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## About The Pull Request **_THIS PR UPDATES THE SCAR VERSION - ALL EXISTING SCARS WILL BE WIPED_** Expands the wound system functionality to support any type of limb at all. To do this, wounds have been significantly refactored. For starters, wounds now use limb biotype instead of wound type for determining what they can be applied to. They also use singleton instances for most "can we apply this" checks instead if copy pasted initial(). Wounds now use a "wound series" instead of wound_type for determining the, well, series. Previously, all WOUND_BLUNT wounds were considered bone wounds, making it impossible to have multiple WOUND_BLUNT wounds at once. Now, its based on wound series - bone wounds are of the blunt bone wound series, and use the typical logic. One change that results from this is the ability for everything with a jointed limb to get a dislocation. Yes, this includes things like prosthetics. On the note of external and internal biotypes: Exterior are bones, Interior is flesh. Interior protects exterior from slash until its mangled, at which point it either exposes exterior to slash or allows dismemberment if theres no exterior. Basically - it acts the exact same way, except its not hardcoded, and its more modular. A lot, lot more changes were made - I cant name them all, but if youre interested, you can read up. Wounds have more procs, more modularization, and less hardcoding. Sadly, scars have been updated in such a way so that the wound version must be updated. Scars will be deleted. ## Why It's Good For The Game As it stands, half the limbs in the game can't be dismembered. This changes that, allowing every single limb to be dismembered. The two dismemberment critera are now: 1. If able to get mangled flesh or bone, it can be dismembered once it gets mangled flesh and bone (or JUST flesh if it only has a internal biostate, vice vers afor bone if external only) 2. If it cant be dismembered by the above, it will have a chance to dismember when at or above 80% of its total max damage Finally, code being better is usually a good thing. ## Changelog 🆑 balance: Prosthetics and slimepeople can now have limbs dismembered balance: Slimepeople can now receive slash wounds, but cannot bleed balance: Most limbs can now be dislocated refactor: Scar backend reworked, scars will be wiped as they update to the new format /🆑
316 lines
15 KiB
Plaintext
316 lines
15 KiB
Plaintext
/*
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This component is responsible for handling individual instances of embedded objects. The embeddable element is what allows an item to be embeddable and stores its embedding stats,
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and when it impacts and meets the requirements to stick into something, it instantiates an embedded component. Once the item falls out, the component is destroyed, while the
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element survives to embed another day.
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- Carbon embedding has all the classical embedding behavior, and tracks more events and signals. The main behaviors and hooks to look for are:
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-- Every process tick, there is a chance to randomly proc pain, controlled by pain_chance. There may also be a chance for the object to fall out randomly, per fall_chance
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-- Every time the mob moves, there is a chance to proc jostling pain, controlled by jostle_chance (and only 50% as likely if the mob is walking or crawling)
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-- Various signals hooking into carbon topic() and the embed removal surgery in order to handle removals.
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In addition, there are 2 cases of embedding: embedding, and sticking
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- Embedding involves harmful and dangerous embeds, whether they cause brute damage, stamina damage, or a mix. This is the default behavior for embeddings, for when something is "pointy"
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- Sticking occurs when an item should not cause any harm while embedding (imagine throwing a sticky ball of tape at someone, rather than a shuriken). An item is considered "sticky"
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when it has 0 for both pain multiplier and jostle pain multiplier. It's a bit arbitrary, but fairly straightforward.
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Stickables differ from embeds in the following ways:
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-- Text descriptors use phrasing like "X is stuck to Y" rather than "X is embedded in Y"
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-- There is no slicing sound on impact
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-- All damage checks and bloodloss are skipped
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*/
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/datum/component/embedded
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dupe_mode = COMPONENT_DUPE_ALLOWED
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var/obj/item/bodypart/limb
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var/obj/item/weapon
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// all of this stuff is explained in _DEFINES/combat.dm
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var/embed_chance // not like we really need it once we're already stuck in but hey
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var/fall_chance
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var/pain_chance
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var/pain_mult
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var/impact_pain_mult
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var/remove_pain_mult
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var/rip_time
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var/ignore_throwspeed_threshold
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var/jostle_chance
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var/jostle_pain_mult
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var/pain_stam_pct
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///if both our pain multiplier and jostle pain multiplier are 0, we're harmless and can omit most of the damage related stuff
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var/harmful
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/datum/component/embedded/Initialize(obj/item/I,
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datum/thrownthing/throwingdatum,
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obj/item/bodypart/part,
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embed_chance = EMBED_CHANCE,
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fall_chance = EMBEDDED_ITEM_FALLOUT,
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pain_chance = EMBEDDED_PAIN_CHANCE,
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pain_mult = EMBEDDED_PAIN_MULTIPLIER,
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remove_pain_mult = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER,
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impact_pain_mult = EMBEDDED_IMPACT_PAIN_MULTIPLIER,
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rip_time = EMBEDDED_UNSAFE_REMOVAL_TIME,
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ignore_throwspeed_threshold = FALSE,
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jostle_chance = EMBEDDED_JOSTLE_CHANCE,
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jostle_pain_mult = EMBEDDED_JOSTLE_PAIN_MULTIPLIER,
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pain_stam_pct = EMBEDDED_PAIN_STAM_PCT)
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if(!iscarbon(parent) || !isitem(I))
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return COMPONENT_INCOMPATIBLE
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if(part)
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limb = part
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src.embed_chance = embed_chance
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src.fall_chance = fall_chance
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src.pain_chance = pain_chance
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src.pain_mult = pain_mult
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src.remove_pain_mult = remove_pain_mult
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src.rip_time = rip_time
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src.impact_pain_mult = impact_pain_mult
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src.ignore_throwspeed_threshold = ignore_throwspeed_threshold
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src.jostle_chance = jostle_chance
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src.jostle_pain_mult = jostle_pain_mult
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src.pain_stam_pct = pain_stam_pct
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src.weapon = I
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if(!weapon.isEmbedHarmless())
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harmful = TRUE
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weapon.embedded(parent, part)
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START_PROCESSING(SSdcs, src)
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var/mob/living/carbon/victim = parent
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limb._embed_object(weapon) // on the inside... on the inside...
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weapon.forceMove(victim)
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RegisterSignals(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING), PROC_REF(weaponDeleted))
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victim.visible_message(span_danger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] [victim]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] your [limb.plaintext_zone]!"))
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var/damage = weapon.throwforce
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if(harmful)
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victim.throw_alert(ALERT_EMBEDDED_OBJECT, /atom/movable/screen/alert/embeddedobject)
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playsound(victim,'sound/weapons/bladeslice.ogg', 40)
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weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
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damage += weapon.w_class * impact_pain_mult
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victim.add_mood_event("embedded", /datum/mood_event/embedded)
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if(damage > 0)
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var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.plaintext_zone].", "Your armor has softened a hit to your [limb.plaintext_zone].",I.armour_penetration, weak_against_armour = I.weak_against_armour)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, blocked=armor, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness())
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victim.adjustStaminaLoss(pain_stam_pct * damage)
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/datum/component/embedded/Destroy()
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var/mob/living/carbon/victim = parent
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if(victim && !victim.has_embedded_objects())
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victim.clear_alert(ALERT_EMBEDDED_OBJECT)
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victim.clear_mood_event("embedded")
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if(weapon)
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UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
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weapon = null
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limb = null
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return ..()
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/datum/component/embedded/RegisterWithParent()
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(jostleCheck))
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RegisterSignal(parent, COMSIG_CARBON_EMBED_RIP, PROC_REF(ripOut))
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RegisterSignal(parent, COMSIG_CARBON_EMBED_REMOVAL, PROC_REF(safeRemove))
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(checkTweeze))
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RegisterSignal(parent, COMSIG_MAGIC_RECALL, PROC_REF(magic_pull))
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/datum/component/embedded/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_EMBED_RIP, COMSIG_CARBON_EMBED_REMOVAL, COMSIG_ATOM_ATTACKBY, COMSIG_MAGIC_RECALL))
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/datum/component/embedded/process(seconds_per_tick)
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var/mob/living/carbon/victim = parent
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if(!victim || !limb) // in case the victim and/or their limbs exploded (say, due to a sticky bomb)
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weapon.forceMove(get_turf(weapon))
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qdel(src)
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return
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if(victim.stat == DEAD)
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return
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var/damage = weapon.w_class * pain_mult
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var/pain_chance_current = SPT_PROB_RATE(pain_chance / 100, seconds_per_tick) * 100
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if(pain_stam_pct && HAS_TRAIT_FROM(victim, TRAIT_INCAPACITATED, STAMINA)) //if it's a less-lethal embed, give them a break if they're already stamcritted
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pain_chance_current *= 0.2
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damage *= 0.5
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else if(victim.body_position == LYING_DOWN)
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pain_chance_current *= 0.2
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if(harmful && prob(pain_chance_current))
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, wound_bonus = CANT_WOUND)
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victim.adjustStaminaLoss(pain_stam_pct * damage)
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to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone] hurts!"))
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var/fall_chance_current = SPT_PROB_RATE(fall_chance / 100, seconds_per_tick) * 100
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if(victim.body_position == LYING_DOWN)
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fall_chance_current *= 0.2
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if(prob(fall_chance_current))
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fallOut()
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////////////////////////////////////////
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////////////BEHAVIOR PROCS//////////////
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////////////////////////////////////////
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/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
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/datum/component/embedded/proc/jostleCheck()
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SIGNAL_HANDLER
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var/mob/living/carbon/victim = parent
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var/chance = jostle_chance
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if(victim.move_intent == MOVE_INTENT_WALK || victim.body_position == LYING_DOWN)
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chance *= 0.5
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if(harmful && prob(chance))
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var/damage = weapon.w_class * jostle_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, wound_bonus = CANT_WOUND)
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victim.adjustStaminaLoss(pain_stam_pct * damage)
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to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone] jostles and stings!"))
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/// Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()
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/datum/component/embedded/proc/fallOut()
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var/mob/living/carbon/victim = parent
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if(harmful)
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var/damage = weapon.w_class * remove_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, wound_bonus = CANT_WOUND)
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victim.adjustStaminaLoss(pain_stam_pct * damage)
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victim.visible_message(span_danger("[weapon] falls [harmful ? "out" : "off"] of [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] falls [harmful ? "out" : "off"] of your [limb.plaintext_zone]!"))
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safeRemove()
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/// Called when a carbon with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove()
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/datum/component/embedded/proc/ripOut(datum/source, obj/item/I, obj/item/bodypart/limb)
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SIGNAL_HANDLER
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if(I != weapon || src.limb != limb)
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return
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var/mob/living/carbon/victim = parent
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var/time_taken = rip_time * weapon.w_class
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INVOKE_ASYNC(src, PROC_REF(complete_rip_out), victim, I, limb, time_taken)
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/// everything async that ripOut used to do
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/datum/component/embedded/proc/complete_rip_out(mob/living/carbon/victim, obj/item/I, obj/item/bodypart/limb, time_taken)
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victim.visible_message(span_warning("[victim] attempts to remove [weapon] from [victim.p_their()] [limb.plaintext_zone]."),span_notice("You attempt to remove [weapon] from your [limb.plaintext_zone]... (It will take [DisplayTimeText(time_taken)].)"))
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if(!do_after(victim, time_taken, target = victim))
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return
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if(!weapon || !limb || weapon.loc != victim || !(weapon in limb.embedded_objects))
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qdel(src)
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return
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if(harmful)
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var/damage = weapon.w_class * remove_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, sharpness=SHARP_EDGED) //It hurts to rip it out, get surgery you dingus. unlike the others, this CAN wound + increase slash bloodflow
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victim.adjustStaminaLoss(pain_stam_pct * damage)
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victim.emote("scream")
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victim.visible_message(span_notice("[victim] successfully rips [weapon] [harmful ? "out" : "off"] of [victim.p_their()] [limb.plaintext_zone]!"), span_notice("You successfully remove [weapon] from your [limb.plaintext_zone]."))
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safeRemove(victim)
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/// This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely.
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/// If you want the thing to go into someone's hands rather than the floor, pass them in to_hands
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/datum/component/embedded/proc/safeRemove(mob/to_hands)
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SIGNAL_HANDLER
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var/mob/living/carbon/victim = parent
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limb._unembed_object(weapon)
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UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING)) // have to do it here otherwise we trigger weaponDeleted()
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if(!weapon.unembedded()) // if it hasn't deleted itself due to drop del
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UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
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if(to_hands)
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INVOKE_ASYNC(to_hands, TYPE_PROC_REF(/mob, put_in_hands), weapon)
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else
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weapon.forceMove(get_turf(victim))
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qdel(src)
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/// Something deleted or moved our weapon while it was embedded, how rude!
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/datum/component/embedded/proc/weaponDeleted()
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SIGNAL_HANDLER
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var/mob/living/carbon/victim = parent
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limb._unembed_object(weapon)
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if(victim)
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to_chat(victim, span_userdanger("\The [weapon] that was embedded in your [limb.plaintext_zone] disappears!"))
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qdel(src)
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/// The signal for listening to see if someone is using a hemostat on us to pluck out this object
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/datum/component/embedded/proc/checkTweeze(mob/living/carbon/victim, obj/item/possible_tweezers, mob/user)
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SIGNAL_HANDLER
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if(!istype(victim) || possible_tweezers.tool_behaviour != TOOL_HEMOSTAT || user.zone_selected != limb.body_zone)
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return
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if(weapon != limb.embedded_objects[1]) // just pluck the first one, since we can't easily coordinate with other embedded components affecting this limb who is highest priority
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return
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if(ishuman(victim)) // check to see if the limb is actually exposed
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var/mob/living/carbon/human/victim_human = victim
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if(!victim_human.try_inject(user, limb.body_zone, INJECT_CHECK_IGNORE_SPECIES | INJECT_TRY_SHOW_ERROR_MESSAGE))
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return TRUE
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INVOKE_ASYNC(src, PROC_REF(tweezePluck), possible_tweezers, user)
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return COMPONENT_NO_AFTERATTACK
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/// The actual action for pulling out an embedded object with a hemostat
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/datum/component/embedded/proc/tweezePluck(obj/item/possible_tweezers, mob/user)
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var/mob/living/carbon/victim = parent
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var/self_pluck = (user == victim)
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if(self_pluck)
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user.visible_message(span_danger("[user] begins plucking [weapon] from [user.p_their()] [limb.plaintext_zone]"), span_notice("You start plucking [weapon] from your [limb.plaintext_zone]..."),\
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vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim)
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else
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user.visible_message(span_danger("[user] begins plucking [weapon] from [victim]'s [limb.plaintext_zone]"),span_notice("You start plucking [weapon] from [victim]'s [limb.plaintext_zone]..."), \
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vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim)
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to_chat(victim, span_userdanger("[user] begins plucking [weapon] from your [limb.plaintext_zone]..."))
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var/pluck_time = 2.5 SECONDS * weapon.w_class * (self_pluck ? 2 : 1)
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if(!do_after(user, pluck_time, victim))
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if(self_pluck)
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to_chat(user, span_danger("You fail to pluck [weapon] from your [limb.plaintext_zone]."))
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else
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to_chat(user, span_danger("You fail to pluck [weapon] from [victim]'s [limb.plaintext_zone]."))
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to_chat(victim, span_danger("[user] fails to pluck [weapon] from your [limb.plaintext_zone]."))
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return
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to_chat(user, span_notice("You successfully pluck [weapon] from [victim]'s [limb.plaintext_zone]."))
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to_chat(victim, span_notice("[user] plucks [weapon] from your [limb.plaintext_zone]."))
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safeRemove(user)
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/// Called when an object is ripped out of someone's body by magic or other abnormal means
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/datum/component/embedded/proc/magic_pull(datum/source, mob/living/caster, obj/marked_item)
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SIGNAL_HANDLER
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if(marked_item != weapon)
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return
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var/mob/living/carbon/victim = parent
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if(!harmful)
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victim.visible_message(span_danger("[marked_item] vanishes from [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] vanishes from [limb.plaintext_zone]!"))
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return
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var/damage = weapon.w_class * remove_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage * 1.5, sharpness=SHARP_EDGED) // Performs exit wounds and flings the user to the caster if nearby
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limb.force_wound_upwards(/datum/wound/pierce/bleed/moderate)
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victim.adjustStaminaLoss(pain_stam_pct * damage)
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playsound(get_turf(victim), 'sound/effects/wounds/blood2.ogg', 50, TRUE)
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var/dist = get_dist(caster, victim) //Check if the caster is close enough to yank them in
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if(dist < 7)
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victim.throw_at(caster, get_dist(victim, caster) - 1, 1, caster)
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victim.Paralyze(1 SECONDS)
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victim.visible_message(span_alert("[victim] is sent flying towards [caster] as the [marked_item] tears out of them!"), span_alert("You are launched at [caster] as the [marked_item] tears from your body and towards their hand!"))
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victim.visible_message(span_danger("[marked_item] is violently torn from [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] is violently torn from your [limb.plaintext_zone]!"))
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