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Bubberstation/code/datums/components/butchering.dm
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a97c51b30b [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 22:20:09 -04:00

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/datum/component/butchering
var/speed = 80 //time in deciseconds taken to butcher something
var/effectiveness = 100 //percentage effectiveness; numbers above 100 yield extra drops
var/bonus_modifier = 0 //percentage increase to bonus item chance
var/butcher_sound = 'sound/effects/butcher.ogg' //sound played when butchering
var/butchering_enabled = TRUE
var/can_be_blunt = FALSE
/datum/component/butchering/Initialize(_speed, _effectiveness, _bonus_modifier, _butcher_sound, disabled, _can_be_blunt)
if(_speed)
speed = _speed
if(_effectiveness)
effectiveness = _effectiveness
if(_bonus_modifier)
bonus_modifier = _bonus_modifier
if(_butcher_sound)
butcher_sound = _butcher_sound
if(disabled)
butchering_enabled = FALSE
if(_can_be_blunt)
can_be_blunt = _can_be_blunt
if(isitem(parent))
RegisterSignal(parent, COMSIG_ITEM_ATTACK, .proc/onItemAttack)
/datum/component/butchering/proc/onItemAttack(obj/item/source, mob/living/M, mob/living/user)
if(user.a_intent != INTENT_HARM)
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/startButcher, source, M, user)
return COMPONENT_ITEM_NO_ATTACK
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(H.has_status_effect(/datum/status_effect/neck_slice))
user.show_message("<span class='warning'>[H]'s neck has already been already cut, you can't make the bleeding any worse!</span>", MSG_VISUAL, \
"<span class='warning'>Their neck has already been already cut, you can't make the bleeding any worse!</span>")
return COMPONENT_ITEM_NO_ATTACK
INVOKE_ASYNC(src, .proc/startNeckSlice, source, H, user)
return COMPONENT_ITEM_NO_ATTACK
/datum/component/butchering/proc/startButcher(obj/item/source, mob/living/M, mob/living/user)
to_chat(user, "<span class='notice'>You begin to butcher [M]...</span>")
playsound(M.loc, butcher_sound, 50, TRUE, -1)
if(do_mob(user, M, speed) && M.Adjacent(source))
Butcher(user, M)
/datum/component/butchering/proc/startNeckSlice(obj/item/source, mob/living/carbon/human/H, mob/living/user)
if(INTERACTING_WITH(user, H))
to_chat(user, "<span class='warning'>You're already interacting with [H]!</span>")
return
user.visible_message("<span class='danger'>[user] is slitting [H]'s throat!</span>", \
"<span class='danger'>You start slicing [H]'s throat!</span>", \
"<span class='hear'>You hear a cutting noise!</span>", ignored_mobs = H)
H.show_message("<span class='userdanger'>Your throat is being slit by [user]!</span>", MSG_VISUAL, \
"<span class = 'userdanger'>Something is cutting into your neck!</span>", NONE)
log_combat(user, H, "starts slicing the throat of")
playsound(H.loc, butcher_sound, 50, TRUE, -1)
if(do_mob(user, H, clamp(500 / source.force, 30, 100)) && H.Adjacent(source))
if(H.has_status_effect(/datum/status_effect/neck_slice))
user.show_message("<span class='warning'>[H]'s neck has already been already cut, you can't make the bleeding any worse!</span>", MSG_VISUAL, \
"<span class='warning'>Their neck has already been already cut, you can't make the bleeding any worse!</span>")
return
H.visible_message("<span class='danger'>[user] slits [H]'s throat!</span>", \
"<span class='userdanger'>[user] slits your throat...</span>")
log_combat(user, H, "finishes slicing the throat of")
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(slit_throat)
var/datum/wound/slash/critical/screaming_through_a_slit_throat = new
screaming_through_a_slit_throat.apply_wound(slit_throat)
H.apply_status_effect(/datum/status_effect/neck_slice)
/datum/component/butchering/proc/Butcher(mob/living/butcher, mob/living/meat)
var/turf/T = meat.drop_location()
var/final_effectiveness = effectiveness - meat.butcher_difficulty
var/bonus_chance = max(0, (final_effectiveness - 100) + bonus_modifier) //so 125 total effectiveness = 25% extra chance
for(var/V in meat.butcher_results)
var/obj/bones = V
var/amount = meat.butcher_results[bones]
for(var/_i in 1 to amount)
if(!prob(final_effectiveness))
if(butcher)
to_chat(butcher, "<span class='warning'>You fail to harvest some of the [initial(bones.name)] from [meat].</span>")
else if(prob(bonus_chance))
if(butcher)
to_chat(butcher, "<span class='info'>You harvest some extra [initial(bones.name)] from [meat]!</span>")
for(var/i in 1 to 2)
new bones (T)
else
new bones (T)
meat.butcher_results.Remove(bones) //in case you want to, say, have it drop its results on gib
for(var/V in meat.guaranteed_butcher_results)
var/obj/sinew = V
var/amount = meat.guaranteed_butcher_results[sinew]
for(var/i in 1 to amount)
new sinew (T)
meat.guaranteed_butcher_results.Remove(sinew)
if(butcher)
butcher.visible_message("<span class='notice'>[butcher] butchers [meat].</span>", \
"<span class='notice'>You butcher [meat].</span>")
ButcherEffects(meat)
meat.harvest(butcher)
meat.gib(FALSE, FALSE, TRUE)
/datum/component/butchering/proc/ButcherEffects(mob/living/meat) //extra effects called on butchering, override this via subtypes
return
///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)
if(!istype(parent, /obj/machinery/recycler)) //EWWW
return COMPONENT_INCOMPATIBLE
. = ..()
if(. == COMPONENT_INCOMPATIBLE)
return
RegisterSignal(parent, COMSIG_MOVABLE_CROSSED, .proc/onCrossed)
/datum/component/butchering/recycler/proc/onCrossed(datum/source, mob/living/L)
if(!istype(L))
return
var/obj/machinery/recycler/eater = parent
if(eater.safety_mode || (eater.machine_stat & (BROKEN|NOPOWER))) //I'm so sorry.
return
if(L.stat == DEAD && (L.butcher_results || L.guaranteed_butcher_results))
Butcher(parent, L)