Files
Bubberstation/code/datums/components/butchering.dm
John Willard 3f44c2d816 Removes holographic monkey species (#81606)
## About The Pull Request

Split this off from https://github.com/tgstation/tgstation/pull/81598 in
hopes to keep it as atomic as I can.

Genericizes the things that holographic monkey species existed to
replace, so now we don't have to worry about having to copy paste this
to any future mob later down the line.

## Why It's Good For The Game

Removes a monkey species subtype, and a pretty bad one at that.
Preferably makes hologram mobs more consistent with eachother and
prevents copy paste happening everywhere in the future if any new mobs
ever gets added to the holodeck.

## Changelog

🆑
refactor: Holographic mobs now gives better feedback to players and
should more consistently not give any drops.
/🆑
2024-02-22 05:36:48 +00:00

279 lines
11 KiB
Plaintext

/datum/component/butchering
/// Time in deciseconds taken to butcher something
var/speed = 8 SECONDS
/// Percentage effectiveness; numbers above 100 yield extra drops
var/effectiveness = 100
/// Percentage increase to bonus item chance
var/bonus_modifier = 0
/// Sound played when butchering
var/butcher_sound = 'sound/effects/butcher.ogg'
/// Whether or not this component can be used to butcher currently. Used to temporarily disable butchering
var/butchering_enabled = TRUE
/// Whether or not this component is compatible with blunt tools.
var/can_be_blunt = FALSE
/// Callback for butchering
var/datum/callback/butcher_callback
/datum/component/butchering/Initialize(
speed = 8 SECONDS,
effectiveness = 100,
bonus_modifier = 0,
butcher_sound = 'sound/effects/butcher.ogg',
disabled = FALSE,
can_be_blunt = FALSE,
butcher_callback,
)
src.speed = speed
src.effectiveness = effectiveness
src.bonus_modifier = bonus_modifier
src.butcher_sound = butcher_sound
if(disabled)
src.butchering_enabled = FALSE
src.can_be_blunt = can_be_blunt
src.butcher_callback = butcher_callback
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_ATTACK, PROC_REF(onItemAttack))
/datum/component/butchering/Destroy(force)
butcher_callback = null
return ..()
/datum/component/butchering/proc/onItemAttack(obj/item/source, mob/living/M, mob/living/user)
SIGNAL_HANDLER
if(!user.combat_mode)
return
if(M.stat == DEAD && (M.butcher_results || M.guaranteed_butcher_results)) //can we butcher it?
if(butchering_enabled && (can_be_blunt || source.get_sharpness()))
INVOKE_ASYNC(src, PROC_REF(startButcher), source, M, user)
return COMPONENT_CANCEL_ATTACK_CHAIN
if(ishuman(M) && source.force && source.get_sharpness())
var/mob/living/carbon/human/H = M
if((user.pulling == H && user.grab_state >= GRAB_AGGRESSIVE) && user.zone_selected == BODY_ZONE_HEAD) // Only aggressive grabbed can be sliced.
if(HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, span_warning("You don't want to harm other living beings!"))
return COMPONENT_CANCEL_ATTACK_CHAIN
if(H.has_status_effect(/datum/status_effect/neck_slice))
return
INVOKE_ASYNC(src, PROC_REF(startNeckSlice), source, H, user)
return COMPONENT_CANCEL_ATTACK_CHAIN
/datum/component/butchering/proc/startButcher(obj/item/source, mob/living/M, mob/living/user)
to_chat(user, span_notice("You begin to butcher [M]..."))
playsound(M.loc, butcher_sound, 50, TRUE, -1)
if(do_after(user, speed, M) && M.Adjacent(source))
on_butchering(user, M)
/datum/component/butchering/proc/startNeckSlice(obj/item/source, mob/living/carbon/human/H, mob/living/user)
if(DOING_INTERACTION_WITH_TARGET(user, H))
to_chat(user, span_warning("You're already interacting with [H]!"))
return
user.visible_message(span_danger("[user] is slitting [H]'s throat!"), \
span_danger("You start slicing [H]'s throat!"), \
span_hear("You hear a cutting noise!"), ignored_mobs = H)
H.show_message(span_userdanger("Your throat is being slit by [user]!"), MSG_VISUAL, \
span_userdanger("Something is cutting into your neck!"), NONE)
log_combat(user, H, "attempted throat slitting", source)
playsound(H.loc, butcher_sound, 50, TRUE, -1)
if(do_after(user, clamp(500 / source.force, 30, 100), H) && H.Adjacent(source))
if(H.has_status_effect(/datum/status_effect/neck_slice))
user.show_message(span_warning("[H]'s neck has already been already cut, you can't make the bleeding any worse!"), MSG_VISUAL, \
span_warning("Their neck has already been already cut, you can't make the bleeding any worse!"))
return
H.visible_message(span_danger("[user] slits [H]'s throat!"), \
span_userdanger("[user] slits your throat..."))
log_combat(user, H, "wounded via throat slitting", source)
H.apply_damage(source.force, BRUTE, BODY_ZONE_HEAD, wound_bonus=CANT_WOUND) // easy tiger, we'll get to that in a sec
var/obj/item/bodypart/slit_throat = H.get_bodypart(BODY_ZONE_HEAD)
if (H.cause_wound_of_type_and_severity(WOUND_SLASH, slit_throat, WOUND_SEVERITY_CRITICAL))
H.apply_status_effect(/datum/status_effect/neck_slice)
/**
* Handles a user butchering a target
*
* Arguments:
* - [butcher][/mob/living]: The mob doing the butchering
* - [target][/mob/living]: The mob being butchered
*/
/datum/component/butchering/proc/on_butchering(atom/butcher, mob/living/target)
var/list/results = list()
var/turf/location = target.drop_location()
var/final_effectiveness = effectiveness - target.butcher_difficulty
var/bonus_chance = max(0, (final_effectiveness - 100) + bonus_modifier) //so 125 total effectiveness = 25% extra chance
if(target.flags_1 & HOLOGRAM_1)
butcher.visible_message(span_notice("[butcher] tries to butcher [target], but it vanishes."), \
span_notice("You try to butcher [target], but it vanishes."))
qdel(target)
return
for(var/result_typepath in target.butcher_results)
var/obj/remains = result_typepath
var/amount = target.butcher_results[remains]
for(var/_i in 1 to amount)
if(!prob(final_effectiveness))
if(butcher)
to_chat(butcher, span_warning("You fail to harvest some of the [initial(remains.name)] from [target]."))
continue
if(prob(bonus_chance))
if(butcher)
to_chat(butcher, span_info("You harvest some extra [initial(remains.name)] from [target]!"))
results += new remains (location)
results += new remains (location)
target.butcher_results.Remove(remains) //in case you want to, say, have it drop its results on gib
for(var/guaranteed_result_typepath in target.guaranteed_butcher_results)
var/obj/guaranteed_remains = guaranteed_result_typepath
var/amount = target.guaranteed_butcher_results[guaranteed_remains]
for(var/i in 1 to amount)
results += new guaranteed_remains (location)
target.guaranteed_butcher_results.Remove(guaranteed_remains)
for(var/obj/item/carrion in results)
var/list/meat_mats = carrion.has_material_type(/datum/material/meat)
if(!length(meat_mats))
continue
carrion.set_custom_materials((carrion.custom_materials - meat_mats) + list(GET_MATERIAL_REF(/datum/material/meat/mob_meat, target) = counterlist_sum(meat_mats)))
// transfer delicious reagents to meat
if(target.reagents)
var/meat_produced = 0
for(var/obj/item/food/meat/slab/target_meat in results)
meat_produced += 1
for(var/obj/item/food/meat/slab/target_meat in results)
target.reagents.trans_to(target_meat, target.reagents.total_volume / meat_produced, remove_blacklisted = TRUE)
// dont forget yummy diseases either!
if(iscarbon(target))
var/mob/living/carbon/host_target = target
var/list/diseases = host_target.get_static_viruses()
if(LAZYLEN(diseases))
var/list/datum/disease/diseases_to_add = list()
for(var/datum/disease/disease as anything in diseases)
// admin or special viruses that should not be reproduced
if(disease.spread_flags & (DISEASE_SPREAD_SPECIAL | DISEASE_SPREAD_NON_CONTAGIOUS))
continue
diseases_to_add += disease
if(LAZYLEN(diseases_to_add))
for(var/obj/diseased_remains in results)
diseased_remains.AddComponent(/datum/component/infective, diseases_to_add)
if(butcher)
butcher.visible_message(span_notice("[butcher] butchers [target]."), \
span_notice("You butcher [target]."))
butcher_callback?.Invoke(butcher, target)
target.harvest(butcher)
target.log_message("has been butchered by [key_name(butcher)]", LOG_ATTACK)
target.gib(DROP_BRAIN|DROP_ORGANS)
///Enables the butchering mechanic for the mob who has equipped us.
/datum/component/butchering/proc/enable_butchering(datum/source)
SIGNAL_HANDLER
butchering_enabled = TRUE
///Disables the butchering mechanic for the mob who has dropped us.
/datum/component/butchering/proc/disable_butchering(datum/source)
SIGNAL_HANDLER
butchering_enabled = FALSE
///Special snowflake component only used for the recycler.
/datum/component/butchering/recycler
/datum/component/butchering/recycler/Initialize(
speed,
effectiveness,
bonus_modifier,
butcher_sound,
disabled,
can_be_blunt,
butcher_callback,
)
if(!istype(parent, /obj/machinery/recycler)) //EWWW
return COMPONENT_INCOMPATIBLE
. = ..()
if(. == COMPONENT_INCOMPATIBLE)
return
var/static/list/loc_connections = list(
COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
)
AddComponent(/datum/component/connect_loc_behalf, parent, loc_connections)
/datum/component/butchering/recycler/proc/on_entered(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs)
SIGNAL_HANDLER
if(!isliving(arrived))
return
var/mob/living/victim = arrived
var/obj/machinery/recycler/eater = parent
if(eater.safety_mode || (eater.machine_stat & (BROKEN|NOPOWER))) //I'm so sorry.
return
if(victim.stat == DEAD && (victim.butcher_results || victim.guaranteed_butcher_results))
on_butchering(parent, victim)
/datum/component/butchering/mecha
/datum/component/butchering/mecha/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_MECHA_EQUIPMENT_ATTACHED, PROC_REF(enable_butchering))
RegisterSignal(parent, COMSIG_MECHA_EQUIPMENT_DETACHED, PROC_REF(disable_butchering))
RegisterSignal(parent, COMSIG_MECHA_DRILL_MOB, PROC_REF(on_drill))
/datum/component/butchering/mecha/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, list(
COMSIG_MECHA_DRILL_MOB,
COMSIG_MECHA_EQUIPMENT_ATTACHED,
COMSIG_MECHA_EQUIPMENT_DETACHED,
))
///When we are ready to drill through a mob
/datum/component/butchering/mecha/proc/on_drill(datum/source, obj/vehicle/sealed/mecha/chassis, mob/living/target)
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(on_butchering), chassis, target)
/datum/component/butchering/wearable
/datum/component/butchering/wearable/RegisterWithParent()
. = ..()
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(worn_enable_butchering))
RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(worn_disable_butchering))
/datum/component/butchering/wearable/UnregisterFromParent()
. = ..()
UnregisterSignal(parent, list(
COMSIG_ITEM_EQUIPPED,
COMSIG_ITEM_DROPPED,
))
///Same as enable_butchering but for worn items
/datum/component/butchering/wearable/proc/worn_enable_butchering(obj/item/source, mob/user, slot)
SIGNAL_HANDLER
//check if the item is being not worn
if(!(slot & source.slot_flags))
return
butchering_enabled = TRUE
RegisterSignal(user, COMSIG_LIVING_UNARMED_ATTACK, PROC_REF(butcher_target))
///Same as disable_butchering but for worn items
/datum/component/butchering/wearable/proc/worn_disable_butchering(obj/item/source, mob/user)
SIGNAL_HANDLER
butchering_enabled = FALSE
UnregisterSignal(user, COMSIG_LIVING_UNARMED_ATTACK)
/datum/component/butchering/wearable/proc/butcher_target(mob/user, atom/target, proximity)
SIGNAL_HANDLER
if(!isliving(target))
return NONE
return onItemAttack(parent, target, user)