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Bubberstation/code/datums/elements/cuffsnapping.dm
carlarctg 285c7acf24 Refactors snipping cuffs into a bespoke cuffsnapping element (#75432)
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)
2023-05-25 17:57:50 +00:00

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