diff --git a/code/__DEFINES/dcs/signals.dm b/code/__DEFINES/dcs/signals.dm index e3b66881cae..46c75d05b93 100644 --- a/code/__DEFINES/dcs/signals.dm +++ b/code/__DEFINES/dcs/signals.dm @@ -148,9 +148,11 @@ #define COMSIG_MOVABLE_CROSSED "movable_crossed" ///from base of atom/movable/Crossed(): (/atom/movable) #define COMSIG_MOVABLE_UNCROSS "movable_uncross" ///from base of atom/movable/Uncross(): (/atom/movable) #define COMPONENT_MOVABLE_BLOCK_UNCROSS 1 -#define COMSIG_MOVABLE_UNCROSSED "movable_uncrossed" ///from base of atom/movable/Uncrossed(): (/atom/movable) +#define COMSIG_MOVABLE_UNCROSSED "movable_uncrossed" ///from base of atom/movable/Uncrossed(): (/atom/movable) #define COMSIG_MOVABLE_BUMP "movable_bump" ///from base of atom/movable/Bump(): (/atom) #define COMSIG_MOVABLE_IMPACT "movable_impact" ///from base of atom/movable/throw_impact(): (/atom/hit_atom, /datum/thrownthing/throwingdatum) + #define COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH 1 ///if true, flip if the impact will push what it hits + #define COMPONENT_MOVABLE_IMPACT_NEVERMIND 2 ///return true if you destroyed whatever it was you're impacting and there won't be anything for hitby() to run on #define COMSIG_MOVABLE_IMPACT_ZONE "item_impact_zone" ///from base of mob/living/hitby(): (mob/living/target, hit_zone) #define COMSIG_MOVABLE_BUCKLE "buckle" ///from base of atom/movable/buckle_mob(): (mob, force) #define COMSIG_MOVABLE_UNBUCKLE "unbuckle" ///from base of atom/movable/unbuckle_mob(): (mob, force) diff --git a/code/__DEFINES/traits.dm b/code/__DEFINES/traits.dm index 09584eb27e5..d38d858f2bc 100644 --- a/code/__DEFINES/traits.dm +++ b/code/__DEFINES/traits.dm @@ -167,6 +167,8 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai #define TRAIT_GUNFLIP "gunflip" #define TRAIT_BLOODCRAWL_EAT "bloodcrawl_eat" #define TRAIT_GAMERGOD "gamer-god" //double arcade prizes +#define TRAIT_GIANT "giant" +#define TRAIT_DWARF "dwarf" //non-mob traits #define TRAIT_PARALYSIS "paralysis" //Used for limb-based paralysis, where replacing the limb will fix it diff --git a/code/_globalvars/lists/maintenance_loot.dm b/code/_globalvars/lists/maintenance_loot.dm index c0d3557f63d..235cf1892af 100644 --- a/code/_globalvars/lists/maintenance_loot.dm +++ b/code/_globalvars/lists/maintenance_loot.dm @@ -97,6 +97,7 @@ GLOBAL_LIST_INIT(common_loot, list( //common: basic items /obj/item/clothing/glasses/science = 1, /obj/item/clothing/glasses/meson = 1, /obj/item/storage/belt/fannypack = 1, + /obj/item/clothing/gloves/tackler/offbrand = 1, ) = 1, list(//construction and crafting diff --git a/code/_globalvars/traits.dm b/code/_globalvars/traits.dm index c486bb96bf5..3e624226aa3 100644 --- a/code/_globalvars/traits.dm +++ b/code/_globalvars/traits.dm @@ -101,6 +101,8 @@ GLOBAL_LIST_INIT(traits_by_type, list( "TRAIT_PRIMITIVE" = TRAIT_PRIMITIVE, //unable to use mechs. Given to Ash Walkers "TRAIT_GUNFLIP" = TRAIT_GUNFLIP, "TRAIT_BLOODCRAWL_EAT" = TRAIT_BLOODCRAWL_EAT, + "TRAIT_DWARF" = TRAIT_DWARF, + "TRAIT_GIANT" = TRAIT_GIANT ), /obj/item/bodypart = list( "TRAIT_PARALYSIS" = TRAIT_PARALYSIS diff --git a/code/datums/components/crafting/recipes.dm b/code/datums/components/crafting/recipes.dm index 2be6ec371f0..ab03bf3e829 100644 --- a/code/datums/components/crafting/recipes.dm +++ b/code/datums/components/crafting/recipes.dm @@ -804,3 +804,11 @@ /obj/item/stack/sheet/sinew = 5) result = /obj/item/key/lasso category = CAT_PRIMAL + +/datum/crafting_recipe/gripperoffbrand + name = "Improvised Gripper Gloves" + reqs = list( + /obj/item/clothing/gloves/fingerless = 1, + /obj/item/stack/sticky_tape = 1) + result = /obj/item/clothing/gloves/tackler/offbrand + category = CAT_CLOTHING diff --git a/code/datums/components/tackle.dm b/code/datums/components/tackle.dm new file mode 100644 index 00000000000..2719cf65a0a --- /dev/null +++ b/code/datums/components/tackle.dm @@ -0,0 +1,496 @@ +#define MAX_TABLE_MESSES 8 // how many things can we knock off a table at once? + +/** + *#tackle.dm + * + * For when you want to throw a person at something and have fun stuff happen + * + * This component is made for carbon mobs (really, humans), and allows its parent to throw themselves and perform tackles. This is done by enabling throw mode, then clicking on your + * intended target with an empty hand. You will then launch toward your target. If you hit a carbon, you'll roll to see how hard you hit them. If you hit a solid non-mob, you'll + * roll to see how badly you just messed yourself up. If, along your journey, you hit a table, you'll slam onto it and send up to MAX_TABLE_MESSES (8) /obj/items on the table flying, + * and take a bit of extra damage and stun for each thing launched. + * + * There are 2 """skill rolls""" involved here, which are handled and explained in sack() and rollTackle() (for roll 1, carbons), and splat() (for roll 2, walls and solid objects) +*/ +/datum/component/tackler + dupe_mode = COMPONENT_DUPE_UNIQUE + + ///If we're currently tackling or are on cooldown. Actually, shit, if I use this to handle cooldowns, then getting thrown by something while on cooldown will count as a tackle..... whatever, i'll fix that next commit + var/tackling = TRUE + ///How much stamina it takes to launch a tackle + var/stamina_cost + ///Launching a tackle calls Knockdown on you for this long, so this is your cooldown. Once you stand back up, you can tackle again. + var/base_knockdown + ///Your max range for how far you can tackle. + var/range + ///How fast you sail through the air. Standard tackles are 1 speed, but gloves that throw you faster come at a cost: higher speeds make it more likely you'll be badly injured if you fly into a non-mob obstacle. + var/speed + ///A flat modifier to your roll against your target, as described in [rollTackle()][/datum/component/tackler/proc/rollTackle]. Slightly misleading, skills aren't relevant here, this is a matter of what type of gloves (or whatever) is granting you the ability to tackle. + var/skill_mod + ///Some gloves, generally ones that increase mobility, may have a minimum distance to fly. Rocket gloves are especially dangerous with this, be sure you'll hit your target or have a clear background if you miss, or else! + var/min_distance + ///The throwdatum we're currently dealing with, if we need it + var/datum/thrownthing/tackle + +/datum/component/tackler/Initialize(stamina_cost = 25, base_knockdown = 1 SECONDS, range = 4, speed = 1, skill_mod = 0, min_distance = min_distance) + if(!iscarbon(parent)) + return COMPONENT_INCOMPATIBLE + + src.stamina_cost = stamina_cost + src.base_knockdown = base_knockdown + src.range = range + src.speed = speed + src.skill_mod = skill_mod + src.min_distance = min_distance + + var/mob/P = parent + to_chat(P, "You are now able to launch tackles! You can do so by activating throw intent, and clicking on your target with an empty hand.") + + addtimer(CALLBACK(src, .proc/resetTackle), base_knockdown, TIMER_STOPPABLE) + +/datum/component/tackler/Destroy() + var/mob/P = parent + to_chat(P, "You can no longer tackle.") + ..() + +/datum/component/tackler/RegisterWithParent() + RegisterSignal(parent, COMSIG_MOB_CLICKON, .proc/checkTackle) + RegisterSignal(parent, COMSIG_MOVABLE_IMPACT, .proc/sack) + RegisterSignal(parent, COMSIG_MOVABLE_POST_THROW, .proc/registerTackle) + +/datum/component/tackler/UnregisterFromParent() + UnregisterSignal(parent, list(COMSIG_MOB_CLICKON, COMSIG_MOVABLE_IMPACT, COMSIG_MOVABLE_MOVED, COMSIG_MOVABLE_POST_THROW)) + +///Store the thrownthing datum for later use +/datum/component/tackler/proc/registerTackle(mob/living/carbon/user, datum/thrownthing/TT) + tackle = TT + +///See if we can tackle or not. If we can, leap! +/datum/component/tackler/proc/checkTackle(mob/living/carbon/user, atom/A, params) + if(!user.in_throw_mode || user.get_active_held_item() || user.pulling || user.buckling) + return + + if(HAS_TRAIT(user, TRAIT_HULK)) + to_chat(user, "You're too angry to remember how to tackle!") + return + + if(user.restrained()) + to_chat(user, "You need free use of your hands to tackle!") + return + + if(!(user.mobility_flags & MOBILITY_STAND)) + to_chat(user, "You must be standing to tackle!") + return + + if(tackling) + to_chat(user, "You're not ready to tackle!") + return + + if(user.has_movespeed_modifier(MOVESPEED_ID_SHOVE)) // can't tackle if you just got shoved + to_chat(user, "You're too off balance to tackle!") + return + + user.face_atom(A) + + var/list/modifiers = params2list(params) + if(modifiers["alt"] || modifiers["shift"] || modifiers["ctrl"] || modifiers["middle"]) + return + + tackling = TRUE + RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/checkObstacle) + playsound(user, 'sound/weapons/thudswoosh.ogg', 40, TRUE, -1) + + if(can_see(user, A, 7)) + user.visible_message("[user] leaps at [A]!", "You leap at [A]!") + else + user.visible_message("[user] leaps!", "You leap!") + + if(get_dist(user, A) < min_distance) + A = get_ranged_target_turf(user, get_dir(user, A), min_distance) //TODO: this only works in cardinals/diagonals, make it work with in-betweens too! + + user.Knockdown(base_knockdown, TRUE, TRUE) + user.adjustStaminaLoss(stamina_cost) + user.throw_at(A, range, speed, user, FALSE) + addtimer(CALLBACK(src, .proc/resetTackle), base_knockdown, TIMER_STOPPABLE) + return(COMSIG_MOB_CANCEL_CLICKON) + +/** + * sack() + * + * sack() is called when you actually smack into something, assuming we're mid-tackle. First it deals with smacking into non-carbons, in two cases: + * * If it's a non-carbon mob, we don't care, get out of here and do normal thrown-into-mob stuff + * * Else, if it's something dense (walls, machinery, structures, most things other than the floor), go to splat() and get ready for some high grade shit + * + * If it's a carbon we hit, we'll call rollTackle() which rolls a die and calculates modifiers for both the tackler and target, then gives us a number. Negatives favor the target, while positives favor the tackler. + * Check [rollTackle()][/datum/component/tackler/proc/rollTackle] for a more thorough explanation on the modifiers at play. + * + * Then, we figure out what effect we want, and we get to work! Note that with standard gripper gloves and no modifiers, the range of rolls is (-3, 3). The results are as follows, based on what we rolled: + * * -inf to -5: Seriously botched tackle, tackler suffers a concussion, brute damage, and a 3 second paralyze, target suffers nothing + * * -4 to -2: weak tackle, tackler gets 3 second knockdown, target gets shove slowdown but is otherwise fine + * * -1 to 0: decent tackle, tackler gets up a bit quicker than the target + * * 1: solid tackle, tackler has more of an advantage getting up quicker + * * 2 to 4: expert tackle, tackler has sizeable advantage and lands on their feet with a free passive grab + * * 5 to inf: MONSTER tackle, tackler gets up immediately and gets a free aggressive grab, target takes sizeable stamina damage from the hit and is paralyzed for one and a half seconds and knocked down for three seconds + * + * Finally, we return a bitflag to [COMSIG_MOVABLE_IMPACT] that forces the hitpush to false so that we don't knock them away. +*/ +/datum/component/tackler/proc/sack(mob/living/carbon/user, atom/hit) + if(!tackling || !tackle) + return + + if(!iscarbon(hit)) + if(hit.density) + return splat(user, hit) + return + + var/mob/living/carbon/target = hit + var/mob/living/carbon/human/T = target + var/mob/living/carbon/human/S = user + + var/roll = rollTackle(target) + tackling = FALSE + tackle.gentle = TRUE + + switch(roll) + if(-INFINITY to -5) + user.visible_message("[user] botches [user.p_their()] tackle and slams [user.p_their()] head into [target], knocking [user.p_them()]self silly!", "You botch your tackle and slam your head into [target], knocking yourself silly!", target) + to_chat(target, "[user] botches [user.p_their()] tackle and slams [user.p_their()] head into you, knocking [user.p_them()]self silly!") + + user.Paralyze(30) + var/obj/item/bodypart/head/hed = user.get_bodypart(BODY_ZONE_HEAD) + if(hed) + hed.receive_damage(brute=20, updating_health=TRUE) + user.gain_trauma(/datum/brain_trauma/mild/concussion) + + if(-4 to -2) // glancing blow at best + user.visible_message("[user] lands a weak tackle on [target], briefly knocking [target.p_them()] off-balance!", "You land a weak tackle on [target], briefly knocking [target.p_them()] off-balance!", target) + to_chat(target, "[user] lands a weak tackle on you, briefly knocking you off-balance!") + + user.Knockdown(30) + if(ishuman(target) && !T.has_movespeed_modifier(MOVESPEED_ID_SHOVE)) + T.add_movespeed_modifier(MOVESPEED_ID_SHOVE, multiplicative_slowdown = SHOVE_SLOWDOWN_STRENGTH) // maybe define a slightly more severe/longer slowdown for this + addtimer(CALLBACK(T, /mob/living/carbon/human/proc/clear_shove_slowdown), SHOVE_SLOWDOWN_LENGTH) + + if(-1 to 0) // decent hit, both parties are about equally inconvenienced + user.visible_message("[user] lands a passable tackle on [target], sending them both tumbling!", "You land a passable tackle on [target], sending you both tumbling!", target) + to_chat(target, "[user] lands a passable tackle on you, sending you both tumbling!") + + target.adjustStaminaLoss(stamina_cost) + target.Paralyze(5) + user.Knockdown(20) + target.Knockdown(25) + + if(1 to 2) // solid hit, tackler has a slight advantage + user.visible_message("[user] lands a solid tackle on [target], knocking them both down hard!", "You land a solid tackle on [target], knocking you both down hard!", target) + to_chat(target, "[user] lands a solid tackle on you, knocking you both down hard!") + + target.adjustStaminaLoss(30) + target.Paralyze(5) + user.Knockdown(10) + target.Knockdown(20) + + if(3 to 4) // really good hit, the target is definitely worse off here. Without positive modifiers, this is as good a tackle as you can land + user.visible_message("[user] lands an expert tackle on [target], knocking [target.p_them()] down hard while landing on [user.p_their()] feet with a passive grip!", "You land an expert tackle on [target], knocking [target.p_them()] down hard while landing on your feet with a passive grip!", target) + to_chat(target, "[user] lands an expert tackle on you, knocking you down hard and maintaining a passive grab!") + + user.SetKnockdown(0) + user.forceMove(get_turf(target)) + target.adjustStaminaLoss(40) + target.Paralyze(5) + target.Knockdown(30) + if(ishuman(target) && ishuman(user)) + S.dna.species.grab(S, T) + S.setGrabState(GRAB_PASSIVE) + + if(5 to INFINITY) // absolutely BODIED + user.visible_message("[user] lands a monster tackle on [target], knocking [target.p_them()] senseless and applying an aggressive pin!", "You land a monster tackle on [target], knocking [target.p_them()] senseless and applying an aggressive pin!", target) + to_chat(target, "[user] lands a monster tackle on you, knocking you senseless and aggressively pinning you!") + + user.SetKnockdown(0) + user.forceMove(get_turf(target)) + target.adjustStaminaLoss(40) + target.Paralyze(5) + target.Knockdown(30) + if(ishuman(target) && ishuman(user)) + S.dna.species.grab(S, T) + S.setGrabState(GRAB_AGGRESSIVE) + + + return COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH + +/** + * rollTackle() + * + * This handles all of the modifiers for the actual carbon-on-carbon tackling, and gets its own proc because of how many there are (with plenty more in mind!) + * + * The base roll is between (-3, 3), with negative numbers favoring the target, and positive numbers favoring the tackler. The target and the tackler are both assessed for + * how easy they are to knock over, with clumsiness and dwarfiness being strong maluses for each, and gigantism giving a bonus for each. These numbers and ideas + * are absolutely subject to change. + + * In addition, after subtracting the defender's mod and adding the attacker's mod to the roll, the component's base (skill) mod is added as well. Some sources of tackles + * are better at taking people down, like the bruiser and rocket gloves, while the dolphin gloves have a malus in exchange for better mobility. +*/ +/datum/component/tackler/proc/rollTackle(mob/living/carbon/target) + var/defense_mod = 0 + var/attack_mod = 0 + + // DE-FENSE + if(target.drunkenness > 60) // drunks are easier to knock off balance + defense_mod -= 3 + else if(target.drunkenness > 30) + defense_mod -= 1 + if(HAS_TRAIT(target, TRAIT_CLUMSY)) + defense_mod -= 2 + if(HAS_TRAIT(target, TRAIT_FAT)) // chonkers are harder to knock over + defense_mod += 1 + if(HAS_TRAIT(target, TRAIT_GRABWEAKNESS)) + defense_mod -= 2 + if(HAS_TRAIT(target, TRAIT_DWARF)) + defense_mod -= 2 + if(HAS_TRAIT(target, TRAIT_GIANT)) + defense_mod += 2 + + if(ishuman(target)) + var/mob/living/carbon/human/T = target + var/suit_slot = T.get_item_by_slot(ITEM_SLOT_OCLOTHING) + + if(isnull(T.wear_suit) && isnull(T.w_uniform)) // who honestly puts all of their effort into tackling a naked guy? + defense_mod += 2 + if(suit_slot && (istype(suit_slot,/obj/item/clothing/suit/space/hardsuit))) + defense_mod += 1 + if(T.is_shove_knockdown_blocked()) // riot armor and such + defense_mod += 5 + if(T.is_holding_item_of_type(/obj/item/shield)) + defense_mod += 2 + + if(islizard(T)) + if(!T.getorganslot(ORGAN_SLOT_TAIL)) // lizards without tails are off-balance + defense_mod -= 1 + else if(T.dna.species.is_wagging_tail()) // lizard tail wagging is robust and can swat away assailants! + defense_mod += 1 + + // OF-FENSE + var/mob/living/carbon/sacker = parent + + if(sacker.drunkenness > 60) // you're far too drunk to hold back! + attack_mod += 1 + else if(sacker.drunkenness > 30) // if you're only a bit drunk though, you're just sloppy + attack_mod -= 1 + if(HAS_TRAIT(sacker, TRAIT_CLUMSY)) + attack_mod -= 2 + if(HAS_TRAIT(sacker, TRAIT_DWARF)) + attack_mod -= 2 + if(HAS_TRAIT(sacker, TRAIT_GIANT)) + attack_mod += 2 + + if(ishuman(target)) + var/mob/living/carbon/human/S = sacker + + var/suit_slot = S.get_item_by_slot(ITEM_SLOT_OCLOTHING) + if(suit_slot && (istype(suit_slot,/obj/item/clothing/suit/armor/riot))) // tackling in riot armor is more effective, but tiring + attack_mod += 2 + sacker.adjustStaminaLoss(20) + + var/r = rand(-3, 3) - defense_mod + attack_mod + skill_mod + return r + + +/** + * splat() + * + * This is where we handle diving into dense atoms, generally with effects ranging from bad to REALLY bad. This works as a percentile roll that is modified in two steps as detailed below. The higher + * the roll, the more severe the result. + * + * Mod 1: Speed + * * Base tackle speed is 1, which is what normal gripper gloves use. For other sources with higher speed tackles, like dolphin and ESPECIALLY rocket gloves, we obey Newton's laws and hit things harder. + * * For every unit of speed above 1, move the lower bound of the roll up by 15. Unlike Mod 2, this only serves to raise the lower bound, so it can't be directly counteracted by anything you can control. + * + * Mod 2: Misc + * -Flat modifiers, these take whatever you rolled and add/subtract to it, with the end result capped between the minimum from Mod 1 and 100. Note that since we can't roll higher than 100 to start with, + * wearing a helmet should be enough to remove any chance of permanently paralyzing yourself and dramatically lessen knocking yourself unconscious, even with rocket gloves. Will expand on maybe + * * Wearing a helmet: -6 + * * Wearing riot armor: -6 + * * Clumsy: +6 + * + * Effects: Below are the outcomes based off your roll, in order of increasing severity + * * 1-63: Knocked down for a few seconds and a bit of brute and stamina damage + * * 64-83: Knocked silly, gain some confusion as well as the above + * * 84-93: Cranial trauma, get a concussion and more confusion, plus more damage + * * 94-98: Knocked unconscious, significant chance to get a random mild brain trauma, as well as a fair amount of damage + * * 99-100: Break your spinal cord, get paralyzed, take a bunch of damage too. Very unlucky! +*/ +/datum/component/tackler/proc/splat(mob/living/carbon/user, atom/hit) + if(istype(hit, /obj/machinery/vending)) // before we do anything else- + var/obj/machinery/vending/darth_vendor = hit + darth_vendor.tilt(user, TRUE) + return + else if(istype(hit, /obj/structure/window)) + var/obj/structure/window/W = hit + splatWindow(user, W) + if(QDELETED(W)) + return COMPONENT_MOVABLE_IMPACT_NEVERMIND + return + + var/oopsie_mod = 0 + var/danger_zone = (speed - 1) * 15 // for every extra speed we have over 1, take away 15 of the safest chance + danger_zone = max(min(danger_zone, 100), 1) + + if(ishuman(user)) + var/mob/living/carbon/human/S = user + var/head_slot = S.get_item_by_slot(ITEM_SLOT_HEAD) + var/suit_slot = S.get_item_by_slot(ITEM_SLOT_OCLOTHING) + if(head_slot && (istype(head_slot,/obj/item/clothing/head/helmet) || istype(head_slot,/obj/item/clothing/head/hardhat))) + oopsie_mod -= 6 + if(suit_slot && (istype(suit_slot,/obj/item/clothing/suit/armor/riot))) + oopsie_mod -= 6 + + if(HAS_TRAIT(user, TRAIT_CLUMSY)) + oopsie_mod += 6 //honk! + + var/oopsie = rand(danger_zone, 100) + if(oopsie >= 94 && oopsie_mod < 0) // good job avoiding getting paralyzed! gold star! + to_chat(user, "You're really glad you're wearing protection!") + oopsie += oopsie_mod + + switch(oopsie) + if(99 to INFINITY) + // can you imagine standing around minding your own business when all of the sudden some guy fucking launches himself into a wall at full speed and irreparably paralyzes himself? + user.visible_message("[user] slams face-first into [hit] at an awkward angle, severing [user.p_their()] spinal column with a sickening crack! Holy shit!", "You slam face-first into [hit] at an awkward angle, severing your spinal column with a sickening crack! Holy shit!") + user.adjustStaminaLoss(30) + user.adjustBruteLoss(30) + playsound(user, 'sound/effects/blobattack.ogg', 60, TRUE) + playsound(user, 'sound/effects/splat.ogg', 70, TRUE) + user.emote("scream") + user.gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic) // oopsie indeed! + shake_camera(user, 7, 7) + user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash) + user.clear_fullscreen("flash", 4.5) + + if(94 to 98) + user.visible_message("[user] slams face-first into [hit] with a concerning squish, immediately going limp!", "You slam face-first into [hit], and immediately lose consciousness!") + user.adjustStaminaLoss(30) + user.adjustBruteLoss(30) + user.Unconscious(100) + user.gain_trauma_type(BRAIN_TRAUMA_MILD) + user.playsound_local(get_turf(user), 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9) + shake_camera(user, 6, 6) + user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash) + user.clear_fullscreen("flash", 3.5) + + if(84 to 93) + user.visible_message("[user] slams head-first into [hit], suffering major cranial trauma!", "You slam head-first into [hit], and the world explodes around you!") + user.adjustStaminaLoss(30) + user.adjustBruteLoss(30) + user.confused += 15 + if(prob(80)) + user.gain_trauma(/datum/brain_trauma/mild/concussion) + user.playsound_local(get_turf(user), 'sound/weapons/flashbang.ogg', 100, TRUE, 8, 0.9) + user.Knockdown(40) + shake_camera(user, 5, 5) + user.overlay_fullscreen("flash", /obj/screen/fullscreen/flash) + user.clear_fullscreen("flash", 2.5) + + if(64 to 83) + user.visible_message("[user] slams hard into [hit], knocking [user.p_them()] senseless!", "You slam hard into [hit], knocking yourself senseless!") + user.adjustStaminaLoss(30) + user.adjustBruteLoss(10) + user.confused += 10 + user.Knockdown(30) + shake_camera(user, 3, 4) + + if(1 to 63) + user.visible_message("[user] slams into [hit]!", "You slam into [hit]!") + user.adjustStaminaLoss(20) + user.adjustBruteLoss(10) + user.Knockdown(30) + shake_camera(user, 2, 2) + + playsound(user, 'sound/weapons/smash.ogg', 70, TRUE) + + +/datum/component/tackler/proc/resetTackle() + tackling = FALSE + QDEL_NULL(tackle) + UnregisterSignal(parent, COMSIG_MOVABLE_MOVED) + +///A special case for splatting for handling windows +/datum/component/tackler/proc/splatWindow(mob/living/carbon/user, obj/structure/window/W) + playsound(user, "sound/effects/Glasshit.ogg", 140, TRUE) + + if(W.type in list(/obj/structure/window, /obj/structure/window/fulltile, /obj/structure/window/unanchored, /obj/structure/window/fulltile/unanchored)) // boring unreinforced windows + for(var/i = 0, i < speed, i++) + var/obj/item/shard/shard = new /obj/item/shard(get_turf(user)) + shard.embedding = list(embed_chance = 100, ignore_throwspeed_threshold = TRUE, impact_pain_mult=3, pain_chance=5) + shard.AddElement(/datum/element/embed, shard.embedding) + user.hitby(shard, skipcatch = TRUE, hitpush = FALSE) + shard.embedding = list() + shard.AddElement(/datum/element/embed, shard.embedding) + W.obj_destruction() + user.adjustStaminaLoss(10 * speed) + user.Paralyze(30) + user.visible_message("[user] slams into [W] and shatters it, shredding [user.p_them()]self with glass!", "You slam into [W] and shatter it, shredding yourself with glass!") + + else + user.visible_message("[user] slams into [W] like a bug, then slowly slides off it!", "You slam into [W] like a bug, then slowly slide off it!") + user.Paralyze(10) + user.Knockdown(30) + W.take_damage(20 * speed) + user.adjustStaminaLoss(10 * speed) + user.adjustBruteLoss(5 * speed) + +/datum/component/tackler/proc/delayedSmash(obj/structure/window/W) + if(W) + W.obj_destruction() + playsound(W, "shatter", 70, TRUE) + +///Check to see if we hit a table, and if so, make a big mess! +/datum/component/tackler/proc/checkObstacle(mob/living/carbon/owner) + if(!tackling) + return + + var/turf/T = get_turf(owner) + var/obj/structure/table/kevved = locate(/obj/structure/table) in T.contents + if(!kevved) + return + + var/list/messes = list() + + // we split the mess-making into two parts (check what we're gonna send flying, intermission for dealing with the tackler, then actually send stuff flying) for the benefit of making sure the face-slam text + // comes before the list of stuff that goes flying, but can still adjust text + damage to how much of a mess it made + for(var/obj/item/I in T.contents) + if(!I.anchored) + messes += I + if(messes.len >= MAX_TABLE_MESSES) + break + + /// for telling HOW big of a mess we just made + var/HOW_big_of_a_miss_did_we_just_make = "" + if(messes.len) + if(messes.len < MAX_TABLE_MESSES / 4) + HOW_big_of_a_miss_did_we_just_make = ", making a mess" + else if(messes.len < MAX_TABLE_MESSES / 2) + HOW_big_of_a_miss_did_we_just_make = ", making a big mess" + else if(messes.len < MAX_TABLE_MESSES) + HOW_big_of_a_miss_did_we_just_make = ", making a giant mess" + else + HOW_big_of_a_miss_did_we_just_make = ", making a ginormous mess!" // an extra exclamation point!! for emphasis!!! + + owner.visible_message("[owner] trips over [kevved] and slams into it face-first[HOW_big_of_a_miss_did_we_just_make]!", "You trip over [kevved] and slam into it face-first[HOW_big_of_a_miss_did_we_just_make]!") + owner.adjustStaminaLoss(20 + messes.len * 2) + owner.adjustBruteLoss(10 + messes.len) + owner.Paralyze(5 * messes.len) // half a second of paralyze for each thing you knock around + owner.Knockdown(20 + 5 * messes.len) // 2 seconds of knockdown after the paralyze + + for(var/obj/item/I in messes) + var/dist = rand(1, 3) + var/sp = 2 + if(prob(25 * (src.speed - 1))) // if our tackle speed is higher than 1, with chance (speed - 1 * 25%), throw the thing at our tackle speed + 1 + sp = speed + 1 + I.throw_at(get_ranged_target_turf(I, pick(GLOB.alldirs), range = dist), range = dist, speed = sp) + I.visible_message("[I] goes flying[sp > 3 ? " dangerously fast" : ""]!") // standard embed speed + + playsound(owner, 'sound/weapons/smash.ogg', 70, TRUE) + tackle.finalize(hit=TRUE) + resetTackle() + +#undef MAX_TABLE_MESSES diff --git a/code/datums/elements/squish.dm b/code/datums/elements/squish.dm index 823d391e14c..c41afef681d 100644 --- a/code/datums/elements/squish.dm +++ b/code/datums/elements/squish.dm @@ -1,24 +1,38 @@ #define SHORT 5/7 #define TALL 7/5 +/** + # squish.dm + * + * It's an element that squishes things. After the duration passes, it reverses the transformation it squished with, taking into account if they are a different orientation than they started (read: rotationally-fluid) + * + * Normal squishes apply vertically, as if the target is being squished from above, but you can set reverse to TRUE if you want to squish them from the sides, like if they pancake into a wall from the East or West +*/ /datum/element/squish element_flags = ELEMENT_DETACH -/datum/element/squish/Attach(datum/target, duration) +/datum/element/squish/Attach(datum/target, duration=20 SECONDS, reverse=FALSE) . = ..() if(!iscarbon(target)) return ELEMENT_INCOMPATIBLE var/mob/living/carbon/C = target - var/was_lying = (C.lying != 0) - addtimer(CALLBACK(src, .proc/Detach, C, was_lying), duration) + var/was_lying = (C.lying != 0) // is our spessmen sideways? the eternal question.. + addtimer(CALLBACK(src, .proc/Detach, C, was_lying, reverse), duration) - C.transform = C.transform.Scale(TALL, SHORT) + if(reverse) + C.transform = C.transform.Scale(SHORT, TALL) + else + C.transform = C.transform.Scale(TALL, SHORT) -/datum/element/squish/Detach(mob/living/carbon/C, was_lying) +/datum/element/squish/Detach(mob/living/carbon/C, was_lying, reverse) . = ..() if(istype(C)) var/is_lying = (C.lying != 0) + + if(reverse) + is_lying = !is_lying + if(was_lying == is_lying) C.transform = C.transform.Scale(SHORT, TALL) else diff --git a/code/datums/mutations/body.dm b/code/datums/mutations/body.dm index cf05b7aedb0..2346edaf847 100644 --- a/code/datums/mutations/body.dm +++ b/code/datums/mutations/body.dm @@ -92,6 +92,7 @@ /datum/mutation/human/dwarfism/on_acquiring(mob/living/carbon/human/owner) if(..()) return + ADD_TRAIT(owner, TRAIT_DWARF, GENETIC_MUTATION) owner.transform = owner.transform.Scale(1, 0.8) passtable_on(owner, GENETIC_MUTATION) owner.visible_message("[owner] suddenly shrinks!", "Everything around you seems to grow..") @@ -99,6 +100,7 @@ /datum/mutation/human/dwarfism/on_losing(mob/living/carbon/human/owner) if(..()) return + REMOVE_TRAIT(owner, TRAIT_DWARF, GENETIC_MUTATION) owner.transform = owner.transform.Scale(1, 1.25) passtable_off(owner, GENETIC_MUTATION) owner.visible_message("[owner] suddenly grows!", "Everything around you seems to shrink..") @@ -337,6 +339,7 @@ /datum/mutation/human/gigantism/on_acquiring(mob/living/carbon/human/owner) if(..()) return + ADD_TRAIT(owner, TRAIT_GIANT, GENETIC_MUTATION) owner.resize = 1.25 owner.update_transform() owner.visible_message("[owner] suddenly grows!", "Everything around you seems to shrink..") @@ -344,6 +347,7 @@ /datum/mutation/human/gigantism/on_losing(mob/living/carbon/human/owner) if(..()) return + REMOVE_TRAIT(owner, TRAIT_GIANT, GENETIC_MUTATION) owner.resize = 0.8 owner.update_transform() owner.visible_message("[owner] suddenly shrinks!", "Everything around you seems to grow..") diff --git a/code/game/atoms_movable.dm b/code/game/atoms_movable.dm index 2f217a3f26c..93fc3631956 100644 --- a/code/game/atoms_movable.dm +++ b/code/game/atoms_movable.dm @@ -566,8 +566,13 @@ /atom/movable/proc/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum) set waitfor = 0 - SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum) - return hit_atom.hitby(src, throwingdatum=throwingdatum) + var/hitpush = TRUE + var/impact_signal = SEND_SIGNAL(src, COMSIG_MOVABLE_IMPACT, hit_atom, throwingdatum) + if(impact_signal & COMPONENT_MOVABLE_IMPACT_FLIP_HITPUSH) + hitpush = FALSE // hacky, tie this to something else or a proper workaround later + + if(impact_signal & ~COMPONENT_MOVABLE_IMPACT_NEVERMIND) // in case a signal interceptor broke or deleted the thing before we could process our hit + return hit_atom.hitby(src, throwingdatum=throwingdatum, hitpush=hitpush) /atom/movable/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked, datum/thrownthing/throwingdatum) if(!anchored && hitpush && (!throwingdatum || (throwingdatum.force >= (move_resist * MOVE_FORCE_PUSH_RATIO)))) diff --git a/code/game/gamemodes/clown_ops/clown_ops.dm b/code/game/gamemodes/clown_ops/clown_ops.dm index 255f13520cf..3180e896ab6 100644 --- a/code/game/gamemodes/clown_ops/clown_ops.dm +++ b/code/game/gamemodes/clown_ops/clown_ops.dm @@ -31,7 +31,7 @@ uniform = /obj/item/clothing/under/syndicate shoes = /obj/item/clothing/shoes/clown_shoes/combat mask = /obj/item/clothing/mask/gas/clown_hat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat/insulated back = /obj/item/storage/backpack/clown ears = /obj/item/radio/headset/syndicate/alt l_pocket = /obj/item/pinpointer/nuke/syndicate diff --git a/code/game/gamemodes/nuclear/nuclear.dm b/code/game/gamemodes/nuclear/nuclear.dm index 334e0447855..a1f5e58c5fa 100644 --- a/code/game/gamemodes/nuclear/nuclear.dm +++ b/code/game/gamemodes/nuclear/nuclear.dm @@ -115,7 +115,7 @@ uniform = /obj/item/clothing/under/syndicate shoes = /obj/item/clothing/shoes/combat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat/insulated back = /obj/item/storage/backpack/fireproof ears = /obj/item/radio/headset/syndicate/alt l_pocket = /obj/item/pinpointer/nuke/syndicate diff --git a/code/game/objects/items/stacks/tape.dm b/code/game/objects/items/stacks/tape.dm index ec5a1e2d98f..37084a8d886 100644 --- a/code/game/objects/items/stacks/tape.dm +++ b/code/game/objects/items/stacks/tape.dm @@ -27,10 +27,17 @@ user.visible_message("[user] begins wrapping [I] with [src].", "You begin wrapping [I] with [src].") if(do_after(user, 30, target=I)) + use(1) + if(istype(I, /obj/item/clothing/gloves/fingerless)) + var/obj/item/clothing/gloves/tackler/offbrand/O = new /obj/item/clothing/gloves/tackler/offbrand + to_chat(user, "You turn [I] into [O] with [src].") + QDEL_NULL(I) + user.put_in_hands(O) + return + I.embedding = conferred_embed I.AddElement(/datum/element/embed, I.embedding) to_chat(user, "You finish wrapping [I] with [src].") - use(1) I.name = "[prefix] [I.name]" if(istype(I, /obj/item/grenade)) diff --git a/code/game/objects/structures/crates_lockers/closets/gimmick.dm b/code/game/objects/structures/crates_lockers/closets/gimmick.dm index 417e7505bc3..2320c39acd2 100644 --- a/code/game/objects/structures/crates_lockers/closets/gimmick.dm +++ b/code/game/objects/structures/crates_lockers/closets/gimmick.dm @@ -39,8 +39,8 @@ ..() new /obj/item/clothing/glasses/eyepatch(src) new /obj/item/clothing/glasses/sunglasses(src) - new /obj/item/clothing/gloves/combat(src) - new /obj/item/clothing/gloves/combat(src) + new /obj/item/clothing/gloves/tackler/combat(src) + new /obj/item/clothing/gloves/tackler/combat(src) new /obj/item/clothing/head/helmet/swat(src) new /obj/item/clothing/head/helmet/swat(src) new /obj/item/clothing/mask/gas/sechailer/swat(src) diff --git a/code/game/objects/structures/ghost_role_spawners.dm b/code/game/objects/structures/ghost_role_spawners.dm index 9648fa0c214..7f4c3a55cfb 100644 --- a/code/game/objects/structures/ghost_role_spawners.dm +++ b/code/game/objects/structures/ghost_role_spawners.dm @@ -465,7 +465,7 @@ name = "Syndicate Operative Empty" uniform = /obj/item/clothing/under/syndicate shoes = /obj/item/clothing/shoes/combat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat/insulated ears = /obj/item/radio/headset/syndicate/alt back = /obj/item/storage/backpack implants = list(/obj/item/implant/weapons_auth) diff --git a/code/modules/antagonists/fugitive/fugitive_outfits.dm b/code/modules/antagonists/fugitive/fugitive_outfits.dm index 42d33ec0859..1e5f08ae614 100644 --- a/code/modules/antagonists/fugitive/fugitive_outfits.dm +++ b/code/modules/antagonists/fugitive/fugitive_outfits.dm @@ -67,7 +67,7 @@ suit = /obj/item/clothing/suit/armor/vest/blueshirt belt = /obj/item/gun/ballistic/automatic/pistol/m1911 head = /obj/item/clothing/head/helmet/police - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat shoes = /obj/item/clothing/shoes/jackboots mask = /obj/item/clothing/mask/gas/sechailer/swat/spacepol glasses = /obj/item/clothing/glasses/sunglasses @@ -97,7 +97,7 @@ uniform = /obj/item/clothing/under/rank/prisoner head = /obj/item/clothing/head/hunter suit = /obj/item/clothing/suit/space/hunter - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat shoes = /obj/item/clothing/shoes/jackboots mask = /obj/item/clothing/mask/gas/hunter glasses = /obj/item/clothing/glasses/sunglasses/garb diff --git a/code/modules/awaymissions/capture_the_flag.dm b/code/modules/awaymissions/capture_the_flag.dm index 6d33ad62e63..f40168e1ece 100644 --- a/code/modules/awaymissions/capture_the_flag.dm +++ b/code/modules/awaymissions/capture_the_flag.dm @@ -485,7 +485,7 @@ suit = /obj/item/clothing/suit/space/hardsuit/shielded/ctf toggle_helmet = FALSE // see the whites of their eyes shoes = /obj/item/clothing/shoes/combat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat id = /obj/item/card/id/away belt = /obj/item/gun/ballistic/automatic/pistol/deagle/ctf l_pocket = /obj/item/ammo_box/magazine/recharge/ctf diff --git a/code/modules/awaymissions/corpse.dm b/code/modules/awaymissions/corpse.dm index 0cb1b9e5431..1665b340022 100644 --- a/code/modules/awaymissions/corpse.dm +++ b/code/modules/awaymissions/corpse.dm @@ -475,7 +475,7 @@ glasses = /obj/item/clothing/glasses/eyepatch mask = /obj/item/clothing/mask/cigarette/cigar/cohiba head = /obj/item/clothing/head/centhat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat shoes = /obj/item/clothing/shoes/combat/swat r_pocket = /obj/item/lighter id = /obj/item/card/id @@ -492,7 +492,7 @@ uniform = /obj/item/clothing/under/rank/security/officer suit = /obj/item/clothing/suit/armor/vest shoes = /obj/item/clothing/shoes/combat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat mask = /obj/item/clothing/mask/gas/sechailer/swat head = /obj/item/clothing/head/helmet/swat/nanotrasen back = /obj/item/storage/backpack/security diff --git a/code/modules/cargo/packs.dm b/code/modules/cargo/packs.dm index c7a2b723c50..8d7698e0bce 100644 --- a/code/modules/cargo/packs.dm +++ b/code/modules/cargo/packs.dm @@ -602,7 +602,7 @@ /obj/item/clothing/suit/armor/vest/russian, /obj/item/clothing/head/helmet/rus_helmet, /obj/item/clothing/shoes/russian, - /obj/item/clothing/gloves/combat, + /obj/item/clothing/gloves/tackler/combat, /obj/item/clothing/under/syndicate/rus_army, /obj/item/clothing/under/costume/soviet, /obj/item/clothing/mask/russian_balaclava, @@ -629,8 +629,8 @@ /obj/item/clothing/mask/gas/sechailer/swat, /obj/item/storage/belt/military/assault, /obj/item/storage/belt/military/assault, - /obj/item/clothing/gloves/combat, - /obj/item/clothing/gloves/combat) + /obj/item/clothing/gloves/tackler/combat, + /obj/item/clothing/gloves/tackler/combat) crate_name = "swat crate" /datum/supply_pack/security/armory/wt550_single diff --git a/code/modules/clothing/gloves/tacklers.dm b/code/modules/clothing/gloves/tacklers.dm new file mode 100644 index 00000000000..b86b2697173 --- /dev/null +++ b/code/modules/clothing/gloves/tacklers.dm @@ -0,0 +1,100 @@ +/obj/item/clothing/gloves/tackler + name = "gripper gloves" + desc = "Special gloves that manipulate the blood vessels in the wearer's hands, granting them the ability to launch headfirst into walls." + icon_state = "tackle" + item_state = "tackle" + transfer_prints = TRUE + cold_protection = HANDS + min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT + resistance_flags = NONE + custom_premium_price = 350 + /// For storing our tackler datum so we can remove it after + var/datum/component/tackler + /// See: [/datum/component/tackler/var/stamina_cost] + var/tackle_stam_cost = 25 + /// See: [/datum/component/tackler/var/base_knockdown] + var/base_knockdown = 1 SECONDS + /// See: [/datum/component/tackler/var/range] + var/tackle_range = 4 + /// See: [/datum/component/tackler/var/min_distance] + var/min_distance = 0 + /// See: [/datum/component/tackler/var/speed] + var/tackle_speed = 1 + /// See: [/datum/component/tackler/var/skill_mod] + var/skill_mod = 0 + +/obj/item/clothing/gloves/tackler/equipped(mob/user, slot) + . = ..() + if(!ishuman(user)) + return + if(slot == ITEM_SLOT_GLOVES) + var/mob/living/carbon/human/H = user + tackler = H.AddComponent(/datum/component/tackler, stamina_cost=tackle_stam_cost, base_knockdown = base_knockdown, range = tackle_range, speed = tackle_speed, skill_mod = skill_mod, min_distance = min_distance) + +/obj/item/clothing/gloves/tackler/dropped(mob/user) + . = ..() + if(!ishuman(user)) + return + var/mob/living/carbon/human/H = user + if(H.get_item_by_slot(ITEM_SLOT_GLOVES) == src) + qdel(tackler) + +/obj/item/clothing/gloves/tackler/dolphin + name = "dolphin gloves" + desc = "Sleek, aerodynamic gripper gloves that are less effective at actually performing takedowns, but more effective at letting the user sail through the hallways and cause accidents." + icon_state = "tackledolphin" + item_state = "tackledolphin" + + tackle_stam_cost = 15 + base_knockdown = 0.5 SECONDS + tackle_range = 5 + tackle_speed = 2 + min_distance = 2 + skill_mod = -2 + +/obj/item/clothing/gloves/tackler/combat + name = "gorilla gloves" + desc = "Premium quality combative gloves, heavily reinforced to give the user an edge in close combat tackles, though they are more taxing to use than normal gripper gloves. Fireproof to boot!" + icon_state = "black" + item_state = "blackgloves" + + tackle_stam_cost = 35 + base_knockdown = 1.5 SECONDS + tackle_range = 5 + skill_mod = 2 + + cold_protection = HANDS + min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT + heat_protection = HANDS + max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT + resistance_flags = NONE + +/obj/item/clothing/gloves/tackler/combat/insulated + name = "guerilla gloves" + desc = "Superior quality combative gloves, good for performing tackle takedowns as well as absorbing electrical shocks." + siemens_coefficient = 0 + permeability_coefficient = 0.05 + +/obj/item/clothing/gloves/tackler/rocket + name = "rocket gloves" + desc = "The ultimate in high risk, high reward, perfect for when you need to stop a criminal from fifty feet away or die trying. Banned in most Spinward gridiron football and rugby leagues." + icon_state = "tacklerocket" + item_state = "tacklerocket" + + tackle_stam_cost = 50 + base_knockdown = 2 SECONDS + tackle_range = 10 + min_distance = 7 + tackle_speed = 6 + skill_mod = 7 + +/obj/item/clothing/gloves/tackler/offbrand + name = "improvised gripper gloves" + desc = "Ratty looking fingerless gloves wrapped with sticky tape. Beware anyone wearing these, for they clearly have no shame and nothing to lose." + icon_state = "fingerless" + item_state = "fingerless" + + tackle_stam_cost = 30 + base_knockdown = 1.75 SECONDS + min_distance = 2 + skill_mod = -1 diff --git a/code/modules/clothing/outfits/ert.dm b/code/modules/clothing/outfits/ert.dm index 9e23a71609c..068c5394bb3 100644 --- a/code/modules/clothing/outfits/ert.dm +++ b/code/modules/clothing/outfits/ert.dm @@ -59,6 +59,7 @@ id = /obj/item/card/id/ert/security suit = /obj/item/clothing/suit/space/hardsuit/ert/sec glasses = /obj/item/clothing/glasses/hud/security/sunglasses + gloves = /obj/item/clothing/gloves/tackler/combat/insulated back = /obj/item/storage/backpack/ert/security belt = /obj/item/storage/belt/security/full backpack_contents = list(/obj/item/storage/box/survival/engineer=1,\ diff --git a/code/modules/clothing/outfits/standard.dm b/code/modules/clothing/outfits/standard.dm index 06e814fc1a6..80eee7351fe 100644 --- a/code/modules/clothing/outfits/standard.dm +++ b/code/modules/clothing/outfits/standard.dm @@ -11,7 +11,7 @@ uniform = /obj/item/clothing/under/syndicate suit = /obj/item/clothing/suit/space/officer shoes = /obj/item/clothing/shoes/combat/swat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat/insulated glasses = /obj/item/clothing/glasses/thermal/eyepatch ears = /obj/item/radio/headset/headset_cent/commander mask = /obj/item/clothing/mask/cigarette/cigar/havana @@ -244,7 +244,7 @@ uniform = /obj/item/clothing/under/rank/centcom/commander suit = /obj/item/clothing/suit/armor/bulletproof shoes = /obj/item/clothing/shoes/combat/swat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat/insulated ears = /obj/item/radio/headset/headset_cent/commander glasses = /obj/item/clothing/glasses/eyepatch mask = /obj/item/clothing/mask/cigarette/cigar/cohiba @@ -322,7 +322,7 @@ uniform = /obj/item/clothing/under/costume/soviet head = /obj/item/clothing/head/pirate/captain shoes = /obj/item/clothing/shoes/combat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat/insulated ears = /obj/item/radio/headset/headset_cent glasses = /obj/item/clothing/glasses/thermal/eyepatch suit = /obj/item/clothing/suit/pirate/captain @@ -380,7 +380,7 @@ uniform = /obj/item/clothing/under/rank/centcom/commander suit = /obj/item/clothing/suit/space/hardsuit/deathsquad shoes = /obj/item/clothing/shoes/combat/swat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat/insulated mask = /obj/item/clothing/mask/gas/sechailer/swat glasses = /obj/item/clothing/glasses/hud/toggle/thermal back = /obj/item/storage/backpack/security diff --git a/code/modules/clothing/outfits/vr.dm b/code/modules/clothing/outfits/vr.dm index 5b46df7f600..520c4c0f8b7 100644 --- a/code/modules/clothing/outfits/vr.dm +++ b/code/modules/clothing/outfits/vr.dm @@ -17,7 +17,7 @@ name = "Syndicate VR Operative - Basic" uniform = /obj/item/clothing/under/syndicate shoes = /obj/item/clothing/shoes/combat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat/insulated back = /obj/item/storage/backpack id = /obj/item/card/id/syndicate belt = /obj/item/gun/ballistic/automatic/pistol diff --git a/code/modules/mob/living/simple_animal/corpse.dm b/code/modules/mob/living/simple_animal/corpse.dm index 8a966ae7dec..346d9d94d2f 100644 --- a/code/modules/mob/living/simple_animal/corpse.dm +++ b/code/modules/mob/living/simple_animal/corpse.dm @@ -20,7 +20,7 @@ uniform = /obj/item/clothing/under/syndicate suit = /obj/item/clothing/suit/armor/vest shoes = /obj/item/clothing/shoes/combat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat/insulated ears = /obj/item/radio/headset mask = /obj/item/clothing/mask/gas head = /obj/item/clothing/head/helmet/swat @@ -39,7 +39,7 @@ uniform = /obj/item/clothing/under/syndicate suit = /obj/item/clothing/suit/space/hardsuit/syndi shoes = /obj/item/clothing/shoes/combat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat/insulated ears = /obj/item/radio/headset mask = /obj/item/clothing/mask/gas/syndicate back = /obj/item/tank/jetpack/oxygen @@ -59,7 +59,7 @@ uniform = /obj/item/clothing/under/syndicate suit = /obj/item/clothing/suit/space/hardsuit/syndi/elite shoes = /obj/item/clothing/shoes/combat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat ears = /obj/item/radio/headset mask = /obj/item/clothing/mask/gas/syndicate back = /obj/item/tank/jetpack/oxygen/harness @@ -130,7 +130,7 @@ uniform = /obj/item/clothing/under/syndicate/camo suit = /obj/item/clothing/suit/armor/bulletproof shoes = /obj/item/clothing/shoes/combat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat ears = /obj/item/radio/headset head = /obj/item/clothing/head/helmet/alt mask = /obj/item/clothing/mask/balaclava @@ -177,7 +177,7 @@ uniform = /obj/item/clothing/under/rank/security/officer suit = /obj/item/clothing/suit/armor/vest shoes = /obj/item/clothing/shoes/combat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat ears = /obj/item/radio/headset mask = /obj/item/clothing/mask/gas/sechailer/swat head = /obj/item/clothing/head/helmet/swat/nanotrasen diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/hivelord.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/hivelord.dm index 47fc10108b2..59dda323800 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/hivelord.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/hivelord.dm @@ -197,7 +197,7 @@ /mob/living/simple_animal/hostile/asteroid/hivelordbrood/legion/proc/infest(mob/living/carbon/human/H) visible_message("[name] burrows into the flesh of [H]!") var/mob/living/simple_animal/hostile/asteroid/hivelord/legion/L - if(H.dna.check_mutation(DWARFISM)) //dwarf legions aren't just fluff! + if(HAS_TRAIT(H, TRAIT_DWARF)) //dwarf legions aren't just fluff! L = new /mob/living/simple_animal/hostile/asteroid/hivelord/legion/dwarf(H.loc) else L = new(H.loc) diff --git a/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm b/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm index 1fc9bd473e7..d95cd03347d 100644 --- a/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm @@ -717,7 +717,7 @@ All effects don't start immediately, but rather get worse over time; the rate is /datum/reagent/consumable/ethanol/manly_dorf/on_mob_metabolize(mob/living/M) if(ishuman(M)) var/mob/living/carbon/human/H = M - if(H.dna.check_mutation(DWARFISM) || HAS_TRAIT(H, TRAIT_ALCOHOL_TOLERANCE)) + if(HAS_TRAIT(H, TRAIT_DWARF) || HAS_TRAIT(H, TRAIT_ALCOHOL_TOLERANCE)) to_chat(H, "Now THAT is MANLY!") boozepwr = 5 //We've had worse in the mines dorf_mode = TRUE diff --git a/code/modules/research/designs/misc_designs.dm b/code/modules/research/designs/misc_designs.dm index 851ce8d842d..bf11112bd6f 100644 --- a/code/modules/research/designs/misc_designs.dm +++ b/code/modules/research/designs/misc_designs.dm @@ -584,3 +584,27 @@ build_path = /obj/item/stack/sticky_tape/pointy category = list("Equipment") departmental_flags = DEPARTMENTAL_FLAG_SERVICE + + + +///////////////////////////////////////// +////////////Tackle Gloves//////////////// +///////////////////////////////////////// + +/datum/design/tackle_dolphin + name = "Dolphin Gloves" + id = "tackle_dolphin" + build_type = PROTOLATHE + materials = list(/datum/material/plastic = 2500) + build_path = /obj/item/clothing/gloves/tackler/dolphin + category = list("Equipment") + departmental_flags = DEPARTMENTAL_FLAG_SECURITY + +/datum/design/tackle_rocket + name = "Rocket Gloves" + id = "tackle_rocket" + build_type = PROTOLATHE + materials = list(/datum/material/plasma = 1000, /datum/material/plastic = 2000) + build_path = /obj/item/clothing/gloves/tackler/rocket + category = list("Equipment") + departmental_flags = DEPARTMENTAL_FLAG_SECURITY diff --git a/code/modules/research/techweb/all_nodes.dm b/code/modules/research/techweb/all_nodes.dm index e1b6897e00a..23748a32aea 100644 --- a/code/modules/research/techweb/all_nodes.dm +++ b/code/modules/research/techweb/all_nodes.dm @@ -1145,9 +1145,6 @@ hidden = TRUE experimental = TRUE - - -// Can be researched after getting the basic sticky technology from the BEPIS major reward /datum/techweb_node/sticky_advanced id = "sticky_advanced" display_name = "Advanced Sticky Technology" @@ -1159,6 +1156,18 @@ hidden = TRUE experimental = TRUE +/datum/techweb_node/tackle_advanced + id = "tackle_advanced" + display_name = "Advanced Grapple Technology" + description = "Nanotrasen would like to remind its researching staff that it is never acceptable to \"glomp\" your coworkers, and further \"scientific trials\" on the subject \ + will no longer be accepted in its academic journals." + design_ids = list("tackle_dolphin", "tackle_rocket") + + research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500) + export_price = 2500 + hidden = TRUE + experimental = TRUE + //Helpers for debugging/balancing the techweb in its entirety! /proc/total_techweb_exports() var/list/datum/techweb_node/processing = list() diff --git a/code/modules/ruins/lavaland_ruin_code.dm b/code/modules/ruins/lavaland_ruin_code.dm index a62b462c551..3d76787edea 100644 --- a/code/modules/ruins/lavaland_ruin_code.dm +++ b/code/modules/ruins/lavaland_ruin_code.dm @@ -130,7 +130,7 @@ uniform = /obj/item/clothing/under/syndicate suit = /obj/item/clothing/suit/toggle/labcoat shoes = /obj/item/clothing/shoes/combat - gloves = /obj/item/clothing/gloves/combat + gloves = /obj/item/clothing/gloves/tackler/combat/insulated ears = /obj/item/radio/headset/syndicate/alt back = /obj/item/storage/backpack r_pocket = /obj/item/gun/ballistic/automatic/pistol diff --git a/code/modules/vending/security.dm b/code/modules/vending/security.dm index b8a21fc5798..8a25cd96b0c 100644 --- a/code/modules/vending/security.dm +++ b/code/modules/vending/security.dm @@ -18,7 +18,8 @@ premium = list(/obj/item/storage/belt/security/webbing = 5, /obj/item/coin/antagtoken = 1, /obj/item/clothing/head/helmet/blueshirt = 1, - /obj/item/clothing/suit/armor/vest/blueshirt = 1) + /obj/item/clothing/suit/armor/vest/blueshirt = 1, + /obj/item/clothing/gloves/tackler = 5) refill_canister = /obj/item/vending_refill/security default_price = 650 extra_price = 700 diff --git a/icons/mob/clothing/hands.dmi b/icons/mob/clothing/hands.dmi index cb4251fd3c6..f1ae2afed72 100644 Binary files a/icons/mob/clothing/hands.dmi and b/icons/mob/clothing/hands.dmi differ diff --git a/icons/obj/clothing/gloves.dmi b/icons/obj/clothing/gloves.dmi index 3570c01732c..4c742f541e4 100644 Binary files a/icons/obj/clothing/gloves.dmi and b/icons/obj/clothing/gloves.dmi differ diff --git a/strings/tips.txt b/strings/tips.txt index 50b52275206..574ddeda91e 100644 --- a/strings/tips.txt +++ b/strings/tips.txt @@ -92,7 +92,7 @@ As the Chief Engineer, you can rename areas or create entirely new ones using yo As the Chief Engineer, your hardsuit is significantly better than everybody else's. It has the best features of both engineering and atmospherics hardsuits - boasting nigh-invulnerability to radiation and all atmospheric conditions. As the Chief Engineer, you can spy on and even forge PDA communications with the message monitor console! The key is in your office. As the Chief Engineer, your locker contains a jetpack upgrade that can be attached to hardsuits. -As the Chief Engineer, the power flow control console in your office will show you APC infos and lets you control them remotely. +As the Chief Engineer, the power flow control console in your office will show you APC infos and lets you control them remotely. As an Engineer, the supermatter shard is an extremely dangerous piece of equipment: touching it will disintegrate you. So will touching it with telepathy. As an Engineer, you can electrify grilles by placing wire "nodes" beneath them: the big seemingly unconnected bulges from a half completed wiring job. As an Engineer, return to Engineering once in a while to check on the engine and SMES cells. It's always a good idea to make sure containment isn't compromised. @@ -121,7 +121,7 @@ As the Head of Security, don't let the power go to your head. You may have high As the Warden, your duty is to be the watchdog of the brig and handler of prisoners when little is happening, and to hand out equipment and weapons to the security officers when a crisis strikes. As the Warden, keep a close eye on the armory at all times, as it is a favored strike point of nuclear operatives and cocky traitors. As the Warden, if a prisoner's crimes are heinous enough you can put them in permabrig or the gulag. Make sure to check on them once in a while! -As the Warden, you can implant criminals you suspect might re-offend with devices that will track their location and allow you to remotely inject them with disabling chemicals. +As the Warden, you can implant criminals you suspect might re-offend with devices that will track their location and allow you to remotely inject them with disabling chemicals. As the Warden, you can use handcuffs on orange prisoner shoes to turn them into cuffed shoes, forcing prisoners to walk and potentially thwarting an escape. As a Security Officer, communicate and coordinate with your fellow officers using the security channel (:s) to avoid confusion. As a Security Officer, your sechuds or HUDsunglasses can not only see crewmates' job assignments and criminal status, but also if they are mindshield implanted. You can tell by the flashing blue outline around their job icon. Use this to your advantage in a revolution to definitively tell who is on your side! @@ -240,9 +240,9 @@ As a Ghost, you can see the inside of a container on the ground by clicking on i As a Ghost, you can double click on just about anything to follow it. Or just warp around! As a Devil, you gain power for every three souls you control, however you also become more obvious. As a Devil, as long as you control at least one other soul, you will automatically resurrect, as long as a banishment ritual is not performed. -At which time a Devil's nameth is spake on the tongue of man, the Devil may appeareth. +At which time a Devil's nameth is spake on the tongue of man, the Devil may appeareth. As a Security Officer, remember that correlation does not equal causation. Someone may have just been at the wrong place at the wrong time! -As a Security Officer, remember that you can attach a sec-lite to your taser or your helmet! +As a Security Officer, remember that you can attach a sec-lite to your disabler or your helmet! You can swap floor tiles by holding a crowbar in one hand and a stack of tiles in the other. When hacking doors, cutting and mending a "test light wire" will restore power to the door. When crafting most items, you can either manually combine parts or use the crafting menu. @@ -250,3 +250,5 @@ Suit storage units not only remove blood and dirt from clothing, but also radiat Remote devices will work when used through cameras. For example: Bluespace RPEDs and door remotes. You can light a cigar on a supermatter crystal. Using sticky tape on items can make them stick to people and walls! Be careful, grenades might stick to your hand during the moment of truth! +In a pinch, stripping yourself naked will give you a sizeable resistance to being tackled. What do you value more, your freedom or your dignity? +Wearing riot armor makes you significantly more effective at performing tackle takedowns, but will use extra stamina with each leap! It will also significantly protect you from other tackles! diff --git a/tgstation.dme b/tgstation.dme index 860e01b8c03..bc9abfcf9c9 100644 --- a/tgstation.dme +++ b/tgstation.dme @@ -436,6 +436,7 @@ #include "code\datums\components\stationstuck.dm" #include "code\datums\components\summoning.dm" #include "code\datums\components\swarming.dm" +#include "code\datums\components\tackle.dm" #include "code\datums\components\tactical.dm" #include "code\datums\components\tether.dm" #include "code\datums\components\thermite.dm" @@ -1654,6 +1655,7 @@ #include "code\modules\clothing\gloves\boxing.dm" #include "code\modules\clothing\gloves\color.dm" #include "code\modules\clothing\gloves\miscellaneous.dm" +#include "code\modules\clothing\gloves\tacklers.dm" #include "code\modules\clothing\head\_head.dm" #include "code\modules\clothing\head\beanie.dm" #include "code\modules\clothing\head\collectable.dm"