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* Gunpoints now take half a second to activate, make gasp sounds, and briefly immobilize the shooter and target, other small balance changes (#74036) ## About The Pull Request This PR messes around with gunpoints a bit, with the purpose of making them more viable in certain scenarios without making them obnoxious. The biggest change is that gunpoints now require a 0.5 second do_after() where neither the shooter nor the target moves, and immobilizes both of them for 0.75 seconds if point blank, or half that if you're 2 tiles away. Originally you were supposed to only be able to initiate a gunpoint from point-blank, but #56601 seems to have removed that requirement, so we'll run with it and just leave it as advantageous to gunpoint closer up. The do_after() reinforces that it should be used as an ambush tactic, and so you can't use it on someone who's actively fleeing or fighting you. Getting held up will now make you emit a shocked gasp sound, a la Metal Gear Solid, which combined with the short immobilize will hopefully make it more noticeable that someone's pointing a gun at you. Holdups will now immediately give a 25% bonus to damage and wounds, instead of having to wait 2.5 seconds to hit the double damage stage. Finally, right clicking someone that you're holding up will no longer shoot them. That just feels like good consistency. ## Why It's Good For The Game Hopefully makes gunpoints a little more viable for when you want to stick someone who's not expecting it up without them immediately jetting off. In the future I'd like to ape Baycode and let the gunman have an action that toggles whether the victim is allowed to move, so you can order them to move to a second location without instantly shooting them, but that'll come later. ## Changelog 🆑 Ryll/Shaps balance: Holding someone at gunpoint now requires both the shooter and the victim to hold still for half a second before activating, so you can't hold-up people fleeing or fighting you. After that, it will briefly immobilize the both of you, 0.75 seconds if adjacent, or half that if you're two tiles away. Nuke ops are immune to the immobilization, since they're ready to die anyways. balance: Holding someone up will immediately apply a 1.25x damage and wound multiplier, rather than waiting 2.5 seconds to hit 2x. soundadd: Being held up will now make the victim play a sharp gasp sound, a la Metal Gear Solid. qol: Trying to hold someone up that you're already holding up will no longer shoot them. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Gunpoints now take half a second to activate, make gasp sounds, and briefly immobilize the shooter and target, other small balance changes --------- Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com>
202 lines
8.9 KiB
Plaintext
202 lines
8.9 KiB
Plaintext
/// How long it takes from the gunpoint is initiated to reach stage 2
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#define GUNPOINT_DELAY_STAGE_2 (2.5 SECONDS)
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/// How long it takes from stage 2 starting to move up to stage 3
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#define GUNPOINT_DELAY_STAGE_3 (7.5 SECONDS)
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/// If the projectile doesn't have a wound_bonus of CANT_WOUND, we add (this * the stage mult) to their wound_bonus and bare_wound_bonus upon triggering
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#define GUNPOINT_BASE_WOUND_BONUS 5
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/// How much the damage and wound bonus mod is multiplied when you're on stage 1
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#define GUNPOINT_MULT_STAGE_1 1.25
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/// As above, for stage 2
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#define GUNPOINT_MULT_STAGE_2 2
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/// As above, for stage 3
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#define GUNPOINT_MULT_STAGE_3 2.5
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/datum/component/gunpoint
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dupe_mode = COMPONENT_DUPE_UNIQUE
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/// Who we're holding up
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var/mob/living/target
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/// The gun we're holding them up with
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var/obj/item/gun/weapon
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/// Which stage we're on
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var/stage = 1
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/// How much the damage and wound values will be multiplied by
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var/damage_mult = GUNPOINT_MULT_STAGE_1
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/// If TRUE, we're committed to firing the shot, for async purposes
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var/point_of_no_return = FALSE
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// *extremely bad russian accent* no!
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/datum/component/gunpoint/Initialize(mob/living/targ, obj/item/gun/wep)
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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var/mob/living/shooter = parent
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target = targ
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weapon = wep
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RegisterSignals(targ, list(COMSIG_MOB_ATTACK_HAND, COMSIG_MOB_ITEM_ATTACK, COMSIG_MOVABLE_MOVED, COMSIG_MOB_FIRED_GUN), PROC_REF(trigger_reaction))
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RegisterSignals(weapon, list(COMSIG_ITEM_DROPPED, COMSIG_ITEM_EQUIPPED), PROC_REF(cancel))
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var/distance = min(get_dist(shooter, target), 1) // treat 0 distance as adjacent
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var/distance_description = (distance <= 1 ? "point blank " : "")
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shooter.visible_message(span_danger("[shooter] aims [weapon] [distance_description]at [target]!"),
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span_danger("You aim [weapon] [distance_description]at [target]!"), ignored_mobs = target)
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to_chat(target, span_userdanger("[shooter] aims [weapon] [distance_description]at you!"))
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shooter.Immobilize(0.75 SECONDS / distance)
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if(!HAS_TRAIT(target, TRAIT_NOFEAR_HOLDUPS))
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target.Immobilize(0.75 SECONDS / distance)
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target.emote("gaspshock", intentional = FALSE)
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add_memory_in_range(target, 7, /datum/memory/held_at_gunpoint, protagonist = target, deuteragonist = shooter, antagonist = weapon)
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shooter.apply_status_effect(/datum/status_effect/holdup, shooter)
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target.apply_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
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target.do_alert_animation()
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target.playsound_local(target.loc, 'sound/machines/chime.ogg', 50, TRUE)
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target.add_mood_event("gunpoint", /datum/mood_event/gunpoint)
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if(istype(weapon, /obj/item/gun/ballistic/rocketlauncher) && weapon.chambered)
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if(target.stat == CONSCIOUS && IS_NUKE_OP(shooter) && !IS_NUKE_OP(target) && (locate(/obj/item/disk/nuclear) in target.get_contents()) && shooter.client)
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shooter.client.give_award(/datum/award/achievement/misc/rocket_holdup, shooter)
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addtimer(CALLBACK(src, PROC_REF(update_stage), 2), GUNPOINT_DELAY_STAGE_2)
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/datum/component/gunpoint/Destroy(force, silent)
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var/mob/living/shooter = parent
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shooter.remove_status_effect(/datum/status_effect/holdup)
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target.remove_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
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target.clear_mood_event("gunpoint")
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return ..()
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/datum/component/gunpoint/RegisterWithParent()
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RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(check_deescalate))
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RegisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE, PROC_REF(flinch))
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RegisterSignal(parent, COMSIG_MOB_ATTACK_HAND, PROC_REF(check_shove))
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RegisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT, PROC_REF(check_deescalate))
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RegisterSignals(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP), PROC_REF(check_bump))
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/datum/component/gunpoint/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
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UnregisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE)
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UnregisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT)
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UnregisterSignal(parent, COMSIG_MOB_ATTACK_HAND)
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UnregisterSignal(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP))
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///If the shooter bumps the target, cancel the holdup to avoid cheesing and forcing the charged shot
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/datum/component/gunpoint/proc/check_bump(atom/B, atom/A)
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SIGNAL_HANDLER
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if(A != target)
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return
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var/mob/living/shooter = parent
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shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
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span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
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to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
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qdel(src)
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///If the shooter shoves or grabs the target, cancel the holdup to avoid cheesing and forcing the charged shot
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/datum/component/gunpoint/proc/check_shove(mob/living/carbon/shooter, mob/shooter_again, mob/living/T, datum/martial_art/attacker_style, modifiers)
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SIGNAL_HANDLER
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if(T != target || LAZYACCESS(modifiers, RIGHT_CLICK))
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return
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shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
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span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
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to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
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qdel(src)
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///Update the damage multiplier for whatever stage we're entering into
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/datum/component/gunpoint/proc/update_stage(new_stage)
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if(check_deescalate())
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return
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stage = new_stage
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if(stage == 2)
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to_chat(parent, span_danger("You steady [weapon] on [target]."))
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to_chat(target, span_userdanger("[parent] has steadied [weapon] on you!"))
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damage_mult = GUNPOINT_MULT_STAGE_2
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addtimer(CALLBACK(src, PROC_REF(update_stage), 3), GUNPOINT_DELAY_STAGE_3)
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else if(stage == 3)
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to_chat(parent, span_danger("You have fully steadied [weapon] on [target]."))
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to_chat(target, span_userdanger("[parent] has fully steadied [weapon] on you!"))
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damage_mult = GUNPOINT_MULT_STAGE_3
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///Cancel the holdup if the shooter moves out of sight or out of range of the target
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/datum/component/gunpoint/proc/check_deescalate()
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SIGNAL_HANDLER
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if(!can_see(parent, target, GUNPOINT_SHOOTER_STRAY_RANGE))
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cancel()
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return TRUE
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///Bang bang, we're firing a charged shot off
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/datum/component/gunpoint/proc/trigger_reaction()
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SIGNAL_HANDLER
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INVOKE_ASYNC(src, PROC_REF(async_trigger_reaction))
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/datum/component/gunpoint/proc/async_trigger_reaction()
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var/mob/living/shooter = parent
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shooter.remove_status_effect(/datum/status_effect/holdup) // try doing these before the trigger gets pulled since the target (or shooter even) may not exist after pulling the trigger, dig?
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target.remove_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
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target.clear_mood_event("gunpoint")
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if(point_of_no_return)
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return
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point_of_no_return = TRUE
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if(weapon.chambered && weapon.chambered.loaded_projectile)
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weapon.chambered.loaded_projectile.damage *= damage_mult
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if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
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weapon.chambered.loaded_projectile.wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
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weapon.chambered.loaded_projectile.bare_wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
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var/fired = weapon.fire_gun(target, shooter)
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if(!fired && weapon.chambered?.loaded_projectile)
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weapon.chambered.loaded_projectile.damage /= damage_mult
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if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
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weapon.chambered.loaded_projectile.wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
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weapon.chambered.loaded_projectile.bare_wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
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qdel(src)
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///Shooter canceled their shot, either by dropping/equipping their weapon, leaving sight/range, or clicking on the alert
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/datum/component/gunpoint/proc/cancel()
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SIGNAL_HANDLER
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var/mob/living/shooter = parent
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shooter.visible_message(span_danger("[shooter] breaks [shooter.p_their()] aim on [target]!"), \
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span_danger("You are no longer aiming [weapon] at [target]."), ignored_mobs = target)
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to_chat(target, span_userdanger("[shooter] breaks [shooter.p_their()] aim on you!"))
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qdel(src)
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///If the shooter is hit by an attack, they have a 50% chance to flinch and fire. If it hit the arm holding the trigger, it's an 80% chance to fire instead
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/datum/component/gunpoint/proc/flinch(attacker, damage, damagetype, def_zone)
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SIGNAL_HANDLER
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var/mob/living/shooter = parent
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if(attacker == shooter)
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return // somehow this wasn't checked for months but no one tried punching themselves to initiate the shot, amazing
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var/flinch_chance = 50
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var/gun_hand = LEFT_HANDS
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if(shooter.held_items[RIGHT_HANDS] == weapon)
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gun_hand = RIGHT_HANDS
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if((def_zone == BODY_ZONE_L_ARM && gun_hand == LEFT_HANDS) || (def_zone == BODY_ZONE_R_ARM && gun_hand == RIGHT_HANDS))
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flinch_chance = 80
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if(prob(flinch_chance))
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shooter.visible_message(span_danger("[shooter] flinches!"), \
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span_danger("You flinch!"))
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INVOKE_ASYNC(src, PROC_REF(trigger_reaction))
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#undef GUNPOINT_DELAY_STAGE_2
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#undef GUNPOINT_DELAY_STAGE_3
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#undef GUNPOINT_BASE_WOUND_BONUS
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#undef GUNPOINT_MULT_STAGE_1
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#undef GUNPOINT_MULT_STAGE_2
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#undef GUNPOINT_MULT_STAGE_3
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