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This is a big one so please bear with me, wounds are complicated We've decreased the max contributed damage to wound rolls from 35 to 25. This results, after the exponent, a max possible wound roll of 1 to 91 before any modifiers (assuming the attack, after armor, is 25 or above). The minimum value to wound is still 5. Most wounds were contributing significant numbers per wound type to the potential for a new wound to occur. Getting wounded once meant you were getting wound a lot, but actually getting past that first wounding may be the tricky part. We have significantly reigned in the wound penalty that having a wound contributes, and instead utilize the series wound penalty to allow same type wounds to escalate themselves faster as a priority. Having wounds still makes you more wound vulnerable, just not to such an extreme degree. The priority here for what wounds matter most for contributing to overall wounding vulnerability is ``Infected BURNS > BURNS > SLASH|PIERCE > BLUNT.`` Wound armor, unlike all other kinds of armor, was used as a additive value to the wound roll modifiers rather than a multiplicative value. We have reworked how wound armor is determined by changing how wound modifiers are calculated. Firstly, we're passing our entire injury roll into the ``check_woundings_mod()`` proc, as we're not treating this as a proc that just adds values anymore. Secondly, bare wound bonus only applies if there is no potential wound protection from any source, as expected. But it comes last in the calculations. Thirdly, wound protection is applied to the injury roll last, after wound bonuses from the attack, wound bonuses from other wounds and wound bonuses from a disabled limb are applied. This does not include serial wound bonuses, which are determined outside of this proc. Wound protection comes from two sources. Clothing and limb wound resistance. Your chest and head have an amount of wound resistance so long as they are not mangled in any fashion. Being mangled means having either a hairline fracture or a weeping avulsion wound. Wound protection reduces the final injury roll by a percentage. Say our roll is 50, and we have effectively 50% wound protection. The final roll would be 25. ~~Most clothing have had their wound armor values changed. As a loose rule, I used the highest of melee or bomb armor, except where that value was 100, in which case I used the lowest instead. I'm basing this decision on how embeds are calculated, which is attack type agnostic.~~ ~~Some armor have inconsistent values because they are alternative armors to an existing armor type or are hyperspecialized armor. Ablative, bulletproof and security vests all share a value of 35, despite the former two not having decent melee or bomb armor.~~ ~~Some clothing missing wound armor that should have had them now have wound armor.~~ ~~This may need a bit of scrutiny in case one or two seem weirdly high. Some have maybe become too low. Its a bit hard to say.~~ I changed it to ``exposed_wound_bonus`` to better represent when it applies. You can be naked and still not be affected by this bonus if the limb has wound resistance. I'm not promising anything with this PR, but this is an attempt to sanity check the values on wounds so that we're not seeing what the data that determined the removal of beheading presented. An extreme over-representation of tier 3 wounds. ~~And, from that, maybe I can argue for beheadings coming back. That's my goal. I think beheadings happened so much because the numbers were in need of work.~~ Well okay I just wanna make wounds a bit more workable actually more than I want beheadings. Why is it that tier 3 wounds were so over-represented? Because wounds will often force more severe wounds of other types by merit of any wounds existing at all on a limb. Having **_a_** wound makes you more wound prone for any kind of wound, and not just making you more likely to suffer a more severe type of the same wound. The threshold mechanic was intended to simulate making a wound worse, but oddly just made a limb broadly more prone to getting worse from any kind of attack to such a degree that future wound rolls of different types were often going to start at the threshold necessary to be a tier 3 wound. Dismemberment, mind you, requires you to suffer a flesh wound while you have a bone wound of tier 2 or higher (with tier 3 giving a bonus to this). You can do this readily via just a sharp weapon, because having a mangled limb causes the wound to turn into a bone wound. Technically, this is meant to be less likely as the effective damage for this wound is halved. But the wound bonus from having a flesh wound was almost always significant enough to kick your new bone wound up to a tier 3. In other words; its not surprising that you saw so many beheadings, because the system wanted to behead you as fast as it possibly can thanks to all these escalating values. Wound armor was only applied as a flat reduction on the roll. The average for wound armor was 10. After receiving a single wound, you can expect wound rolls to reach upwards of 100, even if the actual damage roll was not particularly high, due to wound stacking bonuses form being wounded. This meant that wounds, if they happened, came thick and fast after the first, regardless of what your protection might be to wounds. It was just a matter of getting past the initial bump. This is why effects that forced wounds were so powerful. They basically made a given limb more prone to taking a wound without having to deal with the protection problem first. Finally, this is just a broad flaw with the system that is not its fault. It is actually a problem that isn't a problem. Most people in the game are not wearing helmets that protect their head. So most people are going to suffer from a higher proclivity of being wounded if people are aiming for the head. There is this...kind of cargo cult belief that aiming for the head means you do more damage, or can stun someone if you're lucky or what have you. It's entirely nonsense, but it has a grain of truth in that people rarely wear, or even have access too, headwear that provides wound protection or any protection at all. People have jumpsuits, which are universally wound protected, but that isn't true of the head. Look, the point is, they're not aiming at the head because it is usually less armored, its for other reasons but it just so happens to become true due to wounds and how wounds roll their type. To soften this issue, I've decided to treat wound resistance as armor until the limb suffers a tier 3 wound. This way, hits to the head MAY not necessarily escalate to tier 3 instantly as they would on live even from relatively low power weapons. Some weapons have very low force, but have extreme bare wound bonuses. This should be less likely after this change. I doubt this will necessarily make high damage high wound weapons like energy swords any less prone to cutting you clean open, but it might thanks to the reduction to contributed damage to the injury roll. The system is now _a bit more random_. 🆑 balance: Wounds do not make you as vulnerable to suffering wounds of all types as before. Instead, wounds make you more vulnerable to suffering worse versions of themselves as a priority. balance: Wound armor is now more impactful when protecting you from wounds when you have already been wounded. balance: Your head and chest are more difficult to wound until they have been mangled; either from suffering from a weeping avulsion or a hairline fracture. code: Changed the variable for bare_wound_bonus to exposed_wound_bonus to better explain what that variable is doing. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
243 lines
11 KiB
Plaintext
243 lines
11 KiB
Plaintext
/// How long it takes from the gunpoint is initiated to reach stage 2
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#define GUNPOINT_DELAY_STAGE_2 (2.5 SECONDS)
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/// How long it takes from stage 2 starting to move up to stage 3
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#define GUNPOINT_DELAY_STAGE_3 (7.5 SECONDS)
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/// If the projectile doesn't have a wound_bonus of CANT_WOUND, we add (this * the stage mult) to their wound_bonus and exposed_wound_bonus upon triggering
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#define GUNPOINT_BASE_WOUND_BONUS 5
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/// How much the damage and wound bonus mod is multiplied when you're on stage 1
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#define GUNPOINT_MULT_STAGE_1 1.25
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/// As above, for stage 2
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#define GUNPOINT_MULT_STAGE_2 2
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/// As above, for stage 3
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#define GUNPOINT_MULT_STAGE_3 2.5
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/datum/component/gunpoint
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dupe_mode = COMPONENT_DUPE_UNIQUE
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/// Who we're holding up
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var/mob/living/target
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/// The gun we're holding them up with
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var/obj/item/gun/weapon
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/// Which stage we're on
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var/stage = 1
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/// How much the damage and wound values will be multiplied by
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var/damage_mult = GUNPOINT_MULT_STAGE_1
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/// If TRUE, we're committed to firing the shot, for async purposes
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var/point_of_no_return = FALSE
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// *extremely bad russian accent* no!
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/datum/component/gunpoint/Initialize(mob/living/targ, obj/item/gun/wep)
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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var/mob/living/shooter = parent
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target = targ
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weapon = wep
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RegisterSignals(targ, list(
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COMSIG_MOB_ATTACK_HAND,
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COMSIG_MOB_ITEM_ATTACK,
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COMSIG_MOVABLE_MOVED,
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COMSIG_MOB_FIRED_GUN,
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COMSIG_MOVABLE_SET_GRAB_STATE,
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COMSIG_LIVING_START_PULL), PROC_REF(trigger_reaction))
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RegisterSignal(targ, COMSIG_ATOM_EXAMINE, PROC_REF(examine_target))
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RegisterSignal(targ, COMSIG_LIVING_PRE_MOB_BUMP, PROC_REF(block_bumps_target))
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RegisterSignals(targ, list(COMSIG_LIVING_DISARM_HIT, COMSIG_LIVING_GET_PULLED), PROC_REF(cancel))
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RegisterSignals(weapon, list(COMSIG_ITEM_DROPPED, COMSIG_ITEM_EQUIPPED), PROC_REF(cancel))
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var/distance = max(get_dist(shooter, target), 1) // treat 0 distance as adjacent
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var/distance_description = (distance <= 1 ? "point blank " : "")
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shooter.visible_message(span_danger("[shooter] aims [weapon] [distance_description]at [target]!"),
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span_danger("You aim [weapon] [distance_description]at [target]!"), ignored_mobs = target)
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to_chat(target, span_userdanger("[shooter] aims [weapon] [distance_description]at you!"))
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shooter.Immobilize(0.75 SECONDS / distance)
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if(!HAS_TRAIT(target, TRAIT_NOFEAR_HOLDUPS))
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target.Immobilize(0.75 SECONDS / distance)
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target.emote("gaspshock", intentional = FALSE)
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add_memory_in_range(target, 7, /datum/memory/held_at_gunpoint, protagonist = target, deuteragonist = shooter, antagonist = weapon)
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shooter.apply_status_effect(/datum/status_effect/holdup, shooter)
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target.apply_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
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target.do_alert_animation()
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target.playsound_local(target.loc, 'sound/machines/chime.ogg', 50, TRUE)
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target.add_mood_event("gunpoint", /datum/mood_event/gunpoint)
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if(istype(weapon, /obj/item/gun/ballistic/rocketlauncher) && weapon.chambered)
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if(target.stat == CONSCIOUS && IS_NUKE_OP(shooter) && !IS_NUKE_OP(target) && (locate(/obj/item/disk/nuclear) in target.get_contents()) && shooter.client)
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shooter.client.give_award(/datum/award/achievement/misc/rocket_holdup, shooter)
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addtimer(CALLBACK(src, PROC_REF(update_stage), 2), GUNPOINT_DELAY_STAGE_2)
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/datum/component/gunpoint/Destroy(force)
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var/mob/living/shooter = parent
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shooter.remove_status_effect(/datum/status_effect/holdup)
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target.remove_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
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target.clear_mood_event("gunpoint")
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return ..()
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/datum/component/gunpoint/RegisterWithParent()
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(check_deescalate))
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RegisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE, PROC_REF(flinch))
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RegisterSignal(parent, COMSIG_MOB_ATTACK_HAND, PROC_REF(check_shove))
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RegisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT, PROC_REF(check_deescalate))
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RegisterSignals(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP), PROC_REF(check_bump))
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RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(examine))
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RegisterSignal(parent, COMSIG_LIVING_PRE_MOB_BUMP, PROC_REF(block_bumps_parent))
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RegisterSignal(parent, COMSIG_LIVING_DISARM_HIT, PROC_REF(cancel))
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/datum/component/gunpoint/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
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UnregisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE)
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UnregisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT)
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UnregisterSignal(parent, COMSIG_MOB_ATTACK_HAND)
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UnregisterSignal(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP))
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UnregisterSignal(parent, COMSIG_ATOM_EXAMINE)
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UnregisterSignal(parent, COMSIG_LIVING_PRE_MOB_BUMP)
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UnregisterSignal(parent, COMSIG_LIVING_DISARM_HIT)
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///If the shooter bumps the target, cancel the holdup to avoid cheesing and forcing the charged shot
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/datum/component/gunpoint/proc/check_bump(atom/B, atom/A)
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SIGNAL_HANDLER
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if(A != target)
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return
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var/mob/living/shooter = parent
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shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
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span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
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to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
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qdel(src)
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///If the shooter shoves or grabs the target, cancel the holdup to avoid cheesing and forcing the charged shot
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/datum/component/gunpoint/proc/check_shove(mob/living/carbon/shooter, mob/shooter_again, mob/living/T, datum/martial_art/attacker_style, modifiers)
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SIGNAL_HANDLER
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if(T != target || LAZYACCESS(modifiers, RIGHT_CLICK))
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return
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shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
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span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
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to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
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qdel(src)
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///Update the damage multiplier for whatever stage we're entering into
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/datum/component/gunpoint/proc/update_stage(new_stage)
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if(check_deescalate())
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return
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stage = new_stage
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if(stage == 2)
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to_chat(parent, span_danger("You steady [weapon] on [target]."))
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to_chat(target, span_userdanger("[parent] has steadied [weapon] on you!"))
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damage_mult = GUNPOINT_MULT_STAGE_2
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addtimer(CALLBACK(src, PROC_REF(update_stage), 3), GUNPOINT_DELAY_STAGE_3)
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else if(stage == 3)
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to_chat(parent, span_danger("You have fully steadied [weapon] on [target]."))
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to_chat(target, span_userdanger("[parent] has fully steadied [weapon] on you!"))
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damage_mult = GUNPOINT_MULT_STAGE_3
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///Cancel the holdup if the shooter moves out of sight or out of range of the target
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/datum/component/gunpoint/proc/check_deescalate()
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SIGNAL_HANDLER
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if(!can_see(parent, target, GUNPOINT_SHOOTER_STRAY_RANGE))
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cancel()
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return TRUE
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///Bang bang, we're firing a charged shot off
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/datum/component/gunpoint/proc/trigger_reaction()
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SIGNAL_HANDLER
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INVOKE_ASYNC(src, PROC_REF(async_trigger_reaction))
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/datum/component/gunpoint/proc/async_trigger_reaction()
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var/mob/living/shooter = parent
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shooter.remove_status_effect(/datum/status_effect/holdup) // try doing these before the trigger gets pulled since the target (or shooter even) may not exist after pulling the trigger, dig?
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target.remove_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
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target.clear_mood_event("gunpoint")
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if(point_of_no_return)
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return
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point_of_no_return = TRUE
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if(weapon.chambered && weapon.chambered.loaded_projectile)
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weapon.chambered.loaded_projectile.damage *= damage_mult
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if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
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weapon.chambered.loaded_projectile.wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
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weapon.chambered.loaded_projectile.exposed_wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
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var/fired = weapon.fire_gun(target, shooter)
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if(!fired && weapon.chambered?.loaded_projectile)
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weapon.chambered.loaded_projectile.damage /= damage_mult
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if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
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weapon.chambered.loaded_projectile.wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
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weapon.chambered.loaded_projectile.exposed_wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
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qdel(src)
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///Shooter canceled their shot, either by dropping/equipping their weapon, leaving sight/range, or clicking on the alert
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/datum/component/gunpoint/proc/cancel()
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SIGNAL_HANDLER
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var/mob/living/shooter = parent
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shooter.visible_message(span_danger("[shooter] breaks [shooter.p_their()] aim on [target]!"), \
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span_danger("You are no longer aiming [weapon] at [target]."), ignored_mobs = target)
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to_chat(target, span_userdanger("[shooter] breaks [shooter.p_their()] aim on you!"))
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qdel(src)
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///If the shooter is hit by an attack, they have a 50% chance to flinch and fire. If it hit the arm holding the trigger, it's an 80% chance to fire instead
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/datum/component/gunpoint/proc/flinch(mob/living/source, damage_amount, damagetype, def_zone, blocked, wound_bonus, exposed_wound_bonus, sharpness, attack_direction, attacking_item)
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SIGNAL_HANDLER
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if(!attack_direction) // No fliching from yourself
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return
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var/flinch_chance = 50
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var/gun_hand = IS_LEFT_INDEX(source.get_held_index_of_item(weapon)) ? BODY_ZONE_L_ARM : BODY_ZONE_R_ARM
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if(isbodypart(def_zone))
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var/obj/item/bodypart/hitting = def_zone
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def_zone = hitting.body_zone
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if(def_zone == gun_hand)
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flinch_chance = 80
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if(prob(flinch_chance))
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source.visible_message(
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span_danger("[source] flinches!"),
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span_danger("You flinch!"),
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)
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INVOKE_ASYNC(src, PROC_REF(trigger_reaction))
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///Shows if the parent is holding someone at gunpoint
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/datum/component/gunpoint/proc/examine(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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if(user in viewers(target))
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examine_list += span_boldwarning("[parent] [parent.p_are()] holding [target] at gunpoint with [weapon]!")
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///Shows if the examine target is being held at gunpoint
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/datum/component/gunpoint/proc/examine_target(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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if(user in viewers(parent))
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examine_list += span_boldwarning("[target] [target.p_are()] being held at gunpoint by [parent]!")
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///Prevents bumping the shooter to break gunpoint since shove does that
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/datum/component/gunpoint/proc/block_bumps_parent(mob/bumped, mob/living/bumper)
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SIGNAL_HANDLER
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to_chat(bumper, span_warning("[bumped] [bumped.p_are()] holding [target] at gunpoint, you cannot push past."))
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return COMPONENT_LIVING_BLOCK_PRE_MOB_BUMP
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///Prevents bumping the target by an ally to cheese and force the charged shot
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/datum/component/gunpoint/proc/block_bumps_target(mob/bumped, mob/living/bumper)
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SIGNAL_HANDLER
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to_chat(bumper, span_warning("[bumped] [bumped.p_are()] being held at gunpoint, it's not wise to push [bumped.p_them()]!"))
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return COMPONENT_LIVING_BLOCK_PRE_MOB_BUMP
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#undef GUNPOINT_DELAY_STAGE_2
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#undef GUNPOINT_DELAY_STAGE_3
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#undef GUNPOINT_BASE_WOUND_BONUS
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#undef GUNPOINT_MULT_STAGE_1
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#undef GUNPOINT_MULT_STAGE_2
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#undef GUNPOINT_MULT_STAGE_3
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