Files
Bubberstation/code/datums/components/gunpoint.dm
MrMelbert d3bc3e8cb4 Being drunk or having a broken arm hurts accuracy with ranged weapons. Also cleans up a fair bit of hand handling to be more readable (#87904)
## About The Pull Request

1. Having a broken arm will affect your accuracy when firing a weapon
with that arm, even potentially causing damage to you if it's a weapon
with recoil. This effect is not applied under the effects of a
painkiller.

2. The sister effect of this (punching someone with a broken arm) now
also has an interact with painkillers (it can no longer block your
attack).

3. Being drunk heavily affects ranged weapon accuracy, unless you're the
bartender

4. A lot of hand handling cleanup, using new macros to make it a lot
more readable at a glance

## Why It's Good For The Game

We have this system for modifying firearm accuracy but we don't really
use it commonly, and I feel like it slots in well with a lot of places

For broken arms, it adds some more depth to the wound system, in the
same way that trying to punch someone with a broken arm causes pain. (I
actually want to expand this to melee weapon accuracy and attacking with
melee weapons in general, but that's for a later time)

For drunkenness, it just adds to the drunk shenanigans. It also slightly
reduces the effectiveness of drinks as combat healing chemicals, such as
quadsec - makes it a bit more of a trade off.

## Changelog

🆑 Melbert
balance: Having a broken arm affects your accuracy with ranged weapons
fired with that arm. Utilizing a painkiller will nullify this effect,
however.
balance: Painkillers will prevent your punches from being cancelled due
to having a broken arm. You'll still take damage, though.
balance: Being drunk now affects your accuracy with ranged weapon. The
bartender is immune to this effect via their skillchip.
code: A lot of code involving left and right hand handling has been
cleaned up, easier to read. Report any oddities, like left and rights
being flipped
/🆑
2024-11-19 19:31:06 +01:00

243 lines
11 KiB
Plaintext

/// 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 1.25
/// 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
/// Who we're holding up
var/mob/living/target
/// The gun we're holding them up with
var/obj/item/gun/weapon
/// Which stage we're on
var/stage = 1
/// How much the damage and wound values will be multiplied by
var/damage_mult = GUNPOINT_MULT_STAGE_1
/// If TRUE, we're committed to firing the shot, for async purposes
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
RegisterSignals(targ, list(
COMSIG_MOB_ATTACK_HAND,
COMSIG_MOB_ITEM_ATTACK,
COMSIG_MOVABLE_MOVED,
COMSIG_MOB_FIRED_GUN,
COMSIG_MOVABLE_SET_GRAB_STATE,
COMSIG_LIVING_START_PULL), PROC_REF(trigger_reaction))
RegisterSignal(targ, COMSIG_ATOM_EXAMINE, PROC_REF(examine_target))
RegisterSignal(targ, COMSIG_LIVING_PRE_MOB_BUMP, PROC_REF(block_bumps_target))
RegisterSignals(targ, list(COMSIG_LIVING_DISARM_HIT, COMSIG_LIVING_GET_PULLED), PROC_REF(cancel))
RegisterSignals(weapon, list(COMSIG_ITEM_DROPPED, COMSIG_ITEM_EQUIPPED), PROC_REF(cancel))
var/distance = max(get_dist(shooter, target), 1) // treat 0 distance as adjacent
var/distance_description = (distance <= 1 ? "point blank " : "")
shooter.visible_message(span_danger("[shooter] aims [weapon] [distance_description]at [target]!"),
span_danger("You aim [weapon] [distance_description]at [target]!"), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] aims [weapon] [distance_description]at you!"))
shooter.Immobilize(0.75 SECONDS / distance)
if(!HAS_TRAIT(target, TRAIT_NOFEAR_HOLDUPS))
target.Immobilize(0.75 SECONDS / distance)
target.emote("gaspshock", intentional = FALSE)
add_memory_in_range(target, 7, /datum/memory/held_at_gunpoint, protagonist = target, deuteragonist = shooter, antagonist = weapon)
shooter.apply_status_effect(/datum/status_effect/holdup, shooter)
target.apply_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
target.do_alert_animation()
target.playsound_local(target.loc, 'sound/machines/chime.ogg', 50, TRUE)
target.add_mood_event("gunpoint", /datum/mood_event/gunpoint)
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)
addtimer(CALLBACK(src, PROC_REF(update_stage), 2), GUNPOINT_DELAY_STAGE_2)
/datum/component/gunpoint/Destroy(force)
var/mob/living/shooter = parent
shooter.remove_status_effect(/datum/status_effect/holdup)
target.remove_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
target.clear_mood_event("gunpoint")
return ..()
/datum/component/gunpoint/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(check_deescalate))
RegisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE, PROC_REF(flinch))
RegisterSignal(parent, COMSIG_MOB_ATTACK_HAND, PROC_REF(check_shove))
RegisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT, PROC_REF(check_deescalate))
RegisterSignals(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP), PROC_REF(check_bump))
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(examine))
RegisterSignal(parent, COMSIG_LIVING_PRE_MOB_BUMP, PROC_REF(block_bumps_parent))
RegisterSignal(parent, COMSIG_LIVING_DISARM_HIT, PROC_REF(cancel))
/datum/component/gunpoint/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
UnregisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE)
UnregisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT)
UnregisterSignal(parent, COMSIG_MOB_ATTACK_HAND)
UnregisterSignal(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP))
UnregisterSignal(parent, COMSIG_ATOM_EXAMINE)
UnregisterSignal(parent, COMSIG_LIVING_PRE_MOB_BUMP)
UnregisterSignal(parent, COMSIG_LIVING_DISARM_HIT)
///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_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
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_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
qdel(src)
///Update the damage multiplier for whatever stage we're entering into
/datum/component/gunpoint/proc/update_stage(new_stage)
if(check_deescalate())
return
stage = new_stage
if(stage == 2)
to_chat(parent, span_danger("You steady [weapon] on [target]."))
to_chat(target, span_userdanger("[parent] has steadied [weapon] on you!"))
damage_mult = GUNPOINT_MULT_STAGE_2
addtimer(CALLBACK(src, PROC_REF(update_stage), 3), GUNPOINT_DELAY_STAGE_3)
else if(stage == 3)
to_chat(parent, span_danger("You have fully steadied [weapon] on [target]."))
to_chat(target, span_userdanger("[parent] has fully steadied [weapon] on you!"))
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))
cancel()
return TRUE
///Bang bang, we're firing a charged shot off
/datum/component/gunpoint/proc/trigger_reaction()
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(async_trigger_reaction))
/datum/component/gunpoint/proc/async_trigger_reaction()
var/mob/living/shooter = parent
shooter.remove_status_effect(/datum/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(/datum/status_effect/grouped/heldup, REF(shooter))
target.clear_mood_event("gunpoint")
if(point_of_no_return)
return
point_of_no_return = TRUE
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
var/fired = weapon.fire_gun(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_danger("[shooter] breaks [shooter.p_their()] aim on [target]!"), \
span_danger("You are no longer aiming [weapon] at [target]."), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] breaks [shooter.p_their()] aim on you!"))
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(mob/living/source, damage_amount, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, attacking_item)
SIGNAL_HANDLER
if(!attack_direction) // No fliching from yourself
return
var/flinch_chance = 50
var/gun_hand = IS_LEFT_INDEX(source.get_held_index_of_item(weapon)) ? BODY_ZONE_L_ARM : BODY_ZONE_R_ARM
if(isbodypart(def_zone))
var/obj/item/bodypart/hitting = def_zone
def_zone = hitting.body_zone
if(def_zone == gun_hand)
flinch_chance = 80
if(prob(flinch_chance))
source.visible_message(
span_danger("[source] flinches!"),
span_danger("You flinch!"),
)
INVOKE_ASYNC(src, PROC_REF(trigger_reaction))
///Shows if the parent is holding someone at gunpoint
/datum/component/gunpoint/proc/examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(user in viewers(target))
examine_list += span_boldwarning("[parent] [parent.p_are()] holding [target] at gunpoint with [weapon]!")
///Shows if the examine target is being held at gunpoint
/datum/component/gunpoint/proc/examine_target(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(user in viewers(parent))
examine_list += span_boldwarning("[target] [target.p_are()] being held at gunpoint by [parent]!")
///Prevents bumping the shooter to break gunpoint since shove does that
/datum/component/gunpoint/proc/block_bumps_parent(mob/bumped, mob/living/bumper)
SIGNAL_HANDLER
to_chat(bumper, span_warning("[bumped] [bumped.p_are()] holding [target] at gunpoint, you cannot push past."))
return COMPONENT_LIVING_BLOCK_PRE_MOB_BUMP
///Prevents bumping the target by an ally to cheese and force the charged shot
/datum/component/gunpoint/proc/block_bumps_target(mob/bumped, mob/living/bumper)
SIGNAL_HANDLER
to_chat(bumper, span_warning("[bumped] [bumped.p_are()] being held at gunpoint, it's not wise to push [bumped.p_them()]!"))
return COMPONENT_LIVING_BLOCK_PRE_MOB_BUMP
#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