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Bubberstation/code/datums/components/gunpoint.dm
SkyratBot 25f4961156 [MIRROR] Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate. [MDB IGNORE] (#18487)
* Refactors memories to be less painful to add and apply, moves memory detail / text to memory subtypes. Adds some new memories to demonstrate.  (#72110)

So, a huge issue with memories and - what I personally believe is the
reason why not many have been added since their inception is - they're
very annoying to add!

Normally, adding subtypes of stuff like traumas or hallucinations are as
easy as doing just that, adding a subtype.

But memories used this factory argument passing method combined with
holding all their strings in a JSON file which made it just frustrating
to add, debug, or just mess with.

It also made it much harder to organize new memories keep it clean for
stuff like downstreams.

So I refactored it. Memories are now handled on a subtype by subtype
basis, instead of all memories being a `/datum/memory`.

Any variety of arguments can be passed into memories like addcomponent
(KWARGS) so each subtype can have their own `new` parameters.

This makes it much much easier to add a new memory. All you need to do
is make your subtype and add it somewhere. Don't need to mess with jsons
or defines or anything.

To demonstrate this, I added a few memories. Some existing memories had
their story values tweak to compensate.

Makes it way simpler to add new memories. Maybe we'll get some more fun
ones now?

🆑 Melbert
add: Roundstart captains will now memorize the code to the spare ID
safe.
add: Traitors will now memorize the location and code to their uplink.
add: Heads of staff winning a revolution will now get a memory of their
success.
add: Heads of staff and head revolutionaries who lose their respective
sides of the revolution also get a memory of their failure.
add: Completing a ritual of knowledge as a heretic grants you a quality
memory.
add: Successfully defusing a bomb now grants you a cool memory. Failing
it will also grant you a memory, though you will likely not be alive to
see it.
add: Planting bombs now increase their memory quality depending on how
cool the bomb is.
refactor: Memories have been refactored to be much easier to add.
/🆑

* Modular!

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
2023-01-17 12:51:58 +13:00

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/// How many tiles around the target the shooter can roam without losing their shot
#define GUNPOINT_SHOOTER_STRAY_RANGE 2
/// How long it takes from the gunpoint is initiated to reach stage 2
#define GUNPOINT_DELAY_STAGE_2 (2.5 SECONDS)
/// How long it takes from stage 2 starting to move up to stage 3
#define GUNPOINT_DELAY_STAGE_3 (7.5 SECONDS)
/// If the projectile doesn't have a wound_bonus of CANT_WOUND, we add (this * the stage mult) to their wound_bonus and bare_wound_bonus upon triggering
#define GUNPOINT_BASE_WOUND_BONUS 5
/// How much the damage and wound bonus mod is multiplied when you're on stage 1
#define GUNPOINT_MULT_STAGE_1 1
/// As above, for stage 2
#define GUNPOINT_MULT_STAGE_2 2
/// As above, for stage 3
#define GUNPOINT_MULT_STAGE_3 2.5
/datum/component/gunpoint
dupe_mode = COMPONENT_DUPE_UNIQUE
var/mob/living/target
var/obj/item/gun/weapon
var/stage = 1
var/damage_mult = GUNPOINT_MULT_STAGE_1
var/point_of_no_return = FALSE
// *extremely bad russian accent* no!
/datum/component/gunpoint/Initialize(mob/living/targ, obj/item/gun/wep)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
var/mob/living/shooter = parent
target = targ
weapon = wep
RegisterSignals(targ, list(COMSIG_MOB_ATTACK_HAND, COMSIG_MOB_ITEM_ATTACK, COMSIG_MOVABLE_MOVED, COMSIG_MOB_FIRED_GUN), PROC_REF(trigger_reaction))
RegisterSignals(weapon, list(COMSIG_ITEM_DROPPED, COMSIG_ITEM_EQUIPPED), PROC_REF(cancel))
shooter.visible_message(span_danger("[shooter] aims [weapon] point blank at [target]!"), \
span_danger("You aim [weapon] point blank at [target]!"), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] aims [weapon] point blank at you!"))
add_memory_in_range(target, 7, /datum/memory/held_at_gunpoint, protagonist = target, deuteragonist = shooter, antagonist = weapon)
shooter.apply_status_effect(/datum/status_effect/holdup, shooter)
target.apply_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
if(istype(weapon, /obj/item/gun/ballistic/rocketlauncher) && weapon.chambered)
if(target.stat == CONSCIOUS && IS_NUKE_OP(shooter) && !IS_NUKE_OP(target) && (locate(/obj/item/disk/nuclear) in target.get_contents()) && shooter.client)
shooter.client.give_award(/datum/award/achievement/misc/rocket_holdup, shooter)
target.do_alert_animation()
target.playsound_local(target.loc, 'sound/machines/chime.ogg', 50, TRUE)
target.add_mood_event("gunpoint", /datum/mood_event/gunpoint)
addtimer(CALLBACK(src, PROC_REF(update_stage), 2), GUNPOINT_DELAY_STAGE_2)
/datum/component/gunpoint/Destroy(force, silent)
var/mob/living/shooter = parent
shooter.remove_status_effect(/datum/status_effect/holdup)
target.remove_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
target.clear_mood_event("gunpoint")
return ..()
/datum/component/gunpoint/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(check_deescalate))
RegisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE, PROC_REF(flinch))
RegisterSignal(parent, COMSIG_MOB_ATTACK_HAND, PROC_REF(check_shove))
RegisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT, PROC_REF(check_deescalate))
RegisterSignals(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP), PROC_REF(check_bump))
/datum/component/gunpoint/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
UnregisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE)
UnregisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT)
UnregisterSignal(parent, COMSIG_MOB_ATTACK_HAND)
UnregisterSignal(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP))
///If the shooter bumps the target, cancel the holdup to avoid cheesing and forcing the charged shot
/datum/component/gunpoint/proc/check_bump(atom/B, atom/A)
SIGNAL_HANDLER
if(A != target)
return
var/mob/living/shooter = parent
shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
qdel(src)
///If the shooter shoves or grabs the target, cancel the holdup to avoid cheesing and forcing the charged shot
/datum/component/gunpoint/proc/check_shove(mob/living/carbon/shooter, mob/shooter_again, mob/living/T, datum/martial_art/attacker_style, modifiers)
SIGNAL_HANDLER
if(T != target || LAZYACCESS(modifiers, RIGHT_CLICK))
return
shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
qdel(src)
///Update the damage multiplier for whatever stage we're entering into
/datum/component/gunpoint/proc/update_stage(new_stage)
if(check_deescalate())
return
stage = new_stage
if(stage == 2)
to_chat(parent, span_danger("You steady [weapon] on [target]."))
to_chat(target, span_userdanger("[parent] has steadied [weapon] on you!"))
damage_mult = GUNPOINT_MULT_STAGE_2
addtimer(CALLBACK(src, PROC_REF(update_stage), 3), GUNPOINT_DELAY_STAGE_3)
else if(stage == 3)
to_chat(parent, span_danger("You have fully steadied [weapon] on [target]."))
to_chat(target, span_userdanger("[parent] has fully steadied [weapon] on you!"))
damage_mult = GUNPOINT_MULT_STAGE_3
///Cancel the holdup if the shooter moves out of sight or out of range of the target
/datum/component/gunpoint/proc/check_deescalate()
SIGNAL_HANDLER
if(!can_see(parent, target, GUNPOINT_SHOOTER_STRAY_RANGE))
cancel()
return TRUE
///Bang bang, we're firing a charged shot off
/datum/component/gunpoint/proc/trigger_reaction()
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(async_trigger_reaction))
/datum/component/gunpoint/proc/async_trigger_reaction()
var/mob/living/shooter = parent
shooter.remove_status_effect(/datum/status_effect/holdup) // try doing these before the trigger gets pulled since the target (or shooter even) may not exist after pulling the trigger, dig?
target.remove_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
target.clear_mood_event("gunpoint")
if(point_of_no_return)
return
point_of_no_return = TRUE
if(weapon.chambered && weapon.chambered.loaded_projectile)
weapon.chambered.loaded_projectile.damage *= damage_mult
if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
weapon.chambered.loaded_projectile.wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
weapon.chambered.loaded_projectile.bare_wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
var/fired = weapon.fire_gun(target, shooter)
if(!fired && weapon.chambered?.loaded_projectile)
weapon.chambered.loaded_projectile.damage /= damage_mult
if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
weapon.chambered.loaded_projectile.wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
weapon.chambered.loaded_projectile.bare_wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
qdel(src)
///Shooter canceled their shot, either by dropping/equipping their weapon, leaving sight/range, or clicking on the alert
/datum/component/gunpoint/proc/cancel()
SIGNAL_HANDLER
var/mob/living/shooter = parent
shooter.visible_message(span_danger("[shooter] breaks [shooter.p_their()] aim on [target]!"), \
span_danger("You are no longer aiming [weapon] at [target]."), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] breaks [shooter.p_their()] aim on you!"))
qdel(src)
///If the shooter is hit by an attack, they have a 50% chance to flinch and fire. If it hit the arm holding the trigger, it's an 80% chance to fire instead
/datum/component/gunpoint/proc/flinch(attacker, damage, damagetype, def_zone)
SIGNAL_HANDLER
var/mob/living/shooter = parent
if(attacker == shooter)
return // somehow this wasn't checked for months but no one tried punching themselves to initiate the shot, amazing
var/flinch_chance = 50
var/gun_hand = LEFT_HANDS
if(shooter.held_items[RIGHT_HANDS] == weapon)
gun_hand = RIGHT_HANDS
if((def_zone == BODY_ZONE_L_ARM && gun_hand == LEFT_HANDS) || (def_zone == BODY_ZONE_R_ARM && gun_hand == RIGHT_HANDS))
flinch_chance = 80
if(prob(flinch_chance))
shooter.visible_message(span_danger("[shooter] flinches!"), \
span_danger("You flinch!"))
INVOKE_ASYNC(src, PROC_REF(trigger_reaction))
#undef GUNPOINT_DELAY_STAGE_2
#undef GUNPOINT_DELAY_STAGE_3
#undef GUNPOINT_BASE_WOUND_BONUS
#undef GUNPOINT_MULT_STAGE_1
#undef GUNPOINT_MULT_STAGE_2
#undef GUNPOINT_MULT_STAGE_3