This commit is contained in:
Timothy Teakettle
2020-06-10 23:14:25 +01:00
parent 8ec5672b85
commit 4c55e86da7
74 changed files with 1495 additions and 386 deletions

View File

@@ -3,16 +3,17 @@
and when it impacts and meets the requirements to stick into something, it instantiates an embedded component. Once the item falls out, the component is destroyed, while the
element survives to embed another day.
There are 2 different things that can be embedded presently: humans, and closed turfs (see: walls)
There are 2 different things that can be embedded presently: carbons, and closed turfs (see: walls)
- Human embedding has all the classical embedding behavior, and tracks more events and signals. The main behaviors and hooks to look for are:
- Carbon embedding has all the classical embedding behavior, and tracks more events and signals. The main behaviors and hooks to look for are:
-- Every process tick, there is a chance to randomly proc pain, controlled by pain_chance. There may also be a chance for the object to fall out randomly, per fall_chance
-- Every time the mob moves, there is a chance to proc jostling pain, controlled by jostle_chance (and only 50% as likely if the mob is walking or crawling)
-- Various signals hooking into human topic() and the embed removal surgery in order to handle removals
-- Various signals hooking into carbon topic() and the embed removal surgery in order to handle removals.
- Turf embedding is much simpler. All we do here is draw an overlay of the item's inhand on the turf, hide the item, and create an HTML link in the turf's inspect
that allows you to rip the item out. There's nothing dynamic about this, so far less checks.
In addition, there are 2 cases of embedding: embedding, and sticking
- Embedding involves harmful and dangerous embeds, whether they cause brute damage, stamina damage, or a mix. This is the default behavior for embeddings, for when something is "pointy"
@@ -23,7 +24,7 @@
Stickables differ from embeds in the following ways:
-- Text descriptors use phrasing like "X is stuck to Y" rather than "X is embedded in Y"
-- There is no slicing sound on impact
-- All damage checks and bloodloss are skipped for humans
-- All damage checks and bloodloss are skipped for carbons
-- Pointy objects create sparks when embedding into a turf
*/
@@ -31,7 +32,7 @@
/datum/component/embedded
dupe_mode = COMPONENT_DUPE_ALLOWED
var/obj/item/bodypart/L
var/obj/item/bodypart/limb
var/obj/item/weapon
// all of this stuff is explained in _DEFINES/combat.dm
@@ -46,6 +47,7 @@
var/jostle_chance
var/jostle_pain_mult
var/pain_stam_pct
var/embed_chance_turf_mod
///if both our pain multiplier and jostle pain multiplier are 0, we're harmless and can omit most of the damage related stuff
var/harmful
@@ -53,6 +55,7 @@
/datum/component/embedded/Initialize(obj/item/I,
datum/thrownthing/throwingdatum,
obj/item/bodypart/part,
embed_chance = EMBED_CHANCE,
fall_chance = EMBEDDED_ITEM_FALLOUT,
pain_chance = EMBEDDED_PAIN_CHANCE,
@@ -63,11 +66,14 @@
ignore_throwspeed_threshold = FALSE,
jostle_chance = EMBEDDED_JOSTLE_CHANCE,
jostle_pain_mult = EMBEDDED_JOSTLE_PAIN_MULTIPLIER,
pain_stam_pct = EMBEDDED_PAIN_STAM_PCT)
pain_stam_pct = EMBEDDED_PAIN_STAM_PCT,
embed_chance_turf_mod = EMBED_CHANCE_TURF_MOD)
if((!ishuman(parent) && !isclosedturf(parent)) || !isitem(I))
if((!iscarbon(parent) && !isclosedturf(parent)) || !isitem(I))
return COMPONENT_INCOMPATIBLE
if(part)
limb = part
src.embed_chance = embed_chance
src.fall_chance = fall_chance
src.pain_chance = pain_chance
@@ -79,35 +85,37 @@
src.jostle_chance = jostle_chance
src.jostle_pain_mult = jostle_pain_mult
src.pain_stam_pct = pain_stam_pct
src.embed_chance_turf_mod = embed_chance_turf_mod
src.weapon = I
if(src.pain_mult || src.jostle_pain_mult)
if(!weapon.isEmbedHarmless())
harmful = TRUE
if(ishuman(parent))
initHuman()
if(iscarbon(parent))
initCarbon()
else if(isclosedturf(parent))
initTurf(throwingdatum)
/datum/component/embedded/RegisterWithParent()
if(ishuman(parent))
if(iscarbon(parent))
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/jostleCheck)
RegisterSignal(parent, COMSIG_HUMAN_EMBED_RIP, .proc/ripOutHuman)
RegisterSignal(parent, COMSIG_HUMAN_EMBED_REMOVAL, .proc/safeRemoveHuman)
RegisterSignal(parent, COMSIG_CARBON_EMBED_RIP, .proc/ripOutCarbon)
RegisterSignal(parent, COMSIG_CARBON_EMBED_REMOVAL, .proc/safeRemoveCarbon)
else if(isclosedturf(parent))
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/examineTurf)
RegisterSignal(parent, COMSIG_PARENT_QDELETING, .proc/itemMoved)
/datum/component/embedded/UnregisterFromParent()
if(ishuman(parent))
UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_HUMAN_EMBED_RIP, COMSIG_HUMAN_EMBED_REMOVAL))
else if(isclosedturf(parent))
UnregisterSignal(parent, COMSIG_PARENT_EXAMINE)
UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_EMBED_RIP, COMSIG_CARBON_EMBED_REMOVAL, COMSIG_PARENT_EXAMINE))
/datum/component/embedded/process()
if(ishuman(parent))
processHuman()
if(iscarbon(parent))
processCarbon()
/datum/component/embedded/Destroy()
if(weapon)
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
if(overlay)
var/atom/A = parent
A.cut_overlay(overlay, TRUE)
@@ -119,84 +127,107 @@
/////////////HUMAN PROCS////////////////
////////////////////////////////////////
/// Set up an instance of embedding for a human. This is basically an extension of Initialize() so not much to say
/datum/component/embedded/proc/initHuman()
/// Set up an instance of embedding for a carbon. This is basically an extension of Initialize() so not much to say
/datum/component/embedded/proc/initCarbon()
START_PROCESSING(SSdcs, src)
var/mob/living/carbon/human/victim = parent
L = pick(victim.bodyparts)
L.embedded_objects |= weapon // on the inside... on the inside...
var/mob/living/carbon/victim = parent
if(!istype(limb))
limb = pick(victim.bodyparts)
limb.embedded_objects |= weapon // on the inside... on the inside...
weapon.forceMove(victim)
RegisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING), .proc/byeItemCarbon)
if(harmful)
victim.visible_message("<span class='danger'>[weapon] embeds itself in [victim]'s [L.name]!</span>","<span class='userdanger'>[weapon] embeds itself in your [L.name]!</span>")
victim.visible_message("<span class='danger'>[weapon] embeds itself in [victim]'s [limb.name]!</span>",ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] embeds itself in your [limb.name]!</span>")
victim.throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
playsound(victim,'sound/weapons/bladeslice.ogg', 40)
weapon.add_mob_blood(victim)//it embedded itself in you, of course it's bloody!
var/damage = weapon.w_class * impact_pain_mult
L.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
else
victim.visible_message("<span class='danger'>[weapon] sticks itself to [victim]'s [L.name]!</span>","<span class='userdanger'>[weapon] sticks itself to your [L.name]!</span>")
victim.visible_message("<span class='danger'>[weapon] sticks itself to [victim]'s [limb.name]!</span>",ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] sticks itself to your [limb.name]!</span>")
/// Called every time a human with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the human is crawling or walking.
/// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking.
/datum/component/embedded/proc/jostleCheck()
var/mob/living/carbon/human/victim = parent
var/mob/living/carbon/victim = parent
var/chance = jostle_chance
if(victim.m_intent == MOVE_INTENT_WALK || victim.lying)
if(victim.m_intent == MOVE_INTENT_WALK || !(victim.mobility_flags & MOBILITY_STAND))
chance *= 0.5
if(prob(chance))
if(harmful && prob(chance))
var/damage = weapon.w_class * jostle_pain_mult
L.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [L.name] jostles and stings!</span>")
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] jostles and stings!</span>")
/// Called when then item randomly falls out of a human. This handles the damage and descriptors, then calls safe_remove()
/datum/component/embedded/proc/fallOutHuman()
var/mob/living/carbon/human/victim = parent
/// Called when then item randomly falls out of a carbon. This handles the damage and descriptors, then calls safe_remove()
/datum/component/embedded/proc/fallOutCarbon()
var/mob/living/carbon/victim = parent
if(harmful)
var/damage = weapon.w_class * remove_pain_mult
L.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
victim.visible_message("<span class='danger'>[weapon] falls out of [victim.name]'s [L.name]!</span>","<span class='userdanger'>[weapon] falls out of your [L.name]!</span>")
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
victim.visible_message("<span class='danger'>[weapon] falls out of [victim.name]'s [limb.name]!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] falls out of your [limb.name]!</span>")
else
victim.visible_message("<span class='danger'>[weapon] falls off of [victim.name]'s [L.name]!</span>","<span class='userdanger'>[weapon] falls off of your [L.name]!</span>")
victim.visible_message("<span class='danger'>[weapon] falls off of [victim.name]'s [limb.name]!</span>", ignored_mobs=victim)
to_chat(victim, "<span class='userdanger'>[weapon] falls off of your [limb.name]!</span>")
safeRemoveHuman()
safeRemoveCarbon()
/// Called when a human with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove()
/datum/component/embedded/proc/ripOutHuman()
var/mob/living/carbon/human/victim = parent
/// Called when a carbon with an object embedded/stuck to them inspects themselves and clicks the appropriate link to begin ripping the item out. This handles the ripping attempt, descriptors, and dealing damage, then calls safe_remove()
/datum/component/embedded/proc/ripOutCarbon(datum/source, obj/item/I, obj/item/bodypart/limb)
if(I != weapon || src.limb != limb)
return
var/mob/living/carbon/victim = parent
var/time_taken = rip_time * weapon.w_class
victim.visible_message("<span class='warning'>[victim] attempts to remove [weapon] from [victim.p_their()] [L.name].</span>","<span class='notice'>You attempt to remove [weapon] from your [L.name]... (It will take [DisplayTimeText(time_taken)].)</span>")
victim.visible_message("<span class='warning'>[victim] attempts to remove [weapon] from [victim.p_their()] [limb.name].</span>","<span class='notice'>You attempt to remove [weapon] from your [limb.name]... (It will take [DisplayTimeText(time_taken)].)</span>")
if(do_after(victim, time_taken, target = victim))
if(!weapon || !L || weapon.loc != victim || !(weapon in L.embedded_objects))
if(!weapon || !limb || weapon.loc != victim || !(weapon in limb.embedded_objects))
qdel(src)
return
if(harmful)
var/damage = weapon.w_class * remove_pain_mult
L.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage) //It hurts to rip it out, get surgery you dingus.
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage) //It hurts to rip it out, get surgery you dingus.
victim.emote("scream")
victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] out of [victim.p_their()] [L.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [L.name].</span>")
victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] out of [victim.p_their()] [limb.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [limb.name].</span>")
else
victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] off of [victim.p_their()] [L.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [L.name].</span>")
victim.visible_message("<span class='notice'>[victim] successfully rips [weapon] off of [victim.p_their()] [limb.name]!</span>", "<span class='notice'>You successfully remove [weapon] from your [limb.name].</span>")
safeRemoveHuman(TRUE)
safeRemoveCarbon(TRUE)
/// This proc handles the final step and actual removal of an embedded/stuck item from a human, whether or not it was actually removed safely.
/// This proc handles the final step and actual removal of an embedded/stuck item from a carbon, whether or not it was actually removed safely.
/// Pass TRUE for to_hands if we want it to go to the victim's hands when they pull it out
/datum/component/embedded/proc/safeRemoveHuman(to_hands)
var/mob/living/carbon/human/victim = parent
L.embedded_objects -= weapon
/datum/component/embedded/proc/safeRemoveCarbon(to_hands)
var/mob/living/carbon/victim = parent
limb.embedded_objects -= weapon
if(!victim)
weapon.forceMove(get_turf(weapon))
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING)) // have to unhook these here so they don't also register as having disappeared
if(!weapon)
if(!victim.has_embedded_objects())
victim.clear_alert("embeddedobject")
SEND_SIGNAL(victim, COMSIG_CLEAR_MOOD_EVENT, "embedded")
qdel(src)
return
if(weapon.unembedded()) // if it deleted itself
weapon = null
if(!victim.has_embedded_objects())
victim.clear_alert("embeddedobject")
SEND_SIGNAL(victim, COMSIG_CLEAR_MOOD_EVENT, "embedded")
qdel(src)
return
if(to_hands)
victim.put_in_hands(weapon)
@@ -209,25 +240,46 @@
qdel(src)
/// Items embedded/stuck to humans both check whether they randomly fall out (if applicable), as well as if the target mob and limb still exists.
/// Items harmfully embedded in humans have an additional check for random pain (if applicable)
/datum/component/embedded/proc/processHuman()
var/mob/living/carbon/human/victim = parent
/// Something deleted or moved our weapon while it was embedded, how rude!
/datum/component/embedded/proc/byeItemCarbon()
var/mob/living/carbon/victim = parent
limb.embedded_objects -= weapon
UnregisterSignal(weapon, list(COMSIG_MOVABLE_MOVED, COMSIG_PARENT_QDELETING))
if(!victim || !L) // in case the victim and/or their limbs exploded (say, due to a sticky bomb)
if(victim)
to_chat(victim, "<span class='userdanger'>\The [weapon] that was embedded in your [limb.name] disappears!</span>")
if(!victim.has_embedded_objects())
victim.clear_alert("embeddedobject")
SEND_SIGNAL(victim, COMSIG_CLEAR_MOOD_EVENT, "embedded")
weapon = null
qdel(src)
/// Items embedded/stuck to carbons both check whether they randomly fall out (if applicable), as well as if the target mob and limb still exists.
/// Items harmfully embedded in carbons have an additional check for random pain (if applicable)
/datum/component/embedded/proc/processCarbon()
var/mob/living/carbon/victim = parent
if(!victim || !limb) // in case the victim and/or their limbs exploded (say, due to a sticky bomb)
weapon.forceMove(get_turf(weapon))
qdel(src)
if(victim.stat == DEAD)
return
if(harmful && prob(pain_chance))
var/damage = weapon.w_class * pain_mult
L.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [L.name] hurts!</span>")
var/damage = weapon.w_class * pain_mult
var/chance = pain_chance
if(pain_stam_pct && victim.stam_paralyzed) //if it's a less-lethal embed, give them a break if they're already stamcritted
chance *= 0.3
damage *= 0.7
if(harmful && prob(chance))
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage)
to_chat(victim, "<span class='userdanger'>[weapon] embedded in your [limb.name] hurts!</span>")
if(prob(fall_chance))
fallOutHuman()
fallOutCarbon()
////////////////////////////////////////
@@ -297,6 +349,7 @@
if(do_after(us, 30, target = parent))
us.put_in_hands(weapon)
weapon.unembedded()
qdel(src)
@@ -304,4 +357,5 @@
/datum/component/embedded/proc/itemMoved()
weapon.invisibility = initial(weapon.invisibility)
weapon.visible_message("<span class='notice'>[weapon] falls loose from [parent].</span>")
weapon.unembedded()
qdel(src)