Files
Polaris/code/modules/mob/mob_grab.dm
Neerti ea6128f986 Adds Modifier System, Changes Some Ling Stuff
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc.  The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
2017-04-18 21:23:59 -04:00

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#define UPGRADE_COOLDOWN 40
#define UPGRADE_KILL_TIMER 100
///Process_Grab()
///Called by client/Move()
///Checks to see if you are grabbing or being grabbed by anything and if moving will affect your grab.
/client/proc/Process_Grab()
//if we are being grabbed
if(isliving(mob))
var/mob/living/L = mob
if(!L.canmove && L.grabbed_by.len)
L.resist() //shortcut for resisting grabs
//if we are grabbing someone
for(var/obj/item/weapon/grab/G in list(L.l_hand, L.r_hand))
G.reset_kill_state() //no wandering across the station/asteroid while choking someone
/obj/item/weapon/grab
name = "grab"
icon = 'icons/mob/screen1.dmi'
icon_state = "reinforce"
flags = 0
var/obj/screen/grab/hud = null
var/mob/living/affecting = null
var/mob/living/carbon/human/assailant = null
var/state = GRAB_PASSIVE
var/allow_upgrade = 1
var/last_action = 0
var/last_hit_zone = 0
var/force_down //determines if the affecting mob will be pinned to the ground
var/dancing //determines if assailant and affecting keep looking at each other. Basically a wrestling position
layer = 21
abstract = 1
item_state = "nothing"
w_class = ITEMSIZE_HUGE
/obj/item/weapon/grab/New(mob/user, mob/victim)
..()
loc = user
assailant = user
affecting = victim
if(affecting.anchored || !assailant.Adjacent(victim))
qdel(src)
return
affecting.grabbed_by += src
hud = new /obj/screen/grab(src)
hud.icon_state = "reinforce"
icon_state = "grabbed"
hud.name = "reinforce grab"
hud.master = src
//check if assailant is grabbed by victim as well
if(assailant.grabbed_by)
for (var/obj/item/weapon/grab/G in assailant.grabbed_by)
if(G.assailant == affecting && G.affecting == assailant)
G.dancing = 1
G.adjust_position()
dancing = 1
//stop pulling the affected
if(assailant.pulling == affecting)
assailant.stop_pulling()
adjust_position()
//Used by throw code to hand over the mob, instead of throwing the grab. The grab is then deleted by the throw code.
/obj/item/weapon/grab/proc/throw_held()
if(affecting)
if(affecting.buckled)
return null
if(state >= GRAB_AGGRESSIVE)
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1)
return affecting
return null
//This makes sure that the grab screen object is displayed in the correct hand.
/obj/item/weapon/grab/proc/synch()
if(affecting)
if(assailant.r_hand == src)
hud.screen_loc = ui_rhand
else
hud.screen_loc = ui_lhand
/obj/item/weapon/grab/process()
if(gcDestroyed) // GC is trying to delete us, we'll kill our processing so we can cleanly GC
return PROCESS_KILL
confirm()
if(!assailant)
qdel(src) // Same here, except we're trying to delete ourselves.
return PROCESS_KILL
if(assailant.client)
assailant.client.screen -= hud
assailant.client.screen += hud
if(state <= GRAB_AGGRESSIVE)
allow_upgrade = 1
//disallow upgrading if we're grabbing more than one person
if((assailant.l_hand && assailant.l_hand != src && istype(assailant.l_hand, /obj/item/weapon/grab)))
var/obj/item/weapon/grab/G = assailant.l_hand
if(G.affecting != affecting)
allow_upgrade = 0
if((assailant.r_hand && assailant.r_hand != src && istype(assailant.r_hand, /obj/item/weapon/grab)))
var/obj/item/weapon/grab/G = assailant.r_hand
if(G.affecting != affecting)
allow_upgrade = 0
//disallow upgrading past aggressive if we're being grabbed aggressively
for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
if(G == src) continue
if(G.state >= GRAB_AGGRESSIVE)
allow_upgrade = 0
if(allow_upgrade)
if(state < GRAB_AGGRESSIVE)
hud.icon_state = "reinforce"
else
hud.icon_state = "reinforce1"
else
hud.icon_state = "!reinforce"
if(state >= GRAB_AGGRESSIVE)
affecting.drop_l_hand()
affecting.drop_r_hand()
if(iscarbon(affecting))
handle_eye_mouth_covering(affecting, assailant, assailant.zone_sel.selecting)
if(force_down)
if(affecting.loc != assailant.loc || size_difference(affecting, assailant) > 0)
force_down = 0
else
affecting.Weaken(2)
if(state >= GRAB_NECK)
affecting.Stun(3)
if(isliving(affecting))
var/mob/living/L = affecting
L.adjustOxyLoss(1)
if(state >= GRAB_KILL)
//affecting.apply_effect(STUTTER, 5) //would do this, but affecting isn't declared as mob/living for some stupid reason.
affecting.stuttering = max(affecting.stuttering, 5) //It will hamper your voice, being choked and all.
affecting.Weaken(5) //Should keep you down unless you get help.
affecting.losebreath = max(affecting.losebreath + 2, 3)
adjust_position()
/obj/item/weapon/grab/proc/handle_eye_mouth_covering(mob/living/carbon/target, mob/user, var/target_zone)
var/announce = (target_zone != last_hit_zone) //only display messages when switching between different target zones
last_hit_zone = target_zone
switch(target_zone)
if(O_MOUTH)
if(announce)
user.visible_message("<span class='warning'>\The [user] covers [target]'s mouth!</span>")
if(target.silent < 3)
target.silent = 3
if(O_EYES)
if(announce)
assailant.visible_message("<span class='warning'>[assailant] covers [affecting]'s eyes!</span>")
if(affecting.eye_blind < 3)
affecting.Blind(3)
/obj/item/weapon/grab/attack_self()
return s_click(hud)
//Updating pixelshift, position and direction
//Gets called on process, when the grab gets upgraded or the assailant moves
/obj/item/weapon/grab/proc/adjust_position()
if(affecting.buckled)
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
return
if(affecting.lying && state != GRAB_KILL)
animate(affecting, pixel_x = 0, pixel_y = 0, 5, 1, LINEAR_EASING)
if(force_down)
affecting.set_dir(SOUTH) //face up
return
var/shift = 0
var/adir = get_dir(assailant, affecting)
affecting.layer = 4
switch(state)
if(GRAB_PASSIVE)
shift = 8
if(dancing) //look at partner
shift = 10
assailant.set_dir(get_dir(assailant, affecting))
if(GRAB_AGGRESSIVE)
shift = 12
if(GRAB_NECK, GRAB_UPGRADING)
shift = -10
adir = assailant.dir
affecting.set_dir(assailant.dir)
affecting.loc = assailant.loc
if(GRAB_KILL)
shift = 0
adir = 1
affecting.set_dir(SOUTH) //face up
affecting.loc = assailant.loc
switch(adir)
if(NORTH)
animate(affecting, pixel_x = 0, pixel_y =-shift, 5, 1, LINEAR_EASING)
affecting.layer = 3.9
if(SOUTH)
animate(affecting, pixel_x = 0, pixel_y = shift, 5, 1, LINEAR_EASING)
if(WEST)
animate(affecting, pixel_x = shift, pixel_y = 0, 5, 1, LINEAR_EASING)
if(EAST)
animate(affecting, pixel_x =-shift, pixel_y = 0, 5, 1, LINEAR_EASING)
/obj/item/weapon/grab/proc/s_click(obj/screen/S)
if(!affecting)
return
if(state == GRAB_UPGRADING)
return
if(!assailant.canClick())
return
if(world.time < (last_action + UPGRADE_COOLDOWN))
return
if(!assailant.canmove || assailant.lying)
qdel(src)
return
last_action = world.time
if(state < GRAB_AGGRESSIVE)
if(!allow_upgrade)
return
if(!affecting.lying || size_difference(affecting, assailant) > 0)
assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
else
assailant.visible_message("<span class='warning'>[assailant] pins [affecting] down to the ground (now hands)!</span>")
apply_pinning(affecting, assailant)
state = GRAB_AGGRESSIVE
icon_state = "grabbed1"
hud.icon_state = "reinforce1"
else if(state < GRAB_NECK)
if(isslime(affecting))
assailant << "<span class='notice'>You squeeze [affecting], but nothing interesting happens.</span>"
return
assailant.visible_message("<span class='warning'>[assailant] has reinforced \his grip on [affecting] (now neck)!</span>")
state = GRAB_NECK
icon_state = "grabbed+1"
assailant.set_dir(get_dir(assailant, affecting))
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>"
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>"
msg_admin_attack("[key_name(assailant)] grabbed the neck of [key_name(affecting)]")
hud.icon_state = "kill"
hud.name = "kill"
affecting.Stun(10) //10 ticks of ensured grab
else if(state < GRAB_UPGRADING)
assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
hud.icon_state = "kill1"
state = GRAB_KILL
assailant.visible_message("<span class='danger'>[assailant] has tightened \his grip on [affecting]'s neck!</span>")
affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>"
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
affecting.setClickCooldown(10)
affecting.losebreath += 1
affecting.set_dir(WEST)
adjust_position()
//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
/obj/item/weapon/grab/proc/confirm()
if(!assailant || !affecting)
qdel(src)
return 0
if(affecting)
if(!isturf(assailant.loc) || ( !isturf(affecting.loc) || assailant.loc != affecting.loc && get_dist(assailant, affecting) > 1) )
qdel(src)
return 0
return 1
/obj/item/weapon/grab/attack(mob/M, mob/living/user)
if(!affecting)
return
if(world.time < (last_action + 20))
return
last_action = world.time
reset_kill_state() //using special grab moves will interrupt choking them
//clicking on the victim while grabbing them
if(M == affecting)
if(ishuman(affecting))
var/mob/living/carbon/human/H = affecting
var/hit_zone = assailant.zone_sel.selecting
flick(hud.icon_state, hud)
switch(assailant.a_intent)
if(I_HELP)
if(force_down)
assailant << "<span class='warning'>You are no longer pinning [affecting] to the ground.</span>"
force_down = 0
return
if(state >= GRAB_AGGRESSIVE)
H.apply_pressure(assailant, hit_zone)
else
inspect_organ(affecting, assailant, hit_zone)
if(I_GRAB)
jointlock(affecting, assailant, hit_zone)
if(I_HURT)
if(hit_zone == O_EYES)
attack_eye(affecting, assailant)
else if(hit_zone == BP_HEAD)
headbutt(affecting, assailant)
else
dislocate(affecting, assailant, hit_zone)
if(I_DISARM)
pin_down(affecting, assailant)
//clicking on yourself while grabbing them
if(M == assailant && state >= GRAB_AGGRESSIVE)
devour(affecting, assailant)
/obj/item/weapon/grab/dropped()
loc = null
if(!destroying)
qdel(src)
/obj/item/weapon/grab/proc/reset_kill_state()
if(state == GRAB_KILL)
assailant.visible_message("<span class='warning'>[assailant] lost \his tight grip on [affecting]'s neck!</span>")
hud.icon_state = "kill"
state = GRAB_NECK
/obj/item/weapon/grab/proc/handle_resist()
var/grab_name
var/break_strength = 1
var/list/break_chance_table = list(100)
switch(state)
//if(GRAB_PASSIVE)
if(GRAB_AGGRESSIVE)
grab_name = "grip"
//Being knocked down makes it harder to break a grab, so it is easier to cuff someone who is down without forcing them into unconsciousness.
if(!affecting.incapacitated(INCAPACITATION_KNOCKDOWN))
break_strength++
break_chance_table = list(15, 60, 100)
if(GRAB_NECK)
grab_name = "headlock"
//If the you move when grabbing someone then it's easier for them to break free. Same if the affected mob is immune to stun.
if(world.time - assailant.l_move_time < 30 || !affecting.stunned)
break_strength++
break_chance_table = list(3, 18, 45, 100)
if(GRAB_KILL)
grab_name = "stranglehold"
break_chance_table = list(5, 20, 40, 80, 100)
//It's easier to break out of a grab by a smaller mob
break_strength += max(size_difference(affecting, assailant), 0)
var/break_chance = break_chance_table[Clamp(break_strength, 1, break_chance_table.len)]
if(prob(break_chance))
if(state == GRAB_KILL)
reset_kill_state()
return
else if(grab_name)
affecting.visible_message("<span class='warning'>[affecting] has broken free of [assailant]'s [grab_name]!</span>")
qdel(src)
//returns the number of size categories between affecting and assailant, rounded. Positive means A is larger than B
/obj/item/weapon/grab/proc/size_difference(mob/A, mob/B)
return mob_size_difference(A.mob_size, B.mob_size)
/obj/item/weapon/grab
var/destroying = 0
/obj/item/weapon/grab/Destroy()
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
affecting.layer = 4
if(affecting)
affecting.grabbed_by -= src
affecting = null
if(assailant)
if(assailant.client)
assailant.client.screen -= hud
assailant = null
qdel(hud)
hud = null
destroying = 1 // stops us calling qdel(src) on dropped()
..()