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## About The Pull Request Fixes small typo errors in the embedding text when removing shrapnel from patients, or yourself. Added the closing parenthesis to the messages missing them, and removed the unnecessary punctuation inside them. Also fixes a typo in the nutriment pump cybernetic implant description, saying "with" instead of "will".
328 lines
16 KiB
Plaintext
328 lines
16 KiB
Plaintext
/*
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This component is responsible for handling individual instances of embedded objects. The embeddable element is what allows an item to be embeddable and stores its embedding stats,
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and when it impacts and meets the requirements to stick into something, it instantiates an embedded component. Once the item falls out, the component is destroyed, while the
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element survives to embed another day.
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- Carbon embedding has all the classical embedding behavior, and tracks more events and signals. The main behaviors and hooks to look for are:
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-- Every process tick, there is a chance to randomly proc pain, controlled by pain_chance. There may also be a chance for the object to fall out randomly, per fall_chance
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-- Every time the mob moves, there is a chance to proc jostling pain, controlled by jostle_chance (and only 50% as likely if the mob is walking or crawling)
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-- Various signals hooking into carbon topic() and the embed removal surgery in order to handle removals.
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In addition, there are 2 cases of embedding: embedding, and sticking
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- Embedding involves harmful and dangerous embeds, whether they cause brute damage, stamina damage, or a mix. This is the default behavior for embeddings, for when something is "pointy"
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- Sticking occurs when an item should not cause any harm while embedding (imagine throwing a sticky ball of tape at someone, rather than a shuriken). An item is considered "sticky"
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when it has 0 for both pain multiplier and jostle pain multiplier. It's a bit arbitrary, but fairly straightforward.
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Stickables differ from embeds in the following ways:
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-- Text descriptors use phrasing like "X is stuck to Y" rather than "X is embedded in Y"
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-- There is no slicing sound on impact
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-- All damage checks and bloodloss are skipped
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*/
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/datum/component/embedded
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dupe_mode = COMPONENT_DUPE_ALLOWED
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var/obj/item/bodypart/limb
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var/obj/item/weapon
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// all of this stuff is explained in _DEFINES/combat.dm
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var/embed_chance // not like we really need it once we're already stuck in but hey
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var/fall_chance
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var/pain_chance
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var/pain_mult
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var/impact_pain_mult
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var/remove_pain_mult
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var/rip_time
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var/ignore_throwspeed_threshold
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var/jostle_chance
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var/jostle_pain_mult
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var/pain_stam_pct
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///if both our pain multiplier and jostle pain multiplier are 0, we're harmless and can omit most of the damage related stuff
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var/harmful
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/datum/component/embedded/Initialize(obj/item/I,
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datum/thrownthing/throwingdatum,
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obj/item/bodypart/part,
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embed_chance = EMBED_CHANCE,
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fall_chance = EMBEDDED_ITEM_FALLOUT,
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pain_chance = EMBEDDED_PAIN_CHANCE,
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pain_mult = EMBEDDED_PAIN_MULTIPLIER,
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remove_pain_mult = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER,
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impact_pain_mult = EMBEDDED_IMPACT_PAIN_MULTIPLIER,
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rip_time = EMBEDDED_UNSAFE_REMOVAL_TIME,
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ignore_throwspeed_threshold = FALSE,
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jostle_chance = EMBEDDED_JOSTLE_CHANCE,
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jostle_pain_mult = EMBEDDED_JOSTLE_PAIN_MULTIPLIER,
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pain_stam_pct = EMBEDDED_PAIN_STAM_PCT)
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if(!iscarbon(parent) || !isitem(I))
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return COMPONENT_INCOMPATIBLE
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if(part)
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limb = part
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src.embed_chance = embed_chance
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src.fall_chance = fall_chance
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src.pain_chance = pain_chance
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src.pain_mult = pain_mult
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src.remove_pain_mult = remove_pain_mult
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src.rip_time = rip_time
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src.impact_pain_mult = impact_pain_mult
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src.ignore_throwspeed_threshold = ignore_throwspeed_threshold
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src.jostle_chance = jostle_chance
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src.jostle_pain_mult = jostle_pain_mult
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src.pain_stam_pct = pain_stam_pct
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src.weapon = I
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if(!weapon.isEmbedHarmless())
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harmful = TRUE
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weapon.embedded(parent, part)
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START_PROCESSING(SSdcs, src)
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var/mob/living/carbon/victim = parent
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limb._embed_object(weapon) // on the inside... on the inside...
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weapon.forceMove(victim)
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RegisterSignals(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING), PROC_REF(weaponDeleted))
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victim.visible_message(span_danger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] [victim]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] [harmful ? "embeds" : "sticks"] itself [harmful ? "in" : "to"] your [limb.plaintext_zone]!"))
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var/damage = weapon.throwforce
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if(harmful)
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victim.throw_alert(ALERT_EMBEDDED_OBJECT, /atom/movable/screen/alert/embeddedobject)
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playsound(victim,'sound/weapons/bladeslice.ogg', 40)
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if (limb.can_bleed())
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weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
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damage += weapon.w_class * impact_pain_mult
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victim.add_mood_event("embedded", /datum/mood_event/embedded)
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if(damage > 0)
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var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.plaintext_zone].", "Your armor has softened a hit to your [limb.plaintext_zone].",I.armour_penetration, weak_against_armour = I.weak_against_armour)
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, blocked=armor, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness())
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victim.adjustStaminaLoss(pain_stam_pct * damage)
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/datum/component/embedded/Destroy()
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var/mob/living/carbon/victim = parent
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if(victim && !victim.has_embedded_objects())
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victim.clear_alert(ALERT_EMBEDDED_OBJECT)
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victim.clear_mood_event("embedded")
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if(weapon)
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UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
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weapon = null
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limb = null
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return ..()
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/datum/component/embedded/RegisterWithParent()
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(jostleCheck))
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RegisterSignal(parent, COMSIG_CARBON_EMBED_RIP, PROC_REF(ripOut))
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RegisterSignal(parent, COMSIG_CARBON_EMBED_REMOVAL, PROC_REF(safeRemove))
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(checkTweeze))
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RegisterSignal(parent, COMSIG_MAGIC_RECALL, PROC_REF(magic_pull))
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/datum/component/embedded/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_EMBED_RIP, COMSIG_CARBON_EMBED_REMOVAL, COMSIG_ATOM_ATTACKBY, COMSIG_MAGIC_RECALL))
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/datum/component/embedded/process(seconds_per_tick)
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var/mob/living/carbon/victim = parent
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if(!victim || !limb) // in case the victim and/or their limbs exploded (say, due to a sticky bomb)
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weapon.forceMove(get_turf(weapon))
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qdel(src)
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return
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if(victim.stat == DEAD)
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return
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var/damage = weapon.w_class * pain_mult
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var/pain_chance_current = SPT_PROB_RATE(pain_chance / 100, seconds_per_tick) * 100
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if(pain_stam_pct && HAS_TRAIT_FROM(victim, TRAIT_INCAPACITATED, STAMINA)) //if it's a less-lethal embed, give them a break if they're already stamcritted
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pain_chance_current *= 0.2
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damage *= 0.5
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else if(victim.body_position == LYING_DOWN)
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pain_chance_current *= 0.2
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if(harmful && prob(pain_chance_current))
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, wound_bonus = CANT_WOUND)
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victim.adjustStaminaLoss(pain_stam_pct * damage)
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to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone] hurts!"))
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var/fall_chance_current = SPT_PROB_RATE(fall_chance / 100, seconds_per_tick) * 100
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if(victim.body_position == LYING_DOWN)
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fall_chance_current *= 0.2
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if(prob(fall_chance_current))
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fallOut()
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////////////////////////////////////////
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////////////BEHAVIOR PROCS//////////////
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////////////////////////////////////////
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/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
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/datum/component/embedded/proc/jostleCheck()
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SIGNAL_HANDLER
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var/mob/living/carbon/victim = parent
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var/chance = jostle_chance
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if(victim.move_intent == MOVE_INTENT_WALK || victim.body_position == LYING_DOWN)
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chance *= 0.5
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if(harmful && prob(chance))
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var/damage = weapon.w_class * jostle_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, wound_bonus = CANT_WOUND)
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victim.adjustStaminaLoss(pain_stam_pct * damage)
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to_chat(victim, span_userdanger("[weapon] embedded in your [limb.plaintext_zone] jostles and stings!"))
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/// Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()
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/datum/component/embedded/proc/fallOut()
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var/mob/living/carbon/victim = parent
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if(harmful)
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var/damage = weapon.w_class * remove_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, wound_bonus = CANT_WOUND)
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victim.adjustStaminaLoss(pain_stam_pct * damage)
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victim.visible_message(span_danger("[weapon] falls [harmful ? "out" : "off"] of [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] falls [harmful ? "out" : "off"] of your [limb.plaintext_zone]!"))
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safeRemove()
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/// Called when a carbon with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove()
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/datum/component/embedded/proc/ripOut(datum/source, obj/item/I, obj/item/bodypart/limb)
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SIGNAL_HANDLER
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if(I != weapon || src.limb != limb)
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return
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var/mob/living/carbon/victim = parent
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var/time_taken = rip_time * weapon.w_class
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INVOKE_ASYNC(src, PROC_REF(complete_rip_out), victim, I, limb, time_taken)
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/// everything async that ripOut used to do
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/datum/component/embedded/proc/complete_rip_out(mob/living/carbon/victim, obj/item/I, obj/item/bodypart/limb, time_taken)
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victim.visible_message(span_warning("[victim] attempts to remove [weapon] from [victim.p_their()] [limb.plaintext_zone]."),span_notice("You attempt to remove [weapon] from your [limb.plaintext_zone]... (It will take [DisplayTimeText(time_taken)])"))
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if(!do_after(victim, time_taken, target = victim))
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return
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if(!weapon || !limb || weapon.loc != victim || !(weapon in limb.embedded_objects))
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qdel(src)
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return
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if(harmful)
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damaging_removal(victim, I, limb)
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victim.visible_message(span_notice("[victim] successfully rips [weapon] [harmful ? "out" : "off"] of [victim.p_their()] [limb.plaintext_zone]!"), span_notice("You successfully remove [weapon] from your [limb.plaintext_zone]."))
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safeRemove(victim)
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/// Proc that actually does the damage associated with ripping something out of yourself. Call this before safeRemove.
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/datum/component/embedded/proc/damaging_removal(mob/living/carbon/victim, obj/item/removed, obj/item/bodypart/limb, ouch_multiplier = 1)
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var/damage = weapon.w_class * remove_pain_mult * ouch_multiplier
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, sharpness=SHARP_EDGED) //It hurts to rip it out, get surgery you dingus. unlike the others, this CAN wound + increase slash bloodflow
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victim.adjustStaminaLoss(pain_stam_pct * damage)
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victim.emote("scream")
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/// This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely.
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/// If you want the thing to go into someone's hands rather than the floor, pass them in to_hands
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/datum/component/embedded/proc/safeRemove(mob/to_hands)
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SIGNAL_HANDLER
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var/mob/living/carbon/victim = parent
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limb._unembed_object(weapon)
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UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING)) // have to do it here otherwise we trigger weaponDeleted()
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SEND_SIGNAL(weapon, COMSIG_ITEM_UNEMBEDDED, victim)
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if(!weapon.unembedded()) // if it hasn't deleted itself due to drop del
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UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_QDELETING))
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if(to_hands)
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INVOKE_ASYNC(to_hands, TYPE_PROC_REF(/mob, put_in_hands), weapon)
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else
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weapon.forceMove(get_turf(victim))
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qdel(src)
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/// Something deleted or moved our weapon while it was embedded, how rude!
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/datum/component/embedded/proc/weaponDeleted()
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SIGNAL_HANDLER
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var/mob/living/carbon/victim = parent
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limb._unembed_object(weapon)
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if(victim)
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to_chat(victim, span_userdanger("\The [weapon] that was embedded in your [limb.plaintext_zone] disappears!"))
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qdel(src)
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/// The signal for listening to see if someone is using a hemostat on us to pluck out this object
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/datum/component/embedded/proc/checkTweeze(mob/living/carbon/victim, obj/item/possible_tweezers, mob/user)
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SIGNAL_HANDLER
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if(!istype(victim) || (possible_tweezers.tool_behaviour != TOOL_HEMOSTAT && possible_tweezers.tool_behaviour != TOOL_WIRECUTTER) || user.zone_selected != limb.body_zone)
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return
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if(weapon != limb.embedded_objects[1]) // just pluck the first one, since we can't easily coordinate with other embedded components affecting this limb who is highest priority
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return
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if(ishuman(victim)) // check to see if the limb is actually exposed
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var/mob/living/carbon/human/victim_human = victim
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if(!victim_human.try_inject(user, limb.body_zone, INJECT_CHECK_IGNORE_SPECIES | INJECT_TRY_SHOW_ERROR_MESSAGE))
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return TRUE
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INVOKE_ASYNC(src, PROC_REF(tweezePluck), possible_tweezers, user)
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return COMPONENT_NO_AFTERATTACK
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/// The actual action for pulling out an embedded object with a hemostat
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/datum/component/embedded/proc/tweezePluck(obj/item/possible_tweezers, mob/user)
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var/mob/living/carbon/victim = parent
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var/self_pluck = (user == victim)
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// quality of the tool we're using
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var/tweezer_speed = possible_tweezers.toolspeed
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// is this an actual piece of medical equipment
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var/tweezer_safe = (possible_tweezers.tool_behaviour == TOOL_HEMOSTAT)
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var/pluck_time = rip_time * (weapon.w_class * 0.3) * (self_pluck ? 1.5 : 1) * tweezer_speed * (tweezer_safe ? 1 : 1.5)
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if(self_pluck)
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user.visible_message(span_danger("[user] begins plucking [weapon] from [user.p_their()] [limb.plaintext_zone] with [possible_tweezers]..."), span_notice("You start plucking [weapon] from your [limb.plaintext_zone] with [possible_tweezers]... (It will take [DisplayTimeText(pluck_time)])"),\
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vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim)
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else
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user.visible_message(span_danger("[user] begins plucking [weapon] from [victim]'s [limb.plaintext_zone] with [possible_tweezers]..."),span_notice("You start plucking [weapon] from [victim]'s [limb.plaintext_zone] with [possible_tweezers]... (It will take [DisplayTimeText(pluck_time)])"), \
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vision_distance=COMBAT_MESSAGE_RANGE, ignored_mobs=victim)
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to_chat(victim, span_userdanger("[user] begins plucking [weapon] from your [limb.plaintext_zone] with [possible_tweezers]... (It will take [DisplayTimeText(pluck_time)])"))
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if(!do_after(user, pluck_time, victim))
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if(self_pluck)
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to_chat(user, span_danger("You fail to pluck [weapon] from your [limb.plaintext_zone]."))
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else
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to_chat(user, span_danger("You fail to pluck [weapon] from [victim]'s [limb.plaintext_zone]."))
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to_chat(victim, span_danger("[user] fails to pluck [weapon] from your [limb.plaintext_zone]."))
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return
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to_chat(user, span_notice("You successfully pluck [weapon] from [victim]'s [limb.plaintext_zone][tweezer_safe ? "." : ", but hurt [victim.p_them()] in the process."]"))
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to_chat(victim, span_notice("[user] plucks [weapon] from your [limb.plaintext_zone][tweezer_safe ? "." : ", but it's not perfect."]"))
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if(!tweezer_safe)
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// sure it still hurts but it sucks less
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damaging_removal(victim, weapon, limb, (0.4 * possible_tweezers.w_class))
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safeRemove(user)
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/// Called when an object is ripped out of someone's body by magic or other abnormal means
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/datum/component/embedded/proc/magic_pull(datum/source, mob/living/caster, obj/marked_item)
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SIGNAL_HANDLER
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if(marked_item != weapon)
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return
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var/mob/living/carbon/victim = parent
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if(!harmful)
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victim.visible_message(span_danger("[marked_item] vanishes from [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] vanishes from [limb.plaintext_zone]!"))
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return
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var/damage = weapon.w_class * remove_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage * 1.5, sharpness=SHARP_EDGED) // Performs exit wounds and flings the user to the caster if nearby
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victim.cause_wound_of_type_and_severity(WOUND_PIERCE, limb, WOUND_SEVERITY_MODERATE)
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victim.adjustStaminaLoss(pain_stam_pct * damage)
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playsound(get_turf(victim), 'sound/effects/wounds/blood2.ogg', 50, TRUE)
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var/dist = get_dist(caster, victim) //Check if the caster is close enough to yank them in
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if(dist < 7)
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victim.throw_at(caster, get_dist(victim, caster) - 1, 1, caster)
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victim.Paralyze(1 SECONDS)
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victim.visible_message(span_alert("[victim] is sent flying towards [caster] as the [marked_item] tears out of them!"), span_alert("You are launched at [caster] as the [marked_item] tears from your body and towards their hand!"))
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victim.visible_message(span_danger("[marked_item] is violently torn from [victim.name]'s [limb.plaintext_zone]!"), span_userdanger("[weapon] is violently torn from your [limb.plaintext_zone]!"))
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