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Bubberstation/code/modules/mob/living/basic/basic_defense.dm
Tim d6f79f4427 Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request
This takes all the gib related procs:
- `gib()`
- `spawn_gibs()` 
- `spill_organs()`
- `spread_bodyparts()`

And adds heavy documentation that communicates what the procs are used
for and how the different bitflags affect them. The difference is
noticeable:

`gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)`

The code is now much more legible which is important considering it's
used in a lot of places!

Another robust change, is that we had several places in the code where
there were double negatives like so:

```
/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
	if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!?
		// do stuff here
```

This is a mindfuck to untangle. I inverted a lot of these parts so we
don't lose our sanity.

Last thing that was changed was a big `if()` loop in the `spill_organ()`
proc. This was refactored to just be a simple `for` loop with `continue`
statements where we needed to skip enabled bitflags. It's now shorter
and cleaner than before.

The only slight gameplay change this affects is that gibbing a mob now
guarantees to drop all items unless the `DROP_ITEMS` bitflag is
deliberately omitted. Some places like admin gib self, we don't want
this to happen.

## Why It's Good For The Game
Gib code is very old. (~15 years) People kept adding more arguments to
the procs when it should have been a bitflag initially. By doing it this
way, there is more flexibility and readability when it comes to adding
new code in the future.

## Changelog
🆑
refactor: Refactor gib code to be more robust.
qol: Gibbing a mob will result in all items being dropped instead of
getting deleted. There are a few exceptions (like admin gib self) where
this will not take place.
/🆑
2023-10-06 13:12:22 +01:00

207 lines
7.4 KiB
Plaintext

/mob/living/basic/attack_hand(mob/living/carbon/human/user, list/modifiers)
// so that martial arts don't double dip
if (..())
return TRUE
if(LAZYACCESS(modifiers, RIGHT_CLICK))
if(user.move_force < move_resist)
return
user.do_attack_animation(src, ATTACK_EFFECT_DISARM)
playsound(src, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
var/shove_dir = get_dir(user, src)
if(!Move(get_step(src, shove_dir), shove_dir))
log_combat(user, src, "shoved", "failing to move it")
user.visible_message(span_danger("[user.name] shoves [src]!"),
span_danger("You shove [src]!"), span_hear("You hear aggressive shuffling!"), COMBAT_MESSAGE_RANGE, list(src))
to_chat(src, span_userdanger("You're shoved by [user.name]!"))
return TRUE
log_combat(user, src, "shoved", "pushing it")
user.visible_message(span_danger("[user.name] shoves [src], pushing [p_them()]!"),
span_danger("You shove [src], pushing [p_them()]!"), span_hear("You hear aggressive shuffling!"), COMBAT_MESSAGE_RANGE, list(src))
to_chat(src, span_userdanger("You're pushed by [user.name]!"))
return TRUE
if(!user.combat_mode)
if (stat == DEAD)
return
visible_message(span_notice("[user] [response_help_continuous] [src]."), \
span_notice("[user] [response_help_continuous] you."), null, null, user)
to_chat(user, span_notice("You [response_help_simple] [src]."))
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
else
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, span_warning("You don't want to hurt [src]!"))
return
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
visible_message(span_danger("[user] [response_harm_continuous] [src]!"),\
span_userdanger("[user] [response_harm_continuous] you!"), null, COMBAT_MESSAGE_RANGE, user)
to_chat(user, span_danger("You [response_harm_simple] [src]!"))
playsound(loc, attacked_sound, 25, TRUE, -1)
var/obj/item/bodypart/arm/active_arm = user.get_active_hand()
var/damage = (basic_mob_flags & IMMUNE_TO_FISTS) ? 0 : rand(active_arm.unarmed_damage_low, active_arm.unarmed_damage_high)
attack_threshold_check(damage)
log_combat(user, src, "attacked")
updatehealth()
return TRUE
/mob/living/basic/attack_hulk(mob/living/carbon/human/user)
. = ..()
if(!.)
return
playsound(loc, SFX_PUNCH, 25, TRUE, -1)
visible_message(span_danger("[user] punches [src]!"), \
span_userdanger("You're punched by [user]!"), null, COMBAT_MESSAGE_RANGE, user)
to_chat(user, span_danger("You punch [src]!"))
apply_damage(15, damagetype = BRUTE)
/mob/living/basic/attack_paw(mob/living/carbon/human/user, list/modifiers)
if(..()) //successful monkey bite.
if(stat != DEAD)
var/damage = rand(1, 3)
attack_threshold_check(damage)
return 1
if (!user.combat_mode)
if (health > 0)
visible_message(span_notice("[user.name] [response_help_continuous] [src]."), \
span_notice("[user.name] [response_help_continuous] you."), null, COMBAT_MESSAGE_RANGE, user)
to_chat(user, span_notice("You [response_help_simple] [src]."))
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
/mob/living/basic/attack_alien(mob/living/carbon/alien/adult/user, list/modifiers)
. = ..()
if(!.)
return
if(LAZYACCESS(modifiers, RIGHT_CLICK))
playsound(loc, 'sound/weapons/pierce.ogg', 25, TRUE, -1)
visible_message(span_danger("[user] [response_disarm_continuous] [name]!"), \
span_userdanger("[user] [response_disarm_continuous] you!"), null, COMBAT_MESSAGE_RANGE, user)
to_chat(user, span_danger("You [response_disarm_simple] [name]!"))
log_combat(user, src, "disarmed")
return
var/damage = rand(user.melee_damage_lower, user.melee_damage_upper)
visible_message(span_danger("[user] slashes at [src]!"), \
span_userdanger("You're slashed at by [user]!"), null, COMBAT_MESSAGE_RANGE, user)
to_chat(user, span_danger("You slash at [src]!"))
playsound(loc, 'sound/weapons/slice.ogg', 25, TRUE, -1)
attack_threshold_check(damage)
log_combat(user, src, "attacked")
/mob/living/basic/attack_larva(mob/living/carbon/alien/larva/attacking_larva, list/modifiers)
. = ..()
if(. && stat != DEAD) //successful larva bite
var/damage = rand(attacking_larva.melee_damage_lower, attacking_larva.melee_damage_upper)
. = attack_threshold_check(damage)
if(.)
attacking_larva.amount_grown = min(attacking_larva.amount_grown + damage, attacking_larva.max_grown)
/mob/living/basic/attack_animal(mob/living/simple_animal/user, list/modifiers)
. = ..()
if(.)
var/damage = rand(user.melee_damage_lower, user.melee_damage_upper)
return attack_threshold_check(damage, user.melee_damage_type)
/mob/living/basic/attack_slime(mob/living/simple_animal/slime/M, list/modifiers)
if(..()) //successful slime attack
var/damage = rand(15, 25)
if(M.is_adult)
damage = rand(20, 35)
return attack_threshold_check(damage)
/mob/living/basic/attack_drone(mob/living/simple_animal/drone/attacking_drone)
if(attacking_drone.combat_mode) //No kicking dogs even as a rogue drone. Use a weapon.
return
return ..()
/mob/living/basic/attack_drone_secondary(mob/living/simple_animal/drone/attacking_drone)
if(attacking_drone.combat_mode)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
return ..()
/mob/living/basic/proc/attack_threshold_check(damage, damagetype = BRUTE, armorcheck = MELEE, actuallydamage = TRUE)
var/temp_damage = damage
if(!damage_coeff[damagetype])
temp_damage = 0
else
temp_damage *= damage_coeff[damagetype]
if(temp_damage >= 0 && temp_damage <= force_threshold)
visible_message(span_warning("[src] looks unharmed!"))
return FALSE
else
if(actuallydamage)
apply_damage(damage, damagetype, blocked = getarmor(null, armorcheck))
return TRUE
/mob/living/basic/check_projectile_armor(def_zone, obj/projectile/impacting_projectile, is_silent)
return 0
/mob/living/basic/ex_act(severity, target, origin)
. = ..()
if(!. || QDELETED(src))
return FALSE
var/bomb_armor = getarmor(null, BOMB)
switch(severity)
if (EXPLODE_DEVASTATE)
if(prob(bomb_armor))
apply_damage(500, damagetype = BRUTE)
else
investigate_log("has been gibbed by an explosion.", INVESTIGATE_DEATHS)
gib(DROP_ALL_REMAINS)
if (EXPLODE_HEAVY)
var/bloss = 60
if(prob(bomb_armor))
bloss = bloss / 1.5
apply_damage(bloss, damagetype = BRUTE)
if (EXPLODE_LIGHT)
var/bloss = 30
if(prob(bomb_armor))
bloss = bloss / 1.5
apply_damage(bloss, damagetype = BRUTE)
return TRUE
/mob/living/basic/blob_act(obj/structure/blob/attacking_blob)
. = ..()
if (!.)
return
apply_damage(20, damagetype = BRUTE)
/mob/living/basic/do_attack_animation(atom/attacked_atom, visual_effect_icon, used_item, no_effect)
if(!no_effect && !visual_effect_icon && melee_damage_upper)
if(attack_vis_effect && !iswallturf(attacked_atom)) // override the standard visual effect.
visual_effect_icon = attack_vis_effect
else if(melee_damage_upper < 10)
visual_effect_icon = ATTACK_EFFECT_PUNCH
else
visual_effect_icon = ATTACK_EFFECT_SMASH
..()
/mob/living/basic/update_stat()
if(status_flags & GODMODE)
return
if(stat != DEAD)
if(health <= 0)
death()
else
set_stat(CONSCIOUS)
med_hud_set_status()
/mob/living/basic/emp_act(severity)
. = ..()
if(mob_biotypes & MOB_ROBOTIC)
emp_reaction(severity)
/mob/living/basic/proc/emp_reaction(severity)
switch(severity)
if(EMP_LIGHT)
visible_message(span_danger("[src] shakes violently, its parts coming loose!"))
apply_damage(maxHealth * 0.6)
Shake(duration = 1 SECONDS)
if(EMP_HEAVY)
visible_message(span_danger("[src] suddenly bursts apart!"))
apply_damage(maxHealth)