Files
Bubberstation/code/datums/martial/cqc.dm
LemonInTheDark ae5a4f955d Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request

Signals were initially only usable with component listeners, which while
no longer the case has lead to outdated documentation, names, and a
similar location in code.

This pr pulls the two apart. Partially because mso thinks we should, but
also because they really aren't directly linked anymore, and having them
in this midstate just confuses people.

[Renames comp_lookup to listen_lookup, since that's what it
does](102b79694f)

[Moves signal procs over to their own
file](33d07d01fd)

[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)

[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)

[And finally passes over the examine
signals](65917658fb)

## Why It's Good For The Game

Code makes more sense, things are better teased apart, s just good imo

## Changelog
🆑
refactor: Pulled apart the last vestiges of names/docs directly linking
signals to components
/🆑
2023-06-09 06:14:31 +00:00

284 lines
13 KiB
Plaintext

#define SLAM_COMBO "GH"
#define KICK_COMBO "HH"
#define RESTRAIN_COMBO "GG"
#define PRESSURE_COMBO "DG"
#define CONSECUTIVE_COMBO "DDH"
/datum/martial_art/cqc
name = "CQC"
id = MARTIALART_CQC
help_verb = /mob/living/proc/CQC_help
block_chance = 75
smashes_tables = TRUE
display_combos = TRUE
var/old_grab_state = null
var/mob/restraining_mob
/datum/martial_art/cqc/teach(mob/living/cqc_user, make_temporary)
. = ..()
RegisterSignal(cqc_user, COMSIG_ATOM_ATTACKBY, PROC_REF(on_attackby))
/datum/martial_art/cqc/on_remove(mob/living/cqc_user)
UnregisterSignal(cqc_user, COMSIG_ATOM_ATTACKBY)
. = ..()
///Signal from getting attacked with an item, for a special interaction with touch spells
/datum/martial_art/cqc/proc/on_attackby(mob/living/cqc_user, obj/item/attack_weapon, mob/attacker, params)
SIGNAL_HANDLER
if(!istype(attack_weapon, /obj/item/melee/touch_attack))
return
if(!can_use(cqc_user))
return
cqc_user.visible_message(
span_danger("[cqc_user] twists [attacker]'s arm, sending their [attack_weapon] back towards them!"),
span_userdanger("Making sure to avoid [attacker]'s [attack_weapon], you twist their arm to send it right back at them!"),
)
var/obj/item/melee/touch_attack/touch_weapon = attack_weapon
var/datum/action/cooldown/spell/touch/touch_spell = touch_weapon.spell_which_made_us?.resolve()
if(!touch_spell)
return
INVOKE_ASYNC(touch_spell, TYPE_PROC_REF(/datum/action/cooldown/spell/touch, do_hand_hit), touch_weapon, attacker, attacker)
return COMPONENT_NO_AFTERATTACK
/datum/martial_art/cqc/reset_streak(mob/living/new_target)
if(new_target && new_target != restraining_mob)
restraining_mob = null
return ..()
/datum/martial_art/cqc/proc/check_streak(mob/living/attacker, mob/living/defender)
if(!can_use(attacker))
return FALSE
if(findtext(streak, SLAM_COMBO))
reset_streak()
return Slam(attacker, defender)
if(findtext(streak, KICK_COMBO))
reset_streak()
return Kick(attacker, defender)
if(findtext(streak, RESTRAIN_COMBO))
reset_streak()
return Restrain(attacker, defender)
if(findtext(streak, PRESSURE_COMBO))
reset_streak()
return Pressure(attacker, defender)
if(findtext(streak, CONSECUTIVE_COMBO))
reset_streak()
return Consecutive(attacker, defender)
return FALSE
/datum/martial_art/cqc/proc/Slam(mob/living/attacker, mob/living/defender)
if(!can_use(attacker))
return FALSE
if(defender.body_position == STANDING_UP)
defender.visible_message(span_danger("[attacker] slams [defender] into the ground!"), \
span_userdanger("You're slammed into the ground by [attacker]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), null, attacker)
to_chat(attacker, span_danger("You slam [defender] into the ground!"))
playsound(get_turf(attacker), 'sound/weapons/slam.ogg', 50, TRUE, -1)
defender.apply_damage(10, BRUTE)
defender.Paralyze(12 SECONDS)
log_combat(attacker, defender, "slammed (CQC)")
return TRUE
/datum/martial_art/cqc/proc/Kick(mob/living/attacker, mob/living/defender)
if(!can_use(attacker))
return FALSE
if(!defender.stat || !defender.IsParalyzed())
defender.visible_message(span_danger("[attacker] kicks [defender] back!"), \
span_userdanger("You're kicked back by [attacker]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), COMBAT_MESSAGE_RANGE, attacker)
to_chat(attacker, span_danger("You kick [defender] back!"))
playsound(get_turf(attacker), 'sound/weapons/cqchit1.ogg', 50, TRUE, -1)
var/atom/throw_target = get_edge_target_turf(defender, attacker.dir)
defender.throw_at(throw_target, 1, 14, attacker)
defender.apply_damage(10, attacker.get_attack_type())
log_combat(attacker, defender, "kicked (CQC)")
. = TRUE
if(defender.IsParalyzed() && !defender.stat)
log_combat(attacker, defender, "knocked out (Head kick)(CQC)")
defender.visible_message(span_danger("[attacker] kicks [defender]'s head, knocking [defender.p_them()] out!"), \
span_userdanger("You're knocked unconscious by [attacker]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), null, attacker)
to_chat(attacker, span_danger("You kick [defender]'s head, knocking [defender.p_them()] out!"))
playsound(get_turf(attacker), 'sound/weapons/genhit1.ogg', 50, TRUE, -1)
defender.SetSleeping(30 SECONDS)
defender.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 150)
. = TRUE
/datum/martial_art/cqc/proc/Pressure(mob/living/attacker, mob/living/defender)
if(!can_use(attacker))
return FALSE
log_combat(attacker, defender, "pressured (CQC)")
defender.visible_message(span_danger("[attacker] punches [defender]'s neck!"), \
span_userdanger("Your neck is punched by [attacker]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), COMBAT_MESSAGE_RANGE, attacker)
to_chat(attacker, span_danger("You punch [defender]'s neck!"))
defender.adjustStaminaLoss(60)
playsound(get_turf(attacker), 'sound/weapons/cqchit1.ogg', 50, TRUE, -1)
return TRUE
/datum/martial_art/cqc/proc/Restrain(mob/living/attacker, mob/living/defender)
if(restraining_mob)
return
if(!can_use(attacker))
return FALSE
if(!defender.stat)
log_combat(attacker, defender, "restrained (CQC)")
defender.visible_message(span_warning("[attacker] locks [defender] into a restraining position!"), \
span_userdanger("You're locked into a restraining position by [attacker]!"), span_hear("You hear shuffling and a muffled groan!"), null, attacker)
to_chat(attacker, span_danger("You lock [defender] into a restraining position!"))
defender.adjustStaminaLoss(20)
defender.Stun(10 SECONDS)
restraining_mob = defender
addtimer(VARSET_CALLBACK(src, restraining_mob, null), 50, TIMER_UNIQUE)
return TRUE
/datum/martial_art/cqc/proc/Consecutive(mob/living/attacker, mob/living/defender)
if(!can_use(attacker))
return FALSE
if(!defender.stat)
log_combat(attacker, defender, "consecutive CQC'd (CQC)")
defender.visible_message(span_danger("[attacker] strikes [defender]'s abdomen, neck and back consecutively"), \
span_userdanger("Your abdomen, neck and back are struck consecutively by [attacker]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), COMBAT_MESSAGE_RANGE, attacker)
to_chat(attacker, span_danger("You strike [defender]'s abdomen, neck and back consecutively!"))
playsound(get_turf(defender), 'sound/weapons/cqchit2.ogg', 50, TRUE, -1)
var/obj/item/held_item = defender.get_active_held_item()
if(held_item && defender.temporarilyRemoveItemFromInventory(held_item))
attacker.put_in_hands(held_item)
defender.adjustStaminaLoss(50)
defender.apply_damage(25, attacker.get_attack_type())
return TRUE
/datum/martial_art/cqc/grab_act(mob/living/attacker, mob/living/defender)
if(attacker != defender && can_use(attacker)) // attacker != defender prevents grabbing yourself
add_to_streak("G", defender)
if(check_streak(attacker, defender)) //if a combo is made no grab upgrade is done
return TRUE
old_grab_state = attacker.grab_state
defender.grabbedby(attacker, 1)
if(old_grab_state == GRAB_PASSIVE)
defender.drop_all_held_items()
attacker.setGrabState(GRAB_AGGRESSIVE) //Instant aggressive grab if on grab intent
log_combat(attacker, defender, "grabbed", addition="aggressively")
defender.visible_message(span_warning("[attacker] violently grabs [defender]!"), \
span_userdanger("You're grabbed violently by [attacker]!"), span_hear("You hear sounds of aggressive fondling!"), COMBAT_MESSAGE_RANGE, attacker)
to_chat(attacker, span_danger("You violently grab [defender]!"))
return TRUE
else
return FALSE
/datum/martial_art/cqc/harm_act(mob/living/attacker, mob/living/defender)
if(!can_use(attacker))
return FALSE
add_to_streak("H", defender)
if(check_streak(attacker, defender))
return TRUE
log_combat(attacker, defender, "attacked (CQC)")
attacker.do_attack_animation(defender)
var/picked_hit_type = pick("CQC", "Big Boss")
var/bonus_damage = 13
if(defender.body_position == LYING_DOWN)
bonus_damage += 5
picked_hit_type = "stomp"
defender.apply_damage(bonus_damage, BRUTE)
if(picked_hit_type == "kick" || picked_hit_type == "stomp")
playsound(get_turf(defender), 'sound/weapons/cqchit2.ogg', 50, TRUE, -1)
else
playsound(get_turf(defender), 'sound/weapons/cqchit1.ogg', 50, TRUE, -1)
defender.visible_message(span_danger("[attacker] [picked_hit_type]ed [defender]!"), \
span_userdanger("You're [picked_hit_type]ed by [attacker]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), COMBAT_MESSAGE_RANGE, attacker)
to_chat(attacker, span_danger("You [picked_hit_type] [defender]!"))
log_combat(attacker, defender, "[picked_hit_type]s (CQC)")
if(attacker.resting && !defender.stat && !defender.IsParalyzed())
defender.visible_message(span_danger("[attacker] leg sweeps [defender]!"), \
span_userdanger("Your legs are sweeped by [attacker]!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), null, attacker)
to_chat(attacker, span_danger("You leg sweep [defender]!"))
playsound(get_turf(attacker), 'sound/effects/hit_kick.ogg', 50, TRUE, -1)
defender.apply_damage(10, BRUTE)
defender.Paralyze(6 SECONDS)
log_combat(attacker, defender, "sweeped (CQC)")
return TRUE
/datum/martial_art/cqc/disarm_act(mob/living/attacker, mob/living/defender)
if(!can_use(attacker))
return FALSE
add_to_streak("D", defender)
var/obj/item/held_item = null
if(check_streak(attacker, defender))
return TRUE
log_combat(attacker, defender, "disarmed (CQC)", "[held_item ? " grabbing \the [held_item]" : ""]")
if(restraining_mob && attacker.pulling == restraining_mob)
log_combat(attacker, defender, "knocked out (Chokehold)(CQC)")
defender.visible_message(span_danger("[attacker] puts [defender] into a chokehold!"), \
span_userdanger("You're put into a chokehold by [attacker]!"), span_hear("You hear shuffling and a muffled groan!"), null, attacker)
to_chat(attacker, span_danger("You put [defender] into a chokehold!"))
defender.SetSleeping(40 SECONDS)
restraining_mob = null
if(attacker.grab_state < GRAB_NECK && !HAS_TRAIT(attacker, TRAIT_PACIFISM))
attacker.setGrabState(GRAB_NECK)
return TRUE
if(prob(65))
if(!defender.stat || !defender.IsParalyzed() || !restraining_mob)
held_item = defender.get_active_held_item()
defender.visible_message(span_danger("[attacker] strikes [defender]'s jaw with their hand!"), \
span_userdanger("Your jaw is struck by [attacker], you feel disoriented!"), span_hear("You hear a sickening sound of flesh hitting flesh!"), COMBAT_MESSAGE_RANGE, attacker)
to_chat(attacker, span_danger("You strike [defender]'s jaw, leaving [defender.p_them()] disoriented!"))
playsound(get_turf(defender), 'sound/weapons/cqchit1.ogg', 50, TRUE, -1)
if(held_item && defender.temporarilyRemoveItemFromInventory(held_item))
attacker.put_in_hands(held_item)
defender.set_jitter_if_lower(4 SECONDS)
defender.apply_damage(5, attacker.get_attack_type())
else
defender.visible_message(span_danger("[attacker] fails to disarm [defender]!"), \
span_userdanger("You're nearly disarmed by [attacker]!"), span_hear("You hear a swoosh!"), COMBAT_MESSAGE_RANGE, attacker)
to_chat(attacker, span_warning("You fail to disarm [defender]!"))
playsound(defender, 'sound/weapons/punchmiss.ogg', 25, TRUE, -1)
return FALSE
/mob/living/proc/CQC_help()
set name = "Remember The Basics"
set desc = "You try to remember some of the basics of CQC."
set category = "CQC"
to_chat(usr, "<b><i>You try to remember some of the basics of CQC.</i></b>")
to_chat(usr, "[span_notice("Slam")]: Grab Punch. Slam opponent into the ground, knocking them down.")
to_chat(usr, "[span_notice("CQC Kick")]: Punch Punch. Knocks opponent away. Knocks out stunned or knocked down opponents.")
to_chat(usr, "[span_notice("Restrain")]: Grab Grab. Locks opponents into a restraining position, disarm to knock them out with a chokehold.")
to_chat(usr, "[span_notice("Pressure")]: Shove Grab. Decent stamina damage.")
to_chat(usr, "[span_notice("Consecutive CQC")]: Shove Shove Punch. Mainly offensive move, huge damage and decent stamina damage.")
to_chat(usr, "<b><i>In addition, by having your throw mode on when being attacked, you enter an active defense mode where you have a chance to block and sometimes even counter attacks done to you.</i></b>")
///Subtype of CQC. Only used for the chef.
/datum/martial_art/cqc/under_siege
name = "Close Quarters Cooking"
///List of all areas that CQC will work in, defaults to Kitchen.
var/list/kitchen_areas = list(/area/station/service/kitchen)
/// Refreshes the valid areas from the cook's mapping config, adding areas in config to the list of possible areas.
/datum/martial_art/cqc/under_siege/proc/refresh_valid_areas()
var/list/additional_cqc_areas = CHECK_MAP_JOB_CHANGE(JOB_COOK, "additional_cqc_areas")
if(!additional_cqc_areas)
return
if(!islist(additional_cqc_areas))
stack_trace("Incorrect CQC area format from mapping configs. Expected /list, got: \[[additional_cqc_areas.type]\]")
return
for(var/path_as_text in additional_cqc_areas)
var/path = text2path(path_as_text)
if(!ispath(path, /area))
stack_trace("Invalid path in mapping config for chef CQC: \[[path_as_text]\]")
continue
kitchen_areas |= path
/// Limits where the chef's CQC can be used to only whitelisted areas.
/datum/martial_art/cqc/under_siege/can_use(mob/living/owner)
if(!is_type_in_list(get_area(owner), kitchen_areas))
return FALSE
return ..()
#undef SLAM_COMBO
#undef KICK_COMBO
#undef RESTRAIN_COMBO
#undef PRESSURE_COMBO
#undef CONSECUTIVE_COMBO