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* Removes final remnants of 'targetted' (#79626) ## About The Pull Request Finishing what https://github.com/tgstation/tgstation/pull/79513/ started, removes 'targetted' typo from code. Also updates the basic mob guide with the new updated var names. ## Why It's Good For The Game Typos bad. Accurate guides good. ## Changelog 🆑 code: gets rid of the rest of the instances of 'targetted' typo from code /🆑 * Removes final remnants of 'targetted' --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
93 lines
4.2 KiB
Plaintext
93 lines
4.2 KiB
Plaintext
/**
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* Kneecapping 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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* Kneecapping 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 attacker to be aiming for either leg zone, which will be targeted 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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* Kneecapping 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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/datum/element/kneecapping
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/datum/element/kneecapping/Attach(datum/target)
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if(!isitem(target))
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stack_trace("Kneecapping element added to non-item object: \[[target]\]")
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return ELEMENT_INCOMPATIBLE
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var/obj/item/target_item = target
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if(target_item.force < WOUND_MINIMUM_DAMAGE)
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stack_trace("Kneecapping element added to item with too little force to wound: \[[target]\]")
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return ELEMENT_INCOMPATIBLE
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. = ..()
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if(. == ELEMENT_INCOMPATIBLE)
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return
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RegisterSignal(target, COMSIG_ITEM_ATTACK_SECONDARY , PROC_REF(try_kneecap_target))
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/datum/element/kneecapping/Detach(datum/target)
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UnregisterSignal(target, COMSIG_ITEM_ATTACK_SECONDARY)
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return ..()
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/**
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* Signal handler for COMSIG_ITEM_ATTACK_SECONDARY. Does checks for pacifism, zones and target state before either returning nothing
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* if the special attack could not be attempted, performing the ordinary attack procs instead - Or cancelling the attack chain if
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* the attack can be started.
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*/
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/datum/element/kneecapping/proc/try_kneecap_target(obj/item/source, mob/living/carbon/target, mob/attacker, params)
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SIGNAL_HANDLER
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if((attacker.zone_selected != BODY_ZONE_L_LEG) && (attacker.zone_selected != BODY_ZONE_R_LEG))
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return
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if(HAS_TRAIT(attacker, TRAIT_PACIFISM))
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return
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if(!iscarbon(target))
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return
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if(!target.buckled && !HAS_TRAIT(target, TRAIT_FLOORED) && !HAS_TRAIT(target, TRAIT_IMMOBILIZED))
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return
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var/obj/item/bodypart/leg = target.get_bodypart(attacker.zone_selected)
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if(!leg)
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return
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. = COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN
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INVOKE_ASYNC(src, PROC_REF(do_kneecap_target), source, leg, target, attacker)
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/**
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* After a short do_after, attacker applies damage to the given leg with a significant wounding bonus, applying the weapon's force as damage.
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*/
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/datum/element/kneecapping/proc/do_kneecap_target(obj/item/weapon, obj/item/bodypart/leg, mob/living/carbon/target, mob/attacker)
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if(LAZYACCESS(attacker.do_afters, weapon))
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return
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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!"))
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log_combat(attacker, target, "started aiming a swing to break the kneecaps of", weapon)
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if(do_after(attacker, 3 SECONDS, target, interaction_key = weapon))
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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!"))
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var/min_wound = leg.get_wound_threshold_of_wound_type(WOUND_BLUNT, WOUND_SEVERITY_SEVERE, return_value_if_no_wound = 30, wound_source = weapon)
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var/max_wound = leg.get_wound_threshold_of_wound_type(WOUND_BLUNT, WOUND_SEVERITY_CRITICAL, return_value_if_no_wound = 50, wound_source = weapon)
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leg.receive_damage(brute = weapon.force, wound_bonus = rand(min_wound, max_wound + 10), damage_source = "kneecapping")
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target.emote("scream")
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log_combat(attacker, target, "broke the kneecaps of", weapon)
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target.update_damage_overlays()
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attacker.do_attack_animation(target, used_item = weapon)
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playsound(source = get_turf(weapon), soundin = weapon.hitsound, vol = weapon.get_clamped_volume(), vary = TRUE)
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