Files
Bubberstation/code/datums/components/knockoff.dm
Ghom 68677dc721 Disarm refactor, plus shoving people with shields (#80123)
## About The Pull Request
I wanted to add the ability to shove people with shields by
right-clicking your target, just like how it works barehanded.

This also required a solid refactor of disarm code, effectively bringing
down the core of it to `mob/living` from `mob/living/carbon` or
`mob/living/carbon/human`. This also means you can shove simple mobs
inside closets, bins and on tables.

Xenos and borgs are pretty much immune to regular disarms, but using a
shield will work (borgs and royal xenos are immune to the knockdown).

The riot shield armor has been balanced. It now tanks melee attacks
pretty well, but will break against bullets in just about 2 to 4 hits
depending on the bullet damage. I've always found the lack of sturdiness
of the riot shields for what they're supposed to be good for a bit
detrimental.

Because I've refactored an item flag into a trait, I've had to add a new
MOD module that grants protection from shove knockdown and staggering;
found pre-installed in the administrative MODsuit, but I've also added
it to the black market to make it cooler.

You can bash people with the strobe shield on combat mode.

## Why It's Good For The Game
Currently, shields are simply items that take a held slot in return of
some block chance without being anything special, save for the strobe
shield's integrated flash I guess, but are also a botherance as most
crumple under the duress of less than half a dozen attacks. Meanwhile
swords and other weapons with blok chance just don't care.
TL;DR, I want them a bit more remarkable, and flexible as a tool.

Of course, this ended up in a larger refactor because the right-click /
disarm code was inconsistent.

## Changelog

🆑
add: Shields (and pillows) can be used to shove people around the same
way barehanded right-clicking does. Xenos and borgs can actually be
moved this way.
add: Added a new MODsuit module, the bulwark module, which prevents
knockdown and staggering from shoving, and getting pushed away by thrown
objects. Inbuilt for the safeguard MODsuit, but one might also it in the
black market.
refactor: Disarming has been refactored. You can now shove simple
critters onto tables and into bins and closets
balance: Shields now take their own armor values and the armor
penetration of the attack they blocked when damaged. This means shields
are a bit sturdier now.
balance: Riot shields can tank a lot more damage against melee weapons,
but less against bullets.
qol: strobe shields can now be used to bash people while combat mode is
on.
/🆑
2024-01-16 19:35:56 -06:00

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/// Items with this component will have a chance to get knocked off
/// (unequipped and sent to the ground) when the wearer is disarmed or knocked down.
/datum/component/knockoff
/// Chance to knockoff when a knockoff action occurs.
var/knockoff_chance = 100
/// Used in being disarmed.
/// If set, we will only roll the knockoff chance if the disarmer is targeting one of these zones.
/// If unset, any disarm act will cause the knock-off chance to be rolled, no matter the zone targeted.
var/list/target_zones
/// Bitflag used in equip to determine what slots we need to be in to be knocked off.
/// If set, we must be equipped in one of the slots to have a chance of our item being knocked off.
/// If unset / NONE, a disarm or knockdown will have a chance of our item being knocked off regardless of slot, INCLUDING hand slots.
var/slots_knockoffable = NONE
/datum/component/knockoff/Initialize(knockoff_chance = 100, target_zones, slots_knockoffable = NONE)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
src.knockoff_chance = knockoff_chance
src.target_zones = target_zones
src.slots_knockoffable = slots_knockoffable
/datum/component/knockoff/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equipped))
RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(on_dropped))
/datum/component/knockoff/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED))
var/obj/item/item_parent = parent
if(ismob(item_parent.loc))
UnregisterSignal(item_parent.loc, list(COMSIG_LIVING_DISARM_HIT, COMSIG_LIVING_STATUS_KNOCKDOWN))
/// Signal proc for [COMSIG_LIVING_DISARM_HIT] on the mob who's equipped our parent
/// Rolls a chance for knockoff whenever we're disarmed
/datum/component/knockoff/proc/on_equipped_mob_disarm(mob/living/source, mob/living/attacker, zone, obj/item/weapon)
SIGNAL_HANDLER
if(!istype(source))
return
if(target_zones && !(zone in target_zones))
return
if(!prob(knockoff_chance))
return
var/obj/item/item_parent = parent
if(!source.dropItemToGround(item_parent))
return
source.visible_message(
span_warning("[attacker] knocks off [source]'s [item_parent.name]!"),
span_userdanger("[attacker] knocks off your [item_parent.name]!"),
)
/// Signal proc for [COMSIG_LIVING_STATUS_KNOCKDOWN] on the mob who's equipped our parent
/// Rolls a chance for knockoff whenever we're knocked down
/datum/component/knockoff/proc/on_equipped_mob_knockdown(mob/living/carbon/human/source, amount)
SIGNAL_HANDLER
if(!istype(source))
return
// Healing knockdown or setting knockdown to zero or something? Don't knock off.
if(amount <= 0)
return
if(!prob(knockoff_chance))
return
var/obj/item/item_parent = parent
if(!source.dropItemToGround(item_parent))
return
source.visible_message(
span_warning("[source]'s [item_parent.name] get[item_parent.p_s()] knocked off!"),
span_userdanger("Your [item_parent.name] [item_parent.p_were()] knocked off!"),
)
/// Signal proc for [COMSIG_ITEM_EQUIPPED]
/// Registers our signals which can cause a knockdown whenever we're equipped correctly
/datum/component/knockoff/proc/on_equipped(datum/source, mob/living/carbon/human/equipper, slot)
SIGNAL_HANDLER
if(!istype(equipper))
return
if(slots_knockoffable && !(slot & slots_knockoffable))
UnregisterSignal(equipper, list(COMSIG_LIVING_DISARM_HIT, COMSIG_LIVING_STATUS_KNOCKDOWN))
return
RegisterSignal(equipper, COMSIG_LIVING_DISARM_HIT, PROC_REF(on_equipped_mob_disarm), TRUE)
RegisterSignal(equipper, COMSIG_LIVING_STATUS_KNOCKDOWN, PROC_REF(on_equipped_mob_knockdown), TRUE)
/// Signal proc for [COMSIG_ITEM_DROPPED]
/// Unregisters our signals which can cause a knockdown when we're unequipped (dropped)
/datum/component/knockoff/proc/on_dropped(datum/source, mob/living/dropper)
SIGNAL_HANDLER
UnregisterSignal(dropper, list(COMSIG_LIVING_DISARM_HIT, COMSIG_LIVING_STATUS_KNOCKDOWN))