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* Auto-docs + code improvements + splits up status_effect.dm (#66362) * Code improvements for status effects in general * Does this for now * Throws in a qdeleted check * A return * comment tweak * Missed some ref()s * Wrong var * Comment clarifications * Some more comment clarifications * Auto-docs + code improvements + splits up status_effect.dm Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
199 lines
8.9 KiB
Plaintext
199 lines
8.9 KiB
Plaintext
/// How many tiles around the target the shooter can roam without losing their shot
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#define GUNPOINT_SHOOTER_STRAY_RANGE 2
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/// How long it takes from the gunpoint is initiated to reach stage 2
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#define GUNPOINT_DELAY_STAGE_2 2.5 SECONDS
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/// How long it takes from stage 2 starting to move up to stage 3
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#define GUNPOINT_DELAY_STAGE_3 7.5 SECONDS
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/// 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
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#define GUNPOINT_BASE_WOUND_BONUS 5
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/// How much the damage and wound bonus mod is multiplied when you're on stage 1
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#define GUNPOINT_MULT_STAGE_1 1
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/// As above, for stage 2
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#define GUNPOINT_MULT_STAGE_2 2
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/// As above, for stage 3
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#define GUNPOINT_MULT_STAGE_3 2.5
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/datum/component/gunpoint
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dupe_mode = COMPONENT_DUPE_UNIQUE
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var/mob/living/target
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var/obj/item/gun/weapon
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var/stage = 1
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var/damage_mult = GUNPOINT_MULT_STAGE_1
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var/point_of_no_return = FALSE
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// *extremely bad russian accent* no!
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/datum/component/gunpoint/Initialize(mob/living/targ, obj/item/gun/wep)
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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var/mob/living/shooter = parent
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target = targ
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weapon = wep
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RegisterSignal(targ, list(COMSIG_MOB_ATTACK_HAND, COMSIG_MOB_ITEM_ATTACK, COMSIG_MOVABLE_MOVED, COMSIG_MOB_FIRED_GUN), .proc/trigger_reaction)
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RegisterSignal(weapon, list(COMSIG_ITEM_DROPPED, COMSIG_ITEM_EQUIPPED), .proc/cancel)
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shooter.visible_message(span_danger("[shooter] aims [weapon] point blank at [target]!"), \
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span_danger("You aim [weapon] point blank at [target]!"), ignored_mobs = target)
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to_chat(target, span_userdanger("[shooter] aims [weapon] point blank at you!"))
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add_memory_in_range(target, 7, MEMORY_GUNPOINT, list(DETAIL_PROTAGONIST = target, DETAIL_DEUTERAGONIST = shooter, DETAIL_WHAT_BY = weapon), story_value = STORY_VALUE_OKAY, memory_flags = MEMORY_CHECK_BLINDNESS)
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shooter.apply_status_effect(/datum/status_effect/holdup, shooter)
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target.apply_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
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if(istype(weapon, /obj/item/gun/ballistic/rocketlauncher) && weapon.chambered)
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if(target.stat == CONSCIOUS && IS_NUKE_OP(shooter) && !IS_NUKE_OP(target) && (locate(/obj/item/disk/nuclear) in target.get_contents()) && shooter.client)
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shooter.client.give_award(/datum/award/achievement/misc/rocket_holdup, shooter)
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target.do_alert_animation()
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target.playsound_local(target.loc, 'sound/machines/chime.ogg', 50, TRUE)
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SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, "gunpoint", /datum/mood_event/gunpoint)
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addtimer(CALLBACK(src, .proc/update_stage, 2), GUNPOINT_DELAY_STAGE_2)
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/datum/component/gunpoint/Destroy(force, silent)
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var/mob/living/shooter = parent
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shooter.remove_status_effect(/datum/status_effect/holdup)
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target.remove_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
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SEND_SIGNAL(target, COMSIG_CLEAR_MOOD_EVENT, "gunpoint")
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return ..()
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/datum/component/gunpoint/RegisterWithParent()
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/check_deescalate)
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RegisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE, .proc/flinch)
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RegisterSignal(parent, COMSIG_MOB_ATTACK_HAND, .proc/check_shove)
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RegisterSignal(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP), .proc/check_bump)
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/datum/component/gunpoint/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
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UnregisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE)
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UnregisterSignal(parent, COMSIG_MOB_ATTACK_HAND)
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UnregisterSignal(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP))
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///If the shooter bumps the target, cancel the holdup to avoid cheesing and forcing the charged shot
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/datum/component/gunpoint/proc/check_bump(atom/B, atom/A)
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SIGNAL_HANDLER
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if(A != target)
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return
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var/mob/living/shooter = parent
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shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
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span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
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to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
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qdel(src)
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///If the shooter shoves or grabs the target, cancel the holdup to avoid cheesing and forcing the charged shot
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/datum/component/gunpoint/proc/check_shove(mob/living/carbon/shooter, mob/shooter_again, mob/living/T, datum/martial_art/attacker_style, modifiers)
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SIGNAL_HANDLER
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if(T != target || LAZYACCESS(modifiers, RIGHT_CLICK))
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return
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shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
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span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
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to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
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qdel(src)
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///Update the damage multiplier for whatever stage we're entering into
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/datum/component/gunpoint/proc/update_stage(new_stage)
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stage = new_stage
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if(stage == 2)
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to_chat(parent, span_danger("You steady [weapon] on [target]."))
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to_chat(target, span_userdanger("[parent] has steadied [weapon] on you!"))
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damage_mult = GUNPOINT_MULT_STAGE_2
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addtimer(CALLBACK(src, .proc/update_stage, 3), GUNPOINT_DELAY_STAGE_3)
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else if(stage == 3)
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to_chat(parent, span_danger("You have fully steadied [weapon] on [target]."))
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to_chat(target, span_userdanger("[parent] has fully steadied [weapon] on you!"))
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damage_mult = GUNPOINT_MULT_STAGE_3
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///Cancel the holdup if the shooter moves out of sight or out of range of the target
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/datum/component/gunpoint/proc/check_deescalate()
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SIGNAL_HANDLER
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if(!can_see(parent, target, GUNPOINT_SHOOTER_STRAY_RANGE - 1))
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cancel()
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///Bang bang, we're firing a charged shot off
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/datum/component/gunpoint/proc/trigger_reaction()
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SIGNAL_HANDLER
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INVOKE_ASYNC(src, .proc/async_trigger_reaction)
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/datum/component/gunpoint/proc/async_trigger_reaction()
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var/mob/living/shooter = parent
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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?
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target.remove_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
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SEND_SIGNAL(target, COMSIG_CLEAR_MOOD_EVENT, "gunpoint")
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if(point_of_no_return)
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return
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point_of_no_return = TRUE
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if(!weapon.can_shoot() || !weapon.can_trigger_gun(shooter) || (weapon.weapon_weight == WEAPON_HEAVY && shooter.get_inactive_held_item()))
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shooter.visible_message(span_danger("[shooter] fumbles [weapon]!"), \
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span_danger("You fumble [weapon] and fail to fire at [target]!"), ignored_mobs = target)
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to_chat(target, span_userdanger("[shooter] fumbles [weapon] and fails to fire at you!"))
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qdel(src)
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return
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if(weapon.chambered && weapon.chambered.loaded_projectile)
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weapon.chambered.loaded_projectile.damage *= damage_mult
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if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
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weapon.chambered.loaded_projectile.wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
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weapon.chambered.loaded_projectile.bare_wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
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if(weapon.check_botched(shooter))
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return
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var/fired = weapon.process_fire(target, shooter)
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if(!fired && weapon.chambered?.loaded_projectile)
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weapon.chambered.loaded_projectile.damage /= damage_mult
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if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
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weapon.chambered.loaded_projectile.wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
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weapon.chambered.loaded_projectile.bare_wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
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qdel(src)
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///Shooter canceled their shot, either by dropping/equipping their weapon, leaving sight/range, or clicking on the alert
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/datum/component/gunpoint/proc/cancel()
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SIGNAL_HANDLER
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var/mob/living/shooter = parent
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shooter.visible_message(span_danger("[shooter] breaks [shooter.p_their()] aim on [target]!"), \
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span_danger("You are no longer aiming [weapon] at [target]."), ignored_mobs = target)
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to_chat(target, span_userdanger("[shooter] breaks [shooter.p_their()] aim on you!"))
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qdel(src)
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///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
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/datum/component/gunpoint/proc/flinch(attacker, damage, damagetype, def_zone)
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SIGNAL_HANDLER
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var/mob/living/shooter = parent
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if(attacker == shooter)
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return // somehow this wasn't checked for months but no one tried punching themselves to initiate the shot, amazing
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var/flinch_chance = 50
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var/gun_hand = LEFT_HANDS
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if(shooter.held_items[RIGHT_HANDS] == weapon)
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gun_hand = RIGHT_HANDS
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if((def_zone == BODY_ZONE_L_ARM && gun_hand == LEFT_HANDS) || (def_zone == BODY_ZONE_R_ARM && gun_hand == RIGHT_HANDS))
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flinch_chance = 80
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if(prob(flinch_chance))
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shooter.visible_message(span_danger("[shooter] flinches!"), \
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span_danger("You flinch!"))
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INVOKE_ASYNC(src, .proc/trigger_reaction)
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#undef GUNPOINT_SHOOTER_STRAY_RANGE
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#undef GUNPOINT_DELAY_STAGE_2
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#undef GUNPOINT_DELAY_STAGE_3
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#undef GUNPOINT_BASE_WOUND_BONUS
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#undef GUNPOINT_MULT_STAGE_1
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#undef GUNPOINT_MULT_STAGE_2
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#undef GUNPOINT_MULT_STAGE_3
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