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Bubberstation/code/datums/components/gunpoint.dm
SkyratBot 33336eda17 [MIRROR] Gunpoint now blocks bumps, adds examine text and can be broken by shoving [MDB IGNORE] (#24976)
* Gunpoint now blocks bumps, adds examine text and can be broken by shoving (#79564)

## About The Pull Request
Lesser version of https://github.com/tgstation/tgstation/pull/75226

Changes a few things with bumping which could lead to cheesing a charged
shot if the shooter has an ally to bump the target. Also adds examine
text to know what's happening.
Also shoving now can be used to break gunpoint, since having immovable
mobs can be troublesome in some situations

## Why It's Good For The Game
Grabs from the target no longer counter gunpoint;
Accidental or cheesy bumps are removed;
Shoves and pulls can be used in a teamplay to break gunpoint

## Changelog
🆑
qol: Gunpoint: Examining the target will show who is holding them at
gunpoint
qol: Gunpoint: Examining the shooter will show who they are holding at
gunpoint
balance: Gunpoint: If the target tries to grab, they will trigger the
shot
balance: Gunpoint: If the target or the shooter are shoved, it will
cancel the gunpoint
balance: Gunpoint: If the target is pulled, it will cancel the gunpoint
balance: Both the target and the shooter can't be bumped anymore to
avoid cheesing charged shot or removing the gunpoint by just moving
around
fix: Clicking the alert button of the shooter will now correctly remove
gunpoint
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Gunpoint now blocks bumps, adds examine text and can be broken by shoving

---------

Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2023-11-13 10:39:07 -05:00

243 lines
11 KiB
Plaintext

/// How long it takes from the gunpoint is initiated to reach stage 2
#define GUNPOINT_DELAY_STAGE_2 (2.5 SECONDS)
/// How long it takes from stage 2 starting to move up to stage 3
#define GUNPOINT_DELAY_STAGE_3 (7.5 SECONDS)
/// If the projectile doesn't have a wound_bonus of CANT_WOUND, we add (this * the stage mult) to their wound_bonus and bare_wound_bonus upon triggering
#define GUNPOINT_BASE_WOUND_BONUS 5
/// How much the damage and wound bonus mod is multiplied when you're on stage 1
#define GUNPOINT_MULT_STAGE_1 1.25
/// As above, for stage 2
#define GUNPOINT_MULT_STAGE_2 2
/// As above, for stage 3
#define GUNPOINT_MULT_STAGE_3 2.5
/datum/component/gunpoint
dupe_mode = COMPONENT_DUPE_UNIQUE
/// Who we're holding up
var/mob/living/target
/// The gun we're holding them up with
var/obj/item/gun/weapon
/// Which stage we're on
var/stage = 1
/// How much the damage and wound values will be multiplied by
var/damage_mult = GUNPOINT_MULT_STAGE_1
/// If TRUE, we're committed to firing the shot, for async purposes
var/point_of_no_return = FALSE
// *extremely bad russian accent* no!
/datum/component/gunpoint/Initialize(mob/living/targ, obj/item/gun/wep)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
var/mob/living/shooter = parent
target = targ
weapon = wep
RegisterSignals(targ, list(
COMSIG_MOB_ATTACK_HAND,
COMSIG_MOB_ITEM_ATTACK,
COMSIG_MOVABLE_MOVED,
COMSIG_MOB_FIRED_GUN,
COMSIG_MOVABLE_SET_GRAB_STATE,
COMSIG_LIVING_START_PULL), PROC_REF(trigger_reaction))
RegisterSignal(targ, COMSIG_ATOM_EXAMINE, PROC_REF(examine_target))
RegisterSignal(targ, COMSIG_LIVING_PRE_MOB_BUMP, PROC_REF(block_bumps_target))
RegisterSignals(targ, list(COMSIG_HUMAN_DISARM_HIT, COMSIG_LIVING_GET_PULLED), PROC_REF(cancel))
RegisterSignals(weapon, list(COMSIG_ITEM_DROPPED, COMSIG_ITEM_EQUIPPED), PROC_REF(cancel))
var/distance = min(get_dist(shooter, target), 1) // treat 0 distance as adjacent
var/distance_description = (distance <= 1 ? "point blank " : "")
shooter.visible_message(span_danger("[shooter] aims [weapon] [distance_description]at [target]!"),
span_danger("You aim [weapon] [distance_description]at [target]!"), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] aims [weapon] [distance_description]at you!"))
shooter.Immobilize(0.75 SECONDS / distance)
if(!HAS_TRAIT(target, TRAIT_NOFEAR_HOLDUPS))
target.Immobilize(0.75 SECONDS / distance)
target.emote("gaspshock", intentional = FALSE)
add_memory_in_range(target, 7, /datum/memory/held_at_gunpoint, protagonist = target, deuteragonist = shooter, antagonist = weapon)
shooter.apply_status_effect(/datum/status_effect/holdup, shooter)
target.apply_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
target.do_alert_animation()
target.playsound_local(target.loc, 'sound/machines/chime.ogg', 50, TRUE)
target.add_mood_event("gunpoint", /datum/mood_event/gunpoint)
if(istype(weapon, /obj/item/gun/ballistic/rocketlauncher) && weapon.chambered)
if(target.stat == CONSCIOUS && IS_NUKE_OP(shooter) && !IS_NUKE_OP(target) && (locate(/obj/item/disk/nuclear) in target.get_contents()) && shooter.client)
shooter.client.give_award(/datum/award/achievement/misc/rocket_holdup, shooter)
addtimer(CALLBACK(src, PROC_REF(update_stage), 2), GUNPOINT_DELAY_STAGE_2)
/datum/component/gunpoint/Destroy(force, silent)
var/mob/living/shooter = parent
shooter.remove_status_effect(/datum/status_effect/holdup)
target.remove_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
target.clear_mood_event("gunpoint")
return ..()
/datum/component/gunpoint/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(check_deescalate))
RegisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE, PROC_REF(flinch))
RegisterSignal(parent, COMSIG_MOB_ATTACK_HAND, PROC_REF(check_shove))
RegisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT, PROC_REF(check_deescalate))
RegisterSignals(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP), PROC_REF(check_bump))
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(examine))
RegisterSignal(parent, COMSIG_LIVING_PRE_MOB_BUMP, PROC_REF(block_bumps_parent))
RegisterSignal(parent, COMSIG_HUMAN_DISARM_HIT, PROC_REF(cancel))
/datum/component/gunpoint/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
UnregisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE)
UnregisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT)
UnregisterSignal(parent, COMSIG_MOB_ATTACK_HAND)
UnregisterSignal(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP))
UnregisterSignal(parent, COMSIG_ATOM_EXAMINE)
UnregisterSignal(parent, COMSIG_LIVING_PRE_MOB_BUMP)
UnregisterSignal(parent, COMSIG_HUMAN_DISARM_HIT)
///If the shooter bumps the target, cancel the holdup to avoid cheesing and forcing the charged shot
/datum/component/gunpoint/proc/check_bump(atom/B, atom/A)
SIGNAL_HANDLER
if(A != target)
return
var/mob/living/shooter = parent
shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
qdel(src)
///If the shooter shoves or grabs the target, cancel the holdup to avoid cheesing and forcing the charged shot
/datum/component/gunpoint/proc/check_shove(mob/living/carbon/shooter, mob/shooter_again, mob/living/T, datum/martial_art/attacker_style, modifiers)
SIGNAL_HANDLER
if(T != target || LAZYACCESS(modifiers, RIGHT_CLICK))
return
shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
qdel(src)
///Update the damage multiplier for whatever stage we're entering into
/datum/component/gunpoint/proc/update_stage(new_stage)
if(check_deescalate())
return
stage = new_stage
if(stage == 2)
to_chat(parent, span_danger("You steady [weapon] on [target]."))
to_chat(target, span_userdanger("[parent] has steadied [weapon] on you!"))
damage_mult = GUNPOINT_MULT_STAGE_2
addtimer(CALLBACK(src, PROC_REF(update_stage), 3), GUNPOINT_DELAY_STAGE_3)
else if(stage == 3)
to_chat(parent, span_danger("You have fully steadied [weapon] on [target]."))
to_chat(target, span_userdanger("[parent] has fully steadied [weapon] on you!"))
damage_mult = GUNPOINT_MULT_STAGE_3
///Cancel the holdup if the shooter moves out of sight or out of range of the target
/datum/component/gunpoint/proc/check_deescalate()
SIGNAL_HANDLER
if(!can_see(parent, target, GUNPOINT_SHOOTER_STRAY_RANGE))
cancel()
return TRUE
///Bang bang, we're firing a charged shot off
/datum/component/gunpoint/proc/trigger_reaction()
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(async_trigger_reaction))
/datum/component/gunpoint/proc/async_trigger_reaction()
var/mob/living/shooter = parent
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?
target.remove_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
target.clear_mood_event("gunpoint")
if(point_of_no_return)
return
point_of_no_return = TRUE
if(weapon.chambered && weapon.chambered.loaded_projectile)
weapon.chambered.loaded_projectile.damage *= damage_mult
if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
weapon.chambered.loaded_projectile.wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
weapon.chambered.loaded_projectile.bare_wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
var/fired = weapon.fire_gun(target, shooter)
if(!fired && weapon.chambered?.loaded_projectile)
weapon.chambered.loaded_projectile.damage /= damage_mult
if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
weapon.chambered.loaded_projectile.wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
weapon.chambered.loaded_projectile.bare_wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
qdel(src)
///Shooter canceled their shot, either by dropping/equipping their weapon, leaving sight/range, or clicking on the alert
/datum/component/gunpoint/proc/cancel()
SIGNAL_HANDLER
var/mob/living/shooter = parent
shooter.visible_message(span_danger("[shooter] breaks [shooter.p_their()] aim on [target]!"), \
span_danger("You are no longer aiming [weapon] at [target]."), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] breaks [shooter.p_their()] aim on you!"))
qdel(src)
///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
/datum/component/gunpoint/proc/flinch(mob/living/source, damage_amount, damagetype, def_zone, blocked, wound_bonus, bare_wound_bonus, sharpness, attack_direction, attacking_item)
SIGNAL_HANDLER
if(!attack_direction) // No fliching from yourself
return
var/flinch_chance = 50
var/gun_hand = (source.get_held_index_of_item(weapon) % 2) ? BODY_ZONE_L_ARM : BODY_ZONE_R_ARM
if(isbodypart(def_zone))
var/obj/item/bodypart/hitting = def_zone
def_zone = hitting.body_zone
if(def_zone == gun_hand)
flinch_chance = 80
if(prob(flinch_chance))
source.visible_message(
span_danger("[source] flinches!"),
span_danger("You flinch!"),
)
INVOKE_ASYNC(src, PROC_REF(trigger_reaction))
///Shows if the parent is holding someone at gunpoint
/datum/component/gunpoint/proc/examine(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(user in viewers(target))
examine_list += span_boldwarning("[parent] [parent.p_are()] holding [target] at gunpoint with [weapon]!")
///Shows if the examine target is being held at gunpoint
/datum/component/gunpoint/proc/examine_target(datum/source, mob/user, list/examine_list)
SIGNAL_HANDLER
if(user in viewers(parent))
examine_list += span_boldwarning("[target] [target.p_are()] being held at gunpoint by [parent]!")
///Prevents bumping the shooter to break gunpoint since shove does that
/datum/component/gunpoint/proc/block_bumps_parent(mob/bumped, mob/living/bumper)
SIGNAL_HANDLER
to_chat(bumper, span_warning("[bumped] [bumped.p_are()] holding [target] at gunpoint, you cannot push past."))
return COMPONENT_LIVING_BLOCK_PRE_MOB_BUMP
///Prevents bumping the target by an ally to cheese and force the charged shot
/datum/component/gunpoint/proc/block_bumps_target(mob/bumped, mob/living/bumper)
SIGNAL_HANDLER
to_chat(bumper, span_warning("[bumped] [bumped.p_are()] being held at gunpoint, it's not wise to push [bumped.p_them()]!"))
return COMPONENT_LIVING_BLOCK_PRE_MOB_BUMP
#undef GUNPOINT_DELAY_STAGE_2
#undef GUNPOINT_DELAY_STAGE_3
#undef GUNPOINT_BASE_WOUND_BONUS
#undef GUNPOINT_MULT_STAGE_1
#undef GUNPOINT_MULT_STAGE_2
#undef GUNPOINT_MULT_STAGE_3