Files
Paradise/code/game/objects/items/weapons/garrote.dm
warriorstar-orion 525c68d617 Attack chain, initial setup. (pull *immediately* for *any* TM issues) (#26834)
* refactor: Attack chain, initial setup.

* migrate curtain to make dreamchecker happy

* update thurible

* don't call attacked_by separately for legacy attack chain

* remove duplicate proc

* condense similar code, put allowances for legacy code in new procs

* update docs, include diagram source

* add comment on how to update diagram

* fix admonition

* mindflayer updates

* remove commented out code

* clarify all steps

* after_attack should be overridable

* whoops

* retrofit recent changes

* duh, can't restrict this yet because of tool_acts

* i hate ore bags with the fire of a thousand suns

* return correct value for object attack logic

* Various cleanups.

We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.

I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.

* simplify some argument names

* fuck it

* make it do the thing

* Rename CI module call

* Prove that CI works

* improve test output

* aaand fix it again

* fix curtain tool interactions

* fix compile error

* fix compile error

* Better docs, introduce migration plan tool.
2024-12-02 23:36:36 +00:00

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/*
* Contains:
* Traitor fiber wire
* Improvised garrotes
*/
/// 12TC traitor item
/obj/item/garrote
name = "fiber wire"
desc = "A length of razor-thin wire with an elegant wooden handle on either end.<br>You suspect you'd have to be behind the target to use this weapon effectively."
icon = 'icons/obj/weapons/melee.dmi'
icon_state = "garrot_wrap"
w_class = WEIGHT_CLASS_TINY
var/mob/living/carbon/human/strangling
var/improvised = FALSE
var/garrote_time
/obj/item/garrote/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed)
/obj/item/garrote/Destroy()
strangling = null
return ..()
/obj/item/garrote/update_icon_state()
if(strangling) // If we're strangling someone we want our icon to stay wielded
icon_state = "garrot_[improvised ? "I_" : ""]unwrap"
else
icon_state = "garrot_[improvised ? "I_" : ""][HAS_TRAIT(src, TRAIT_WIELDED) ? "un" : ""]wrap"
/// Made via tablecrafting
/obj/item/garrote/improvised
name = "garrote"
desc = "A length of cable with a shoddily-carved wooden handle tied to either end.<br>You suspect you'd have to be behind the target to use this weapon effectively."
icon_state = "garrot_I_wrap"
improvised = TRUE
/obj/item/garrote/improvised/Initialize(mapload)
. = ..()
AddComponent(/datum/component/two_handed, wield_callback = CALLBACK(src, PROC_REF(wield)))
/obj/item/garrote/proc/wield(obj/item/source, mob/living/carbon/user)
if(!strangling)
return
user.visible_message("<span class='notice'>[user] removes [src] from [strangling]'s neck.</span>",
"<span class='warning'>You remove [src] from [strangling]'s neck.</span>")
strangling = null
update_icon(UPDATE_ICON_STATE)
STOP_PROCESSING(SSobj, src)
/obj/item/garrote/attack__legacy__attackchain(mob/living/carbon/M as mob, mob/user as mob)
if(garrote_time > world.time) // Cooldown
return
if(!ishuman(user)) // spap_hand is a proc of /mob/living, user is simply /mob
return
var/mob/living/carbon/human/U = user
if(!HAS_TRAIT(src, TRAIT_WIELDED))
to_chat(user, "<span class = 'warning'>You must use both hands to garrote [M]!</span>")
return
if(!ishuman(M))
to_chat(user, "<span class = 'warning'>You don't think that garroting [M] would be very effective...</span>")
return
if(M == U)
U.suicide() // This will display a prompt for confirmation first.
return
if(M.dir != U.dir && !M.incapacitated())
to_chat(user, "<span class='warning'>You cannot use [src] on [M] from that angle!</span>")
return
if(improvised && ((M.head && (M.head.flags_cover & HEADCOVERSMOUTH)) || (M.wear_mask && (M.wear_mask.flags_cover & MASKCOVERSMOUTH)))) // Improvised garrotes are blocked by mouth-covering items.
to_chat(user, "<span class = 'warning'>[M]'s neck is blocked by something [M.p_theyre()] wearing!</span>")
if(strangling)
to_chat(user, "<span class = 'warning'>You cannot use [src] on two people at once!</span>")
return
attack_self__legacy__attackchain(user)
U.swap_hand() // For whatever reason the grab will not properly work if we don't have the free hand active.
var/obj/item/grab/G = M.grabbedby(U, 1)
U.swap_hand()
if(G && istype(G))
if(improvised) // Improvised garrotes start you off with a passive grab, but will lock you in place. A quick stun to drop items but not to make it unescapable
M.Stun(1 SECONDS)
M.Immobilize(2 SECONDS)
else
G.state = GRAB_NECK
G.hud.icon_state = "kill"
G.hud.name = "kill"
M.AdjustSilence(2 SECONDS)
garrote_time = world.time + 10
START_PROCESSING(SSobj, src)
strangling = M
update_icon(UPDATE_ICON_STATE)
playsound(loc, 'sound/weapons/cablecuff.ogg', 15, TRUE, -10, ignore_walls = FALSE)
M.visible_message("<span class='danger'>[U] comes from behind and begins garroting [M] with [src]!</span>", \
"<span class='userdanger'>[U] begins garroting you with [src]![improvised ? "" : " You are unable to speak!"]</span>", \
"You hear struggling and wire strain against flesh!")
return
/obj/item/garrote/process()
if(!strangling)
// Our mark got gibbed or similar
update_icon(UPDATE_ICON_STATE)
STOP_PROCESSING(SSobj, src)
return
if(!ishuman(loc))
strangling = null
update_icon(UPDATE_ICON_STATE)
STOP_PROCESSING(SSobj, src)
return
var/mob/living/carbon/human/user = loc
var/obj/item/grab/G
if(src == user.r_hand && istype(user.l_hand, /obj/item/grab))
G = user.l_hand
else if(src == user.l_hand && istype(user.r_hand, /obj/item/grab))
G = user.r_hand
else
user.visible_message("<span class='warning'>[user] loses [user.p_their()] grip on [strangling]'s neck.</span>", \
"<span class='warning'>You lose your grip on [strangling]'s neck.</span>")
strangling = null
update_icon(UPDATE_ICON_STATE)
STOP_PROCESSING(SSobj, src)
return
if(!G.affecting)
user.visible_message("<span class='warning'>[user] loses [user.p_their()] grip on [strangling]'s neck.</span>", \
"<span class='warning'>You lose your grip on [strangling]'s neck.</span>")
strangling = null
update_icon(UPDATE_ICON_STATE)
STOP_PROCESSING(SSobj, src)
return
if(G.state < GRAB_NECK) // Only possible with improvised garrotes, essentially this will stun people as if they were aggressively grabbed. Allows for resisting out if you're quick, but not running away.
strangling.Immobilize(3 SECONDS)
if(improvised)
strangling.Stuttering(6 SECONDS)
strangling.apply_damage(2, OXY, "head")
return
strangling.AbsoluteSilence(6 SECONDS) // Non-improvised effects
if(G.state == GRAB_KILL)
strangling.PreventOxyHeal(6 SECONDS)
strangling.AdjustLoseBreath(6 SECONDS)
strangling.apply_damage(4, OXY, "head")
/obj/item/garrote/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is wrapping [src] around [user.p_their()] neck and pulling the handles! It looks like [user.p_theyre()] trying to commit suicide!</span>")
playsound(loc, 'sound/weapons/cablecuff.ogg', 15, TRUE, -10, ignore_walls = FALSE)
return OXYLOSS