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* Replaces the mood component with a mood datum * Fixes merge conflicts and updates all of our mood events to use the new mood datums Co-authored-by: Seth Scherer <supernovaa41@gmx.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
286 lines
13 KiB
Plaintext
286 lines
13 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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RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/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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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, stamina=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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/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_PARENT_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/jostleCheck)
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RegisterSignal(parent, COMSIG_CARBON_EMBED_RIP, .proc/ripOut)
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RegisterSignal(parent, COMSIG_CARBON_EMBED_REMOVAL, .proc/safeRemove)
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/checkTweeze)
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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_PARENT_ATTACKBY))
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/datum/component/embedded/process(delta_time)
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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 = DT_PROB_RATE(pain_chance / 100, delta_time) * 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, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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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 = DT_PROB_RATE(fall_chance / 100, delta_time) * 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.m_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, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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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, stamina=pain_stam_pct * damage, wound_bonus = CANT_WOUND)
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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/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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var/damage = weapon.w_class * remove_pain_mult
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limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=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.emote("scream")
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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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/// 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_PARENT_QDELETING)) // have to do it here otherwise we trigger weaponDeleted()
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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_PARENT_QDELETING))
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if(to_hands)
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INVOKE_ASYNC(to_hands, /mob.proc/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 || 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/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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if(self_pluck)
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user.visible_message(span_danger("[user] begins plucking [weapon] from [user.p_their()] [limb.plaintext_zone]"), span_notice("You start plucking [weapon] from your [limb.plaintext_zone]..."),\
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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]"),span_notice("You start plucking [weapon] from [victim]'s [limb.plaintext_zone]..."), \
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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]..."))
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var/pluck_time = 2.5 SECONDS * weapon.w_class * (self_pluck ? 2 : 1)
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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]."))
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to_chat(victim, span_notice("[user] plucks [weapon] from your [limb.plaintext_zone]."))
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safeRemove(user)
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