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Refactors snipping cuffs into a bespoke cuffsnapping element, adding support for delayed cuffsnipping. Adds this element to box cutters! Effectively speaking everything is the same as usual. It's cool, it's based and elementized and modularized and not hardcodeized on the jaws of life anymore. Plus it could be used in the future for things (it won't)
110 lines
4.7 KiB
Plaintext
110 lines
4.7 KiB
Plaintext
/**
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* cuffsnapping element replaces the item's secondary attack with an aimed attack at the kneecaps under certain circumstances.
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*
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* Element is incompatible with non-items. Requires the parent item to have a force equal to or greater than WOUND_MINIMUM_DAMAGE.
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* Also requires that the parent can actually get past pre_secondary_attack without the attack chain cancelling.
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*
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* cuffsnapping attacks have a wounding bonus between severe and critical+10 wound thresholds. Without some serious wound protecting
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* armour this all but guarantees a wound of some sort. The attack is directed specifically at a limb and the limb takes the damage.
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*
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* Requires the cutter_user to be aiming for either leg zone, which will be targetted specifically. They will than have a 3-second long
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* do_after before executing the attack.
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*
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* cuffsnapping requires the target to either be on the floor, immobilised or buckled to something. And also to have an appropriate leg.
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*
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* Passing all the checks will cancel the entire attack chain.
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*/
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/**
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* Cuffsnapping element! When added to an item allows it to attempt to break cuffs.
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* Depending on certain parameters and variables it might only be able to cut through cable, or take time, etc.
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*
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* Element is only compatible with items.
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*/
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/datum/element/cuffsnapping
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2 // let bos cutters paeper cutters and etc do it too
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/// If not null, can snap cable restraints and similar.
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var/snap_time_weak = 0 SECONDS
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/// If not null, can snap handcuffs.
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var/snap_time_strong = null
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/// Note: As of time of writing (5/9/23) it takes 4 seconds to manually remove handcuffs. Anything above that value is a waste of time.
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/datum/element/cuffsnapping/Attach(datum/target, snap_time_weak = 0 SECONDS, snap_time_strong = null)
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. = ..()
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if(!isitem(target))
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stack_trace("cuffsnapping element added to non-item object: \[[target]\]")
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return ELEMENT_INCOMPATIBLE
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src.snap_time_weak = snap_time_weak
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src.snap_time_strong = snap_time_strong
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RegisterSignal(target, COMSIG_PARENT_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(target, COMSIG_ITEM_ATTACK , PROC_REF(try_cuffsnap_target))
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/datum/element/cuffsnapping/Detach(datum/target)
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UnregisterSignal(target, list(COMSIG_ITEM_ATTACK, COMSIG_PARENT_EXAMINE))
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return ..()
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///signal called on parent being examined
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/datum/element/cuffsnapping/proc/on_examine(datum/target, mob/user, list/examine_list)
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SIGNAL_HANDLER
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var/examine_string
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if(isnull(snap_time_weak))
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return
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examine_string = "It looks like it could cut zipties or cable restraints off someone in [snap_time_weak] seconds"
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if(!isnull(snap_time_strong))
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examine_string += ", and handcuffs in [snap_time_strong] seconds."
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else
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examine_string += "."
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examine_list += span_notice(examine_string)
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/datum/element/cuffsnapping/proc/try_cuffsnap_target(obj/item/cutter, mob/living/carbon/target, mob/cutter_user, params)
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SIGNAL_HANDLER
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if(!target.handcuffed)
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return
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var/obj/item/restraints/handcuffs/cuffs = target.handcuffed
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if(!istype(cuffs))
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return
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if(cuffs.restraint_strength && isnull(src.snap_time_strong))
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cutter_user.visible_message(span_notice("[cutter_user] tries to cut through [target]'s restraints with [cutter], but fails!"))
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playsound(source = get_turf(cutter), soundin = cutter.usesound ? cutter.usesound : cutter.hitsound, vol = cutter.get_clamped_volume(), vary = TRUE)
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return COMPONENT_SKIP_ATTACK
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else if(isnull(src.snap_time_weak))
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cutter_user.visible_message(span_notice("[cutter_user] tries to cut through [target]'s restraints with [cutter], but fails!"))
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playsound(source = get_turf(cutter), soundin = cutter.usesound ? cutter.usesound : cutter.hitsound, vol = cutter.get_clamped_volume(), vary = TRUE)
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return COMPONENT_SKIP_ATTACK
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. = COMPONENT_SKIP_ATTACK
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INVOKE_ASYNC(src, PROC_REF(do_cuffsnap_target), cutter, target, cutter_user, cuffs)
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/datum/element/cuffsnapping/proc/do_cuffsnap_target(obj/item/cutter, mob/living/carbon/target, mob/cutter_user, obj/item/restraints/handcuffs/cuffs)
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if(LAZYACCESS(cutter_user.do_afters, cutter))
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return
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log_combat(cutter_user, target, "cut or tried to cut [target]'s cuffs", cutter)
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var/snap_time = src.snap_time_weak
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if(cuffs.restraint_strength)
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snap_time = src.snap_time_strong
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if(snap_time == 0 || do_after(cutter_user, snap_time, target, interaction_key = cutter)) // If 0 just do it. This to bypass the do_after() creating a needless progress bar.
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cutter_user.do_attack_animation(target, used_item = cutter)
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cutter_user.visible_message(span_notice("[cutter_user] cuts [target]'s restraints with [cutter]!"))
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qdel(target.handcuffed)
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playsound(source = get_turf(cutter), soundin = cutter.usesound ? cutter.usesound : cutter.hitsound, vol = cutter.get_clamped_volume(), vary = TRUE)
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return
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