section one
This commit is contained in:
@@ -1,3 +1,8 @@
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// the following defines are used for [/datum/component/pellet_cloud/var/list/wound_info_by_part] to store the damage, wound_bonus, and bw_bonus for each bodypart hit
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#define CLOUD_POSITION_DAMAGE 1
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#define CLOUD_POSITION_W_BONUS 2
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#define CLOUD_POSITION_BW_BONUS 3
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/*
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* This component is used when you want to create a bunch of shrapnel or projectiles (say, shrapnel from a fragmentation grenade, or buckshot from a shotgun) from a central point,
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* without necessarily printing a separate message for every single impact. This component should be instantiated right when you need it (like the moment of firing), then activated
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@@ -29,7 +34,10 @@
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var/list/pellets = list()
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/// An associated list with the atom hit as the key and how many pellets they've eaten for the value, for printing aggregate messages
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var/list/targets_hit = list()
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/// For grenades, any /mob/living's the grenade is moved onto, see [/datum/component/pellet_cloud/proc/handle_martyrs()]
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/// Another associated list for hit bodyparts on carbons so we can track how much wounding potential we have for each bodypart
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var/list/wound_info_by_part = list()
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/// For grenades, any /mob/living's the grenade is moved onto, see [/datum/component/pellet_cloud/proc/handle_martyrs]
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var/list/bodies
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/// For grenades, tracking people who die covering a grenade for achievement purposes, see [/datum/component/pellet_cloud/proc/handle_martyrs()]
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var/list/purple_hearts
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@@ -64,6 +72,7 @@
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/datum/component/pellet_cloud/Destroy(force, silent)
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purple_hearts = null
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pellets = null
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wound_info_by_part = null
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targets_hit = null
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bodies = null
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return ..()
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@@ -187,10 +196,26 @@
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break
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///One of our pellets hit something, record what it was and check if we're done (terminated == num_pellets)
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/datum/component/pellet_cloud/proc/pellet_hit(obj/item/projectile/P, atom/movable/firer, atom/target, Angle)
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/datum/component/pellet_cloud/proc/pellet_hit(obj/projectile/P, atom/movable/firer, atom/target, Angle, hit_zone)
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pellets -= P
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terminated++
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hits++
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var/obj/item/bodypart/hit_part
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if(iscarbon(target) && hit_zone)
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var/mob/living/carbon/hit_carbon = target
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hit_part = hit_carbon.get_bodypart(hit_zone)
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if(hit_part)
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target = hit_part
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if(P.wound_bonus != CANT_WOUND) // handle wounding
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// unfortunately, due to how pellet clouds handle finalizing only after every pellet is accounted for, that also means there might be a short delay in dealing wounds if one pellet goes wide
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// while buckshot may reach a target or miss it all in one tick, we also have to account for possible ricochets that may take a bit longer to hit the target
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if(isnull(wound_info_by_part[hit_part]))
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wound_info_by_part[hit_part] = list(0, 0, 0)
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wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE] += P.damage // these account for decay
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wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS] += P.wound_bonus
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wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS] += P.bare_wound_bonus
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P.wound_bonus = CANT_WOUND // actual wounding will be handled aggregate
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targets_hit[target]++
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if(targets_hit[target] == 1)
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RegisterSignal(target, COMSIG_PARENT_QDELETING, .proc/on_target_qdel, override=TRUE)
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@@ -231,13 +256,23 @@
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for(var/atom/target in targets_hit)
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var/num_hits = targets_hit[target]
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UnregisterSignal(target, COMSIG_PARENT_QDELETING)
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if(num_hits > 1)
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target.visible_message("<span class='danger'>[target] is hit by [num_hits] [proj_name]s!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
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to_chat(target, "<span class='userdanger'>You're hit by [num_hits] [proj_name]s!</span>")
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else
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target.visible_message("<span class='danger'>[target] is hit by a [proj_name]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
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to_chat(target, "<span class='userdanger'>You're hit by a [proj_name]!</span>")
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var/obj/item/bodypart/hit_part
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if(isbodypart(target))
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hit_part = target
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target = hit_part.owner
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var/damage_dealt = wound_info_by_part[hit_part][CLOUD_POSITION_DAMAGE]
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var/w_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_W_BONUS]
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var/bw_bonus = wound_info_by_part[hit_part][CLOUD_POSITION_BW_BONUS]
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var/wound_type = (initial(P.damage_type) == BRUTE) ? WOUND_BLUNT : WOUND_BURN // sharpness is handled in the wound rolling
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wound_info_by_part[hit_part] = null
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hit_part.painless_wound_roll(wound_type, damage_dealt, w_bonus, bw_bonus, initial(P.sharpness))
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if(num_hits > 1)
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target.visible_message("<span class='danger'>[target] is hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
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to_chat(target, "<span class='userdanger'>You're hit by [num_hits] [proj_name]s[hit_part ? " in the [hit_part.name]" : ""]!</span>")
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else
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target.visible_message("<span class='danger'>[target] is hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!</span>", null, null, COMBAT_MESSAGE_RANGE, target)
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to_chat(target, "<span class='userdanger'>You're hit by a [proj_name][hit_part ? " in the [hit_part.name]" : ""]!</span>")
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UnregisterSignal(parent, COMSIG_PARENT_PREQDELETED)
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if(queued_delete)
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qdel(parent)
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@@ -281,3 +316,7 @@
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targets_hit -= target
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bodies -= target
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purple_hearts -= target
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#undef CLOUD_POSITION_DAMAGE
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#undef CLOUD_POSITION_W_BONUS
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#undef CLOUD_POSITION_BW_BONUS
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