/// How many tiles around the target the shooter can roam without losing their shot #define GUNPOINT_SHOOTER_STRAY_RANGE 2 /// How long it takes from the gunpoint is initiated to reach stage 2 #define GUNPOINT_DELAY_STAGE_2 2.5 SECONDS /// How long it takes from stage 2 starting to move up to stage 3 #define GUNPOINT_DELAY_STAGE_3 7.5 SECONDS /// If the projectile doesn't have a wound_bonus of CANT_WOUND, we add (this * the stage mult) to their wound_bonus and bare_wound_bonus upon triggering #define GUNPOINT_BASE_WOUND_BONUS 5 /// How much the damage and wound bonus mod is multiplied when you're on stage 1 #define GUNPOINT_MULT_STAGE_1 1 /// As above, for stage 2 #define GUNPOINT_MULT_STAGE_2 2 /// As above, for stage 3 #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(span_danger("[shooter] aims [weapon] point blank at [target]!"), \ span_danger("You aim [weapon] point blank at [target]!"), ignored_mobs = target) to_chat(target, span_userdanger("[shooter] aims [weapon] point blank at you!")) shooter.apply_status_effect(STATUS_EFFECT_HOLDUP, shooter) target.apply_status_effect(STATUS_EFFECT_HELDUP, shooter) if(istype(weapon, /obj/item/gun/ballistic/rocketlauncher) && weapon.chambered) if(target.stat == CONSCIOUS && IS_NUKE_OP(shooter) && !IS_NUKE_OP(target) && (locate(/obj/item/disk/nuclear) in target.get_contents()) && shooter.client) shooter.client.give_award(/datum/award/achievement/misc/rocket_holdup, shooter) target.do_alert_animation() 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, shooter) return ..() /datum/component/gunpoint/RegisterWithParent() RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/check_deescalate) RegisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE, .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_DAMAGE) UnregisterSignal(parent, COMSIG_MOB_ATTACK_HAND) UnregisterSignal(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP)) ///If the shooter bumps the target, cancel the holdup to avoid cheesing and forcing the charged shot /datum/component/gunpoint/proc/check_bump(atom/B, atom/A) SIGNAL_HANDLER if(A != target) return var/mob/living/shooter = parent shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \ span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target) to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!")) qdel(src) ///If the shooter shoves or grabs the target, cancel the holdup to avoid cheesing and forcing the charged shot /datum/component/gunpoint/proc/check_shove(mob/living/carbon/shooter, mob/shooter_again, mob/living/T, datum/martial_art/attacker_style, modifiers) SIGNAL_HANDLER if(T != target || LAZYACCESS(modifiers, RIGHT_CLICK)) return shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \ span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target) to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!")) qdel(src) ///Update the damage multiplier for whatever stage we're entering into /datum/component/gunpoint/proc/update_stage(new_stage) stage = new_stage if(stage == 2) to_chat(parent, span_danger("You steady [weapon] on [target].")) to_chat(target, span_userdanger("[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, span_danger("You have fully steadied [weapon] on [target].")) to_chat(target, span_userdanger("[parent] has fully steadied [weapon] on you!")) damage_mult = GUNPOINT_MULT_STAGE_3 ///Cancel the holdup if the shooter moves out of sight or out of range of the target /datum/component/gunpoint/proc/check_deescalate() SIGNAL_HANDLER if(!can_see(parent, target, GUNPOINT_SHOOTER_STRAY_RANGE - 1)) cancel() ///Bang bang, we're firing a charged shot off /datum/component/gunpoint/proc/trigger_reaction() SIGNAL_HANDLER INVOKE_ASYNC(src, .proc/async_trigger_reaction) /datum/component/gunpoint/proc/async_trigger_reaction() var/mob/living/shooter = parent shooter.remove_status_effect(STATUS_EFFECT_HOLDUP) // try doing these before the trigger gets pulled since the target (or shooter even) may not exist after pulling the trigger, dig? target.remove_status_effect(STATUS_EFFECT_HELDUP, shooter) SEND_SIGNAL(target, COMSIG_CLEAR_MOOD_EVENT, "gunpoint") if(point_of_no_return) return point_of_no_return = TRUE if(!weapon.can_shoot() || !weapon.can_trigger_gun(shooter) || (weapon.weapon_weight == WEAPON_HEAVY && shooter.get_inactive_held_item())) shooter.visible_message(span_danger("[shooter] fumbles [weapon]!"), \ span_danger("You fumble [weapon] and fail to fire at [target]!"), ignored_mobs = target) to_chat(target, span_userdanger("[shooter] fumbles [weapon] and fails to fire at you!")) qdel(src) return if(weapon.chambered && weapon.chambered.loaded_projectile) weapon.chambered.loaded_projectile.damage *= damage_mult if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND) weapon.chambered.loaded_projectile.wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS weapon.chambered.loaded_projectile.bare_wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS if(weapon.check_botched(shooter)) return var/fired = weapon.process_fire(target, shooter) if(!fired && weapon.chambered?.loaded_projectile) weapon.chambered.loaded_projectile.damage /= damage_mult if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND) weapon.chambered.loaded_projectile.wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS weapon.chambered.loaded_projectile.bare_wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS qdel(src) ///Shooter canceled their shot, either by dropping/equipping their weapon, leaving sight/range, or clicking on the alert /datum/component/gunpoint/proc/cancel() SIGNAL_HANDLER var/mob/living/shooter = parent shooter.visible_message(span_danger("[shooter] breaks [shooter.p_their()] aim on [target]!"), \ span_danger("You are no longer aiming [weapon] at [target]."), ignored_mobs = target) to_chat(target, span_userdanger("[shooter] breaks [shooter.p_their()] aim on you!")) SEND_SIGNAL(target, COMSIG_CLEAR_MOOD_EVENT, "gunpoint") qdel(src) ///If the shooter is hit by an attack, they have a 50% chance to flinch and fire. If it hit the arm holding the trigger, it's an 80% chance to fire instead /datum/component/gunpoint/proc/flinch(attacker, damage, damagetype, def_zone) SIGNAL_HANDLER var/mob/living/shooter = parent if(attacker == shooter) return // somehow this wasn't checked for months but no one tried punching themselves to initiate the shot, amazing 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(span_danger("[shooter] flinches!"), \ span_danger("You flinch!")) INVOKE_ASYNC(src, .proc/trigger_reaction) #undef GUNPOINT_SHOOTER_STRAY_RANGE #undef GUNPOINT_DELAY_STAGE_2 #undef GUNPOINT_DELAY_STAGE_3 #undef GUNPOINT_BASE_WOUND_BONUS #undef GUNPOINT_MULT_STAGE_1 #undef GUNPOINT_MULT_STAGE_2 #undef GUNPOINT_MULT_STAGE_3