaps under certain circumstances.
*
* Element is incompatible with non-items. Requires the parent item to have a force equal to or greater than WOUND_MINIMUM_DAMAGE.
* Also requires that the parent can actually get past pre_secondary_attack without the attack chain cancelling.
*
* Kneecapping attacks have a wounding bonus between severe and critical+10 wound thresholds. Without some serious wound protecting
* armour this all but guarantees a wound of some sort. The attack is directed specifically at a limb and the limb takes the damage.
*
* Requires the attacker to be aiming for either leg zone, which will be targetted specifically. They will than have a 3-second long
* do_mob before executing the attack.
*
* Kneecapping requires the target to either be on the floor, immobilised or buckled to something. And also to have an appropriate leg.
*
* Passing all the checks will cancel the entire attack chain.
*/
/datum/element/kneecapping
element_flags = ELEMENT_DETACH
/datum/element/kneecapping/Attach(datum/target)
if(!isitem(target))
stack_trace("Kneecapping element added to non-item object: \[[target]\]")
return ELEMENT_INCOMPATIBLE
var/obj/item/target_item = target
if(target_item.force < WOUND_MINIMUM_DAMAGE)
stack_trace("Kneecapping element added to item with too little force to wound: \[[target]\]")
return ELEMENT_INCOMPATIBLE
. = ..()
if(. == ELEMENT_INCOMPATIBLE)
return
RegisterSignal(target, COMSIG_ITEM_ATTACK_SECONDARY , .proc/try_kneecap_target)
/datum/element/kneecapping/Detach(datum/target)
UnregisterSignal(target, COMSIG_ITEM_ATTACK_SECONDARY)
return ..()
/**
* Signal handler for COMSIG_ITEM_ATTACK_SECONDARY. Does checks for pacifism, zones and target state before either returning nothing
* if the special attack could not be attempted, performing the ordinary attack procs instead - Or cancelling the attack chain if
* the attack can be started.
*/
/datum/element/kneecapping/proc/try_kneecap_target(obj/item/source, mob/living/carbon/target, mob/attacker, params)
SIGNAL_HANDLER
if((attacker.zone_selected != BODY_ZONE_L_LEG) && (attacker.zone_selected != BODY_ZONE_R_LEG))
return
if(HAS_TRAIT(attacker, TRAIT_PACIFISM))
return
if(!iscarbon(target))
return
if(!target.buckled && !HAS_TRAIT(target, TRAIT_FLOORED) && !HAS_TRAIT(target, TRAIT_IMMOBILIZED))
return
var/obj/item/bodypart/leg = target.get_bodypart(attacker.zone_selected)
if(!leg)
return
. = COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN
INVOKE_ASYNC(src, .proc/do_kneecap_target, source, leg, target, attacker)
/**
* After a short do_mob, attacker applies damage to the given leg with a significant wounding bonus, applying the weapon's force as damage.
*/
/datum/element/kneecapping/proc/do_kneecap_target(obj/item/weapon, obj/item/bodypart/leg, mob/living/carbon/target, mob/attacker)
if(LAZYACCESS(attacker.do_afters, weapon))
return
attacker.visible_message(span_warning("[attacker] carefully aims [attacker.p_their()] [weapon] for a swing at [target]'s kneecaps!"), span_danger("You carefully aim \the [weapon] for a swing at [target]'s kneecaps!"))
log_combat(attacker, target, "started aiming a swing to break the kneecaps of", weapon)
if(do_mob(attacker, target, 3 SECONDS, interaction_key = weapon))
attacker.visible_message(span_warning("[attacker] swings [attacker.p_their()] [weapon] at [target]'s kneecaps!"), span_danger("You swing \the [weapon] at [target]'s kneecaps!"))
var/datum/wound/blunt/severe/severe_wound_type = /datum/wound/blunt/severe
var/datum/wound/blunt/critical/critical_wound_type = /datum/wound/blunt/critical
leg.receive_damage(brute = weapon.force, wound_bonus = rand(initial(severe_wound_type.threshold_minimum), initial(critical_wound_type.threshold_minimum) + 10))
log_combat(attacker, target, "broke the kneecaps of", weapon)
target.update_damage_overlays()
attacker.do_attack_animation(target, used_item = weapon)
playsound(source = get_turf(weapon), soundin = weapon.hitsound, vol = weapon.get_clamped_volume(), vary = TRUE)
+2
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@@ -661,6 +661,8 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
icon_state = "baseball_bat_brit"
inhand_icon_state = "baseball_bat_brit"
AddElement(/datum/element/kneecapping)
/obj/item/melee/baseball_bat/homerun
name = "home run bat"
desc = "This thing looks dangerous... Dangerously good at baseball, that is."
+1
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@@ -560,6 +560,7 @@
#include "code\datums\components\infective.dm"
#include "code\datums\components\itempicky.dm"
#include "code\datums\components\jousting.dm"
#include "code\datums\components\kneecapping.dm"
#include "code\datums\components\knockback.dm"
#include "code\datums\components\knockoff.dm"
#include "code\datums\components\label.dm"