Files
Bubberstation/code/game/objects/items/handcuffs.dm
Higgin 40792b3b0c fixes ebolas whiffing on prone targets and leaving junk behind (#83708)
## About The Pull Request

Makes energy bolas work on prone targets and not leave behind garbage
when they'd whiff.

Ever notice how you could crawl through one unlike other bolas and how,
if you got hit by one while prone, it left behind a little blue
bear-trap looking thing?

#60160 gave them the ability to be blocked and to hit flying mobs, but
it did this by making them create a subtype of bear trap on the location
on hitting a valid atom. This meant that if the target lacked a leg, was
prone, or already had a bola on, the bear trap object would be left
behind and the bola would do nothing.

This fixes that. Does not seem to have been intended behavior.

## Why It's Good For The Game

Fix good.

## Changelog

🆑
fix: energy bolas now work on prone targets and don't leave behind a
fake item when they whiff.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-06-09 14:45:17 +01:00

631 lines
20 KiB
Plaintext

/**
* # Generic restraints
*
* Parent class for handcuffs and handcuff accessories
*
* Functionality:
* 1. A special suicide
* 2. If a restraint is handcuffing/legcuffing a carbon while being deleted, it will remove the handcuff/legcuff status.
*/
/obj/item/restraints
breakouttime = 1 MINUTES
dye_color = DYE_PRISONER
icon = 'icons/obj/weapons/restraints.dmi'
/obj/item/restraints/suicide_act(mob/living/carbon/user)
user.visible_message(span_suicide("[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
return OXYLOSS
// Zipties, cable cuffs, etc. Can be cut with wirecutters instantly.
#define HANDCUFFS_TYPE_WEAK 0
// Handcuffs... alien handcuffs. Can be cut through only by jaws of life.
#define HANDCUFFS_TYPE_STRONG 1
/**
* # Handcuffs
*
* Stuff that makes humans unable to use hands
*
* Clicking people with those will cause an attempt at handcuffing them to occur
*/
/obj/item/restraints/handcuffs
name = "handcuffs"
desc = "Use this to keep prisoners in line."
gender = PLURAL
icon_state = "handcuff"
worn_icon_state = "handcuff"
inhand_icon_state = "handcuff"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_HANDCUFFED
throwforce = 0
w_class = WEIGHT_CLASS_SMALL
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 5)
breakouttime = 1 MINUTES
armor_type = /datum/armor/restraints_handcuffs
custom_price = PAYCHECK_COMMAND * 0.35
///How long it takes to handcuff someone
var/handcuff_time = 4 SECONDS
///Multiplier for handcuff time
var/handcuff_time_mod = 1
///Sound that plays when starting to put handcuffs on someone
var/cuffsound = 'sound/weapons/handcuffs.ogg'
///If set, handcuffs will be destroyed on application and leave behind whatever this is set to.
var/trashtype = null
/// How strong the cuffs are. Weak cuffs can be broken with wirecutters or boxcutters.
var/restraint_strength = HANDCUFFS_TYPE_STRONG
/obj/item/restraints/handcuffs/apply_fantasy_bonuses(bonus)
. = ..()
handcuff_time = modify_fantasy_variable("handcuff_time", handcuff_time, -bonus * 2, minimum = 0.3 SECONDS)
/obj/item/restraints/handcuffs/remove_fantasy_bonuses(bonus)
handcuff_time = reset_fantasy_variable("handcuff_time", handcuff_time)
return ..()
/datum/armor/restraints_handcuffs
fire = 50
acid = 50
/obj/item/restraints/handcuffs/attack(mob/living/target_mob, mob/living/user)
if(!iscarbon(target_mob))
return
attempt_to_cuff(target_mob, user)
/// Handles all of the checks and application in a typical situation where someone attacks a carbon victim with the handcuff item.
/obj/item/restraints/handcuffs/proc/attempt_to_cuff(mob/living/carbon/victim, mob/living/user)
if(SEND_SIGNAL(victim, COMSIG_CARBON_CUFF_ATTEMPTED, user) & COMSIG_CARBON_CUFF_PREVENT)
victim.balloon_alert(user, "can't be handcuffed!")
return
if(iscarbon(user) && (HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))) //Clumsy people have a 50% chance to handcuff themselves instead of their target.
to_chat(user, span_warning("Uh... how do those things work?!"))
apply_cuffs(user, user)
return
if(!isnull(victim.handcuffed))
victim.balloon_alert(user, "already handcuffed!")
return
if(!victim.canBeHandcuffed())
victim.balloon_alert(user, "can't be handcuffed!")
return
victim.visible_message(
span_danger("[user] is trying to put [src] on [victim]!"),
span_userdanger("[user] is trying to put [src] on you!"),
)
if(victim.is_blind())
to_chat(victim, span_userdanger("As you feel someone grab your wrists, [src] start digging into your skin!"))
playsound(loc, cuffsound, 30, TRUE, -2)
log_combat(user, victim, "attempted to handcuff")
if(HAS_TRAIT(user, TRAIT_FAST_CUFFING))
handcuff_time_mod = 0.75
else
handcuff_time_mod = 1
if(!do_after(user, handcuff_time * handcuff_time_mod, victim, timed_action_flags = IGNORE_SLOWDOWNS) || !victim.canBeHandcuffed())
victim.balloon_alert(user, "failed to handcuff!")
to_chat(user, span_warning("You fail to handcuff [victim]!"))
log_combat(user, victim, "failed to handcuff")
return
apply_cuffs(victim, user, dispense = iscyborg(user))
victim.visible_message(
span_notice("[user] handcuffs [victim]."),
span_userdanger("[user] handcuffs you."),
)
log_combat(user, victim, "successfully handcuffed")
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
/**
* When called, this instantly puts handcuffs on someone (if actually possible)
*
* Arguments:
* * mob/living/carbon/target - Who is being handcuffed
* * mob/user - Who or what is doing the handcuffing
* * dispense - True if the cuffing should create a new item instead of using putting src on the mob, false otherwise. False by default.
*/
/obj/item/restraints/handcuffs/proc/apply_cuffs(mob/living/carbon/target, mob/user, dispense = FALSE)
if(target.handcuffed)
return
if(!user.temporarilyRemoveItemFromInventory(src) && !dispense)
return
var/obj/item/restraints/handcuffs/cuffs = src
if(trashtype)
cuffs = new trashtype()
else if(dispense)
cuffs = new type()
target.equip_to_slot(cuffs, ITEM_SLOT_HANDCUFFED)
if(trashtype && !dispense)
qdel(src)
/**
* # Alien handcuffs
*
* Abductor reskin of the handcuffs.
*/
/obj/item/restraints/handcuffs/alien
icon_state = "handcuffAlien"
/**
*
* # Fake handcuffs
*
* Fake handcuffs that can be removed near-instantly.
*/
/obj/item/restraints/handcuffs/fake
name = "fake handcuffs"
desc = "Fake handcuffs meant for gag purposes."
breakouttime = 1 SECONDS
restraint_strength = HANDCUFFS_TYPE_WEAK
resist_cooldown = CLICK_CD_SLOW
/**
* # Cable restraints
*
* Ghetto handcuffs. Removing those is faster.
*/
/obj/item/restraints/handcuffs/cable
name = "cable restraints"
desc = "Looks like some cables tied together. Could be used to tie something up."
icon_state = "cuff"
inhand_icon_state = "coil_red"
color = CABLE_HEX_COLOR_RED
///for generating the correct icons based off the original cable's color.
var/cable_color = CABLE_COLOR_RED
lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi'
custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 1.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.75)
breakouttime = 30 SECONDS
cuffsound = 'sound/weapons/cablecuff.ogg'
restraint_strength = HANDCUFFS_TYPE_WEAK
/obj/item/restraints/handcuffs/cable/Initialize(mapload, new_color)
. = ..()
var/static/list/hovering_item_typechecks = list(
/obj/item/stack/sheet/iron = list(
SCREENTIP_CONTEXT_LMB = "Craft bola",
),
)
AddElement(/datum/element/contextual_screentip_item_typechecks, hovering_item_typechecks)
AddElement(/datum/element/update_icon_updates_onmob, ITEM_SLOT_HANDCUFFED)
if(new_color)
set_cable_color(new_color)
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/bola, /datum/crafting_recipe/gonbola)
AddComponent(
/datum/component/slapcrafting,\
slapcraft_recipes = slapcraft_recipe_list,\
)
/obj/item/restraints/handcuffs/cable/proc/set_cable_color(new_color)
color = GLOB.cable_colors[new_color]
cable_color = new_color
update_appearance(UPDATE_ICON)
/obj/item/restraints/handcuffs/cable/vv_edit_var(vname, vval)
if(vname == NAMEOF(src, cable_color))
set_cable_color(vval)
datum_flags |= DF_VAR_EDITED
return TRUE
return ..()
/obj/item/restraints/handcuffs/cable/update_icon_state()
. = ..()
if(cable_color)
var/new_inhand_icon = "coil_[cable_color]"
if(new_inhand_icon != inhand_icon_state)
inhand_icon_state = new_inhand_icon //small memory optimization.
/**
* # Sinew restraints
*
* Primal ghetto handcuffs
*
* Just cable restraints that look differently and can't be recycled.
*/
/obj/item/restraints/handcuffs/cable/sinew
name = "sinew restraints"
desc = "A pair of restraints fashioned from long strands of flesh."
icon_state = "sinewcuff"
inhand_icon_state = null
cable_color = null
custom_materials = null
color = null
/**
* Red cable restraints
*/
/obj/item/restraints/handcuffs/cable/red
color = CABLE_HEX_COLOR_RED
cable_color = CABLE_COLOR_RED
inhand_icon_state = "coil_red"
/**
* Yellow cable restraints
*/
/obj/item/restraints/handcuffs/cable/yellow
color = CABLE_HEX_COLOR_YELLOW
cable_color = CABLE_COLOR_YELLOW
inhand_icon_state = "coil_yellow"
/**
* Blue cable restraints
*/
/obj/item/restraints/handcuffs/cable/blue
color =CABLE_HEX_COLOR_BLUE
cable_color = CABLE_COLOR_BLUE
inhand_icon_state = "coil_blue"
/**
* Green cable restraints
*/
/obj/item/restraints/handcuffs/cable/green
color = CABLE_HEX_COLOR_GREEN
cable_color = CABLE_COLOR_GREEN
inhand_icon_state = "coil_green"
/**
* Pink cable restraints
*/
/obj/item/restraints/handcuffs/cable/pink
color = CABLE_HEX_COLOR_PINK
cable_color = CABLE_COLOR_PINK
inhand_icon_state = "coil_pink"
/**
* Orange (the color) cable restraints
*/
/obj/item/restraints/handcuffs/cable/orange
color = CABLE_HEX_COLOR_ORANGE
cable_color = CABLE_COLOR_ORANGE
inhand_icon_state = "coil_orange"
/**
* Cyan cable restraints
*/
/obj/item/restraints/handcuffs/cable/cyan
color = CABLE_HEX_COLOR_CYAN
cable_color = CABLE_COLOR_CYAN
inhand_icon_state = "coil_cyan"
/**
* White cable restraints
*/
/obj/item/restraints/handcuffs/cable/white
color = CABLE_HEX_COLOR_WHITE
cable_color = CABLE_COLOR_WHITE
inhand_icon_state = "coil_white"
/**
* # Zipties
*
* One-use handcuffs that take 45 seconds to resist out of instead of one minute. This turns into the used version when applied.
*/
/obj/item/restraints/handcuffs/cable/zipties
name = "zipties"
desc = "Plastic, disposable zipties that can be used to restrain temporarily but are destroyed after use."
icon_state = "cuff"
inhand_icon_state = "cuff_white"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
custom_materials = null
breakouttime = 45 SECONDS
trashtype = /obj/item/restraints/handcuffs/cable/zipties/used
color = null
cable_color = null
/**
* # Used zipties
*
* What zipties turn into when applied. These can't be used to cuff people.
*/
/obj/item/restraints/handcuffs/cable/zipties/used
desc = "A pair of broken zipties."
icon_state = "cuff_used"
/obj/item/restraints/handcuffs/cable/zipties/used/attack()
return
/**
* # Fake Zipties
*
* One-use handcuffs that is very easy to break out of, meant as a one-use alternative to regular fake handcuffs.
*/
/obj/item/restraints/handcuffs/cable/zipties/fake
name = "fake zipties"
desc = "Fake zipties meant for gag purposes."
breakouttime = 1 SECONDS
resist_cooldown = CLICK_CD_SLOW
/obj/item/restraints/handcuffs/cable/zipties/fake/used
desc = "A pair of broken fake zipties."
icon_state = "cuff_used"
/**
* # Generic leg cuffs
*
* Parent class for everything that can legcuff carbons. Can't legcuff anything itself.
*/
/obj/item/restraints/legcuffs
name = "leg cuffs"
desc = "Use this to keep prisoners in line."
gender = PLURAL
icon_state = "handcuff"
inhand_icon_state = "handcuff"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
obj_flags = CONDUCTS_ELECTRICITY
throwforce = 0
w_class = WEIGHT_CLASS_NORMAL
slowdown = 7
breakouttime = 30 SECONDS
slot_flags = ITEM_SLOT_LEGCUFFED
/**
* # Bear trap
*
* This opens, closes, and bites people's legs.
*/
/obj/item/restraints/legcuffs/beartrap
name = "bear trap"
throw_speed = 1
throw_range = 1
icon_state = "beartrap"
desc = "A trap used to catch bears and other legged creatures."
///If true, the trap is "open" and can trigger.
var/armed = FALSE
///How much damage the trap deals when triggered.
var/trap_damage = 20
/obj/item/restraints/legcuffs/beartrap/prearmed
armed = TRUE
/obj/item/restraints/legcuffs/beartrap/Initialize(mapload)
. = ..()
update_appearance()
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(trap_stepped_on),
)
AddElement(/datum/element/connect_loc, loc_connections)
/obj/item/restraints/legcuffs/beartrap/update_icon_state()
icon_state = "[initial(icon_state)][armed]"
return ..()
/obj/item/restraints/legcuffs/beartrap/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is sticking [user.p_their()] head in the [src.name]! It looks like [user.p_theyre()] trying to commit suicide!"))
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, TRUE, -1)
return BRUTELOSS
/obj/item/restraints/legcuffs/beartrap/attack_self(mob/user)
. = ..()
if(!ishuman(user) || user.stat != CONSCIOUS || HAS_TRAIT(user, TRAIT_HANDS_BLOCKED))
return
armed = !armed
update_appearance()
to_chat(user, span_notice("[src] is now [armed ? "armed" : "disarmed"]"))
/**
* Closes a bear trap
*
* Closes a bear trap.
* Arguments:
*/
/obj/item/restraints/legcuffs/beartrap/proc/close_trap()
armed = FALSE
update_appearance()
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
/obj/item/restraints/legcuffs/beartrap/proc/trap_stepped_on(datum/source, atom/movable/entering, ...)
SIGNAL_HANDLER
spring_trap(entering)
/**
* Tries to spring the trap on the target movable.
*
* This proc is safe to call without knowing if the target is valid or if the trap is armed.
*
* Does not trigger on tiny mobs.
* If ignore_movetypes is FALSE, does not trigger on floating / flying / etc. mobs.
*/
/obj/item/restraints/legcuffs/beartrap/proc/spring_trap(atom/movable/target, ignore_movetypes = FALSE, hit_prone = FALSE)
if(!armed || !isturf(loc) || !isliving(target))
return
var/mob/living/victim = target
if(istype(victim.buckled, /obj/vehicle))
var/obj/vehicle/ridden_vehicle = victim.buckled
if(!ridden_vehicle.are_legs_exposed) //close the trap without injuring/trapping the rider if their legs are inside the vehicle at all times.
close_trap()
ridden_vehicle.visible_message(span_danger("[ridden_vehicle] triggers \the [src]."))
return
//don't close the trap if they're as small as a mouse
if(victim.mob_size <= MOB_SIZE_TINY)
return
if(!ignore_movetypes && (victim.movement_type & MOVETYPES_NOT_TOUCHING_GROUND))
return
close_trap()
if(ignore_movetypes)
victim.visible_message(span_danger("\The [src] ensnares [victim]!"), \
span_userdanger("\The [src] ensnares you!"))
else
victim.visible_message(span_danger("[victim] triggers \the [src]."), \
span_userdanger("You trigger \the [src]!"))
var/def_zone = BODY_ZONE_CHEST
if(iscarbon(victim) && (victim.body_position == STANDING_UP || hit_prone))
var/mob/living/carbon/carbon_victim = victim
def_zone = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
if(!carbon_victim.legcuffed && carbon_victim.num_legs >= 2) //beartrap can't cuff your leg if there's already a beartrap or legcuffs, or you don't have two legs.
INVOKE_ASYNC(carbon_victim, TYPE_PROC_REF(/mob/living/carbon, equip_to_slot), src, ITEM_SLOT_LEGCUFFED)
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
victim.apply_damage(trap_damage, BRUTE, def_zone)
/**
* # Energy snare
*
* This closes on people's legs.
*
* A weaker version of the bear trap that can be resisted out of faster and disappears
*/
/obj/item/restraints/legcuffs/beartrap/energy
name = "energy snare"
armed = 1
icon_state = "e_snare"
trap_damage = 0
breakouttime = 3 SECONDS
item_flags = DROPDEL
flags_1 = NONE
/obj/item/restraints/legcuffs/beartrap/energy/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, PROC_REF(dissipate)), 10 SECONDS)
/**
* Handles energy snares disappearing
*
* If the snare isn't closed on anyone, it will disappear in a shower of sparks.
* Arguments:
*/
/obj/item/restraints/legcuffs/beartrap/energy/proc/dissipate()
if(!ismob(loc))
do_sparks(1, TRUE, src)
qdel(src)
/obj/item/restraints/legcuffs/beartrap/energy/attack_hand(mob/user, list/modifiers)
spring_trap(user)
return ..()
/obj/item/restraints/legcuffs/beartrap/energy/cyborg
breakouttime = 2 SECONDS // Cyborgs shouldn't have a strong restraint
/obj/item/restraints/legcuffs/bola
name = "bola"
desc = "A restraining device designed to be thrown at the target. Upon connecting with said target, it will wrap around their legs, making it difficult for them to move quickly."
icon_state = "bola"
icon_state_preview = "bola_preview"
inhand_icon_state = "bola"
lefthand_file = 'icons/mob/inhands/weapons/thrown_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/thrown_righthand.dmi'
breakouttime = 3.5 SECONDS//easy to apply, easy to break out of
gender = NEUTER
///Amount of time to knock the target down for once it's hit in deciseconds.
var/knockdown = 0
/obj/item/restraints/legcuffs/bola/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0, datum/callback/callback, gentle = FALSE, quickstart = TRUE)
if(!..())
return
playsound(src.loc,'sound/weapons/bolathrow.ogg', 75, TRUE)
/obj/item/restraints/legcuffs/bola/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
if(..() || !iscarbon(hit_atom))//if it gets caught or the target can't be cuffed,
return//abort
ensnare(hit_atom)
/**
* Attempts to legcuff someone with the bola
*
* Arguments:
* * C - the carbon that we will try to ensnare
*/
/obj/item/restraints/legcuffs/bola/proc/ensnare(mob/living/carbon/C)
if(!C.legcuffed && C.num_legs >= 2)
visible_message(span_danger("\The [src] ensnares [C]!"), span_userdanger("\The [src] ensnares you!"))
C.equip_to_slot(src, ITEM_SLOT_LEGCUFFED)
SSblackbox.record_feedback("tally", "handcuffs", 1, type)
C.Knockdown(knockdown)
playsound(src, 'sound/effects/snap.ogg', 50, TRUE)
/**
* A traitor variant of the bola.
*
* It knocks people down and is harder to remove.
*/
/obj/item/restraints/legcuffs/bola/tactical
name = "reinforced bola"
desc = "A strong bola, made with a long steel chain. It looks heavy, enough so that it could trip somebody."
icon_state = "bola_r"
inhand_icon_state = "bola_r"
breakouttime = 7 SECONDS
knockdown = 3.5 SECONDS
/**
* A security variant of the bola.
*
* It's harder to remove, smaller and has a defined price.
*/
/obj/item/restraints/legcuffs/bola/energy
name = "energy bola"
desc = "A specialized hard-light bola designed to ensnare fleeing criminals and aid in arrests."
icon_state = "ebola"
inhand_icon_state = "ebola"
hitsound = 'sound/weapons/taserhit.ogg'
w_class = WEIGHT_CLASS_SMALL
breakouttime = 6 SECONDS
custom_price = PAYCHECK_COMMAND * 0.35
/obj/item/restraints/legcuffs/bola/energy/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_UNCATCHABLE, TRAIT_GENERIC) // People said energy bolas being uncatchable is a feature.
/obj/item/restraints/legcuffs/bola/energy/ensnare(atom/hit_atom)
var/obj/item/restraints/legcuffs/beartrap/energy/cyborg/B = new (get_turf(hit_atom))
B.spring_trap(hit_atom, ignore_movetypes = TRUE, hit_prone = TRUE)
if(B.loc != hit_atom)
qdel(B)
qdel(src)
/**
* A pacifying variant of the bola.
*
* It's much harder to remove, doesn't cause a slowdown and gives people /datum/status_effect/gonbola_pacify.
*/
/obj/item/restraints/legcuffs/bola/gonbola
name = "gonbola"
desc = "Hey, if you have to be hugged in the legs by anything, it might as well be this little guy."
icon_state = "gonbola"
icon_state_preview = "gonbola_preview"
inhand_icon_state = "bola_r"
breakouttime = 30 SECONDS
slowdown = 0
var/datum/status_effect/gonbola_pacify/effectReference
/obj/item/restraints/legcuffs/bola/gonbola/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
. = ..()
if(iscarbon(hit_atom))
var/mob/living/carbon/C = hit_atom
effectReference = C.apply_status_effect(/datum/status_effect/gonbola_pacify)
/obj/item/restraints/legcuffs/bola/gonbola/dropped(mob/user)
. = ..()
if(effectReference)
QDEL_NULL(effectReference)
#undef HANDCUFFS_TYPE_WEAK
#undef HANDCUFFS_TYPE_STRONG