Files
Bubberstation/code/datums/elements/kneecapping.dm
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## 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.
/🆑
2025-04-23 20:18:26 +00:00

94 lines
4.1 KiB
Plaintext

/**
* 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 targeted 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, list/modifiers)
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))
return
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/min_wound = leg.get_wound_threshold_of_wound_type(WOUND_BLUNT, WOUND_SEVERITY_SEVERE, return_value_if_no_wound = 30, wound_source = weapon)
var/max_wound = leg.get_wound_threshold_of_wound_type(WOUND_BLUNT, WOUND_SEVERITY_CRITICAL, return_value_if_no_wound = 50, wound_source = weapon)
target.apply_damage(weapon.force, weapon.damtype, leg, wound_bonus = rand(min_wound, max_wound + 10), attacking_item = weapon)
target.emote("scream")
log_combat(attacker, target, "broke the kneecaps of", weapon)
attacker.do_attack_animation(target, used_item = weapon)
playsound(source = weapon, soundin = weapon.hitsound, vol = weapon.get_clamped_volume(), vary = TRUE)