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https://github.com/Bubberstation/Bubberstation.git
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4866977630
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
204 lines
8.4 KiB
Plaintext
204 lines
8.4 KiB
Plaintext
/// Component which allows mobs to be smashed onto this surface like a wrestling move
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/datum/element/table_smash
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2
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/// If true, mobs will be placed gently on the table even if they're in an aggressive grab
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var/gentle_push
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/// Passed proc call path for what to do after smashing harmfully into our 'table'-like obj
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var/after_smash_proccall
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/datum/element/table_smash/Attach(datum/target, gentle_push = FALSE, after_smash_proccall)
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. = ..()
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if (!isobj(target))
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return ELEMENT_INCOMPATIBLE
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src.gentle_push = gentle_push
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src.after_smash_proccall = after_smash_proccall
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RegisterSignal(target, COMSIG_ATOM_ATTACK_HAND, PROC_REF(on_interaction))
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RegisterSignal(target, COMSIG_ATOM_ITEM_INTERACTION, PROC_REF(on_item_interaction))
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var/static/list/loc_connections = list(
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COMSIG_LIVING_DISARM_COLLIDE = TYPE_PROC_REF(/obj/structure, on_disarm_shoved_into),
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)
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target.AddElement(/datum/element/connect_loc, loc_connections)
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/datum/element/table_smash/Detach(datum/source, ...)
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. = ..()
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UnregisterSignal(source, list(COMSIG_ATOM_ATTACK_HAND, COMSIG_ATOM_ITEM_INTERACTION))
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/// Called when someone clicks on our surface
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/datum/element/table_smash/proc/on_interaction(datum/source, mob/user)
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SIGNAL_HANDLER
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var/obj/source_obj = source
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if (!source_obj.Adjacent(user) || !user.pulling)
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return
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if (!isliving(user.pulling))
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if (!(user.pulling.pass_flags & PASSTABLE))
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return
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user.Move_Pulled(source_obj)
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if (user.pulling.loc == source_obj.loc)
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user.visible_message(span_notice("[user] places [user.pulling] onto [source_obj]."),
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span_notice("You place [user.pulling] onto [source_obj]."))
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user.stop_pulling()
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return COMPONENT_CANCEL_ATTACK_CHAIN
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var/mob/living/pushed_mob = user.pulling
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if (pushed_mob.buckled)
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if (pushed_mob.buckled == source_obj)
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//Already buckled to the object, you probably meant to unbuckle them
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return
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to_chat(user, span_warning("[pushed_mob] is buckled to [pushed_mob.buckled]!"))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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INVOKE_ASYNC(src, PROC_REF(perform_table_smash), source_obj, user)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/// We have a mob being pressed onto the table, but how strongly?
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/datum/element/table_smash/proc/perform_table_smash(obj/structure/table/table, mob/living/user)
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var/mob/living/pushed_mob = user.pulling
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if (user.combat_mode)
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switch(user.grab_state)
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if (GRAB_PASSIVE)
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to_chat(user, span_warning("You need a better grip to do that!"))
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return
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if (GRAB_AGGRESSIVE)
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if (gentle_push)
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tableplace(user, pushed_mob, table)
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else
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tablepush(user, pushed_mob, table)
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if (GRAB_NECK to GRAB_KILL)
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tablelimbsmash(user, pushed_mob, table)
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else
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pushed_mob.visible_message(span_notice("[user] begins to place [pushed_mob] onto [table]..."), \
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span_userdanger("[user] begins to place [pushed_mob] onto [table]..."))
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if (do_after(user, 3.5 SECONDS, target = pushed_mob))
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tableplace(user, pushed_mob, table)
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else
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return
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user.stop_pulling()
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/// Called when someone clicks on our surface with an item
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/datum/element/table_smash/proc/on_item_interaction(obj/structure/table/table, mob/living/user, obj/item/item, modifiers)
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SIGNAL_HANDLER
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if (!istype(item, /obj/item/riding_offhand))
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return NONE
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var/obj/item/riding_offhand/riding_item = item
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var/mob/living/carried_mob = riding_item.rider
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if (carried_mob == user) //Piggyback user.
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return NONE
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INVOKE_ASYNC(src, PROC_REF(riding_offhand_act), user, item, table)
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return ITEM_INTERACT_BLOCKING
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/// Called when someone clicks on our surface using a fireman's carry
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/datum/element/table_smash/proc/riding_offhand_act(mob/living/user, obj/item/riding_offhand/riding_item, obj/structure/table/table)
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var/mob/living/carried_mob = riding_item.rider
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if (user.combat_mode)
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user.unbuckle_mob(carried_mob)
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tablelimbsmash(user, carried_mob)
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return ITEM_INTERACT_SUCCESS
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var/tableplace_delay = 3.5 SECONDS
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var/skills_space = ""
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if (HAS_TRAIT(user, TRAIT_QUICKER_CARRY))
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tableplace_delay = 2 SECONDS
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skills_space = " expertly"
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else if (HAS_TRAIT(user, TRAIT_QUICK_CARRY))
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tableplace_delay = 2.75 SECONDS
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skills_space = " quickly"
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var/obj/item/organ/cyberimp/chest/spine/potential_spine = user.get_organ_slot(ORGAN_SLOT_SPINE)
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if (istype(potential_spine))
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tableplace_delay *= potential_spine.athletics_boost_multiplier
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carried_mob.visible_message(span_notice("[user] begins to[skills_space] place [carried_mob] onto [table]..."),
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span_userdanger("[user] begins to[skills_space] place [carried_mob] onto [table]..."))
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if (!do_after(user, tableplace_delay, target = carried_mob))
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return ITEM_INTERACT_BLOCKING
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user.unbuckle_mob(carried_mob)
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tableplace(user, carried_mob, table)
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return ITEM_INTERACT_SUCCESS
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/// Gently place the mob onto the table
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/datum/element/table_smash/proc/tableplace(mob/living/user, mob/living/pushed_mob, obj/structure/table/table)
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pushed_mob.forceMove(table.loc)
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pushed_mob.set_resting(TRUE, TRUE)
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pushed_mob.visible_message(span_notice("[user] places [pushed_mob] onto [table]."), \
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span_notice("[user] places [pushed_mob] onto [table]."))
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log_combat(user, pushed_mob, "placed", null, "onto [table]")
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/// Aggressively smash the mob onto the table
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/datum/element/table_smash/proc/tablepush(mob/living/user, mob/living/pushed_mob, obj/structure/table/table)
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if (HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, span_danger("Throwing [pushed_mob] onto the table might hurt them!"))
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return
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var/passtable_key = REF(user)
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passtable_on(pushed_mob, passtable_key)
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for (var/obj/obj in user.loc.contents)
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if (!obj.CanAllowThrough(pushed_mob))
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return
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pushed_mob.Move(table.loc)
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passtable_off(pushed_mob, passtable_key)
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if (pushed_mob.loc != table.loc) //Something prevented the tabling
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return
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pushed_mob.Knockdown(3 SECONDS)
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pushed_mob.apply_damage(10, BRUTE)
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pushed_mob.apply_damage(40, STAMINA)
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playsound(pushed_mob, 'sound/effects/tableslam.ogg', 90, TRUE)
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pushed_mob.visible_message(span_danger("[user] slams [pushed_mob] onto \the [table]!"), \
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span_userdanger("[user] slams you onto \the [table]!"))
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log_combat(user, pushed_mob, "tabled", null, "onto [table]")
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pushed_mob.add_mood_event("table", /datum/mood_event/table)
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SEND_SIGNAL(user, COMSIG_LIVING_TABLE_SLAMMING, pushed_mob, table)
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if(after_smash_proccall)
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call(table, after_smash_proccall)(pushed_mob)
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/// Even more aggressively smash a single part of a mob onto the table
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/datum/element/table_smash/proc/tablelimbsmash(mob/living/user, mob/living/pushed_mob, obj/structure/table/table)
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pushed_mob.Knockdown(3 SECONDS)
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var/obj/item/bodypart/banged_limb = pushed_mob.get_bodypart(user.zone_selected) || pushed_mob.get_bodypart(BODY_ZONE_HEAD)
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var/extra_wound = 0
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if (HAS_TRAIT(user, TRAIT_HULK))
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extra_wound = 20
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pushed_mob.apply_damage(30, BRUTE, banged_limb, wound_bonus = extra_wound)
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pushed_mob.apply_damage(60, STAMINA)
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playsound(pushed_mob, 'sound/effects/bang.ogg', 90, TRUE)
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pushed_mob.visible_message(span_danger("[user] smashes [pushed_mob]'s [banged_limb.plaintext_zone] against \the [table]!"),
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span_userdanger("[user] smashes your [banged_limb.plaintext_zone] against \the [table]"))
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log_combat(user, pushed_mob, "head slammed", null, "against [table]")
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pushed_mob.add_mood_event("table", /datum/mood_event/table_limbsmash, banged_limb)
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table.take_damage(50)
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SEND_SIGNAL(user, COMSIG_LIVING_TABLE_LIMB_SLAMMING, pushed_mob, table)
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if(after_smash_proccall)
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call(table, after_smash_proccall)(pushed_mob)
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/// Called when someone is shoved into our tile
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/obj/structure/proc/on_disarm_shoved_into(datum/source, mob/living/shover, mob/living/target, shove_flags, obj/item/weapon)
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SIGNAL_HANDLER
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if((shove_flags & SHOVE_KNOCKDOWN_BLOCKED) || !(shove_flags & SHOVE_BLOCKED))
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return
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target.Knockdown(SHOVE_KNOCKDOWN_TABLE, daze_amount = 3 SECONDS)
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target.visible_message(span_danger("[shover.name] shoves [target.name] onto \the [src]!"),
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span_userdanger("You're shoved onto \the [src] by [shover.name]!"), span_hear("You hear aggressive shuffling followed by a loud thud!"), COMBAT_MESSAGE_RANGE, shover)
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to_chat(shover, span_danger("You shove [target.name] onto \the [src]!"))
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target.throw_at(src, 1, 1, null, FALSE) //1 speed throws with no spin are basically just forcemoves with a hard collision check
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log_combat(shover, target, "shoved", "onto [src] (table)[weapon ? " with [weapon]" : ""]")
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after_smash(target)
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return COMSIG_LIVING_SHOVE_HANDLED
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/// Called after someone is harmfully smashed onto us
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/obj/structure/proc/after_smash(mob/living/smashed_onto)
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return // This is mostly for our children
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