#define GUNPOINT_SHOOTER_STRAY_RANGE 2
#define GUNPOINT_DELAY_STAGE_2 25
#define GUNPOINT_DELAY_STAGE_3 75 // cumulative with past stages, so 100 deciseconds
#define GUNPOINT_MULT_STAGE_1 1
#define GUNPOINT_MULT_STAGE_2 2
#define GUNPOINT_MULT_STAGE_3 2.5
/datum/component/gunpoint
dupe_mode = COMPONENT_DUPE_UNIQUE
var/mob/living/target
var/obj/item/gun/weapon
var/stage = 1
var/damage_mult = GUNPOINT_MULT_STAGE_1
var/point_of_no_return = FALSE
// *extremely bad russian accent* no!
/datum/component/gunpoint/Initialize(mob/living/targ, obj/item/gun/wep)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
var/mob/living/shooter = parent
target = targ
weapon = wep
RegisterSignal(targ, list(COMSIG_MOB_ATTACK_HAND, COMSIG_MOB_ITEM_ATTACK, COMSIG_MOVABLE_MOVED, COMSIG_MOB_FIRED_GUN), .proc/trigger_reaction)
RegisterSignal(weapon, list(COMSIG_ITEM_DROPPED, COMSIG_ITEM_EQUIPPED), .proc/cancel)
shooter.visible_message("[shooter] aims [weapon] point blank at [target]!", \
"You aim [weapon] point blank at [target]!", target)
to_chat(target, "[shooter] aims [weapon] point blank at you!")
shooter.apply_status_effect(STATUS_EFFECT_HOLDUP)
target.apply_status_effect(STATUS_EFFECT_HELDUP)
if(target.job == "Captain" && target.stat == CONSCIOUS && is_nuclear_operative(shooter))
if(istype(weapon, /obj/item/gun/ballistic/rocketlauncher) && weapon.chambered)
shooter.client.give_award(/datum/award/achievement/misc/rocket_holdup, shooter)
target.do_alert_animation(target)
target.playsound_local(target.loc, 'sound/machines/chime.ogg', 50, TRUE)
SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, "gunpoint", /datum/mood_event/gunpoint)
addtimer(CALLBACK(src, .proc/update_stage, 2), GUNPOINT_DELAY_STAGE_2)
/datum/component/gunpoint/Destroy(force, silent)
var/mob/living/shooter = parent
shooter.remove_status_effect(STATUS_EFFECT_HOLDUP)
target.remove_status_effect(STATUS_EFFECT_HELDUP)
return ..()
/datum/component/gunpoint/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/check_deescalate)
RegisterSignal(parent, COMSIG_MOB_APPLY_DAMGE, .proc/flinch)
RegisterSignal(parent, COMSIG_MOB_ATTACK_HAND, .proc/check_shove)
RegisterSignal(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP), .proc/check_bump)
/datum/component/gunpoint/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
UnregisterSignal(parent, COMSIG_MOB_APPLY_DAMGE)
UnregisterSignal(parent, COMSIG_MOB_ATTACK_HAND)
UnregisterSignal(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP))
/datum/component/gunpoint/proc/check_bump(atom/B, atom/A)
var/mob/living/T = A
if(T && T == target)
var/mob/living/shooter = parent
shooter.visible_message("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!", \
"You bump into [target] and fumble your aim!", target)
to_chat(target, "[shooter] bumps into you and fumbles [shooter.p_their()] aim!")
qdel(src)
/datum/component/gunpoint/proc/check_shove(mob/living/carbon/shooter, mob/shooter_again, mob/living/T)
if(T == target && (shooter.a_intent == INTENT_DISARM || shooter.a_intent == INTENT_GRAB))
shooter.visible_message("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!", \
"You bump into [target] and fumble your aim!", target)
to_chat(target, "[shooter] bumps into you and fumbles [shooter.p_their()] aim!")
qdel(src)
// if you're gonna try to break away from a holdup, better to do it right away
/datum/component/gunpoint/proc/update_stage(new_stage)
stage = new_stage
if(stage == 2)
to_chat(parent, "You steady [weapon] on [target].")
to_chat(target, "[parent] has steadied [weapon] on you!")
damage_mult = GUNPOINT_MULT_STAGE_2
addtimer(CALLBACK(src, .proc/update_stage, 3), GUNPOINT_DELAY_STAGE_3)
else if(stage == 3)
to_chat(parent, "You have fully steadied [weapon] on [target].")
to_chat(target, "[parent] has fully steadied [weapon] on you!")
damage_mult = GUNPOINT_MULT_STAGE_3
/datum/component/gunpoint/proc/check_deescalate()
if(!can_see(parent, target, GUNPOINT_SHOOTER_STRAY_RANGE - 1))
cancel()
/datum/component/gunpoint/proc/trigger_reaction()
SEND_SIGNAL(target, COMSIG_CLEAR_MOOD_EVENT, "gunpoint")
if(point_of_no_return)
return
point_of_no_return = TRUE
var/mob/living/shooter = parent
if(!weapon.can_shoot() || !weapon.can_trigger_gun(shooter) || (weapon.weapon_weight == WEAPON_HEAVY && shooter.get_inactive_held_item()))
shooter.visible_message("[shooter] fumbles [weapon]!", \
"You fumble [weapon] and fail to fire at [target]!", target)
to_chat(target, "[shooter] fumbles [weapon] and fails to fire at you!")
qdel(src)
return
if(weapon.chambered && weapon.chambered.BB)
weapon.chambered.BB.damage *= damage_mult
if(weapon.check_botched(shooter))
return
weapon.process_fire(target, shooter)
qdel(src)
/datum/component/gunpoint/proc/cancel()
var/mob/living/shooter = parent
shooter.visible_message("[shooter] breaks [shooter.p_their()] aim on [target]!", \
"You are no longer aiming [weapon] at [target].", target)
to_chat(target, "[shooter] breaks [shooter.p_their()] aim on you!")
SEND_SIGNAL(target, COMSIG_CLEAR_MOOD_EVENT, "gunpoint")
qdel(src)
/datum/component/gunpoint/proc/flinch(attacker, damage, damagetype, def_zone)
var/mob/living/shooter = parent
var/flinch_chance = 50
var/gun_hand = LEFT_HANDS
if(shooter.held_items[RIGHT_HANDS] == weapon)
gun_hand = RIGHT_HANDS
if((def_zone == BODY_ZONE_L_ARM && gun_hand == LEFT_HANDS) || (def_zone == BODY_ZONE_R_ARM && gun_hand == RIGHT_HANDS))
flinch_chance = 80
if(prob(flinch_chance))
shooter.visible_message("[shooter] flinches!", \
"You flinch!")
trigger_reaction()
#undef GUNPOINT_SHOOTER_STRAY_RANGE
#undef GUNPOINT_DELAY_STAGE_2
#undef GUNPOINT_DELAY_STAGE_3
#undef GUNPOINT_MULT_STAGE_1
#undef GUNPOINT_MULT_STAGE_2
#undef GUNPOINT_MULT_STAGE_3