Files
Bubberstation/code/datums/elements/kneecapping.dm
MrMelbert 9007190a74 Audits a bunch of calls to receive_damage, replacing them with apply_damage (#88205)
## About The Pull Request

Looks through calls to `receive_damage` and replaces them with calls to
`apply_damage`

`receive_damage` is a gross to use internal proc that doesn't take into
account physiology (damage modifiers) or even update the mob's sprite
when taking damage

It should be avoided many uses - `apply_damage`, in fact, can take a
bodypart as a target, and is overall a lot easier and more ergonomic to
use.

"So what are valid uses of it?"
- Apply damage itself, and similar direct-damage procs 
- Ensuring you deal an exact amount of damage to a bodypart
- Damaging a limb with no owner

## Changelog

🆑 Melbert
refactor: A ton of things now use the more correct method of applying
damage to you. Which means they will correctly factor in damage
modifiers and are less likely to break your sprite. Some examples
include embedded objects jostling around, chiropractice, and tackling a
wall. Report any oddities, such as extreme damage or bodyparts being
wrongly affected.
fix: Having acid splashed on your face may now disfigure you and make
you bald, as it once did three years ago.
fix: Itchy heretic trauma now better checks if the bodypart is covered
or not before determining if you should itch.
fix: "Repair Puncture" logs no longer mistakenly report you are
"Incising burned flesh"
/🆑
2024-12-04 09:00:15 +13:00

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/**
* Kneecapping 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.
*
* Kneecapping 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 attacker to be aiming for either leg zone, which will be targeted specifically. They will than have a 3-second long
* do_after before executing the attack.
*
* Kneecapping 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.
*/
/datum/element/kneecapping
/datum/element/kneecapping/Attach(datum/target)
if(!isitem(target))
stack_trace("Kneecapping element added to non-item object: \[[target]\]")
return ELEMENT_INCOMPATIBLE
var/obj/item/target_item = target
if(target_item.force < WOUND_MINIMUM_DAMAGE)
stack_trace("Kneecapping element added to item with too little force to wound: \[[target]\]")
return ELEMENT_INCOMPATIBLE
. = ..()
if(. == ELEMENT_INCOMPATIBLE)
return
RegisterSignal(target, COMSIG_ITEM_ATTACK_SECONDARY , PROC_REF(try_kneecap_target))
/datum/element/kneecapping/Detach(datum/target)
UnregisterSignal(target, COMSIG_ITEM_ATTACK_SECONDARY)
return ..()
/**
* Signal handler for COMSIG_ITEM_ATTACK_SECONDARY. Does checks for pacifism, zones and target state before either returning nothing
* if the special attack could not be attempted, performing the ordinary attack procs instead - Or cancelling the attack chain if
* the attack can be started.
*/
/datum/element/kneecapping/proc/try_kneecap_target(obj/item/source, mob/living/carbon/target, mob/attacker, params)
SIGNAL_HANDLER
if((attacker.zone_selected != BODY_ZONE_L_LEG) && (attacker.zone_selected != BODY_ZONE_R_LEG))
return
if(HAS_TRAIT(attacker, TRAIT_PACIFISM))
return
if(!iscarbon(target))
return
if(!target.buckled && !HAS_TRAIT(target, TRAIT_FLOORED) && !HAS_TRAIT(target, TRAIT_IMMOBILIZED))
return
var/obj/item/bodypart/leg = target.get_bodypart(attacker.zone_selected)
if(!leg)
return
. = COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN
INVOKE_ASYNC(src, PROC_REF(do_kneecap_target), source, leg, target, attacker)
/**
* After a short do_after, attacker applies damage to the given leg with a significant wounding bonus, applying the weapon's force as damage.
*/
/datum/element/kneecapping/proc/do_kneecap_target(obj/item/weapon, obj/item/bodypart/leg, mob/living/carbon/target, mob/attacker)
if(LAZYACCESS(attacker.do_afters, weapon))
return
attacker.visible_message(span_warning("[attacker] carefully aims [attacker.p_their()] [weapon] for a swing at [target]'s kneecaps!"), span_danger("You carefully aim \the [weapon] for a swing at [target]'s kneecaps!"))
log_combat(attacker, target, "started aiming a swing to break the kneecaps of", weapon)
if(!do_after(attacker, 3 SECONDS, target, interaction_key = weapon))
return
attacker.visible_message(span_warning("[attacker] swings [attacker.p_their()] [weapon] at [target]'s kneecaps!"), span_danger("You swing \the [weapon] at [target]'s kneecaps!"))
var/min_wound = leg.get_wound_threshold_of_wound_type(WOUND_BLUNT, WOUND_SEVERITY_SEVERE, return_value_if_no_wound = 30, wound_source = weapon)
var/max_wound = leg.get_wound_threshold_of_wound_type(WOUND_BLUNT, WOUND_SEVERITY_CRITICAL, return_value_if_no_wound = 50, wound_source = weapon)
target.apply_damage(weapon.force, weapon.damtype, leg, wound_bonus = rand(min_wound, max_wound + 10), attacking_item = weapon)
target.emote("scream")
log_combat(attacker, target, "broke the kneecaps of", weapon)
attacker.do_attack_animation(target, used_item = weapon)
playsound(source = weapon, soundin = weapon.hitsound, vol = weapon.get_clamped_volume(), vary = TRUE)