/* This component is responsible for handling individual instances of embedded objects. The embeddable element is what allows an item to be embeddable and stores its embedding stats, 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. - 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. In addition, there are 2 cases of embedding: embedding, and sticking - Embedding involves harmful and dangerous embeds, whether they cause brute damage, stamina damage, or a mix. This is the default behavior for embeddings, for when something is "pointy" - Sticking occurs when an item should not cause any harm while embedding (imagine throwing a sticky ball of tape at someone, rather than a shuriken). An item is considered "sticky" when it has 0 for both pain multiplier and jostle pain multiplier. It's a bit arbitrary, but fairly straightforward. 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 */ /datum/component/embedded dupe_mode = COMPONENT_DUPE_ALLOWED var/obj/item/bodypart/limb var/obj/item/weapon ///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 /datum/component/embedded/Initialize(obj/item/weapon, datum/thrownthing/throwingdatum, obj/item/bodypart/part) if(!iscarbon(parent) || !isitem(weapon)) return COMPONENT_INCOMPATIBLE src.weapon = weapon if(part) limb = part if(!weapon.is_embed_harmless()) harmful = TRUE weapon.embedded(parent, part) START_PROCESSING(SSdcs, src) var/mob/living/carbon/victim = parent var/datum/embed_data/embed_data = weapon.get_embed() limb._embed_object(weapon) // on the inside... on the inside... weapon.forceMove(victim) RegisterSignals(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING), PROC_REF(weaponDeleted)) victim.visible_message(span_danger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] [victim]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] your [limb.plaintext_zone]!")) var/damage = weapon.throwforce if(harmful) victim.throw_alert(ALERT_EMBEDDED_OBJECT, /atom/movable/screen/alert/embeddedobject) playsound(victim,'sound/items/weapons/bladeslice.ogg', 40) if (limb.can_bleed()) weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody! damage += weapon.w_class * embed_data.impact_pain_mult victim.add_mood_event("embedded", /datum/mood_event/embedded) if(damage > 0) var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.plaintext_zone].", "Your armor has softened a hit to your [limb.plaintext_zone].", weapon.armour_penetration, weak_against_armour = weapon.weak_against_armour) limb.receive_damage(brute = (1 - embed_data.pain_stam_pct) * damage, blocked = armor, wound_bonus = weapon.wound_bonus, bare_wound_bonus = weapon.bare_wound_bonus, sharpness = weapon.get_sharpness()) victim.adjustStaminaLoss(embed_data.pain_stam_pct * damage) /datum/component/embedded/Destroy() var/mob/living/carbon/victim = parent if(victim && !victim.has_embedded_objects()) victim.clear_alert(ALERT_EMBEDDED_OBJECT) victim.clear_mood_event("embedded") if(weapon) UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING)) weapon = null limb = null return ..() /datum/component/embedded/RegisterWithParent() RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(jostleCheck)) RegisterSignal(parent, COMSIG_CARBON_EMBED_RIP, PROC_REF(ripOut)) RegisterSignal(parent, COMSIG_CARBON_EMBED_REMOVAL, PROC_REF(safeRemove)) RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(checkTweeze)) RegisterSignal(parent, COMSIG_MAGIC_RECALL, PROC_REF(magic_pull)) /datum/component/embedded/UnregisterFromParent() UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_EMBED_RIP, COMSIG_CARBON_EMBED_REMOVAL, COMSIG_ATOM_ATTACKBY, COMSIG_MAGIC_RECALL)) /datum/component/embedded/process(seconds_per_tick) 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 var/datum/embed_data/embed_data = weapon.get_embed() var/damage = weapon.w_class * embed_data.pain_mult var/pain_chance_current = SPT_PROB_RATE(embed_data.pain_chance / 100, seconds_per_tick) * 100 if(embed_data.pain_stam_pct && HAS_TRAIT_FROM(victim, TRAIT_INCAPACITATED, STAMINA)) //if it's a less-lethal embed, give them a break if they're already stamcritted pain_chance_current *= 0.2 damage *= 0.5 else if(victim.body_position == LYING_DOWN) pain_chance_current *= 0.2 if(harmful && prob(pain_chance_current)) limb.receive_damage(brute = (1 - embed_data.pain_stam_pct) * damage, wound_bonus = CANT_WOUND) victim.adjustStaminaLoss(embed_data.pain_stam_pct * damage) to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone] hurts!")) var/fall_chance_current = SPT_PROB_RATE(embed_data.fall_chance / 100, seconds_per_tick) * 100 if(victim.body_position == LYING_DOWN) fall_chance_current *= 0.2 if(prob(fall_chance_current)) fallOut() //////////////////////////////////////// ////////////BEHAVIOR PROCS////////////// //////////////////////////////////////// /// 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() SIGNAL_HANDLER var/mob/living/carbon/victim = parent var/datum/embed_data/embed_data = weapon.get_embed() var/chance = embed_data.jostle_chance if(victim.move_intent == MOVE_INTENT_WALK || victim.body_position == LYING_DOWN) chance *= 0.5 if(harmful && prob(chance)) var/damage = weapon.w_class * embed_data.jostle_pain_mult limb.receive_damage(brute = (1 - embed_data.pain_stam_pct) * damage, wound_bonus = CANT_WOUND) victim.adjustStaminaLoss(embed_data.pain_stam_pct * damage) to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone] jostles and stings!")) /// 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 var/datum/embed_data/embed_data = weapon.get_embed() if(harmful) var/damage = weapon.w_class * embed_data.remove_pain_mult limb.receive_damage(brute= (1 - embed_data.pain_stam_pct) * damage, wound_bonus = CANT_WOUND) victim.adjustStaminaLoss(embed_data.pain_stam_pct * damage) victim.visible_message(span_danger("[weapon] falls [harmful ? "out" : "off"] of [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] falls [harmful ? "out" : "off"] of your [limb.plaintext_zone]!")) safeRemove() /// 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) SIGNAL_HANDLER if(I != weapon || src.limb != limb) return var/mob/living/carbon/victim = parent var/datum/embed_data/embed_data = weapon.get_embed() var/time_taken = embed_data.rip_time * weapon.w_class INVOKE_ASYNC(src, PROC_REF(complete_rip_out), victim, I, limb, time_taken) /// everything async that ripOut used to do /datum/component/embedded/proc/complete_rip_out(mob/living/carbon/victim, obj/item/I, obj/item/bodypart/limb, time_taken) victim.visible_message(span_warning("[victim] attempts to remove [weapon] from [victim.p_their()] [limb.plaintext_zone]."),span_notice("You attempt to remove [weapon] from your [limb.plaintext_zone]... (It will take [DisplayTimeText(time_taken)])")) if(!do_after(victim, time_taken, target = victim)) return if(!weapon || !limb || weapon.loc != victim || !(weapon in limb.embedded_objects)) qdel(src) return if(harmful) damaging_removal(victim, I, limb) victim.visible_message(span_notice("[victim] successfully rips [weapon] [harmful ? "out" : "off"] of [victim.p_their()] [limb.plaintext_zone]!"), span_notice("You successfully remove [weapon] from your [limb.plaintext_zone].")) safeRemove(victim) /// Proc that actually does the damage associated with ripping something out of yourself. Call this before safeRemove. /datum/component/embedded/proc/damaging_removal(mob/living/carbon/victim, obj/item/removed, obj/item/bodypart/limb, ouch_multiplier = 1) var/datum/embed_data/embed_data = weapon.get_embed() var/damage = weapon.w_class * embed_data.remove_pain_mult * ouch_multiplier limb.receive_damage(brute= (1 - embed_data.pain_stam_pct) * damage, sharpness = SHARP_EDGED) //It hurts to rip it out, get surgery you dingus. unlike the others, this CAN wound + increase slash bloodflow victim.adjustStaminaLoss(embed_data.pain_stam_pct * damage) victim.emote("scream") /// 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. /// If you want the thing to go into someone's hands rather than the floor, pass them in to_hands /datum/component/embedded/proc/safeRemove(mob/to_hands) SIGNAL_HANDLER var/mob/living/carbon/victim = parent limb._unembed_object(weapon) UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING)) // have to do it here otherwise we trigger weaponDeleted() SEND_SIGNAL(weapon, COMSIG_ITEM_UNEMBEDDED, victim) if(!weapon.unembedded()) // if it hasn't deleted itself due to drop del UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING)) if(to_hands) INVOKE_ASYNC(to_hands, TYPE_PROC_REF(/mob, put_in_hands), weapon) else weapon.forceMove(get_turf(victim)) qdel(src) /// Something deleted or moved our weapon while it was embedded, how rude! /datum/component/embedded/proc/weaponDeleted() SIGNAL_HANDLER var/mob/living/carbon/victim = parent limb._unembed_object(weapon) if(victim) to_chat(victim, span_userdanger("\The [weapon] that was embedded in your [limb.plaintext_zone] disappears!")) qdel(src) /// The signal for listening to see if someone is using a hemostat on us to pluck out this object /datum/component/embedded/proc/checkTweeze(mob/living/carbon/victim, obj/item/possible_tweezers, mob/user) SIGNAL_HANDLER if(!istype(victim) || (possible_tweezers.tool_behaviour != TOOL_HEMOSTAT && possible_tweezers.tool_behaviour != TOOL_WIRECUTTER) || user.zone_selected != limb.body_zone) return if(weapon != limb.embedded_objects[1]) // just pluck the first one, since we can't easily coordinate with other embedded components affecting this limb who is highest priority return if(ishuman(victim)) // check to see if the limb is actually exposed var/mob/living/carbon/human/victim_human = victim if(!victim_human.try_inject(user, limb.body_zone, INJECT_CHECK_IGNORE_SPECIES | INJECT_TRY_SHOW_ERROR_MESSAGE)) return TRUE INVOKE_ASYNC(src, PROC_REF(tweezePluck), possible_tweezers, user) return COMPONENT_NO_AFTERATTACK /// The actual action for pulling out an embedded object with a hemostat /datum/component/embedded/proc/tweezePluck(obj/item/possible_tweezers, mob/user) var/mob/living/carbon/victim = parent var/datum/embed_data/embed_data = weapon.get_embed() var/self_pluck = (user == victim) // quality of the tool we're using var/tweezer_speed = possible_tweezers.toolspeed // is this an actual piece of medical equipment var/tweezer_safe = (possible_tweezers.tool_behaviour == TOOL_HEMOSTAT) var/pluck_time = embed_data.rip_time * (weapon.w_class * 0.3) * (self_pluck ? 1.5 : 1) * tweezer_speed * (tweezer_safe ? 1 : 1.5) if(self_pluck) user.visible_message(span_danger("[user] begins plucking [weapon] from [user.p_their()] [limb.plaintext_zone] with [possible_tweezers]..."), span_notice("You start plucking [weapon] from your [limb.plaintext_zone] with [possible_tweezers]... (It will take [DisplayTimeText(pluck_time)])"),\ vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim) else user.visible_message(span_danger("[user] begins plucking [weapon] from [victim]'s [limb.plaintext_zone] with [possible_tweezers]..."),span_notice("You start plucking [weapon] from [victim]'s [limb.plaintext_zone] with [possible_tweezers]... (It will take [DisplayTimeText(pluck_time)])"), \ vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim) to_chat(victim, span_userdanger("[user] begins plucking [weapon] from your [limb.plaintext_zone] with [possible_tweezers]... (It will take [DisplayTimeText(pluck_time)])")) if(!do_after(user, pluck_time, victim)) if(self_pluck) to_chat(user, span_danger("You fail to pluck [weapon] from your [limb.plaintext_zone].")) else to_chat(user, span_danger("You fail to pluck [weapon] from [victim]'s [limb.plaintext_zone].")) to_chat(victim, span_danger("[user] fails to pluck [weapon] from your [limb.plaintext_zone].")) return to_chat(user, span_notice("You successfully pluck [weapon] from [victim]'s [limb.plaintext_zone][tweezer_safe ? "." : ", but hurt [victim.p_them()] in the process."]")) to_chat(victim, span_notice("[user] plucks [weapon] from your [limb.plaintext_zone][tweezer_safe ? "." : ", but it's not perfect."]")) if(!tweezer_safe) // sure it still hurts but it sucks less damaging_removal(victim, weapon, limb, (0.4 * possible_tweezers.w_class)) safeRemove(user) /// Called when an object is ripped out of someone's body by magic or other abnormal means /datum/component/embedded/proc/magic_pull(datum/source, mob/living/caster, obj/marked_item) SIGNAL_HANDLER if(marked_item != weapon) return var/mob/living/carbon/victim = parent if(!harmful) victim.visible_message(span_danger("[marked_item] vanishes from [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] vanishes from [limb.plaintext_zone]!")) return var/datum/embed_data/embed_data = weapon.get_embed() var/damage = weapon.w_class * embed_data.remove_pain_mult limb.receive_damage(brute = (1 - embed_data.pain_stam_pct) * damage * 1.5, sharpness = SHARP_EDGED) // Performs exit wounds and flings the user to the caster if nearby victim.cause_wound_of_type_and_severity(WOUND_PIERCE, limb, WOUND_SEVERITY_MODERATE) victim.adjustStaminaLoss(embed_data.pain_stam_pct * damage) playsound(get_turf(victim), 'sound/effects/wounds/blood2.ogg', 50, TRUE) var/dist = get_dist(caster, victim) //Check if the caster is close enough to yank them in if(dist < 7) victim.throw_at(caster, get_dist(victim, caster) - 1, 1, caster) victim.Paralyze(1 SECONDS) victim.visible_message(span_alert("[victim] is sent flying towards [caster] as the [marked_item] tears out of them!"), span_alert("You are launched at [caster] as the [marked_item] tears from your body and towards their hand!")) victim.visible_message(span_danger("[marked_item] is violently torn from [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] is violently torn from your [limb.plaintext_zone]!"))