Files
Bubberstation/code/datums/elements/kneecapping.dm
T
52736afe8f Makes eyestabbing and neck slicing a little easier to use. Also add's screams to kneecapping. (#74307)
## About The Pull Request
Neck slicing warning is completely useless and annoying, so i deleted
it. Everytime i sliced someone's neck i needed to turn off combat mode
just to continue killing them which is annoying as hell.

Eye stabs warnings are too completely useless and annoying. If you're in
the fight you definitely don't want to read warnings about them being
alien or their eyes being covered.
Also made it's code a little bit prettier?

Made the victim's of kneecapping scream on act. Everything for the
sadistic pleasurement!
## Why It's Good For The Game
Easier to fight with those things. More fun.
## Changelog
🆑
add: the victims of kneecapping will now scream.
qol: you will no longer gain useless message, when you're harming
someone in agro-grab in the head with their neck already slicen, instead
of continuing killing them.
qol: you will no longer gain irritating messages, when trying to stab
someone in the eye, instead of just stabbing them with screwdriver.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-03-31 16:45:55 +01:00

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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 targetted 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))
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/datum/wound/blunt/severe/severe_wound_type = /datum/wound/blunt/severe
var/datum/wound/blunt/critical/critical_wound_type = /datum/wound/blunt/critical
leg.receive_damage(brute = weapon.force, wound_bonus = rand(initial(severe_wound_type.threshold_minimum), initial(critical_wound_type.threshold_minimum) + 10))
target.emote("scream")
log_combat(attacker, target, "broke the kneecaps of", weapon)
target.update_damage_overlays()
attacker.do_attack_animation(target, used_item = weapon)
playsound(source = get_turf(weapon), soundin = weapon.hitsound, vol = weapon.get_clamped_volume(), vary = TRUE)