#define SLAM_COMBO "GH"
#define KICK_COMBO "HH"
#define RESTRAIN_COMBO "GG"
#define PRESSURE_COMBO "DG"
#define CONSECUTIVE_COMBO "DDH"
/datum/martial_art/cqc
name = "CQC"
id = MARTIALART_CQC
help_verb = /mob/living/carbon/human/proc/CQC_help
block_chance = 75
var/just_a_cook = FALSE
var/static/list/areas_under_siege = typecacheof(list(/area/crew_quarters/kitchen,
/area/crew_quarters/cafeteria,
/area/crew_quarters/bar))
/datum/martial_art/cqc/under_siege
name = "Close Quarters Cooking"
just_a_cook = TRUE
/datum/martial_art/cqc/proc/drop_restraining()
restraining = FALSE
/datum/martial_art/cqc/can_use(mob/living/carbon/human/H)
var/area/A = get_area(H)
if(just_a_cook && !(is_type_in_typecache(A, areas_under_siege)))
return FALSE
return ..()
/datum/martial_art/cqc/proc/check_streak(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!can_use(A))
return FALSE
if(findtext(streak,SLAM_COMBO))
streak = ""
Slam(A,D)
return TRUE
if(findtext(streak,KICK_COMBO))
streak = ""
Kick(A,D)
return TRUE
if(findtext(streak,RESTRAIN_COMBO))
streak = ""
Restrain(A,D)
return TRUE
if(findtext(streak,PRESSURE_COMBO))
streak = ""
Pressure(A,D)
return TRUE
if(findtext(streak,CONSECUTIVE_COMBO))
streak = ""
Consecutive(A,D)
return FALSE
/datum/martial_art/cqc/proc/Slam(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!can_use(A))
return FALSE
if(!D.stat || !D.IsKnockdown())
D.visible_message("[A] slams [D] into the ground!", \
"[A] slams you into the ground!")
playsound(get_turf(A), 'sound/weapons/slam.ogg', 50, 1, -1)
D.apply_damage(10, BRUTE)
D.Knockdown(120)
log_combat(A, D, "slammed (CQC)")
return TRUE
/datum/martial_art/cqc/proc/Kick(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!can_use(A))
return FALSE
if(!D.stat || !D.IsKnockdown())
D.visible_message("[A] kicks [D] back!", \
"[A] kicks you back!")
playsound(get_turf(A), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
var/atom/throw_target = get_edge_target_turf(D, A.dir)
D.throw_at(throw_target, 1, 14, A)
D.apply_damage(10, BRUTE)
log_combat(A, D, "kicked (CQC)")
if(D.IsKnockdown() && !D.stat)
D.visible_message("[A] kicks [D]'s head, knocking [D.p_them()] out!", \
"[A] kicks your head, knocking you out!")
playsound(get_turf(A), 'sound/weapons/genhit1.ogg', 50, 1, -1)
D.SetSleeping(300)
D.adjustOrganLoss(ORGAN_SLOT_BRAIN, 15, 150)
return TRUE
/datum/martial_art/cqc/proc/Pressure(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!can_use(A))
return FALSE
D.visible_message("[A] forces their arm on [D]'s neck!")
D.adjustStaminaLoss(60)
playsound(get_turf(A), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
return TRUE
/datum/martial_art/cqc/proc/Restrain(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(restraining)
return
if(!can_use(A))
return FALSE
if(!D.stat)
D.visible_message("[A] locks [D] into a restraining position!", \
"[A] locks you into a restraining position!")
D.adjustStaminaLoss(20)
D.Stun(100)
restraining = TRUE
addtimer(CALLBACK(src, .proc/drop_restraining), 50, TIMER_UNIQUE)
return TRUE
/datum/martial_art/cqc/proc/Consecutive(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!can_use(A))
return FALSE
if(!D.stat)
D.visible_message("[A] strikes [D]'s abdomen, neck and back consecutively", \
"[A] strikes your abdomen, neck and back consecutively!")
playsound(get_turf(D), 'sound/weapons/cqchit2.ogg', 50, 1, -1)
var/obj/item/I = D.get_active_held_item()
if(I && D.temporarilyRemoveItemFromInventory(I))
A.put_in_hands(I)
D.adjustStaminaLoss(50)
D.apply_damage(25, BRUTE)
return TRUE
/datum/martial_art/cqc/grab_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!can_use(A))
return FALSE
add_to_streak("G",D)
if(check_streak(A,D))
return TRUE
if(A.grab_state >= GRAB_AGGRESSIVE)
D.grabbedby(A, 1)
else
A.start_pulling(D, 1)
if(A.pulling)
D.stop_pulling()
log_combat(A, D, "grabbed", addition="aggressively")
A.grab_state = GRAB_AGGRESSIVE //Instant aggressive grab
return TRUE
/datum/martial_art/cqc/harm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!can_use(A))
return FALSE
add_to_streak("H",D)
if(check_streak(A,D))
return TRUE
log_combat(A, D, "attacked (CQC)")
A.do_attack_animation(D)
var/picked_hit_type = pick("CQC'd", "Big Bossed")
var/bonus_damage = 13
if(D.IsKnockdown() || D.resting || D.lying)
bonus_damage += 5
picked_hit_type = "stomps on"
D.apply_damage(bonus_damage, BRUTE)
if(picked_hit_type == "kicks" || picked_hit_type == "stomps on")
playsound(get_turf(D), 'sound/weapons/cqchit2.ogg', 50, 1, -1)
else
playsound(get_turf(D), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
D.visible_message("[A] [picked_hit_type] [D]!", \
"[A] [picked_hit_type] you!")
log_combat(A, D, "[picked_hit_type] (CQC)")
if(A.resting && !D.stat && !D.IsKnockdown())
D.visible_message("[A] leg sweeps [D]!", \
"[A] leg sweeps you!")
playsound(get_turf(A), 'sound/effects/hit_kick.ogg', 50, 1, -1)
D.apply_damage(10, BRUTE)
D.Knockdown(60)
log_combat(A, D, "sweeped (CQC)")
return TRUE
/datum/martial_art/cqc/disarm_act(mob/living/carbon/human/A, mob/living/carbon/human/D)
if(!can_use(A))
return FALSE
add_to_streak("D",D)
var/obj/item/I = null
if(check_streak(A,D))
return TRUE
if(prob(65))
if(!D.stat || !D.IsKnockdown() || !restraining)
I = D.get_active_held_item()
D.visible_message("[A] strikes [D]'s jaw with their hand!", \
"[A] strikes your jaw, disorienting you!")
playsound(get_turf(D), 'sound/weapons/cqchit1.ogg', 50, 1, -1)
if(I && D.temporarilyRemoveItemFromInventory(I))
A.put_in_hands(I)
D.Jitter(2)
D.apply_damage(5, BRUTE)
else
D.visible_message("[A] attempted to disarm [D]!", \
"[A] attempted to disarm [D]!")
playsound(D, 'sound/weapons/punchmiss.ogg', 25, 1, -1)
log_combat(A, D, "disarmed (CQC)", "[I ? " grabbing \the [I]" : ""]")
if(restraining && A.pulling == D)
D.visible_message("[A] puts [D] into a chokehold!", \
"[A] puts you into a chokehold!")
D.SetSleeping(400)
restraining = FALSE
if(A.grab_state < GRAB_NECK)
A.grab_state = GRAB_NECK
else
restraining = FALSE
return FALSE
return TRUE
/mob/living/carbon/human/proc/CQC_help()
set name = "Remember The Basics"
set desc = "You try to remember some of the basics of CQC."
set category = "CQC"
to_chat(usr, "You try to remember some of the basics of CQC.")
to_chat(usr, "Slam: Grab Harm. Slam opponent into the ground, knocking them down.")
to_chat(usr, "CQC Kick: Disarm Harm Harm. Knocks opponent away. Knocks out stunned or knocked down opponents.")
to_chat(usr, "Restrain: Grab Grab. Locks opponents into a restraining position, disarm to knock them out with a choke hold.")
to_chat(usr, "Pressure: Disarm Grab. Decent stamina damage.")
to_chat(usr, "Consecutive CQC: Disarm Disarm Harm. Mainly offensive move, huge damage and decent stamina damage.")
to_chat(usr, "In addition, by having your throw mode on when being attacked, you enter an active defense mode where you have a chance to block and sometimes even counter attacks done to you.")