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## About The Pull Request Fixes #71146 Pacifists will no longer be able to slice peoples necks. (however they can still butcher things) ## Why It's Good For The Game Better consistency. ## Changelog 🆑 fix: Fix pacifists being able to slice necks /🆑
247 lines
9.3 KiB
Plaintext
247 lines
9.3 KiB
Plaintext
/datum/component/butchering
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/// Time in deciseconds taken to butcher something
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var/speed = 8 SECONDS
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/// Percentage effectiveness; numbers above 100 yield extra drops
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var/effectiveness = 100
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/// Percentage increase to bonus item chance
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var/bonus_modifier = 0
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/// Sound played when butchering
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var/butcher_sound = 'sound/effects/butcher.ogg'
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/// Whether or not this component can be used to butcher currently. Used to temporarily disable butchering
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var/butchering_enabled = TRUE
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/// Whether or not this component is compatible with blunt tools.
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var/can_be_blunt = FALSE
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/// Callback for butchering
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var/datum/callback/butcher_callback
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/datum/component/butchering/Initialize(
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speed,
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effectiveness,
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bonus_modifier,
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butcher_sound,
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disabled,
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can_be_blunt,
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butcher_callback,
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)
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src.speed = speed
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src.effectiveness = effectiveness
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src.bonus_modifier = bonus_modifier
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src.butcher_sound = butcher_sound
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if(disabled)
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src.butchering_enabled = FALSE
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src.can_be_blunt = can_be_blunt
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src.butcher_callback = butcher_callback
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if(isitem(parent))
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RegisterSignal(parent, COMSIG_ITEM_ATTACK, PROC_REF(onItemAttack))
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/datum/component/butchering/proc/onItemAttack(obj/item/source, mob/living/M, mob/living/user)
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SIGNAL_HANDLER
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if(!user.combat_mode)
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return
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if(M.stat == DEAD && (M.butcher_results || M.guaranteed_butcher_results)) //can we butcher it?
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if(butchering_enabled && (can_be_blunt || source.get_sharpness()))
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INVOKE_ASYNC(src, PROC_REF(startButcher), source, M, user)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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if(ishuman(M) && source.force && source.get_sharpness())
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var/mob/living/carbon/human/H = M
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if((user.pulling == H && user.grab_state >= GRAB_AGGRESSIVE) && user.zone_selected == BODY_ZONE_HEAD) // Only aggressive grabbed can be sliced.
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if(HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, span_warning("You don't want to harm other living beings!"))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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if(H.has_status_effect(/datum/status_effect/neck_slice))
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user.show_message(span_warning("[H]'s neck has already been already cut, you can't make the bleeding any worse!"), MSG_VISUAL, \
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span_warning("Their neck has already been already cut, you can't make the bleeding any worse!"))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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INVOKE_ASYNC(src, PROC_REF(startNeckSlice), source, H, user)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/datum/component/butchering/proc/startButcher(obj/item/source, mob/living/M, mob/living/user)
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to_chat(user, span_notice("You begin to butcher [M]..."))
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playsound(M.loc, butcher_sound, 50, TRUE, -1)
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if(do_mob(user, M, speed) && M.Adjacent(source))
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on_butchering(user, M)
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/datum/component/butchering/proc/startNeckSlice(obj/item/source, mob/living/carbon/human/H, mob/living/user)
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if(DOING_INTERACTION_WITH_TARGET(user, H))
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to_chat(user, span_warning("You're already interacting with [H]!"))
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return
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user.visible_message(span_danger("[user] is slitting [H]'s throat!"), \
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span_danger("You start slicing [H]'s throat!"), \
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span_hear("You hear a cutting noise!"), ignored_mobs = H)
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H.show_message(span_userdanger("Your throat is being slit by [user]!"), MSG_VISUAL, \
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span_userdanger("Something is cutting into your neck!"), NONE)
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log_combat(user, H, "attempted throat slitting", source)
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playsound(H.loc, butcher_sound, 50, TRUE, -1)
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if(do_mob(user, H, clamp(500 / source.force, 30, 100)) && H.Adjacent(source))
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if(H.has_status_effect(/datum/status_effect/neck_slice))
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user.show_message(span_warning("[H]'s neck has already been already cut, you can't make the bleeding any worse!"), MSG_VISUAL, \
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span_warning("Their neck has already been already cut, you can't make the bleeding any worse!"))
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return
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H.visible_message(span_danger("[user] slits [H]'s throat!"), \
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span_userdanger("[user] slits your throat..."))
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log_combat(user, H, "wounded via throat slitting", source)
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H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD, wound_bonus=CANT_WOUND) // easy tiger, we'll get to that in a sec
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var/obj/item/bodypart/slit_throat = H.get_bodypart(BODY_ZONE_HEAD)
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if(slit_throat)
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var/datum/wound/slash/critical/screaming_through_a_slit_throat = new
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screaming_through_a_slit_throat.apply_wound(slit_throat)
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H.apply_status_effect(/datum/status_effect/neck_slice)
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/**
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* Handles a user butchering a target
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*
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* Arguments:
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* - [butcher][/mob/living]: The mob doing the butchering
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* - [meat][/mob/living]: The mob being butchered
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*/
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/datum/component/butchering/proc/on_butchering(atom/butcher, mob/living/meat)
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var/list/results = list()
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var/turf/T = meat.drop_location()
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var/final_effectiveness = effectiveness - meat.butcher_difficulty
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var/bonus_chance = max(0, (final_effectiveness - 100) + bonus_modifier) //so 125 total effectiveness = 25% extra chance
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for(var/V in meat.butcher_results)
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var/obj/bones = V
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var/amount = meat.butcher_results[bones]
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for(var/_i in 1 to amount)
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if(!prob(final_effectiveness))
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if(butcher)
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to_chat(butcher, span_warning("You fail to harvest some of the [initial(bones.name)] from [meat]."))
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continue
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if(prob(bonus_chance))
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if(butcher)
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to_chat(butcher, span_info("You harvest some extra [initial(bones.name)] from [meat]!"))
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results += new bones (T)
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results += new bones (T)
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meat.butcher_results.Remove(bones) //in case you want to, say, have it drop its results on gib
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for(var/V in meat.guaranteed_butcher_results)
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var/obj/sinew = V
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var/amount = meat.guaranteed_butcher_results[sinew]
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for(var/i in 1 to amount)
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results += new sinew (T)
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meat.guaranteed_butcher_results.Remove(sinew)
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for(var/obj/item/carrion in results)
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var/list/meat_mats = carrion.has_material_type(/datum/material/meat)
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if(!length(meat_mats))
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continue
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carrion.set_custom_materials((carrion.custom_materials - meat_mats) + list(GET_MATERIAL_REF(/datum/material/meat/mob_meat, meat) = counterlist_sum(meat_mats)))
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if(butcher)
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butcher.visible_message(span_notice("[butcher] butchers [meat]."), \
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span_notice("You butcher [meat]."))
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butcher_callback?.Invoke(butcher, meat)
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meat.harvest(butcher)
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meat.log_message("has been butchered by [key_name(butcher)]", LOG_ATTACK)
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meat.gib(FALSE, FALSE, TRUE)
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///Enables the butchering mechanic for the mob who has equipped us.
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/datum/component/butchering/proc/enable_butchering(datum/source)
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SIGNAL_HANDLER
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butchering_enabled = TRUE
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///Disables the butchering mechanic for the mob who has dropped us.
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/datum/component/butchering/proc/disable_butchering(datum/source)
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SIGNAL_HANDLER
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butchering_enabled = FALSE
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///Special snowflake component only used for the recycler.
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/datum/component/butchering/recycler
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/datum/component/butchering/recycler/Initialize(
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speed,
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effectiveness,
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bonus_modifier,
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butcher_sound,
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disabled,
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can_be_blunt,
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butcher_callback,
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)
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if(!istype(parent, /obj/machinery/recycler)) //EWWW
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return COMPONENT_INCOMPATIBLE
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. = ..()
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if(. == COMPONENT_INCOMPATIBLE)
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return
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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AddComponent(/datum/component/connect_loc_behalf, parent, loc_connections)
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/datum/component/butchering/recycler/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
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SIGNAL_HANDLER
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if(!isliving(arrived))
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return
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var/mob/living/victim = arrived
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var/obj/machinery/recycler/eater = parent
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if(eater.safety_mode || (eater.machine_stat & (BROKEN|NOPOWER))) //I'm so sorry.
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return
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if(victim.stat == DEAD && (victim.butcher_results || victim.guaranteed_butcher_results))
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on_butchering(parent, victim)
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/datum/component/butchering/mecha
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/datum/component/butchering/mecha/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_MECHA_EQUIPMENT_ATTACHED, PROC_REF(enable_butchering))
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RegisterSignal(parent, COMSIG_MECHA_EQUIPMENT_DETACHED, PROC_REF(disable_butchering))
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RegisterSignal(parent, COMSIG_MECHA_DRILL_MOB, PROC_REF(on_drill))
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/datum/component/butchering/mecha/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, list(
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COMSIG_MECHA_DRILL_MOB,
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COMSIG_MECHA_EQUIPMENT_ATTACHED,
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COMSIG_MECHA_EQUIPMENT_DETACHED,
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))
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///When we are ready to drill through a mob
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/datum/component/butchering/mecha/proc/on_drill(datum/source, obj/vehicle/sealed/mecha/chassis, mob/living/meat)
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SIGNAL_HANDLER
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INVOKE_ASYNC(src, PROC_REF(on_butchering), chassis, meat)
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/datum/component/butchering/wearable
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/datum/component/butchering/wearable/RegisterWithParent()
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. = ..()
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(worn_enable_butchering))
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(worn_disable_butchering))
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/datum/component/butchering/wearable/UnregisterFromParent()
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. = ..()
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UnregisterSignal(parent, list(
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COMSIG_ITEM_EQUIPPED,
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COMSIG_ITEM_DROPPED,
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))
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///Same as enable_butchering but for worn items
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/datum/component/butchering/wearable/proc/worn_enable_butchering(obj/item/source, mob/user, slot)
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SIGNAL_HANDLER
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//check if the item is being not worn
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if(!(slot & source.slot_flags))
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return
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butchering_enabled = TRUE
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RegisterSignal(user, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, PROC_REF(butcher_target))
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///Same as disable_butchering but for worn items
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/datum/component/butchering/wearable/proc/worn_disable_butchering(obj/item/source, mob/user)
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SIGNAL_HANDLER
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butchering_enabled = FALSE
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UnregisterSignal(user, COMSIG_HUMAN_EARLY_UNARMED_ATTACK)
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/datum/component/butchering/wearable/proc/butcher_target(mob/user, atom/target, proximity)
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SIGNAL_HANDLER
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if(!isliving(target))
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return
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onItemAttack(parent, target, user)
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