Files
Bubberstation/code/datums/components/gunpoint.dm
Mothblocks 7e4de07506 Remove all gamemodes except Dynamic (#58470)
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.

* Remove gamemode references from age checks

* Monkey

* Remove heretics

* Remove BBs

* Refactor uplinks and remove clown ops

* Remove nuke ops

* Removes and refactors cult

* Remove extended

* Remove and move out meteors

* Removes wizard

* Remove sandbox

* Remove changelings

* Remove traitors

* Remove revs

* Remove gangs

* Remove changing mode and voting for new gamemodes

* get_candidates signature fix

* Summon ERT and NERD in their own panel

* Remove some old unneeded age_check stuff

* Fix old signatures of get_uplink_items

* Use Extended like config for dynamic.json

* Fix discounted gear
2021-04-25 01:55:10 -07:00

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/// 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 class='danger'>[shooter] aims [weapon] point blank at [target]!</span>", \
"<span class='danger'>You aim [weapon] point blank at [target]!</span>", ignored_mobs = target)
to_chat(target, "<span class='userdanger'>[shooter] aims [weapon] point blank at you!</span>")
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_DAMGE, .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_DAMGE)
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 class='danger'>[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!</span>", \
"<span class='danger'>You bump into [target] and fumble your aim!</span>", ignored_mobs = target)
to_chat(target, "<span class='userdanger'>[shooter] bumps into you and fumbles [shooter.p_their()] aim!</span>")
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 class='danger'>[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!</span>", \
"<span class='danger'>You bump into [target] and fumble your aim!</span>", ignored_mobs = target)
to_chat(target, "<span class='userdanger'>[shooter] bumps into you and fumbles [shooter.p_their()] aim!</span>")
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 class='danger'>You steady [weapon] on [target].</span>")
to_chat(target, "<span class='userdanger'>[parent] has steadied [weapon] on you!</span>")
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 class='danger'>You have fully steadied [weapon] on [target].</span>")
to_chat(target, "<span class='userdanger'>[parent] has fully steadied [weapon] on you!</span>")
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_DOES_SLEEP
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 class='danger'>[shooter] fumbles [weapon]!</span>", \
"<span class='danger'>You fumble [weapon] and fail to fire at [target]!</span>", ignored_mobs = target)
to_chat(target, "<span class='userdanger'>[shooter] fumbles [weapon] and fails to fire at you!</span>")
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 class='danger'>[shooter] breaks [shooter.p_their()] aim on [target]!</span>", \
"<span class='danger'>You are no longer aiming [weapon] at [target].</span>", ignored_mobs = target)
to_chat(target, "<span class='userdanger'>[shooter] breaks [shooter.p_their()] aim on you!</span>")
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 class='danger'>[shooter] flinches!</span>", \
"<span class='danger'>You flinch!</span>")
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