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## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
94 lines
4.1 KiB
Plaintext
94 lines
4.1 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, list/modifiers)
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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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return
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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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target.apply_damage(weapon.force, weapon.damtype, leg, wound_bonus = rand(min_wound, max_wound + 10), attacking_item = weapon)
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target.emote("scream")
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log_combat(attacker, target, "broke the kneecaps of", weapon)
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attacker.do_attack_animation(target, used_item = weapon)
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playsound(source = weapon, soundin = weapon.hitsound, vol = weapon.get_clamped_volume(), vary = TRUE)
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