/* This component is responsible for handling individual instances of embedded objects. The embeddable element is what allows an item to be embeddable and stores its embedding stats, 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: carbons, and closed turfs (see: walls) - 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 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" - Sticking occurs when an item should not cause any harm while embedding (imagine throwing a sticky ball of tape at someone, rather than a shuriken). An item is considered "sticky" when it has 0 for both pain multiplier and jostle pain multiplier. It's a bit arbitrary, but fairly straightforward. 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 carbons -- Pointy objects create sparks when embedding into a turf */ /datum/component/embedded dupe_mode = COMPONENT_DUPE_ALLOWED var/obj/item/bodypart/limb var/obj/item/weapon // all of this stuff is explained in _DEFINES/combat.dm var/embed_chance // not like we really need it once we're already stuck in but hey var/fall_chance var/pain_chance var/pain_mult var/impact_pain_mult var/remove_pain_mult var/rip_time var/ignore_throwspeed_threshold 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 var/mutable_appearance/overlay /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, pain_mult = EMBEDDED_PAIN_MULTIPLIER, remove_pain_mult = EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER, impact_pain_mult = EMBEDDED_IMPACT_PAIN_MULTIPLIER, rip_time = EMBEDDED_UNSAFE_REMOVAL_TIME, ignore_throwspeed_threshold = FALSE, jostle_chance = EMBEDDED_JOSTLE_CHANCE, jostle_pain_mult = EMBEDDED_JOSTLE_PAIN_MULTIPLIER, pain_stam_pct = EMBEDDED_PAIN_STAM_PCT, embed_chance_turf_mod = EMBED_CHANCE_TURF_MOD) 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 src.pain_mult = pain_mult src.remove_pain_mult = remove_pain_mult src.rip_time = rip_time src.impact_pain_mult = impact_pain_mult src.ignore_throwspeed_threshold = ignore_throwspeed_threshold 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(!weapon.isEmbedHarmless()) harmful = TRUE if(iscarbon(parent)) initCarbon() else if(isclosedturf(parent)) initTurf(throwingdatum) /datum/component/embedded/RegisterWithParent() if(iscarbon(parent)) RegisterSignal(parent, COMSIG_MOVABLE_MOVED, .proc/jostleCheck) 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() UnregisterSignal(parent, list(COMSIG_MOVABLE_MOVED, COMSIG_CARBON_EMBED_RIP, COMSIG_CARBON_EMBED_REMOVAL, COMSIG_PARENT_EXAMINE)) /datum/component/embedded/process() 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) qdel(overlay) return ..() //////////////////////////////////////// /////////////HUMAN PROCS//////////////// //////////////////////////////////////// /// 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/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("[weapon] embeds itself in [victim]'s [limb.name]!",ignored_mobs=victim) to_chat(victim, "[weapon] embeds itself in your [limb.name]!") 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 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("[weapon] sticks itself to [victim]'s [limb.name]!",ignored_mobs=victim) to_chat(victim, "[weapon] sticks itself to your [limb.name]!") /// 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/victim = parent var/chance = jostle_chance if(victim.m_intent == MOVE_INTENT_WALK || !(victim.mobility_flags & MOBILITY_STAND)) chance *= 0.5 if(harmful && prob(chance)) var/damage = weapon.w_class * jostle_pain_mult limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage) to_chat(victim, "[weapon] embedded in your [limb.name] jostles and stings!") /// 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 limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage) victim.visible_message("[weapon] falls out of [victim.name]'s [limb.name]!", ignored_mobs=victim) to_chat(victim, "[weapon] falls out of your [limb.name]!") else victim.visible_message("[weapon] falls off of [victim.name]'s [limb.name]!", ignored_mobs=victim) to_chat(victim, "[weapon] falls off of your [limb.name]!") safeRemoveCarbon() /// 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("[victim] attempts to remove [weapon] from [victim.p_their()] [limb.name].","You attempt to remove [weapon] from your [limb.name]... (It will take [DisplayTimeText(time_taken)].)") if(do_after(victim, time_taken, target = victim)) if(!weapon || !limb || weapon.loc != victim || !(weapon in limb.embedded_objects)) qdel(src) return if(harmful) var/damage = weapon.w_class * remove_pain_mult 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("[victim] successfully rips [weapon] out of [victim.p_their()] [limb.name]!", "You successfully remove [weapon] from your [limb.name].") else victim.visible_message("[victim] successfully rips [weapon] off of [victim.p_their()] [limb.name]!", "You successfully remove [weapon] from your [limb.name].") safeRemoveCarbon(TRUE) /// 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/safeRemoveCarbon(to_hands) var/mob/living/carbon/victim = parent limb.embedded_objects -= 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) else weapon.forceMove(get_turf(victim)) if(!victim.has_embedded_objects()) victim.clear_alert("embeddedobject") SEND_SIGNAL(victim, COMSIG_CLEAR_MOOD_EVENT, "embedded") qdel(src) /// 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) to_chat(victim, "\The [weapon] that was embedded in your [limb.name] disappears!") 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 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, "[weapon] embedded in your [limb.name] hurts!") if(prob(fall_chance)) fallOutCarbon() //////////////////////////////////////// //////////////TURF PROCS//////////////// //////////////////////////////////////// /// Turfs are much lower maintenance, since we don't care if they're in pain, but since they don't bleed or scream, we draw an overlay to show their status. /// The only difference pointy/sticky items make here is text descriptors and pointy objects making a spark shower on impact. /datum/component/embedded/proc/initTurf(datum/thrownthing/throwingdatum) var/turf/closed/hit = parent // we can't store the item IN the turf (cause turfs are just kinda... there), so we fake it by making the item invisible and bailing if it moves due to a blast weapon.forceMove(hit) weapon.invisibility = INVISIBILITY_ABSTRACT RegisterSignal(weapon, COMSIG_MOVABLE_MOVED, .proc/itemMoved) var/pixelX = rand(-2, 2) var/pixelY = rand(-1, 3) // bias this upwards since in-hands are usually on the lower end of the sprite switch(throwingdatum.init_dir) if(NORTH) pixelY -= 2 if(SOUTH) pixelY += 2 if(WEST) pixelX += 2 if(EAST) pixelX -= 2 if(throwingdatum.init_dir in list(NORTH, WEST, NORTHWEST, SOUTHWEST)) overlay = mutable_appearance(icon=weapon.righthand_file,icon_state=weapon.item_state) else overlay = mutable_appearance(icon=weapon.lefthand_file,icon_state=weapon.item_state) var/matrix/M = matrix() M.Translate(pixelX, pixelY) overlay.transform = M hit.add_overlay(overlay, TRUE) if(harmful) hit.visible_message("[weapon] embeds itself in [hit]!") playsound(hit,'sound/weapons/bladeslice.ogg', 70) var/datum/effect_system/spark_spread/sparks = new sparks.set_up(1, 1, parent) sparks.attach(parent) sparks.start() else hit.visible_message("[weapon] sticks itself to [hit]!") /datum/component/embedded/proc/examineTurf(datum/source, mob/user, list/examine_list) if(harmful) examine_list += "\t There is \a [weapon] embedded in [parent]!" else examine_list += "\t There is \a [weapon] stuck to [parent]!" /// Someone is ripping out the item from the turf by hand /datum/component/embedded/Topic(datum/source, href_list) var/mob/living/us = usr if(in_range(us, parent) && locate(href_list["embedded_object"]) == weapon) if(harmful) us.visible_message("[us] begins unwedging [weapon] from [parent].", "You begin unwedging [weapon] from [parent]...") else us.visible_message("[us] begins unsticking [weapon] from [parent].", "You begin unsticking [weapon] from [parent]...") if(do_after(us, 30, target = parent)) us.put_in_hands(weapon) weapon.unembedded() qdel(src) /// This proc handles if something knocked the invisible item loose from the turf somehow (probably an explosion). Just make it visible and say it fell loose, then get outta here. /datum/component/embedded/proc/itemMoved() weapon.invisibility = initial(weapon.invisibility) weapon.visible_message("[weapon] falls loose from [parent].") weapon.unembedded() qdel(src)