Files
Bubberstation/code/datums/components/embedded.dm
Y0SH1M4S73R 376781879c Different pen types have unique behavior when used in foam darts. (#79587)
## About The Pull Request

This PR makes the following changes:
- Refactors inserting items into foam darts into a component on items
that can be inserted into darts
- Adds the aforementioned component to pens
- Provides an inspection tip for how to modify a foam dart
- Gives different pen types specific behavior when used in a foam dart

Pens typically give a foam dart 5 brute and 50% embed chance (affected
by falloff). The following types of pens give the specified properties
(usually directly derived from the pen's stats and additional
functions):
- Red pen (and four-color pen set to red): Slightly faster dart
- Captain's fountain pen: Slightly faster dart, and 75% base embed
chance
- Sleepypen: Tries to inject its reagents into the hit mob, but doesn't
penetrate thick clothing like syringe guns do
- Energy Dagger: 35 brute, 100% base embed chance, and slightly faster
dart
- Survival Pen: Mines rocks on impact
- Fine Tip Pen (if someone somehow manages to get one): 100 bare wound
bonus and 9000 demolition modifier

## Why It's Good For The Game

Expands the emergent gameplay possibilities of using pens in foam darts.

While there are balance risks involved with traitors being able to buy
the equivalent of reusable 45u syringe shots and 35 brute bullets, you
are not likely to get your pen back once it hits its target, unless you
somehow have the recall spell and have bound the pen to it. There are
probably more TC-efficient ways to achieve comparable projectile
weaponry, but foam dart guns have an air of subtlety to them... at least
until your skin is pierced by a pointy writing implement that may also
be something more deadly. If maintainers still have balance concerns,
please let me know.

## Changelog

🆑
add: Certain types of pens now function like you expect they would when
inserted into a foam dart
qol: Examining a foam dart closely will show you how to modify it, or
what it is modified with
/🆑
2023-11-21 20:34:41 -05:00

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/*
This component is responsible for handling individual instances of embedded objects. The embeddable element is what allows an item to be embeddable and stores its embedding stats,
and when it impacts and meets the requirements to stick into something, it instantiates an embedded component. Once the item falls out, the component is destroyed, while the
element survives to embed another day.
- Carbon embedding has all the classical embedding behavior, and tracks more events and signals. The main behaviors and hooks to look for are:
-- Every process tick, there is a chance to randomly proc pain, controlled by pain_chance. There may also be a chance for the object to fall out randomly, per fall_chance
-- Every time the mob moves, there is a chance to proc jostling pain, controlled by jostle_chance (and only 50% as likely if the mob is walking or crawling)
-- Various signals hooking into carbon topic() and the embed removal surgery in order to handle removals.
In addition, there are 2 cases of embedding: embedding, and sticking
- Embedding involves harmful and dangerous embeds, whether they cause brute damage, stamina damage, or a mix. This is the default behavior for embeddings, for when something is "pointy"
- Sticking occurs when an item should not cause any harm while embedding (imagine throwing a sticky ball of tape at someone, rather than a shuriken). An item is considered "sticky"
when it has 0 for both pain multiplier and jostle pain multiplier. It's a bit arbitrary, but fairly straightforward.
Stickables differ from embeds in the following ways:
-- Text descriptors use phrasing like "X is stuck to Y" rather than "X is embedded in Y"
-- There is no slicing sound on impact
-- All damage checks and bloodloss are skipped
*/
/datum/component/embedded
dupe_mode = COMPONENT_DUPE_ALLOWED
var/obj/item/bodypart/limb
var/obj/item/weapon
// all of this stuff is explained in _DEFINES/combat.dm
var/embed_chance // not like we really need it once we're already stuck in but hey
var/fall_chance
var/pain_chance
var/pain_mult
var/impact_pain_mult
var/remove_pain_mult
var/rip_time
var/ignore_throwspeed_threshold
var/jostle_chance
var/jostle_pain_mult
var/pain_stam_pct
///if both our pain multiplier and jostle pain multiplier are 0, we're harmless and can omit most of the damage related stuff
var/harmful
/datum/component/embedded/Initialize(obj/item/I,
datum/thrownthing/throwingdatum,
obj/item/bodypart/part,
embed_chance = EMBED_CHANCE,
fall_chance = EMBEDDED_ITEM_FALLOUT,
pain_chance = EMBEDDED_PAIN_CHANCE,
pain_mult = EMBEDDED_PAIN_MULTIPLIER,
remove_pain_mult = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER,
impact_pain_mult = EMBEDDED_IMPACT_PAIN_MULTIPLIER,
rip_time = EMBEDDED_UNSAFE_REMOVAL_TIME,
ignore_throwspeed_threshold = FALSE,
jostle_chance = EMBEDDED_JOSTLE_CHANCE,
jostle_pain_mult = EMBEDDED_JOSTLE_PAIN_MULTIPLIER,
pain_stam_pct = EMBEDDED_PAIN_STAM_PCT)
if(!iscarbon(parent) || !isitem(I))
return COMPONENT_INCOMPATIBLE
if(part)
limb = part
src.embed_chance = embed_chance
src.fall_chance = fall_chance
src.pain_chance = pain_chance
src.pain_mult = pain_mult
src.remove_pain_mult = remove_pain_mult
src.rip_time = rip_time
src.impact_pain_mult = impact_pain_mult
src.ignore_throwspeed_threshold = ignore_throwspeed_threshold
src.jostle_chance = jostle_chance
src.jostle_pain_mult = jostle_pain_mult
src.pain_stam_pct = pain_stam_pct
src.weapon = I
if(!weapon.isEmbedHarmless())
harmful = TRUE
weapon.embedded(parent, part)
START_PROCESSING(SSdcs, src)
var/mob/living/carbon/victim = parent
limb._embed_object(weapon) // on the inside... on the inside...
weapon.forceMove(victim)
RegisterSignals(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING), PROC_REF(weaponDeleted))
victim.visible_message(span_danger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] [victim]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] your [limb.plaintext_zone]!"))
var/damage = weapon.throwforce
if(harmful)
victim.throw_alert(ALERT_EMBEDDED_OBJECT, /atom/movable/screen/alert/embeddedobject)
playsound(victim,'sound/weapons/bladeslice.ogg', 40)
if (limb.can_bleed())
weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
damage += weapon.w_class * impact_pain_mult
victim.add_mood_event("embedded", /datum/mood_event/embedded)
if(damage > 0)
var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.plaintext_zone].", "Your armor has softened a hit to your [limb.plaintext_zone].",I.armour_penetration, weak_against_armour = I.weak_against_armour)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, blocked=armor, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness())
victim.adjustStaminaLoss(pain_stam_pct * damage)
/datum/component/embedded/Destroy()
var/mob/living/carbon/victim = parent
if(victim && !victim.has_embedded_objects())
victim.clear_alert(ALERT_EMBEDDED_OBJECT)
victim.clear_mood_event("embedded")
if(weapon)
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
weapon = null
limb = null
return ..()
/datum/component/embedded/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(jostleCheck))
RegisterSignal(parent, COMSIG_CARBON_EMBED_RIP, PROC_REF(ripOut))
RegisterSignal(parent, COMSIG_CARBON_EMBED_REMOVAL, PROC_REF(safeRemove))
RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(checkTweeze))
RegisterSignal(parent, COMSIG_MAGIC_RECALL, PROC_REF(magic_pull))
/datum/component/embedded/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_EMBED_RIP, COMSIG_CARBON_EMBED_REMOVAL, COMSIG_ATOM_ATTACKBY, COMSIG_MAGIC_RECALL))
/datum/component/embedded/process(seconds_per_tick)
var/mob/living/carbon/victim = parent
if(!victim || !limb) // in case the victim and/or their limbs exploded (say, due to a sticky bomb)
weapon.forceMove(get_turf(weapon))
qdel(src)
return
if(victim.stat == DEAD)
return
var/damage = weapon.w_class * pain_mult
var/pain_chance_current = SPT_PROB_RATE(pain_chance / 100, seconds_per_tick) * 100
if(pain_stam_pct && HAS_TRAIT_FROM(victim, TRAIT_INCAPACITATED, STAMINA)) //if it's a less-lethal embed, give them a break if they're already stamcritted
pain_chance_current *= 0.2
damage *= 0.5
else if(victim.body_position == LYING_DOWN)
pain_chance_current *= 0.2
if(harmful && prob(pain_chance_current))
limb.receive_damage(brute=(1-pain_stam_pct) * damage, wound_bonus = CANT_WOUND)
victim.adjustStaminaLoss(pain_stam_pct * damage)
to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone] hurts!"))
var/fall_chance_current = SPT_PROB_RATE(fall_chance / 100, seconds_per_tick) * 100
if(victim.body_position == LYING_DOWN)
fall_chance_current *= 0.2
if(prob(fall_chance_current))
fallOut()
////////////////////////////////////////
////////////BEHAVIOR PROCS//////////////
////////////////////////////////////////
/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
/datum/component/embedded/proc/jostleCheck()
SIGNAL_HANDLER
var/mob/living/carbon/victim = parent
var/chance = jostle_chance
if(victim.move_intent == MOVE_INTENT_WALK || victim.body_position == LYING_DOWN)
chance *= 0.5
if(harmful && prob(chance))
var/damage = weapon.w_class * jostle_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, wound_bonus = CANT_WOUND)
victim.adjustStaminaLoss(pain_stam_pct * damage)
to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone] jostles and stings!"))
/// Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()
/datum/component/embedded/proc/fallOut()
var/mob/living/carbon/victim = parent
if(harmful)
var/damage = weapon.w_class * remove_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage, wound_bonus = CANT_WOUND)
victim.adjustStaminaLoss(pain_stam_pct * damage)
victim.visible_message(span_danger("[weapon] falls [harmful ? "out" : "off"] of [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] falls [harmful ? "out" : "off"] of your [limb.plaintext_zone]!"))
safeRemove()
/// Called when a carbon with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove()
/datum/component/embedded/proc/ripOut(datum/source, obj/item/I, obj/item/bodypart/limb)
SIGNAL_HANDLER
if(I != weapon || src.limb != limb)
return
var/mob/living/carbon/victim = parent
var/time_taken = rip_time * weapon.w_class
INVOKE_ASYNC(src, PROC_REF(complete_rip_out), victim, I, limb, time_taken)
/// everything async that ripOut used to do
/datum/component/embedded/proc/complete_rip_out(mob/living/carbon/victim, obj/item/I, obj/item/bodypart/limb, time_taken)
victim.visible_message(span_warning("[victim] attempts to remove [weapon] from [victim.p_their()] [limb.plaintext_zone]."),span_notice("You attempt to remove [weapon] from your [limb.plaintext_zone]... (It will take [DisplayTimeText(time_taken)].)"))
if(!do_after(victim, time_taken, target = victim))
return
if(!weapon || !limb || weapon.loc != victim || !(weapon in limb.embedded_objects))
qdel(src)
return
if(harmful)
damaging_removal(victim, I, limb)
victim.visible_message(span_notice("[victim] successfully rips [weapon] [harmful ? "out" : "off"] of [victim.p_their()] [limb.plaintext_zone]!"), span_notice("You successfully remove [weapon] from your [limb.plaintext_zone]."))
safeRemove(victim)
/// Proc that actually does the damage associated with ripping something out of yourself. Call this before safeRemove.
/datum/component/embedded/proc/damaging_removal(mob/living/carbon/victim, obj/item/removed, obj/item/bodypart/limb, ouch_multiplier = 1)
var/damage = weapon.w_class * remove_pain_mult * ouch_multiplier
limb.receive_damage(brute=(1-pain_stam_pct) * damage, sharpness=SHARP_EDGED) //It hurts to rip it out, get surgery you dingus. unlike the others, this CAN wound + increase slash bloodflow
victim.adjustStaminaLoss(pain_stam_pct * damage)
victim.emote("scream")
/// This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely.
/// If you want the thing to go into someone's hands rather than the floor, pass them in to_hands
/datum/component/embedded/proc/safeRemove(mob/to_hands)
SIGNAL_HANDLER
var/mob/living/carbon/victim = parent
limb._unembed_object(weapon)
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING)) // have to do it here otherwise we trigger weaponDeleted()
SEND_SIGNAL(weapon, COMSIG_ITEM_UNEMBEDDED, victim)
if(!weapon.unembedded()) // if it hasn't deleted itself due to drop del
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
if(to_hands)
INVOKE_ASYNC(to_hands, TYPE_PROC_REF(/mob, put_in_hands), weapon)
else
weapon.forceMove(get_turf(victim))
qdel(src)
/// Something deleted or moved our weapon while it was embedded, how rude!
/datum/component/embedded/proc/weaponDeleted()
SIGNAL_HANDLER
var/mob/living/carbon/victim = parent
limb._unembed_object(weapon)
if(victim)
to_chat(victim, span_userdanger("\The [weapon] that was embedded in your [limb.plaintext_zone] disappears!"))
qdel(src)
/// The signal for listening to see if someone is using a hemostat on us to pluck out this object
/datum/component/embedded/proc/checkTweeze(mob/living/carbon/victim, obj/item/possible_tweezers, mob/user)
SIGNAL_HANDLER
if(!istype(victim) || (possible_tweezers.tool_behaviour != TOOL_HEMOSTAT && possible_tweezers.tool_behaviour != TOOL_WIRECUTTER) || user.zone_selected != limb.body_zone)
return
if(weapon != limb.embedded_objects[1]) // just pluck the first one, since we can't easily coordinate with other embedded components affecting this limb who is highest priority
return
if(ishuman(victim)) // check to see if the limb is actually exposed
var/mob/living/carbon/human/victim_human = victim
if(!victim_human.try_inject(user, limb.body_zone, INJECT_CHECK_IGNORE_SPECIES | INJECT_TRY_SHOW_ERROR_MESSAGE))
return TRUE
INVOKE_ASYNC(src, PROC_REF(tweezePluck), possible_tweezers, user)
return COMPONENT_NO_AFTERATTACK
/// The actual action for pulling out an embedded object with a hemostat
/datum/component/embedded/proc/tweezePluck(obj/item/possible_tweezers, mob/user)
var/mob/living/carbon/victim = parent
var/self_pluck = (user == victim)
// quality of the tool we're using
var/tweezer_speed = possible_tweezers.toolspeed
// is this an actual piece of medical equipment
var/tweezer_safe = (possible_tweezers.tool_behaviour == TOOL_HEMOSTAT)
var/pluck_time = rip_time * (weapon.w_class * 0.3) * (self_pluck ? 1.5 : 1) * tweezer_speed * (tweezer_safe ? 1 : 1.5)
if(self_pluck)
user.visible_message(span_danger("[user] begins plucking [weapon] from [user.p_their()] [limb.plaintext_zone] with [possible_tweezers]..."), span_notice("You start plucking [weapon] from your [limb.plaintext_zone] with [possible_tweezers]... (It will take [DisplayTimeText(pluck_time)].)"),\
vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim)
else
user.visible_message(span_danger("[user] begins plucking [weapon] from [victim]'s [limb.plaintext_zone] with [possible_tweezers]..."),span_notice("You start plucking [weapon] from [victim]'s [limb.plaintext_zone] with [possible_tweezers]... (It will take [DisplayTimeText(pluck_time)]."), \
vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim)
to_chat(victim, span_userdanger("[user] begins plucking [weapon] from your [limb.plaintext_zone] with [possible_tweezers]... (It will take [DisplayTimeText(pluck_time)]."))
if(!do_after(user, pluck_time, victim))
if(self_pluck)
to_chat(user, span_danger("You fail to pluck [weapon] from your [limb.plaintext_zone]."))
else
to_chat(user, span_danger("You fail to pluck [weapon] from [victim]'s [limb.plaintext_zone]."))
to_chat(victim, span_danger("[user] fails to pluck [weapon] from your [limb.plaintext_zone]."))
return
to_chat(user, span_notice("You successfully pluck [weapon] from [victim]'s [limb.plaintext_zone][tweezer_safe ? "." : ", but hurt [victim.p_them()] in the process."]"))
to_chat(victim, span_notice("[user] plucks [weapon] from your [limb.plaintext_zone][tweezer_safe ? "." : ", but it's not perfect."]"))
if(!tweezer_safe)
// sure it still hurts but it sucks less
damaging_removal(victim, weapon, limb, (0.4 * possible_tweezers.w_class))
safeRemove(user)
/// Called when an object is ripped out of someone's body by magic or other abnormal means
/datum/component/embedded/proc/magic_pull(datum/source, mob/living/caster, obj/marked_item)
SIGNAL_HANDLER
if(marked_item != weapon)
return
var/mob/living/carbon/victim = parent
if(!harmful)
victim.visible_message(span_danger("[marked_item] vanishes from [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] vanishes from [limb.plaintext_zone]!"))
return
var/damage = weapon.w_class * remove_pain_mult
limb.receive_damage(brute=(1-pain_stam_pct) * damage * 1.5, sharpness=SHARP_EDGED) // Performs exit wounds and flings the user to the caster if nearby
victim.cause_wound_of_type_and_severity(WOUND_PIERCE, limb, WOUND_SEVERITY_MODERATE)
victim.adjustStaminaLoss(pain_stam_pct * damage)
playsound(get_turf(victim), 'sound/effects/wounds/blood2.ogg', 50, TRUE)
var/dist = get_dist(caster, victim) //Check if the caster is close enough to yank them in
if(dist < 7)
victim.throw_at(caster, get_dist(victim, caster) - 1, 1, caster)
victim.Paralyze(1 SECONDS)
victim.visible_message(span_alert("[victim] is sent flying towards [caster] as the [marked_item] tears out of them!"), span_alert("You are launched at [caster] as the [marked_item] tears from your body and towards their hand!"))
victim.visible_message(span_danger("[marked_item] is violently torn from [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] is violently torn from your [limb.plaintext_zone]!"))