Files
MrMelbert bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-22 21:30:07 -04:00

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/obj/item/mmi
name = "\improper Man-Machine Interface"
desc = "The Warrior's bland acronym, MMI, obscures the true horror of this monstrosity, that nevertheless has become standard-issue on Nanotrasen stations."
icon = 'icons/obj/devices/assemblies.dmi'
icon_state = "mmi_off"
base_icon_state = "mmi"
w_class = WEIGHT_CLASS_NORMAL
var/braintype = "Cyborg"
var/obj/item/radio/radio = null //Let's give it a radio.
var/mob/living/brain/brainmob = null //The current occupant.
var/mob/living/silicon/robot = null //Appears unused.
var/obj/vehicle/sealed/mecha = null //This does not appear to be used outside of reference in mecha.dm.
var/obj/item/organ/brain/brain = null //The actual brain
var/datum/ai_laws/laws = new()
var/force_replace_ai_name = FALSE
var/overrides_aicore_laws = FALSE // Whether the laws on the MMI, if any, override possible pre-existing laws loaded on the AI core.
/// Whether the brainmob can move. Doesnt usually matter but SPHERICAL POSIBRAINSSS
var/immobilize = TRUE
/obj/item/mmi/Initialize(mapload)
. = ..()
radio = new(src) //Spawns a radio inside the MMI.
radio.set_broadcasting(FALSE) //researching radio mmis turned the robofabs into radios because this didnt start as 0.
laws.set_laws_config()
/obj/item/mmi/Destroy()
set_mecha(null)
QDEL_NULL(brainmob)
QDEL_NULL(brain)
QDEL_NULL(radio)
QDEL_NULL(laws)
return ..()
/obj/item/mmi/update_icon_state()
if(!brain)
icon_state = "[base_icon_state]_off"
return ..()
icon_state = "[base_icon_state]_brain[istype(brain, /obj/item/organ/brain/alien) ? "_alien" : null]"
return ..()
/obj/item/mmi/update_overlays()
. = ..()
. += add_mmi_overlay()
/obj/item/mmi/proc/add_mmi_overlay()
if(brainmob && brainmob.stat != DEAD)
. += "mmi_alive"
return
if(brain)
. += "mmi_dead"
/obj/item/mmi/attackby(obj/item/O, mob/user, list/modifiers, list/attack_modifiers)
user.changeNext_move(CLICK_CD_MELEE)
if(istype(O, /obj/item/organ/brain)) //Time to stick a brain in it --NEO
var/obj/item/organ/brain/newbrain = O
if(brain)
to_chat(user, span_warning("There's already a brain in the MMI!"))
return
if(newbrain.suicided)
to_chat(user, span_warning("[newbrain] is completely useless."))
return
if(!newbrain.brainmob)
var/install = tgui_alert(user, "[newbrain] is inactive, slot it in anyway?", "Installing Brain", list("Yes", "No"))
if(install != "Yes")
return
if(!user.transferItemToLoc(newbrain, src))
return
user.visible_message(span_notice("[user] sticks [newbrain] into [src]."), span_notice("[src]'s indicator light turns red as you insert [newbrain]. Its brainwave activity alarm buzzes."))
brain = newbrain
brain.organ_flags |= ORGAN_FROZEN
name = "[initial(name)]: [copytext(newbrain.name, 1, -8)]"
update_appearance()
return
if(!user.transferItemToLoc(O, src))
return
var/mob/living/brain/B = newbrain.brainmob
if(!B.key && !newbrain.decoy_override)
B.notify_revival("Someone has put your brain in a MMI!", source = src)
user.visible_message(span_notice("[user] sticks \a [newbrain] into [src]."), span_notice("[src]'s indicator light turn on as you insert [newbrain]."))
set_brainmob(newbrain.brainmob)
newbrain.brainmob = null
brainmob.forceMove(src)
brainmob.container = src
var/fubar_brain = newbrain.suicided || HAS_TRAIT(brainmob, TRAIT_SUICIDED) //brain is from a suicider
if(!fubar_brain && !(newbrain.organ_flags & ORGAN_FAILING)) // the brain organ hasn't been beaten to death, nor was from a suicider.
brainmob.set_stat(CONSCIOUS) //we manually revive the brain mob
else if(!fubar_brain && newbrain.organ_flags & ORGAN_FAILING) // the brain is damaged, but not from a suicider
to_chat(user, span_warning("[src]'s indicator light turns yellow and its brain integrity alarm beeps softly. Perhaps you should check [newbrain] for damage."))
playsound(src, 'sound/machines/synth/synth_no.ogg', 5, TRUE)
else
to_chat(user, span_warning("[src]'s indicator light turns red and its brainwave activity alarm beeps softly. Perhaps you should check [newbrain] again."))
playsound(src, 'sound/machines/beep/triple_beep.ogg', 5, TRUE)
brainmob.reset_perspective()
brain = newbrain
brain.organ_flags |= ORGAN_FROZEN
name = "[initial(name)]: [brainmob.real_name]"
update_appearance()
if(istype(brain, /obj/item/organ/brain/alien))
braintype = "Xenoborg" //HISS....Beep.
else
braintype = "Cyborg"
SSblackbox.record_feedback("amount", "mmis_filled", 1)
user.log_message("has put the brain of [key_name(brainmob)] into an MMI", LOG_GAME)
else if(brainmob)
O.attack(brainmob, user) //Oh noooeeeee
else
return ..()
/**
* Forces target brain into the MMI. Mainly intended for admin purposes, as this allows transfer without a mob or user.
*
* Returns FALSE on failure, TRUE on success.
*
* Arguments:
* * new_brain - Brain to be force-inserted into the MMI. Any calling code should handle proper removal of the brain from the mob, as this proc only forceMoves.
*/
/obj/item/mmi/proc/force_brain_into(obj/item/organ/brain/new_brain)
if(isnull(new_brain))
stack_trace("Proc called with null brain.")
return FALSE
if(!istype(new_brain))
stack_trace("Proc called with invalid type: [new_brain] ([new_brain.type])")
return FALSE
if(isnull(new_brain.brainmob))
new_brain.forceMove(src)
brain = new_brain
brain.organ_flags |= ORGAN_FROZEN
name = "[initial(name)]: [copytext(new_brain.name, 1, -8)]"
update_appearance()
return TRUE
new_brain.forceMove(src)
var/mob/living/brain/new_brain_brainmob = new_brain.brainmob
if(!new_brain_brainmob.key && !new_brain.decoy_override)
new_brain_brainmob.notify_revival("Someone has put your brain in a MMI!", source = src)
set_brainmob(new_brain_brainmob)
new_brain.brainmob = null
brainmob.forceMove(src)
brainmob.container = src
var/fubar_brain = new_brain.suicided || HAS_TRAIT(brainmob, TRAIT_SUICIDED)
if(!fubar_brain && !(new_brain.organ_flags & ORGAN_FAILING))
brainmob.set_stat(CONSCIOUS)
brainmob.reset_perspective()
brain = new_brain
brain.organ_flags |= ORGAN_FROZEN
name = "[initial(name)]: [brainmob.real_name]"
update_appearance()
if(istype(brain, /obj/item/organ/brain/alien))
braintype = "Xenoborg"
else
braintype = "Cyborg"
SSblackbox.record_feedback("amount", "mmis_filled", 1)
return TRUE
/obj/item/mmi/attack_self(mob/user)
if(!brain)
radio.set_on(!radio.is_on())
to_chat(user, span_notice("You toggle [src]'s radio system [radio.is_on() == TRUE ? "on" : "off"]."))
else
eject_brain(user)
update_appearance()
name = initial(name)
to_chat(user, span_notice("You unlock and upend [src], spilling the brain onto the floor."))
/obj/item/mmi/proc/eject_brain(mob/user)
if(brainmob)
brainmob.container = null //Reset brainmob mmi var.
brainmob.forceMove(brain) //Throw mob into brain.
brainmob.set_stat(DEAD)
brainmob.emp_damage = 0
brainmob.reset_perspective() //so the brainmob follows the brain organ instead of the mmi. And to update our vision
brain.brainmob = brainmob //Set the brain to use the brainmob
user.log_message("has ejected the brain of [key_name(brainmob)] from an MMI", LOG_GAME)
brainmob = null //Set mmi brainmob var to null
brain.forceMove(drop_location())
if(Adjacent(user))
user.put_in_hands(brain)
brain.organ_flags &= ~ORGAN_FROZEN
brain = null //No more brain in here
/obj/item/mmi/proc/transfer_identity(mob/living/L) //Same deal as the regular brain proc. Used for human-->robot people.
if(!brainmob)
set_brainmob(new /mob/living/brain(src))
brainmob.name = L.real_name
brainmob.real_name = L.real_name
if(L.has_dna())
var/mob/living/carbon/C = L
if(!brainmob.stored_dna)
brainmob.stored_dna = new /datum/dna/stored(brainmob)
C.dna.copy_dna(brainmob.stored_dna)
brainmob.container = src
if(ishuman(L))
var/mob/living/carbon/human/H = L
var/obj/item/organ/brain/newbrain = H.get_organ_by_type(/obj/item/organ/brain)
newbrain.Remove(H, special = TRUE, movement_flags = NO_ID_TRANSFER)
newbrain.forceMove(src)
brain = newbrain
else if(!brain)
brain = new(src)
brain.name = "[L.real_name]'s brain"
brain.organ_flags |= ORGAN_FROZEN
name = "[initial(name)]: [brainmob.real_name]"
update_appearance()
if(istype(brain, /obj/item/organ/brain/alien))
braintype = "Xenoborg" //HISS....Beep.
else
braintype = "Cyborg"
/// Proc to hook behavior associated to the change in value of the [/obj/item/mmi/var/brainmob] variable.
/obj/item/mmi/proc/set_brainmob(mob/living/brain/new_brainmob)
if(brainmob == new_brainmob)
return FALSE
. = brainmob
SEND_SIGNAL(src, COMSIG_MMI_SET_BRAINMOB, new_brainmob)
brainmob = new_brainmob
if(new_brainmob)
if(mecha)
new_brainmob.remove_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
else
new_brainmob.add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
if(.)
var/mob/living/brain/old_brainmob = .
old_brainmob.add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
/// Proc to hook behavior associated to the change in value of the [obj/vehicle/sealed/var/mecha] variable.
/obj/item/mmi/proc/set_mecha(obj/vehicle/sealed/mecha/new_mecha)
if(mecha == new_mecha)
return FALSE
. = mecha
mecha = new_mecha
if(new_mecha)
if(!. && brainmob) // There was no mecha, there now is, and we have a brain mob that is no longer unaided.
brainmob.remove_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
else if(. && brainmob && immobilize) // There was a mecha, there no longer is one, and there is a brain mob that is now again unaided.
brainmob.add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), BRAIN_UNAIDED)
/obj/item/mmi/proc/replacement_ai_name()
return brainmob.name
/obj/item/mmi/verb/Toggle_Listening()
set name = "Toggle Listening"
set desc = "Toggle listening channel on or off."
set category = "MMI"
set src = usr.loc
set popup_menu = FALSE
if(brainmob.stat)
to_chat(brainmob, span_warning("Can't do that while incapacitated or dead!"))
if(!radio.is_on())
to_chat(brainmob, span_warning("Your radio is disabled!"))
return
radio.set_listening(!radio.get_listening())
to_chat(brainmob, span_notice("Radio is [radio.get_listening() ? "now" : "no longer"] receiving broadcast."))
/obj/item/mmi/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
if(!brainmob || iscyborg(loc))
return
else
switch(severity)
if(1)
brainmob.emp_damage = min(brainmob.emp_damage + rand(20,30), 30)
if(2)
brainmob.emp_damage = min(brainmob.emp_damage + rand(10,20), 30)
if(3)
brainmob.emp_damage = min(brainmob.emp_damage + rand(0,10), 30)
brainmob.emote("alarm")
/obj/item/mmi/atom_deconstruct(disassembled = TRUE)
if(brain)
eject_brain()
/obj/item/mmi/examine(mob/user)
. = ..()
if(radio)
. += span_notice("There is a switch to toggle the radio system [radio.is_on() ? "off" : "on"].[brain ? " It is currently being covered by [brain]." : null]")
if(!isnull(brain))
// It's dead, show it as much
if((brain.organ_flags & ORGAN_FAILING) || brainmob?.stat == DEAD)
if(brain.suicided || (brainmob && HAS_TRAIT(brainmob, TRAIT_SUICIDED)))
. += span_warning("[src] indicator light is red.")
else
. += span_warning("[src] indicator light is yellow - perhaps you should check the brain for damage.")
// If we have a client, OR it's a decoy brain, show as active
else if(brain.decoy_override || brainmob?.client)
. += span_notice("[src] indicates that the brain is active.")
// If we have a brainmob and it has a mind, it may just be DC'd
else if(brainmob?.mind)
. += span_warning("[src] indicates that the brain is currently inactive; it might change.")
// No brainmob, no mind, and not a decoy, it's a dead brain
else
. += span_warning("[src] indicates that the brain is completely unresponsive.")
/obj/item/mmi/relaymove(mob/living/user, direction)
return //so that the MMI won't get a warning about not being able to move if it tries to move
/obj/item/mmi/proc/brain_check(mob/user)
var/mob/living/brain/B = brainmob
if(!B)
if(user)
to_chat(user, span_warning("\The [src] indicates that there is no mind present!"))
return FALSE
if(brain?.decoy_override)
if(user)
to_chat(user, span_warning("This [name] does not seem to fit!"))
return FALSE
if(!B.key || !B.mind)
if(user)
to_chat(user, span_warning("\The [src] indicates that their mind is completely unresponsive!"))
return FALSE
if(!B.client)
if(user)
to_chat(user, span_warning("\The [src] indicates that their mind is currently inactive."))
return FALSE
if(HAS_TRAIT(B, TRAIT_SUICIDED) || brain?.suicided)
if(user)
to_chat(user, span_warning("\The [src] indicates that their mind has no will to live!"))
return FALSE
if(B.stat == DEAD)
if(user)
to_chat(user, span_warning("\The [src] indicates that the brain is dead!"))
return FALSE
if(brain?.organ_flags & ORGAN_FAILING)
if(user)
to_chat(user, span_warning("\The [src] indicates that the brain is damaged!"))
return FALSE
return TRUE
/obj/item/mmi/syndie
name = "\improper Syndicate Man-Machine Interface"
desc = "Syndicate's own brand of MMI. It enforces laws designed to help Syndicate agents achieve their goals upon cyborgs and AIs created with it."
overrides_aicore_laws = TRUE
/obj/item/mmi/syndie/Initialize(mapload)
. = ..()
laws = new /datum/ai_laws/syndicate_override()
radio.set_on(FALSE)