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## About The Pull Request Another batch of changes to examine, ideas being courtesy of Melbert and Swanni. When examining an item you will now see tags with tooltips elaborating on their meaning instead of having each property displayed in a separate line. Additionally, examines now use fieldsets, saving a line previously spent on displaying an item's name and instead putting it directly into the top outline. Embedding and slapcrafting also display their properties as tags, and combat info now displays item's sharpness. Here are some examples, each tag previously taking up its own line.    Additionally, protection classes now better elaborate on items' temperature protection properties and tell you the exact temperatures that an item can withstand  ## Why It's Good For The Game Tags are a very intuitive system used in many games and we could benefit from it too. Compressing seven lines of text into one while retaining readability and all information within by using tooltips will majorly cut down on chat space used by examines. ## Changelog 🆑 refactor: Refactored how examines display item properties. A lot of them are now displayed as tags that you can hover over to receive details about, like item size, resistances and materials an object is made of. qol: Protection classes now better elaborate on thermal resistances of items, displaying the exact temperatures they can protect you from. /🆑
178 lines
8.1 KiB
Plaintext
178 lines
8.1 KiB
Plaintext
/*
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The presence of this element allows an item (or a projectile carrying an item) to embed itself in a carbon when it is thrown into a target (whether by hand, gun, or explosive wave) with either
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at least 4 throwspeed (EMBED_THROWSPEED_THRESHOLD) or ignore_throwspeed_threshold set to TRUE. Items meant to be used as shrapnel for projectiles should have ignore_throwspeed_threshold set to true.
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Whether we're dealing with a direct /obj/item (throwing a knife at someone) or an /obj/projectile with a shrapnel_type, how we handle things plays out the same, with one extra step separating them.
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Items simply make their COMSIG_MOVABLE_IMPACT_ZONE check, while projectiles check on COMSIG_PROJECTILE_SELF_ON_HIT.
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Upon a projectile hitting a valid target, it spawns whatever type of payload it has defined, then has that try to embed itself in the target on its own.
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Otherwise non-embeddable or stickable items can be made embeddable/stickable through wizard events/sticky tape/admin memes.
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*/
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/datum/element/embed
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/datum/element/embed/Attach(datum/target)
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. = ..()
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if(!isitem(target) && !isprojectile(target))
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return ELEMENT_INCOMPATIBLE
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RegisterSignal(target, COMSIG_ELEMENT_ATTACH, PROC_REF(sever_element))
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if(isprojectile(target))
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RegisterSignal(target, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(check_embed_projectile))
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return
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RegisterSignal(target, COMSIG_MOVABLE_IMPACT_ZONE, PROC_REF(check_embed))
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RegisterSignal(target, COMSIG_ATOM_EXAMINE_TAGS, PROC_REF(examined_tags))
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RegisterSignal(target, COMSIG_EMBED_TRY_FORCE, PROC_REF(try_force_embed))
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RegisterSignal(target, COMSIG_ITEM_DISABLE_EMBED, PROC_REF(detach_from_weapon))
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/datum/element/embed/Detach(obj/target)
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. = ..()
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if(isprojectile(target))
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UnregisterSignal(target, list(COMSIG_PROJECTILE_SELF_ON_HIT, COMSIG_ELEMENT_ATTACH))
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return
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UnregisterSignal(target, list(COMSIG_MOVABLE_IMPACT_ZONE, COMSIG_ELEMENT_ATTACH, COMSIG_MOVABLE_IMPACT, COMSIG_ATOM_EXAMINE, COMSIG_EMBED_TRY_FORCE, COMSIG_ITEM_DISABLE_EMBED))
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/// Checking to see if we're gonna embed into a human
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/datum/element/embed/proc/check_embed(obj/item/weapon, mob/living/carbon/victim, hit_zone, blocked, datum/thrownthing/throwingdatum, forced=FALSE)
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SIGNAL_HANDLER
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if(forced)
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embed_object(weapon, victim, hit_zone, throwingdatum)
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return TRUE
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if(blocked || !istype(victim) || HAS_TRAIT(victim, TRAIT_PIERCEIMMUNE))
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return FALSE
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if(HAS_TRAIT(victim, TRAIT_GODMODE))
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return FALSE
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var/flying_speed = throwingdatum?.speed || weapon.throw_speed
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if(flying_speed < EMBED_THROWSPEED_THRESHOLD && !weapon.get_embed().ignore_throwspeed_threshold)
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return FALSE
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if(!roll_embed_chance(weapon, victim, hit_zone, throwingdatum))
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return FALSE
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embed_object(weapon, victim, hit_zone, throwingdatum)
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return TRUE
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/// Actually sticks the object to a victim
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/datum/element/embed/proc/embed_object(obj/item/weapon, mob/living/carbon/victim, hit_zone, datum/thrownthing/throwingdatum)
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var/obj/item/bodypart/limb = victim.get_bodypart(hit_zone) || pick(victim.bodyparts)
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victim.AddComponent(/datum/component/embedded,\
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weapon,\
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throwingdatum,\
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part = limb)
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///A different embed element has been attached, so we'll detach and let them handle things
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/datum/element/embed/proc/sever_element(obj/weapon, datum/element/E)
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SIGNAL_HANDLER
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if(istype(E, /datum/element/embed))
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Detach(weapon)
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///If we don't want to be embeddable anymore (deactivating an e-dagger for instance)
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/datum/element/embed/proc/detach_from_weapon(obj/weapon)
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SIGNAL_HANDLER
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Detach(weapon)
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///Someone inspected our embeddable item
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/datum/element/embed/proc/examined_tags(obj/item/I, mob/user, list/examine_list)
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SIGNAL_HANDLER
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if(I.is_embed_harmless())
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examine_list["sticky"] = "[I] feels sticky, and could probably get stuck to someone if thrown properly!"
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else
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examine_list["embeddable"] = "[I] has a fine point, and could probably embed in someone if thrown properly!"
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/**
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* check_embed_projectile() is what we get when a projectile with a defined shrapnel_type impacts a target.
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*
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* If we hit a valid target, we create the shrapnel_type object and then forcefully try to embed it on its
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* behalf. DO NOT EVER add an embed element to the payload and let it do the rest.
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* That's awful, and it'll limit us to drop-deletable shrapnels in the worry of stuff like
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* arrows and harpoons being embeddable even when not let loose by their weapons.
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*/
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/datum/element/embed/proc/check_embed_projectile(obj/projectile/source, atom/movable/firer, atom/hit, angle, hit_zone, blocked)
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SIGNAL_HANDLER
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if(!source.can_embed_into(hit) || blocked)
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Detach(source)
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return // we don't care
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var/payload_type = source.shrapnel_type
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var/obj/item/payload = new payload_type(get_turf(hit))
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payload.set_embed(source.get_embed())
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if(istype(payload, /obj/item/shrapnel/bullet))
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payload.name = source.name
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SEND_SIGNAL(source, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED, payload)
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var/mob/living/carbon/C = hit
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var/obj/item/bodypart/limb = C.get_bodypart(hit_zone)
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if(!limb)
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limb = C.get_bodypart()
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if(!try_force_embed(payload, limb))
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payload.failedEmbed()
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Detach(source)
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/**
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* try_force_embed() is called here when we fire COMSIG_EMBED_TRY_FORCE from [/obj/item/proc/tryEmbed]. Mostly, this means we're a piece of shrapnel from a projectile that just impacted something, and we're trying to embed in it.
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*
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* The reason for this extra mucking about is avoiding having to do an extra hitby(), and annoying the target by impacting them once with the projectile, then again with the shrapnel, and possibly
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* AGAIN if we actually embed. This way, we save on at least one message.
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*
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* Arguments:
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* * embedding_item- the item we're trying to insert into the target
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* * target- what we're trying to shish-kabob, either a bodypart or a carbon
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* * hit_zone- if our target is a carbon, try to hit them in this zone, if we don't have one, pick a random one. If our target is a bodypart, we already know where we're hitting.
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* * forced- if we want this to succeed 100%
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*/
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/datum/element/embed/proc/try_force_embed(obj/item/embedding_item, atom/target, hit_zone, forced=FALSE)
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SIGNAL_HANDLER
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var/obj/item/bodypart/limb
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var/mob/living/carbon/victim
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if(iscarbon(target))
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victim = target
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if(!hit_zone)
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limb = pick(victim.bodyparts)
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hit_zone = limb.body_zone
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else if(isbodypart(target))
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limb = target
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hit_zone = limb.body_zone
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victim = limb.owner
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if(!forced && !roll_embed_chance(embedding_item, victim, hit_zone))
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return
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return check_embed(embedding_item, victim, hit_zone, forced=TRUE) // Don't repeat the embed roll, we already did it
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/// Calculates the actual chance to embed based on armour penetration and throwing speed, then returns true if we pass that probability check
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/datum/element/embed/proc/roll_embed_chance(obj/item/embedding_item, mob/living/victim, hit_zone, datum/thrownthing/throwingdatum)
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var/actual_chance = embedding_item.get_embed().embed_chance
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if(throwingdatum?.speed > embedding_item.throw_speed)
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actual_chance += (throwingdatum.speed - embedding_item.throw_speed) * EMBED_CHANCE_SPEED_BONUS
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if(embedding_item.is_embed_harmless()) // all the armor in the world won't save you from a kick me sign
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return prob(actual_chance)
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var/armor = max(victim.run_armor_check(hit_zone, BULLET, silent=TRUE), victim.run_armor_check(hit_zone, BOMB, silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
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if(!armor) // we only care about armor penetration if there's actually armor to penetrate
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return prob(actual_chance)
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//Keep this above 1, as it is a multiplier for the pen_mod for determining actual embed chance.
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var/penetrative_behaviour = embedding_item.weak_against_armour ? ARMOR_WEAKENED_MULTIPLIER : 1
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var/pen_mod = -(armor * penetrative_behaviour) // if our shrapnel is weak into armor, then we restore our armor to the full value.
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actual_chance += pen_mod // doing the armor pen as a separate calc just in case this ever gets expanded on
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if(actual_chance <= 0)
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victim.visible_message(span_danger("[embedding_item] bounces off [victim]'s armor, unable to embed!"), span_notice("[embedding_item] bounces off your armor, unable to embed!"), vision_distance = COMBAT_MESSAGE_RANGE)
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return FALSE
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return prob(actual_chance)
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