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https://github.com/Bubberstation/Bubberstation.git
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751bfc08bb
## About The Pull Request Removes the IC tab in its entirety - Some mobs (Blob Minion & Lightgeist) had manually removed the "pull" verb, this replaces it with taking away their pull force. - Lightgeist had their "Me" verb manually removed, this is replaced by giving them Emotemute trait (the same that mime's bane gives) - Floor Changer: You can now RMB the arrow buttons to look in a direction w/o moving. Added a tip to help with this. - Exit Hivemind: Already an action button and was removed without further edits ### Removed entirely Rest Resist Look Up/Down Move Upwards/Down Activate Held Object Open Language Menu Memories View Skills ### Moved to command bar (secret verb ooh) because I am biased Sleep Navigate ### Martial Arts Martial Arts had a button to see your current skills & the ability to cycle between artstyles. This was replaced with 1 action button that does both of these. <img width="317" height="148" alt="image" src="https://github.com/user-attachments/assets/afed910f-b6b6-441d-86cb-dade0e253044" /> Name auto-updates as you swap artstyle to whatever help verb the current style uses. Mention of RMB in the name is only there if you have more than 1 martial art, but the desc will remain just so players can see it even if they only have one, for future reference. ## Why It's Good For The Game Brings greater visibility to Martial Art stuff, and especially since the stat panel is being made optional we should not be hiding ANYTHING in there. This also helps me with my project listed in https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view And also fixes some sorta-removed features due to removing verbs not matching people's actual powers due to new features like "Custom Me" and "Ctrl Clicking". ## Changelog 🆑 SirNightKnight (sprites), JohnFulpWillard del: Deleted the "IC" tab of the stat panel. fix: Lightgeists can't emote or pull as intended. fix: Blob minions can't pull again. qol: Martial Art users now have an action button for their artstyle-related businesses, rather than it being in the stat panel. qol: You can now right-click the move up/down UI buttons to look in the direction without moving. /🆑
429 lines
17 KiB
Plaintext
429 lines
17 KiB
Plaintext
#define SLAM_COMBO "GH"
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#define KICK_COMBO "HH"
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#define RESTRAIN_COMBO "GG"
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#define PRESSURE_COMBO "DG"
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#define CONSECUTIVE_COMBO "DDH"
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/datum/martial_art/cqc
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name = "CQC"
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id = MARTIALART_CQC
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help_verb = "Remember The Basics"
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smashes_tables = TRUE
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display_combos = TRUE
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/// Weakref to a mob we're currently restraining (with grab-grab combo)
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VAR_PRIVATE/datum/weakref/restraining_mob
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/// Probability of successfully blocking attacks while on throw mode
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var/block_chance = 75
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/datum/martial_art/cqc/activate_style(mob/living/new_holder)
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. = ..()
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RegisterSignal(new_holder, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
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RegisterSignal(new_holder, COMSIG_LIVING_CHECK_BLOCK, PROC_REF(check_block))
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/datum/martial_art/cqc/deactivate_style(mob/living/remove_from)
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UnregisterSignal(remove_from, list(COMSIG_ATOM_ATTACKBY, COMSIG_LIVING_CHECK_BLOCK))
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return ..()
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///Signal from getting attacked with an item, for a special interaction with touch spells
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/datum/martial_art/cqc/proc/on_attackby(mob/living/cqc_user, obj/item/attack_weapon, mob/attacker, list/modifiers)
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SIGNAL_HANDLER
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if(!istype(attack_weapon, /obj/item/melee/touch_attack))
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return
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if(!can_use(cqc_user))
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return
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cqc_user.visible_message(
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span_danger("[cqc_user] twists [attacker]'s arm, sending their [attack_weapon] back towards them!"),
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span_userdanger("Making sure to avoid [attacker]'s [attack_weapon], you twist their arm to send it right back at them!"),
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)
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var/obj/item/melee/touch_attack/touch_weapon = attack_weapon
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var/datum/action/cooldown/spell/touch/touch_spell = touch_weapon.spell_which_made_us?.resolve()
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if(!touch_spell)
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return
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INVOKE_ASYNC(touch_spell, TYPE_PROC_REF(/datum/action/cooldown/spell/touch, do_hand_hit), touch_weapon, attacker, attacker)
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return COMPONENT_NO_AFTERATTACK
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/datum/martial_art/cqc/proc/check_block(mob/living/cqc_user, atom/movable/hitby, damage, attack_text, attack_type, ...)
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SIGNAL_HANDLER
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if(!can_use(cqc_user) || !cqc_user.throw_mode || INCAPACITATED_IGNORING(cqc_user, INCAPABLE_GRAB))
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return NONE
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if(attack_type == PROJECTILE_ATTACK)
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return NONE
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var/blocking_text = "block"
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var/blocking_text_s = "blocks"
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var/potential_block_chance = block_chance
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if(attack_type == OVERWHELMING_ATTACK)
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blocking_text = "dodge"
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blocking_text_s = "dodges"
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potential_block_chance = clamp(round(potential_block_chance / (attack_type == OVERWHELMING_ATTACK ? 2 : 1), 1), 0, 100)
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if(!prob(potential_block_chance))
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return NONE
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var/mob/living/attacker = GET_ASSAILANT(hitby)
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if(istype(attacker) && cqc_user.Adjacent(attacker))
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cqc_user.visible_message(
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span_danger("[cqc_user] [blocking_text_s] [attack_text] and twists [attacker]'s arm behind [attacker.p_their()] back!"),
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span_userdanger("You [blocking_text] [attack_text]!"),
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)
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attacker.Stun(4 SECONDS)
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else
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cqc_user.visible_message(
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span_danger("[cqc_user] [blocking_text_s] [attack_text]!"),
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span_userdanger("You [blocking_text] [attack_text]!"),
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)
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return SUCCESSFUL_BLOCK
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/datum/martial_art/cqc/reset_streak(mob/living/new_target)
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if(!IS_WEAKREF_OF(new_target, restraining_mob))
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restraining_mob = null
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return ..()
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/datum/martial_art/cqc/proc/check_streak(mob/living/attacker, mob/living/defender)
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if(findtext(streak, SLAM_COMBO))
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reset_streak()
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return Slam(attacker, defender)
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if(findtext(streak, KICK_COMBO))
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reset_streak()
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return Kick(attacker, defender)
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if(findtext(streak, RESTRAIN_COMBO))
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reset_streak()
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return Restrain(attacker, defender)
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if(findtext(streak, PRESSURE_COMBO))
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reset_streak()
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return Pressure(attacker, defender)
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if(findtext(streak, CONSECUTIVE_COMBO))
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reset_streak()
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return Consecutive(attacker, defender)
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return FALSE
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/datum/martial_art/cqc/proc/Slam(mob/living/attacker, mob/living/defender)
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if(defender.body_position != STANDING_UP)
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return FALSE
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attacker.do_attack_animation(defender)
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defender.visible_message(
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span_danger("[attacker] slams [defender] into the ground!"),
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span_userdanger("You're slammed into the ground by [attacker]!"),
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span_hear("You hear a sickening sound of flesh hitting flesh!"),
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null,
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attacker,
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)
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to_chat(attacker, span_danger("You slam [defender] into the ground!"))
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playsound(attacker, 'sound/items/weapons/slam.ogg', 50, TRUE, -1)
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defender.apply_damage(10, BRUTE)
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defender.Paralyze(12 SECONDS)
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log_combat(attacker, defender, "slammed (CQC)")
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return TRUE
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/datum/martial_art/cqc/proc/Kick(mob/living/attacker, mob/living/defender)
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if(defender.stat != CONSCIOUS)
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return FALSE
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attacker.do_attack_animation(defender)
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if(defender.body_position == LYING_DOWN && !defender.IsUnconscious() && defender.get_stamina_loss() >= 100)
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log_combat(attacker, defender, "knocked out (Head kick)(CQC)")
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defender.visible_message(
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span_danger("[attacker] kicks [defender]'s head, knocking [defender.p_them()] out!"),
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span_userdanger("You're knocked unconscious by [attacker]!"),
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span_hear("You hear a sickening sound of flesh hitting flesh!"),
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null,
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attacker,
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)
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to_chat(attacker, span_danger("You kick [defender]'s head, knocking [defender.p_them()] out!"))
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playsound(attacker, 'sound/items/weapons/genhit1.ogg', 50, TRUE, -1)
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var/helmet_protection = defender.run_armor_check(BODY_ZONE_HEAD, MELEE)
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defender.apply_effect(20 SECONDS, EFFECT_KNOCKDOWN, helmet_protection)
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defender.apply_effect(10 SECONDS, EFFECT_UNCONSCIOUS, helmet_protection)
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defender.adjust_organ_loss(ORGAN_SLOT_BRAIN, 15, 150)
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else
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defender.visible_message(
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span_danger("[attacker] kicks [defender] back!"),
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span_userdanger("You're kicked back by [attacker]!"),
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span_hear("You hear a sickening sound of flesh hitting flesh!"),
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COMBAT_MESSAGE_RANGE,
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attacker,
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)
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to_chat(attacker, span_danger("You kick [defender] back!"))
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playsound(attacker, 'sound/items/weapons/cqchit1.ogg', 50, TRUE, -1)
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var/atom/throw_target = get_edge_target_turf(defender, attacker.dir)
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defender.throw_at(throw_target, 1, 14, attacker)
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defender.apply_damage(10, attacker.get_attack_type())
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if(defender.body_position == LYING_DOWN && !defender.IsUnconscious())
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defender.adjust_stamina_loss(45)
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log_combat(attacker, defender, "kicked (CQC)")
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return TRUE
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/datum/martial_art/cqc/proc/Pressure(mob/living/attacker, mob/living/defender)
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attacker.do_attack_animation(defender)
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log_combat(attacker, defender, "pressured (CQC)")
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defender.visible_message(
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span_danger("[attacker] punches [defender]'s neck!"),
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span_userdanger("Your neck is punched by [attacker]!"),
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span_hear("You hear a sickening sound of flesh hitting flesh!"),
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COMBAT_MESSAGE_RANGE,
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attacker,
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)
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to_chat(attacker, span_danger("You punch [defender]'s neck!"))
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defender.adjust_stamina_loss(60)
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playsound(attacker, 'sound/items/weapons/cqchit1.ogg', 50, TRUE, -1)
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return TRUE
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/datum/martial_art/cqc/proc/Restrain(mob/living/attacker, mob/living/defender)
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if(restraining_mob?.resolve())
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return FALSE
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if(defender.stat != CONSCIOUS)
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return FALSE
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log_combat(attacker, defender, "restrained (CQC)")
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defender.visible_message(
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span_warning("[attacker] locks [defender] into a restraining position!"),
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span_userdanger("You're locked into a restraining position by [attacker]!"),
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span_hear("You hear shuffling and a muffled groan!"),
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null,
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attacker,
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)
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to_chat(attacker, span_danger("You lock [defender] into a restraining position!"))
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defender.adjust_stamina_loss(20)
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defender.Stun(10 SECONDS)
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restraining_mob = WEAKREF(defender)
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addtimer(VARSET_CALLBACK(src, restraining_mob, null), 5 SECONDS, TIMER_UNIQUE)
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return TRUE
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/datum/martial_art/cqc/proc/Consecutive(mob/living/attacker, mob/living/defender)
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if(defender.stat != CONSCIOUS)
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return FALSE
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attacker.do_attack_animation(defender)
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log_combat(attacker, defender, "consecutive CQC'd (CQC)")
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defender.visible_message(
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span_danger("[attacker] strikes [defender]'s abdomen, neck and back consecutively"), \
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span_userdanger("Your abdomen, neck and back are struck consecutively by [attacker]!"),
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span_hear("You hear a sickening sound of flesh hitting flesh!"),
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COMBAT_MESSAGE_RANGE,
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attacker,
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)
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to_chat(attacker, span_danger("You strike [defender]'s abdomen, neck and back consecutively!"))
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playsound(defender, 'sound/items/weapons/cqchit2.ogg', 50, TRUE, -1)
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var/obj/item/held_item = defender.get_active_held_item()
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if(held_item && defender.temporarilyRemoveItemFromInventory(held_item))
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attacker.put_in_hands(held_item)
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defender.adjust_stamina_loss(50)
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defender.apply_damage(25, attacker.get_attack_type())
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return TRUE
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/datum/martial_art/cqc/grab_act(mob/living/attacker, mob/living/defender)
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if(attacker == defender)
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return MARTIAL_ATTACK_INVALID
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if(defender.check_block(attacker, 0, attacker.name, UNARMED_ATTACK))
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return MARTIAL_ATTACK_FAIL
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add_to_streak("G", defender)
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if(check_streak(attacker, defender)) //if a combo is made no grab upgrade is done
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return MARTIAL_ATTACK_SUCCESS
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if(attacker.body_position == LYING_DOWN)
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return MARTIAL_ATTACK_INVALID
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var/old_grab_state = attacker.grab_state
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defender.grabbedby(attacker, TRUE)
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if(old_grab_state == GRAB_PASSIVE)
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defender.drop_all_held_items()
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attacker.setGrabState(GRAB_AGGRESSIVE) //Instant aggressive grab if on grab intent
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log_combat(attacker, defender, "grabbed", addition="aggressively")
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defender.visible_message(
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span_warning("[attacker] violently grabs [defender]!"),
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span_userdanger("You're grabbed violently by [attacker]!"),
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span_hear("You hear sounds of aggressive fondling!"),
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COMBAT_MESSAGE_RANGE,
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attacker,
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)
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to_chat(attacker, span_danger("You violently grab [defender]!"))
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return MARTIAL_ATTACK_SUCCESS
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/datum/martial_art/cqc/harm_act(mob/living/attacker, mob/living/defender)
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if(attacker.grab_state == GRAB_KILL \
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&& attacker.zone_selected == BODY_ZONE_HEAD \
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&& attacker.pulling == defender \
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&& defender.stat != DEAD \
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)
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var/obj/item/bodypart/head = defender.get_bodypart(BODY_ZONE_HEAD)
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if(!isnull(head))
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playsound(defender, 'sound/effects/wounds/crack1.ogg', 100)
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defender.visible_message(
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span_danger("[attacker] snaps the neck of [defender]!"),
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span_userdanger("Your neck is snapped by [attacker]!"),
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span_hear("You hear a sickening snap!"),
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ignored_mobs = attacker
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)
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to_chat(attacker, span_danger("In a swift motion, you snap the neck of [defender]!"))
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log_combat(attacker, defender, "snapped neck")
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defender.apply_damage(100, BRUTE, BODY_ZONE_HEAD, wound_bonus=CANT_WOUND)
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if(!HAS_TRAIT(defender, TRAIT_NODEATH))
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defender.death()
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defender.investigate_log("has had [defender.p_their()] neck snapped by [attacker].", INVESTIGATE_DEATHS)
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return MARTIAL_ATTACK_SUCCESS
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if(defender.check_block(attacker, 10, attacker.name, UNARMED_ATTACK))
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return MARTIAL_ATTACK_FAIL
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if(attacker.resting && defender.stat != DEAD && defender.body_position == STANDING_UP)
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defender.visible_message(
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span_danger("[attacker] leg sweeps [defender]!"),
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span_userdanger("Your legs are sweeped by [attacker]!"),
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span_hear("You hear a sickening sound of flesh hitting flesh!"),
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null,
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attacker,
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)
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to_chat(attacker, span_danger("You leg sweep [defender]!"))
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playsound(attacker, 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
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attacker.do_attack_animation(defender)
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defender.apply_damage(10, BRUTE)
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defender.Knockdown(5 SECONDS)
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log_combat(attacker, defender, "sweeped (CQC)")
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reset_streak()
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return MARTIAL_ATTACK_SUCCESS
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add_to_streak("H", defender)
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if(check_streak(attacker, defender))
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return MARTIAL_ATTACK_SUCCESS
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attacker.do_attack_animation(defender)
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var/picked_hit_type = pick("CQC", "Big Boss")
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var/bonus_damage = 13
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if(defender.body_position == LYING_DOWN)
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bonus_damage += 5
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picked_hit_type = pick("kick", "stomp")
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defender.apply_damage(bonus_damage, BRUTE)
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playsound(defender, (picked_hit_type == "kick" || picked_hit_type == "stomp") ? 'sound/items/weapons/cqchit2.ogg' : 'sound/items/weapons/cqchit1.ogg', 50, TRUE, -1)
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defender.visible_message(
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span_danger("[attacker] [picked_hit_type]ed [defender]!"),
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span_userdanger("You're [picked_hit_type]ed by [attacker]!"),
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span_hear("You hear a sickening sound of flesh hitting flesh!"),
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COMBAT_MESSAGE_RANGE,
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attacker,
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)
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to_chat(attacker, span_danger("You [picked_hit_type] [defender]!"))
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log_combat(attacker, defender, "attacked ([picked_hit_type]'d)(CQC)")
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return MARTIAL_ATTACK_SUCCESS
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/datum/martial_art/cqc/disarm_act(mob/living/attacker, mob/living/defender)
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if(defender.check_block(attacker, 0, attacker.name, UNARMED_ATTACK))
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return MARTIAL_ATTACK_FAIL
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add_to_streak("D", defender)
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if(check_streak(attacker, defender))
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return MARTIAL_ATTACK_SUCCESS
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if(IS_WEAKREF_OF(attacker.pulling, restraining_mob))
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log_combat(attacker, defender, "disarmed (CQC)", addition = "knocked out (CQC Chokehold)")
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defender.visible_message(
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span_danger("[attacker] puts [defender] into a chokehold!"),
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span_userdanger("You're put into a chokehold by [attacker]!"),
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span_hear("You hear shuffling and a muffled groan!"),
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null,
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attacker,
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)
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to_chat(attacker, span_danger("You put [defender] into a chokehold!"))
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defender.SetSleeping(40 SECONDS)
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restraining_mob = null
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if(attacker.grab_state < GRAB_NECK && !HAS_TRAIT(attacker, TRAIT_PACIFISM))
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attacker.setGrabState(GRAB_NECK)
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return MARTIAL_ATTACK_SUCCESS
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attacker.do_attack_animation(defender, ATTACK_EFFECT_DISARM)
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if(prob(65) && (defender.stat == CONSCIOUS || !defender.IsParalyzed() || !restraining_mob?.resolve()))
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var/obj/item/disarmed_item = defender.get_active_held_item()
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if(disarmed_item && defender.temporarilyRemoveItemFromInventory(disarmed_item))
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defender.dropItemToGround(disarmed_item)
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if(isturf(disarmed_item.loc)) //If it fell on the ground we can take it, otherwise assume it's attached to something.
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attacker.put_in_hands(disarmed_item)
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else
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disarmed_item = null
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else
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disarmed_item = null
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defender.visible_message(
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span_danger("[attacker] strikes [defender]'s jaw with their hand[disarmed_item ? ", disarming [defender.p_them()] of [disarmed_item]" : ""]!"),
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span_userdanger("[attacker] strikes your jaw,[disarmed_item ? " disarming you of [disarmed_item] and" : ""] leaving you disoriented!"),
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span_hear("You hear a sickening sound of flesh hitting flesh!"),
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COMBAT_MESSAGE_RANGE,
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attacker,
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)
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to_chat(attacker, span_danger("You strike [defender]'s jaw,[disarmed_item ? " disarming [defender.p_them()] of [disarmed_item] and" : ""] leaving [defender.p_them()] disoriented!"))
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playsound(defender, 'sound/items/weapons/cqchit1.ogg', 50, TRUE, -1)
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|
defender.set_jitter_if_lower(4 SECONDS)
|
|
defender.apply_damage(5, attacker.get_attack_type())
|
|
log_combat(attacker, defender, "disarmed (CQC)", addition = disarmed_item ? "(disarmed of [disarmed_item])" : null)
|
|
return MARTIAL_ATTACK_SUCCESS
|
|
|
|
defender.visible_message(
|
|
span_danger("[attacker] fails to disarm [defender]!"), \
|
|
span_userdanger("You're nearly disarmed by [attacker]!"),
|
|
span_hear("You hear a swoosh!"),
|
|
COMBAT_MESSAGE_RANGE,
|
|
attacker,
|
|
)
|
|
to_chat(attacker, span_warning("You fail to disarm [defender]!"))
|
|
playsound(defender, 'sound/items/weapons/punchmiss.ogg', 25, TRUE, -1)
|
|
log_combat(attacker, defender, "failed to disarm (CQC)")
|
|
return MARTIAL_ATTACK_FAIL
|
|
|
|
|
|
/datum/martial_art/cqc/get_style_help()
|
|
. = list()
|
|
|
|
. += "<b><i>You try to remember some of the basics of CQC.</i></b>"
|
|
|
|
. += "[span_notice("Slam")]: Grab Punch. Slam opponent into the ground, knocking them down."
|
|
. += "[span_notice("CQC Kick")]: Punch Punch. Knocks opponent away. Knocks out stunned opponents and does stamina damage."
|
|
. += "[span_notice("Restrain")]: Grab Grab. Locks opponents into a restraining position, disarm to knock them out with a chokehold."
|
|
. += "[span_notice("Pressure")]: Shove Grab. Decent stamina damage."
|
|
. += "[span_notice("Consecutive CQC")]: Shove Shove Punch. Mainly offensive move, huge damage and decent stamina damage."
|
|
|
|
. += "<b><i>In addition, by having your throw mode on when being attacked, you enter an active defense mode where you have a chance to block and sometimes even counter attacks done to you.</i></b>"
|
|
return .
|
|
|
|
///Subtype of CQC. Only used for the chef.
|
|
/datum/martial_art/cqc/under_siege
|
|
name = "Close Quarters Cooking"
|
|
///List of all areas that CQC will work in, defaults to Kitchen.
|
|
var/list/kitchen_areas = list(/area/station/service/kitchen)
|
|
|
|
/// Refreshes the valid areas from the cook's mapping config, adding areas in config to the list of possible areas.
|
|
/datum/martial_art/cqc/under_siege/proc/refresh_valid_areas()
|
|
var/list/additional_cqc_areas = CHECK_MAP_JOB_CHANGE(JOB_COOK, "additional_cqc_areas")
|
|
if(!additional_cqc_areas)
|
|
return
|
|
|
|
if(!islist(additional_cqc_areas))
|
|
stack_trace("Incorrect CQC area format from mapping configs. Expected /list, got: \[[additional_cqc_areas.type]\]")
|
|
return
|
|
|
|
for(var/path_as_text in additional_cqc_areas)
|
|
var/path = text2path(path_as_text)
|
|
if(!ispath(path, /area))
|
|
stack_trace("Invalid path in mapping config for chef CQC: \[[path_as_text]\]")
|
|
continue
|
|
|
|
kitchen_areas |= path
|
|
|
|
/// Limits where the chef's CQC can be used to only whitelisted areas.
|
|
/datum/martial_art/cqc/under_siege/can_use(mob/living/martial_artist)
|
|
if(!is_type_in_list(get_area(martial_artist), kitchen_areas))
|
|
return FALSE
|
|
return ..()
|
|
|
|
#undef SLAM_COMBO
|
|
#undef KICK_COMBO
|
|
#undef RESTRAIN_COMBO
|
|
#undef PRESSURE_COMBO
|
|
#undef CONSECUTIVE_COMBO
|