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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. Improving old code. And I want to be able to pet mobroaches while holding them too. 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑
120 lines
5.3 KiB
Plaintext
120 lines
5.3 KiB
Plaintext
/**
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* cuffsnapping 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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* cuffsnapping 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 cutter_user 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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* cuffsnapping 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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/**
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* Cuffsnapping element! When added to an item allows it to attempt to break cuffs.
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* Depending on certain parameters and variables it might only be able to cut through cable, or take time, etc.
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*
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* Element is only compatible with items.
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*/
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/datum/element/cuffsnapping
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element_flags = ELEMENT_BESPOKE
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argument_hash_start_idx = 2 // let bos cutters paeper cutters and etc do it too
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/// If not null, can snap cable restraints and similar.
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var/snap_time_weak = 0 SECONDS
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/// If not null, can snap handcuffs.
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var/snap_time_strong = null
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/// Note: As of time of writing (5/9/23) it takes 4 seconds to manually remove handcuffs. Anything above that value is a waste of time.
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/datum/element/cuffsnapping/Attach(datum/target, snap_time_weak = 0 SECONDS, snap_time_strong = null)
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. = ..()
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if(!isitem(target))
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stack_trace("cuffsnapping element added to non-item object: \[[target]\]")
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return ELEMENT_INCOMPATIBLE
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src.snap_time_weak = snap_time_weak
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src.snap_time_strong = snap_time_strong
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RegisterSignal(target, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
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RegisterSignal(target, COMSIG_ITEM_ATTACK_SECONDARY, PROC_REF(try_cuffsnap_target))
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RegisterSignal(target, COMSIG_ITEM_REQUESTING_CONTEXT_FOR_TARGET, PROC_REF(add_item_context))
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/datum/element/cuffsnapping/Detach(datum/target)
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UnregisterSignal(target, list(COMSIG_ITEM_ATTACK_SECONDARY, COMSIG_ATOM_EXAMINE, COMSIG_ITEM_REQUESTING_CONTEXT_FOR_TARGET))
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return ..()
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/datum/element/cuffsnapping/proc/add_item_context(obj/item/source, list/context, mob/living/carbon/target, mob/living/user)
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SIGNAL_HANDLER
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if(!iscarbon(target) || !target.handcuffed)
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return NONE
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context[SCREENTIP_CONTEXT_RMB] = "Cut Restraints"
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return CONTEXTUAL_SCREENTIP_SET
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///signal called on parent being examined
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/datum/element/cuffsnapping/proc/on_examine(datum/target, mob/user, list/examine_list)
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SIGNAL_HANDLER
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var/examine_string
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if(isnull(snap_time_weak))
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return
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examine_string = "It looks like it could be used to cut zipties or cable restraints off someone in [snap_time_weak] seconds"
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if(!isnull(snap_time_strong))
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examine_string += ", and handcuffs in [snap_time_strong] seconds."
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else
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examine_string += "."
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examine_list += span_notice(examine_string)
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/datum/element/cuffsnapping/proc/try_cuffsnap_target(obj/item/cutter, mob/living/carbon/target, mob/living/cutter_user, list/modifiers)
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SIGNAL_HANDLER
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if(!istype(target)) //we aren't the kind of mob that can even have cuffs, so we skip.
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return
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if(!target.handcuffed)
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return
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var/obj/item/restraints/handcuffs/cuffs = target.handcuffed
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if(!istype(cuffs))
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return
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if(cuffs.restraint_strength && isnull(src.snap_time_strong))
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cutter_user.visible_message(span_notice("[cutter_user] tries to cut through [target]'s restraints with [cutter], but fails!"))
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playsound(source = get_turf(cutter), soundin = cutter.usesound ? cutter.usesound : cutter.hitsound, vol = cutter.get_clamped_volume(), vary = TRUE)
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return COMPONENT_SKIP_ATTACK
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else if(isnull(src.snap_time_weak))
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cutter_user.visible_message(span_notice("[cutter_user] tries to cut through [target]'s restraints with [cutter], but fails!"))
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playsound(source = get_turf(cutter), soundin = cutter.usesound ? cutter.usesound : cutter.hitsound, vol = cutter.get_clamped_volume(), vary = TRUE)
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return COMPONENT_SKIP_ATTACK
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. = COMPONENT_SKIP_ATTACK
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INVOKE_ASYNC(src, PROC_REF(do_cuffsnap_target), cutter, target, cutter_user, cuffs)
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/datum/element/cuffsnapping/proc/do_cuffsnap_target(obj/item/cutter, mob/living/carbon/target, mob/cutter_user, obj/item/restraints/handcuffs/cuffs)
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if(LAZYACCESS(cutter_user.do_afters, cutter))
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return
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log_combat(cutter_user, target, "cut or tried to cut [target]'s cuffs", cutter)
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var/snap_time = src.snap_time_weak
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if(cuffs.restraint_strength)
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snap_time = src.snap_time_strong
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if(snap_time == 0 || do_after(cutter_user, snap_time, target, interaction_key = cutter)) // If 0 just do it. This to bypass the do_after() creating a needless progress bar.
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cutter_user.do_attack_animation(target, used_item = cutter)
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cutter_user.visible_message(span_notice("[cutter_user] cuts [target]'s restraints with [cutter]!"))
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qdel(target.handcuffed)
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playsound(source = get_turf(cutter), soundin = cutter.usesound ? cutter.usesound : cutter.hitsound, vol = cutter.get_clamped_volume(), vary = TRUE)
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return
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