Files
necromanceranne ac6c47f601 Several file changes just to make high frequency blade null rods block mechs, mech melee blocking finally implemented (#94089)
## About The Pull Request

High frequency blades, both null rod variant and admeme variant, can
block mech melee attacks. For the former, that is the only thing it can
block. Great if you're fighting a lot of mechs as a chaplain I guess.
And you're also really committed to the bit.

Weapons that were vibro subtypes are now claymore subtypes. The only
difference here is that they now have 30% block instead of 35% AP.

Null rod high frequency blades are now two-handed. This mostly
determines force changes (10 unwielded, 18 wielded), and mech attack
block chances.

Mech melee attacks respect block...assuming the blocking source can even
block the attack in the first place. Currently, the few sources that can
block/avoid mech attacks are;
- high frequency blades
- energy katanas
- Those staff nullrods (its a holy force field, iunno)
- wizard modsuit shield (and it will eat literally every single charge
it has to do that)
- Sleeping Carp evasion (and only at half the possible chance)
- CQC defense mode (themed as dodging the attack, and also halved)
- probably something I overlooked when I implemented OVERWHELMING_ATTACK
originally and have overlooked here as well.
 
Just think 'could this help avoid being hit by a road roller being
dropped on you' and go with your gut as to whether or not it is
appropriate if you spot something in the wild that seemingly can block a
mech.

## Why It's Good For The Game

> High Frequency Blade

I wanted to elevate the meme and that is as deep as this goes. Also I
wanted to make this two-handed, much like the true version.
The only thing it is lacking is the cool attack functionality, but I'll
be damned if I can get that to work in a sensible fashion for a crew
weapon...

> Vibro subtype

A lot less of these than I thought. And most of them seemed more
appropriate as claymore types anyway.

> Mech Block

I seeded this previously by making mech clamps respect block. I've now
come back to fully implement it in order to facilitate MGR memes.

For the most part, mechs should still enjoy being largely unblocked by
most sources, even from things like operative suit shields, and
certainly not from actual shields (which I've stripped the ability to
block the attack from entirely) and melee weapons.

The sources that can block them do so poorly. Or, in the case of the
high frequency blade, very well and that's pretty much the only thing it
IS good at blocking.

## Changelog
🆑
balance: High frequency blades (both null rod and admin versions) are
able to block melee attacks from mechs.
balance: High frequency blade null rods are now two-handed weapons.
balance: Mech melee attacks can be blocked or avoided by a few rare
sources.
/🆑
2025-12-02 01:13:58 -05:00

425 lines
17 KiB
Plaintext

#define SLAM_COMBO "GH"
#define KICK_COMBO "HH"
#define RESTRAIN_COMBO "GG"
#define PRESSURE_COMBO "DG"
#define CONSECUTIVE_COMBO "DDH"
/datum/martial_art/cqc
name = "CQC"
id = MARTIALART_CQC
help_verb = /mob/living/proc/CQC_help
smashes_tables = TRUE
display_combos = TRUE
/// Weakref to a mob we're currently restraining (with grab-grab combo)
VAR_PRIVATE/datum/weakref/restraining_mob
/// Probability of successfully blocking attacks while on throw mode
var/block_chance = 75
/datum/martial_art/cqc/activate_style(mob/living/new_holder)
. = ..()
RegisterSignal(new_holder, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
RegisterSignal(new_holder, COMSIG_LIVING_CHECK_BLOCK, PROC_REF(check_block))
/datum/martial_art/cqc/deactivate_style(mob/living/remove_from)
UnregisterSignal(remove_from, list(COMSIG_ATOM_ATTACKBY, COMSIG_LIVING_CHECK_BLOCK))
return ..()
///Signal from getting attacked with an item, for a special interaction with touch spells
/datum/martial_art/cqc/proc/on_attackby(mob/living/cqc_user, obj/item/attack_weapon, mob/attacker, list/modifiers)
SIGNAL_HANDLER
if(!istype(attack_weapon, /obj/item/melee/touch_attack))
return
if(!can_use(cqc_user))
return
cqc_user.visible_message(
span_danger("[cqc_user] twists [attacker]'s arm, sending their [attack_weapon] back towards them!"),
span_userdanger("Making sure to avoid [attacker]'s [attack_weapon], you twist their arm to send it right back at them!"),
)
var/obj/item/melee/touch_attack/touch_weapon = attack_weapon
var/datum/action/cooldown/spell/touch/touch_spell = touch_weapon.spell_which_made_us?.resolve()
if(!touch_spell)
return
INVOKE_ASYNC(touch_spell, TYPE_PROC_REF(/datum/action/cooldown/spell/touch, do_hand_hit), touch_weapon, attacker, attacker)
return COMPONENT_NO_AFTERATTACK
/datum/martial_art/cqc/proc/check_block(mob/living/cqc_user, atom/movable/hitby, damage, attack_text, attack_type, ...)
SIGNAL_HANDLER
if(!can_use(cqc_user) || !cqc_user.throw_mode || INCAPACITATED_IGNORING(cqc_user, INCAPABLE_GRAB))
return NONE
if(attack_type == PROJECTILE_ATTACK)
return NONE
var/blocking_text = "block"
var/blocking_text_s = "blocks"
var/potential_block_chance = block_chance
if(attack_type == OVERWHELMING_ATTACK)
blocking_text = "dodge"
blocking_text_s = "dodges"
potential_block_chance = clamp(round(potential_block_chance / (attack_type == OVERWHELMING_ATTACK ? 2 : 1), 1), 0, 100)
if(!prob(potential_block_chance))
return NONE
var/mob/living/attacker = GET_ASSAILANT(hitby)
if(istype(attacker) && cqc_user.Adjacent(attacker))
cqc_user.visible_message(
span_danger("[cqc_user] [blocking_text_s] [attack_text] and twists [attacker]'s arm behind [attacker.p_their()] back!"),
span_userdanger("You [blocking_text] [attack_text]!"),
)
attacker.Stun(4 SECONDS)
else
cqc_user.visible_message(
span_danger("[cqc_user] [blocking_text_s] [attack_text]!"),
span_userdanger("You [blocking_text] [attack_text]!"),
)
return SUCCESSFUL_BLOCK
/datum/martial_art/cqc/reset_streak(mob/living/new_target)
if(!IS_WEAKREF_OF(new_target, restraining_mob))
restraining_mob = null
return ..()
/datum/martial_art/cqc/proc/check_streak(mob/living/attacker, mob/living/defender)
if(findtext(streak, SLAM_COMBO))
reset_streak()
return Slam(attacker, defender)
if(findtext(streak, KICK_COMBO))
reset_streak()
return Kick(attacker, defender)
if(findtext(streak, RESTRAIN_COMBO))
reset_streak()
return Restrain(attacker, defender)
if(findtext(streak, PRESSURE_COMBO))
reset_streak()
return Pressure(attacker, defender)
if(findtext(streak, CONSECUTIVE_COMBO))
reset_streak()
return Consecutive(attacker, defender)
return FALSE
/datum/martial_art/cqc/proc/Slam(mob/living/attacker, mob/living/defender)
if(defender.body_position != STANDING_UP)
return FALSE
attacker.do_attack_animation(defender)
defender.visible_message(
span_danger("[attacker] slams [defender] into the ground!"),
span_userdanger("You're slammed into the ground by [attacker]!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
null,
attacker,
)
to_chat(attacker, span_danger("You slam [defender] into the ground!"))
playsound(attacker, 'sound/items/weapons/slam.ogg', 50, TRUE, -1)
defender.apply_damage(10, BRUTE)
defender.Paralyze(12 SECONDS)
log_combat(attacker, defender, "slammed (CQC)")
return TRUE
/datum/martial_art/cqc/proc/Kick(mob/living/attacker, mob/living/defender)
if(defender.stat != CONSCIOUS)
return FALSE
attacker.do_attack_animation(defender)
if(defender.body_position == LYING_DOWN && !defender.IsUnconscious() && defender.get_stamina_loss() >= 100)
log_combat(attacker, defender, "knocked out (Head kick)(CQC)")
defender.visible_message(
span_danger("[attacker] kicks [defender]'s head, knocking [defender.p_them()] out!"),
span_userdanger("You're knocked unconscious by [attacker]!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
null,
attacker,
)
to_chat(attacker, span_danger("You kick [defender]'s head, knocking [defender.p_them()] out!"))
playsound(attacker, 'sound/items/weapons/genhit1.ogg', 50, TRUE, -1)
var/helmet_protection = defender.run_armor_check(BODY_ZONE_HEAD, MELEE)
defender.apply_effect(20 SECONDS, EFFECT_KNOCKDOWN, helmet_protection)
defender.apply_effect(10 SECONDS, EFFECT_UNCONSCIOUS, helmet_protection)
defender.adjust_organ_loss(ORGAN_SLOT_BRAIN, 15, 150)
else
defender.visible_message(
span_danger("[attacker] kicks [defender] back!"),
span_userdanger("You're kicked back by [attacker]!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
COMBAT_MESSAGE_RANGE,
attacker,
)
to_chat(attacker, span_danger("You kick [defender] back!"))
playsound(attacker, 'sound/items/weapons/cqchit1.ogg', 50, TRUE, -1)
var/atom/throw_target = get_edge_target_turf(defender, attacker.dir)
defender.throw_at(throw_target, 1, 14, attacker)
defender.apply_damage(10, attacker.get_attack_type())
if(defender.body_position == LYING_DOWN && !defender.IsUnconscious())
defender.adjust_stamina_loss(45)
log_combat(attacker, defender, "kicked (CQC)")
return TRUE
/datum/martial_art/cqc/proc/Pressure(mob/living/attacker, mob/living/defender)
attacker.do_attack_animation(defender)
log_combat(attacker, defender, "pressured (CQC)")
defender.visible_message(
span_danger("[attacker] punches [defender]'s neck!"),
span_userdanger("Your neck is punched by [attacker]!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
COMBAT_MESSAGE_RANGE,
attacker,
)
to_chat(attacker, span_danger("You punch [defender]'s neck!"))
defender.adjust_stamina_loss(60)
playsound(attacker, 'sound/items/weapons/cqchit1.ogg', 50, TRUE, -1)
return TRUE
/datum/martial_art/cqc/proc/Restrain(mob/living/attacker, mob/living/defender)
if(restraining_mob?.resolve())
return FALSE
if(defender.stat != CONSCIOUS)
return FALSE
log_combat(attacker, defender, "restrained (CQC)")
defender.visible_message(
span_warning("[attacker] locks [defender] into a restraining position!"),
span_userdanger("You're locked into a restraining position by [attacker]!"),
span_hear("You hear shuffling and a muffled groan!"),
null,
attacker,
)
to_chat(attacker, span_danger("You lock [defender] into a restraining position!"))
defender.adjust_stamina_loss(20)
defender.Stun(10 SECONDS)
restraining_mob = WEAKREF(defender)
addtimer(VARSET_CALLBACK(src, restraining_mob, null), 5 SECONDS, TIMER_UNIQUE)
return TRUE
/datum/martial_art/cqc/proc/Consecutive(mob/living/attacker, mob/living/defender)
if(defender.stat != CONSCIOUS)
return FALSE
attacker.do_attack_animation(defender)
log_combat(attacker, defender, "consecutive CQC'd (CQC)")
defender.visible_message(
span_danger("[attacker] strikes [defender]'s abdomen, neck and back consecutively"), \
span_userdanger("Your abdomen, neck and back are struck consecutively by [attacker]!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
COMBAT_MESSAGE_RANGE,
attacker,
)
to_chat(attacker, span_danger("You strike [defender]'s abdomen, neck and back consecutively!"))
playsound(defender, 'sound/items/weapons/cqchit2.ogg', 50, TRUE, -1)
var/obj/item/held_item = defender.get_active_held_item()
if(held_item && defender.temporarilyRemoveItemFromInventory(held_item))
attacker.put_in_hands(held_item)
defender.adjust_stamina_loss(50)
defender.apply_damage(25, attacker.get_attack_type())
return TRUE
/datum/martial_art/cqc/grab_act(mob/living/attacker, mob/living/defender)
if(attacker == defender)
return MARTIAL_ATTACK_INVALID
if(defender.check_block(attacker, 0, attacker.name, UNARMED_ATTACK))
return MARTIAL_ATTACK_FAIL
add_to_streak("G", defender)
if(check_streak(attacker, defender)) //if a combo is made no grab upgrade is done
return MARTIAL_ATTACK_SUCCESS
if(attacker.body_position == LYING_DOWN)
return MARTIAL_ATTACK_INVALID
var/old_grab_state = attacker.grab_state
defender.grabbedby(attacker, TRUE)
if(old_grab_state == GRAB_PASSIVE)
defender.drop_all_held_items()
attacker.setGrabState(GRAB_AGGRESSIVE) //Instant aggressive grab if on grab intent
log_combat(attacker, defender, "grabbed", addition="aggressively")
defender.visible_message(
span_warning("[attacker] violently grabs [defender]!"),
span_userdanger("You're grabbed violently by [attacker]!"),
span_hear("You hear sounds of aggressive fondling!"),
COMBAT_MESSAGE_RANGE,
attacker,
)
to_chat(attacker, span_danger("You violently grab [defender]!"))
return MARTIAL_ATTACK_SUCCESS
/datum/martial_art/cqc/harm_act(mob/living/attacker, mob/living/defender)
if(attacker.grab_state == GRAB_KILL \
&& attacker.zone_selected == BODY_ZONE_HEAD \
&& attacker.pulling == defender \
&& defender.stat != DEAD \
)
var/obj/item/bodypart/head = defender.get_bodypart(BODY_ZONE_HEAD)
if(!isnull(head))
playsound(defender, 'sound/effects/wounds/crack1.ogg', 100)
defender.visible_message(
span_danger("[attacker] snaps the neck of [defender]!"),
span_userdanger("Your neck is snapped by [attacker]!"),
span_hear("You hear a sickening snap!"),
ignored_mobs = attacker
)
to_chat(attacker, span_danger("In a swift motion, you snap the neck of [defender]!"))
log_combat(attacker, defender, "snapped neck")
defender.apply_damage(100, BRUTE, BODY_ZONE_HEAD, wound_bonus=CANT_WOUND)
if(!HAS_TRAIT(defender, TRAIT_NODEATH))
defender.death()
defender.investigate_log("has had [defender.p_their()] neck snapped by [attacker].", INVESTIGATE_DEATHS)
return MARTIAL_ATTACK_SUCCESS
if(defender.check_block(attacker, 10, attacker.name, UNARMED_ATTACK))
return MARTIAL_ATTACK_FAIL
if(attacker.resting && defender.stat != DEAD && defender.body_position == STANDING_UP)
defender.visible_message(
span_danger("[attacker] leg sweeps [defender]!"),
span_userdanger("Your legs are sweeped by [attacker]!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
null,
attacker,
)
to_chat(attacker, span_danger("You leg sweep [defender]!"))
playsound(attacker, 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
attacker.do_attack_animation(defender)
defender.apply_damage(10, BRUTE)
defender.Knockdown(5 SECONDS)
log_combat(attacker, defender, "sweeped (CQC)")
reset_streak()
return MARTIAL_ATTACK_SUCCESS
add_to_streak("H", defender)
if(check_streak(attacker, defender))
return MARTIAL_ATTACK_SUCCESS
attacker.do_attack_animation(defender)
var/picked_hit_type = pick("CQC", "Big Boss")
var/bonus_damage = 13
if(defender.body_position == LYING_DOWN)
bonus_damage += 5
picked_hit_type = pick("kick", "stomp")
defender.apply_damage(bonus_damage, BRUTE)
playsound(defender, (picked_hit_type == "kick" || picked_hit_type == "stomp") ? 'sound/items/weapons/cqchit2.ogg' : 'sound/items/weapons/cqchit1.ogg', 50, TRUE, -1)
defender.visible_message(
span_danger("[attacker] [picked_hit_type]ed [defender]!"),
span_userdanger("You're [picked_hit_type]ed by [attacker]!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
COMBAT_MESSAGE_RANGE,
attacker,
)
to_chat(attacker, span_danger("You [picked_hit_type] [defender]!"))
log_combat(attacker, defender, "attacked ([picked_hit_type]'d)(CQC)")
return MARTIAL_ATTACK_SUCCESS
/datum/martial_art/cqc/disarm_act(mob/living/attacker, mob/living/defender)
if(defender.check_block(attacker, 0, attacker.name, UNARMED_ATTACK))
return MARTIAL_ATTACK_FAIL
add_to_streak("D", defender)
if(check_streak(attacker, defender))
return MARTIAL_ATTACK_SUCCESS
if(IS_WEAKREF_OF(attacker.pulling, restraining_mob))
log_combat(attacker, defender, "disarmed (CQC)", addition = "knocked out (CQC Chokehold)")
defender.visible_message(
span_danger("[attacker] puts [defender] into a chokehold!"),
span_userdanger("You're put into a chokehold by [attacker]!"),
span_hear("You hear shuffling and a muffled groan!"),
null,
attacker,
)
to_chat(attacker, span_danger("You put [defender] into a chokehold!"))
defender.SetSleeping(40 SECONDS)
restraining_mob = null
if(attacker.grab_state < GRAB_NECK && !HAS_TRAIT(attacker, TRAIT_PACIFISM))
attacker.setGrabState(GRAB_NECK)
return MARTIAL_ATTACK_SUCCESS
attacker.do_attack_animation(defender, ATTACK_EFFECT_DISARM)
if(prob(65) && (defender.stat == CONSCIOUS || !defender.IsParalyzed() || !restraining_mob?.resolve()))
var/obj/item/disarmed_item = defender.get_active_held_item()
if(disarmed_item && defender.temporarilyRemoveItemFromInventory(disarmed_item))
attacker.put_in_hands(disarmed_item)
else
disarmed_item = null
defender.visible_message(
span_danger("[attacker] strikes [defender]'s jaw with their hand[disarmed_item ? ", disarming [defender.p_them()] of [disarmed_item]" : ""]!"),
span_userdanger("[attacker] strikes your jaw,[disarmed_item ? " disarming you of [disarmed_item] and" : ""] leaving you disoriented!"),
span_hear("You hear a sickening sound of flesh hitting flesh!"),
COMBAT_MESSAGE_RANGE,
attacker,
)
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!"))
playsound(defender, 'sound/items/weapons/cqchit1.ogg', 50, TRUE, -1)
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
/mob/living/proc/CQC_help()
set name = "Remember The Basics"
set desc = "You try to remember some of the basics of CQC."
set category = "CQC"
to_chat(usr, "<b><i>You try to remember some of the basics of CQC.</i></b>")
to_chat(usr, "[span_notice("Slam")]: Grab Punch. Slam opponent into the ground, knocking them down.")
to_chat(usr, "[span_notice("CQC Kick")]: Punch Punch. Knocks opponent away. Knocks out stunned opponents and does stamina damage.")
to_chat(usr, "[span_notice("Restrain")]: Grab Grab. Locks opponents into a restraining position, disarm to knock them out with a chokehold.")
to_chat(usr, "[span_notice("Pressure")]: Shove Grab. Decent stamina damage.")
to_chat(usr, "[span_notice("Consecutive CQC")]: Shove Shove Punch. Mainly offensive move, huge damage and decent stamina damage.")
to_chat(usr, "<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>")
///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