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VOREStation/code/modules/mob/mob_grab.dm
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Cameron Lennox d5849910e5 Begin clickcode attack_self fix (#18797)
* Begin clickcode attack_self fix

Begins the work to make everything call back to parent for attack_self so that signals are sacred.

* Makes MORE things call the attack_self() parent

Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'.

* Finishes making the rest of attack_self call parent.

As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items.

* begone foul demon

* some more cleanup

* These

* GOD this was annoying

* yeh

* Fix this

* fLARES

* Thesee too

* toys!

* Even more!

* More fixes

* Even more

* rest of em

* these too

* Update syndie.dm

* hardref clear

* Update code/game/gamemodes/nuclear/pinpointer.dm

* Update code/game/objects/effects/mines.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/blueprints_vr.dm

* Update code/game/objects/items/contraband_vr.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/gunbox_vr.dm

* Update code/game/objects/items/weapons/gift_wrappaper.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/crayons.dm

* Update code/game/objects/items/gunbox.dm

* these too

* Update maintpanel_stack.dm

* angry warning

* Fixes packaged snacks.

Fixes improper var default.

* Special handling for these

* proper poly types

* Fixes magclaws

Makes the 'features' it had just part  of base magboots that can be adjusted via varswap.

* Fixes jackets

Fixes https://github.com/VOREStation/VOREStation/issues/18941

* Small bugfix

Makes p_Theyre properly capitialize
Makes examine show proper wording

* Update gift_wrappaper.dm
2025-12-29 13:21:10 -05:00

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#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/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/grab
name = "grab"
icon = 'icons/mob/screen1.dmi'
icon_state = "reinforce"
item_flags = DROPDEL | NOSTRIP
var/atom/movable/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
abstract = 1
item_state = "nothing"
w_class = ITEMSIZE_HUGE
/obj/item/grab/Initialize(mapload, mob/victim)
. = ..()
assailant = loc
affecting = victim
if(!istype(assailant) || !istype(affecting) || affecting.anchored || !assailant.Adjacent(victim))
return INITIALIZE_HINT_QDEL
affecting.grabbed_by += src
affecting.reveal(span_warning("You are revealed as [assailant] grabs you."))
assailant.reveal(span_warning("You reveal yourself as you grab [affecting]."))
hud = new /atom/movable/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/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/grab/proc/throw_held()
if(affecting)
if(affecting.buckled)
return null
if(state >= GRAB_AGGRESSIVE)
animate(affecting, pixel_x = initial(affecting.pixel_x), pixel_y = initial(affecting.pixel_y), 4, 1)
return affecting
return null
//This makes sure that the grab screen object is displayed in the correct hand.
/obj/item/grab/proc/synch() //why is this needed?
if(QDELETED(src))
return
if(affecting)
if(assailant.r_hand == src)
hud.screen_loc = ui_rhand
else
hud.screen_loc = ui_lhand
/obj/item/grab/process()
if(QDELETED(src)) // 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/grab)))
var/obj/item/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/grab)))
var/obj/item/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/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/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_warning("\The [user] covers [target]'s mouth!"))
if(target.silent < 3)
target.silent = 3
if(O_EYES)
if(announce)
assailant.visible_message(span_warning("[assailant] covers [affecting]'s eyes!"))
if(affecting.eye_blind < 3)
affecting.Blind(3)
//VOREStation Edit
if(BP_HEAD)
if(force_down)
if(user.a_intent == I_HELP)
if(announce)
assailant.visible_message(span_warning("[assailant] sits on [target]'s face!"))
//VOREStation Edit End
/obj/item/grab/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
return s_click(hud)
//Updating pixelshift, position and direction
//Gets called on process, when the grab gets upgraded or the assailant moves
/obj/item/grab/proc/adjust_position()
if(!affecting)
qdel(src)
return
if(affecting.buckled)
animate(affecting, pixel_x = initial(affecting.pixel_x), pixel_y = initial(affecting.pixel_y), 4, 1, LINEAR_EASING)
return
if(affecting.lying && state != GRAB_KILL)
animate(affecting, pixel_x = initial(affecting.pixel_x), pixel_y = initial(affecting.pixel_y), 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 = MOB_LAYER
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 = initial(affecting.pixel_x), pixel_y =-shift, 5, 1, LINEAR_EASING)
affecting.layer = BELOW_MOB_LAYER
if(SOUTH)
animate(affecting, pixel_x = initial(affecting.pixel_x), pixel_y = shift, 5, 1, LINEAR_EASING)
if(WEST)
animate(affecting, pixel_x = shift, pixel_y = initial(affecting.pixel_y), 5, 1, LINEAR_EASING)
if(EAST)
animate(affecting, pixel_x =-shift, pixel_y = initial(affecting.pixel_y), 5, 1, LINEAR_EASING)
/obj/item/grab/proc/s_click(atom/movable/screen/S)
if(QDELETED(src))
return
if(!affecting)
return
if(state == GRAB_UPGRADING)
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_warning("[assailant] has grabbed [affecting] aggressively (now hands)!"))
else
assailant.visible_message(span_warning("[assailant] pins [affecting] down to the ground (now hands)!"))
apply_pinning(affecting, assailant)
state = GRAB_AGGRESSIVE
icon_state = "grabbed1"
hud.icon_state = "reinforce1"
add_attack_logs(assailant, affecting, "Aggressively grabbed", FALSE) // Not important enough to notify admins, but still helpful.
else if(state < GRAB_NECK)
if(isslime(affecting))
to_chat(assailant, span_notice("You squeeze [affecting], but nothing interesting happens."))
return
assailant.visible_message(span_warning("[assailant] has reinforced [assailant.p_their()] grip on [affecting] (now neck)!"))
state = GRAB_NECK
icon_state = "grabbed+1"
assailant.set_dir(get_dir(assailant, affecting))
add_attack_logs(assailant,affecting,"Neck grabbed")
hud.icon_state = "kill"
hud.name = "kill"
affecting.Stun(10) //10 ticks of ensured grab
else if(state < GRAB_UPGRADING)
assailant.visible_message(span_danger("[assailant] starts to tighten [assailant.p_their()] grip on [affecting]'s neck!"))
hud.icon_state = "kill1"
state = GRAB_KILL
assailant.visible_message(span_danger("[assailant] has tightened [assailant.p_their()] grip on [affecting]'s neck!"))
add_attack_logs(assailant,affecting,"Strangled")
affecting.setClickCooldown(10)
affecting.AdjustLosebreath(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/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/grab/attack(mob/M, mob/living/user)
if(QDELETED(src))
return
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)
to_chat(assailant, span_warning("You are no longer pinning [affecting] to the ground."))
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)
/obj/item/grab/proc/reset_kill_state()
if(state == GRAB_KILL)
assailant.visible_message(span_warning("[assailant] lost [assailant.p_their()] tight grip on [affecting]'s neck!"))
hud.icon_state = "kill"
state = GRAB_NECK
/obj/item/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/prob_mult = 1
var/mob/living/carbon/human/grabbee = affecting
var/mob/living/carbon/human/grabber = assailant
if(istype(grabbee))
prob_mult /= grabbee.species.grab_resist_divisor_self
break_strength += grabbee.species.grab_power_self
if(istype(grabber))
prob_mult /= grabber.species.grab_resist_divisor_victims
break_strength += grabber.species.grab_power_victims
var/break_chance = CLAMP(prob_mult*break_chance_table[CLAMP(break_strength, 1, break_chance_table.len)],0,100)
if(prob(break_chance))
if(state == GRAB_KILL)
reset_kill_state()
return
else if(grab_name)
affecting.visible_message(span_warning("[affecting] has broken free of [assailant]'s [grab_name]!"))
qdel(src)
//returns the number of size categories between affecting and assailant, rounded. Positive means A is larger than B
/obj/item/grab/proc/size_difference(mob/A, mob/B)
return mob_size_difference(A.mob_size, B.mob_size)
/obj/item/grab/Destroy()
animate(affecting, pixel_x = initial(affecting.pixel_x), pixel_y = initial(affecting.pixel_y), 4, 1, LINEAR_EASING)
affecting.reset_plane_and_layer()
if(affecting)
affecting.grabbed_by -= src
affecting = null
if(assailant)
if(assailant.client)
assailant.client.screen -= hud
assailant = null
qdel(hud)
hud = null
return ..()
#undef UPGRADE_KILL_TIMER