Files
Bubberstation/code/datums/elements/cuffsnapping.dm
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00

120 lines
5.3 KiB
Plaintext

/**
* cuffsnapping element replaces the item's secondary attack with an aimed attack at the kneecaps under certain circumstances.
*
* Element is incompatible with non-items. Requires the parent item to have a force equal to or greater than WOUND_MINIMUM_DAMAGE.
* Also requires that the parent can actually get past pre_secondary_attack without the attack chain cancelling.
*
* cuffsnapping attacks have a wounding bonus between severe and critical+10 wound thresholds. Without some serious wound protecting
* armour this all but guarantees a wound of some sort. The attack is directed specifically at a limb and the limb takes the damage.
*
* Requires the cutter_user to be aiming for either leg zone, which will be targeted specifically. They will than have a 3-second long
* do_after before executing the attack.
*
* cuffsnapping requires the target to either be on the floor, immobilised or buckled to something. And also to have an appropriate leg.
*
* Passing all the checks will cancel the entire attack chain.
*/
/**
* Cuffsnapping element! When added to an item allows it to attempt to break cuffs.
* Depending on certain parameters and variables it might only be able to cut through cable, or take time, etc.
*
* Element is only compatible with items.
*/
/datum/element/cuffsnapping
element_flags = ELEMENT_BESPOKE
argument_hash_start_idx = 2 // let bos cutters paeper cutters and etc do it too
/// If not null, can snap cable restraints and similar.
var/snap_time_weak = 0 SECONDS
/// If not null, can snap handcuffs.
var/snap_time_strong = null
/// Note: As of time of writing (5/9/23) it takes 4 seconds to manually remove handcuffs. Anything above that value is a waste of time.
/datum/element/cuffsnapping/Attach(datum/target, snap_time_weak = 0 SECONDS, snap_time_strong = null)
. = ..()
if(!isitem(target))
stack_trace("cuffsnapping element added to non-item object: \[[target]\]")
return ELEMENT_INCOMPATIBLE
src.snap_time_weak = snap_time_weak
src.snap_time_strong = snap_time_strong
RegisterSignal(target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignal(target, COMSIG_ITEM_ATTACK_SECONDARY, PROC_REF(try_cuffsnap_target))
RegisterSignal(target, COMSIG_ITEM_REQUESTING_CONTEXT_FOR_TARGET, PROC_REF(add_item_context))
/datum/element/cuffsnapping/Detach(datum/target)
UnregisterSignal(target, list(COMSIG_ITEM_ATTACK_SECONDARY, COMSIG_ATOM_EXAMINE, COMSIG_ITEM_REQUESTING_CONTEXT_FOR_TARGET))
return ..()
/datum/element/cuffsnapping/proc/add_item_context(obj/item/source, list/context, mob/living/carbon/target, mob/living/user)
SIGNAL_HANDLER
if(!iscarbon(target) || !target.handcuffed)
return NONE
context[SCREENTIP_CONTEXT_RMB] = "Cut Restraints"
return CONTEXTUAL_SCREENTIP_SET
///signal called on parent being examined
/datum/element/cuffsnapping/proc/on_examine(datum/target, mob/user, list/examine_list)
SIGNAL_HANDLER
var/examine_string
if(isnull(snap_time_weak))
return
examine_string = "It looks like it could be used to cut zipties or cable restraints off someone in [snap_time_weak] seconds"
if(!isnull(snap_time_strong))
examine_string += ", and handcuffs in [snap_time_strong] seconds."
else
examine_string += "."
examine_list += span_notice(examine_string)
/datum/element/cuffsnapping/proc/try_cuffsnap_target(obj/item/cutter, mob/living/carbon/target, mob/living/cutter_user, list/modifiers)
SIGNAL_HANDLER
if(!istype(target)) //we aren't the kind of mob that can even have cuffs, so we skip.
return
if(!target.handcuffed)
return
var/obj/item/restraints/handcuffs/cuffs = target.handcuffed
if(!istype(cuffs))
return
if(cuffs.restraint_strength && isnull(src.snap_time_strong))
cutter_user.visible_message(span_notice("[cutter_user] tries to cut through [target]'s restraints with [cutter], but fails!"))
playsound(source = get_turf(cutter), soundin = cutter.usesound ? cutter.usesound : cutter.hitsound, vol = cutter.get_clamped_volume(), vary = TRUE)
return COMPONENT_SKIP_ATTACK
else if(isnull(src.snap_time_weak))
cutter_user.visible_message(span_notice("[cutter_user] tries to cut through [target]'s restraints with [cutter], but fails!"))
playsound(source = get_turf(cutter), soundin = cutter.usesound ? cutter.usesound : cutter.hitsound, vol = cutter.get_clamped_volume(), vary = TRUE)
return COMPONENT_SKIP_ATTACK
. = COMPONENT_SKIP_ATTACK
INVOKE_ASYNC(src, PROC_REF(do_cuffsnap_target), cutter, target, cutter_user, cuffs)
/datum/element/cuffsnapping/proc/do_cuffsnap_target(obj/item/cutter, mob/living/carbon/target, mob/cutter_user, obj/item/restraints/handcuffs/cuffs)
if(LAZYACCESS(cutter_user.do_afters, cutter))
return
log_combat(cutter_user, target, "cut or tried to cut [target]'s cuffs", cutter)
var/snap_time = src.snap_time_weak
if(cuffs.restraint_strength)
snap_time = src.snap_time_strong
if(snap_time == 0 || do_after(cutter_user, snap_time, target, interaction_key = cutter)) // If 0 just do it. This to bypass the do_after() creating a needless progress bar.
cutter_user.do_attack_animation(target, used_item = cutter)
cutter_user.visible_message(span_notice("[cutter_user] cuts [target]'s restraints with [cutter]!"))
qdel(target.handcuffed)
playsound(source = get_turf(cutter), soundin = cutter.usesound ? cutter.usesound : cutter.hitsound, vol = cutter.get_clamped_volume(), vary = TRUE)
return