Files
Bubberstation/code/datums/status_effects/wound_effects.dm
SkyratBot 9e35706bc7 [MIRROR] Fix oversight allowing orbiting players to force the player they're orbitting to *surrender (#3474)
* Fix oversight allowing orbiting players to force the player they're orbitting to *surrender (#56972)

Observers with auto-observe inherit the HUD of the person they're observing. This includes Alerts. Alerts can be clicked. Alerts have varying levels of snowflaked checks. Some called parent and didn't check the return value. Some perform actions direct on usr instead of owner.

All of this has been standardised. Every single screen alert now calls ..() on Click() and returns early if the parent proc call returns false.

/atom/movable/screen/alert/Click now returns some useful value to children that call it.

* Fix oversight allowing orbiting players to force the player they're orbitting to *surrender

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-02-18 04:46:01 +00:00

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// The shattered remnants of your broken limbs fill you with determination!
/atom/movable/screen/alert/status_effect/determined
name = "Determined"
desc = "The serious wounds you've sustained have put your body into fight-or-flight mode! Now's the time to look for an exit!"
icon_state = "regenerative_core"
/datum/status_effect/determined
id = "determined"
alert_type = /atom/movable/screen/alert/status_effect/determined
/datum/status_effect/determined/on_apply()
. = ..()
owner.visible_message("<span class='danger'>[owner]'s body tenses up noticeably, gritting against [owner.p_their()] pain!</span>", "<span class='notice'><b>Your senses sharpen as your body tenses up from the wounds you've sustained!</b></span>", \
vision_distance=COMBAT_MESSAGE_RANGE)
if(ishuman(owner))
var/mob/living/carbon/human/human_owner = owner
human_owner.physiology.bleed_mod *= WOUND_DETERMINATION_BLEED_MOD
/datum/status_effect/determined/on_remove()
owner.visible_message("<span class='danger'>[owner]'s body slackens noticeably!</span>", "<span class='warning'><b>Your adrenaline rush dies off, and the pain from your wounds come aching back in...</b></span>", vision_distance=COMBAT_MESSAGE_RANGE)
if(ishuman(owner))
var/mob/living/carbon/human/human_owner = owner
human_owner.physiology.bleed_mod /= WOUND_DETERMINATION_BLEED_MOD
return ..()
/datum/status_effect/limp
id = "limp"
status_type = STATUS_EFFECT_REPLACE
tick_interval = 10
alert_type = /atom/movable/screen/alert/status_effect/limp
var/msg_stage = 0//so you dont get the most intense messages immediately
/// The left leg of the limping person
var/obj/item/bodypart/l_leg/left
/// The right leg of the limping person
var/obj/item/bodypart/r_leg/right
/// Which leg we're limping with next
var/obj/item/bodypart/next_leg
/// How many deciseconds we limp for on the left leg
var/slowdown_left = 0
/// How many deciseconds we limp for on the right leg
var/slowdown_right = 0
/datum/status_effect/limp/on_apply()
if(!iscarbon(owner))
return FALSE
var/mob/living/carbon/C = owner
left = C.get_bodypart(BODY_ZONE_L_LEG)
right = C.get_bodypart(BODY_ZONE_R_LEG)
update_limp()
RegisterSignal(C, COMSIG_MOVABLE_MOVED, .proc/check_step)
RegisterSignal(C, list(COMSIG_CARBON_GAIN_WOUND, COMSIG_CARBON_LOSE_WOUND, COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB), .proc/update_limp)
return TRUE
/datum/status_effect/limp/on_remove()
UnregisterSignal(owner, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_GAIN_WOUND, COMSIG_CARBON_LOSE_WOUND, COMSIG_CARBON_ATTACH_LIMB, COMSIG_CARBON_REMOVE_LIMB))
/atom/movable/screen/alert/status_effect/limp
name = "Limping"
desc = "One or more of your legs has been wounded, slowing down steps with that leg! Get it fixed, or at least in a sling of gauze!"
/datum/status_effect/limp/proc/check_step(mob/whocares, OldLoc, Dir, forced)
SIGNAL_HANDLER
if(!owner.client || owner.body_position == LYING_DOWN || !owner.has_gravity() || (owner.movement_type & FLYING) || forced || owner.buckled)
return
// less limping while we have determination still
var/determined_mod = owner.has_status_effect(STATUS_EFFECT_DETERMINED) ? 0.25 : 1
if(next_leg == left)
owner.client.move_delay += slowdown_left * determined_mod
next_leg = right
else
owner.client.move_delay += slowdown_right * determined_mod
next_leg = left
/datum/status_effect/limp/proc/update_limp()
SIGNAL_HANDLER
var/mob/living/carbon/C = owner
left = C.get_bodypart(BODY_ZONE_L_LEG)
right = C.get_bodypart(BODY_ZONE_R_LEG)
if(!left && !right)
C.remove_status_effect(src)
return
slowdown_left = 0
slowdown_right = 0
if(left)
for(var/thing in left.wounds)
var/datum/wound/W = thing
slowdown_left += W.limp_slowdown
if(right)
for(var/thing in right.wounds)
var/datum/wound/W = thing
slowdown_right += W.limp_slowdown
// this handles losing your leg with the limp and the other one being in good shape as well
if(!slowdown_left && !slowdown_right)
C.remove_status_effect(src)
return
/////////////////////////
//////// WOUNDS /////////
/////////////////////////
// wound alert
/atom/movable/screen/alert/status_effect/wound
name = "Wounded"
desc = "Your body has sustained serious damage, click here to inspect yourself."
/atom/movable/screen/alert/status_effect/wound/Click()
. = ..()
if(!.)
return
var/mob/living/carbon/carbon_owner = owner
carbon_owner.check_self_for_injuries()
// wound status effect base
/datum/status_effect/wound
id = "wound"
status_type = STATUS_EFFECT_MULTIPLE
var/obj/item/bodypart/linked_limb
var/datum/wound/linked_wound
alert_type = NONE
/datum/status_effect/wound/on_creation(mob/living/new_owner, incoming_wound)
. = ..()
linked_wound = incoming_wound
linked_limb = linked_wound.limb
/datum/status_effect/wound/on_remove()
linked_wound = null
linked_limb = null
UnregisterSignal(owner, COMSIG_CARBON_LOSE_WOUND)
/datum/status_effect/wound/on_apply()
if(!iscarbon(owner))
return FALSE
RegisterSignal(owner, COMSIG_CARBON_LOSE_WOUND, .proc/check_remove)
return TRUE
/// check if the wound getting removed is the wound we're tied to
/datum/status_effect/wound/proc/check_remove(mob/living/L, datum/wound/W)
SIGNAL_HANDLER
if(W == linked_wound)
qdel(src)
// bones
/datum/status_effect/wound/blunt
/datum/status_effect/wound/blunt/on_apply()
. = ..()
RegisterSignal(owner, COMSIG_MOB_SWAP_HANDS, .proc/on_swap_hands)
on_swap_hands()
/datum/status_effect/wound/blunt/on_remove()
. = ..()
UnregisterSignal(owner, COMSIG_MOB_SWAP_HANDS)
var/mob/living/carbon/wound_owner = owner
wound_owner.remove_actionspeed_modifier(/datum/actionspeed_modifier/blunt_wound)
/datum/status_effect/wound/blunt/proc/on_swap_hands()
SIGNAL_HANDLER
var/mob/living/carbon/wound_owner = owner
if(wound_owner.get_active_hand() == linked_limb)
wound_owner.add_actionspeed_modifier(/datum/actionspeed_modifier/blunt_wound, (linked_wound.interaction_efficiency_penalty - 1))
else
wound_owner.remove_actionspeed_modifier(/datum/actionspeed_modifier/blunt_wound)
/datum/status_effect/wound/blunt/nextmove_modifier()
var/mob/living/carbon/C = owner
if(C.get_active_hand() == linked_limb)
return linked_wound.interaction_efficiency_penalty
return 1
// blunt
/datum/status_effect/wound/blunt/moderate
id = "disjoint"
/datum/status_effect/wound/blunt/severe
id = "hairline"
/datum/status_effect/wound/blunt/critical
id = "compound"
// slash
/datum/status_effect/wound/slash/moderate
id = "abrasion"
/datum/status_effect/wound/slash/severe
id = "laceration"
/datum/status_effect/wound/slash/critical
id = "avulsion"
// pierce
/datum/status_effect/wound/pierce/moderate
id = "breakage"
/datum/status_effect/wound/pierce/severe
id = "puncture"
/datum/status_effect/wound/pierce/critical
id = "rupture"
// burns
/datum/status_effect/wound/burn/moderate
id = "seconddeg"
/datum/status_effect/wound/burn/severe
id = "thirddeg"
/datum/status_effect/wound/burn/critical
id = "fourthdeg"