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## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](102b79694f) [Moves signal procs over to their own file](33d07d01fd) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](335ea4ad08) [Does something similar to the attackby comsigs (PARENT -> ATOM)](210e57051d) [And finally passes over the examine signals](65917658fb) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑
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_ATOM_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_ATOM_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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