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gunpoint.dm
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gunpoint.dm
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/// How many tiles around the target the shooter can roam without losing their shot
#define GUNPOINT_SHOOTER_STRAY_RANGE 2
/// How long it takes from the gunpoint is initiated to reach stage 2
#define GUNPOINT_DELAY_STAGE_2 (2.5 SECONDS)
/// How long it takes from stage 2 starting to move up to stage 3
#define GUNPOINT_DELAY_STAGE_3 (7.5 SECONDS)
/// If the projectile doesn't have a wound_bonus of CANT_WOUND, we add (this * the stage mult) to their wound_bonus and bare_wound_bonus upon triggering
#define GUNPOINT_BASE_WOUND_BONUS 5
/// How much the damage and wound bonus mod is multiplied when you're on stage 1
#define GUNPOINT_MULT_STAGE_1 1
/// As above, for stage 2
#define GUNPOINT_MULT_STAGE_2 2
/// As above, for stage 3
#define GUNPOINT_MULT_STAGE_3 2.5
/datum/component/gunpoint
dupe_mode = COMPONENT_DUPE_UNIQUE
var/mob/living/target
var/obj/item/gun/weapon
var/stage = 1
var/damage_mult = GUNPOINT_MULT_STAGE_1
var/point_of_no_return = FALSE
// *extremely bad russian accent* no!
/datum/component/gunpoint/Initialize(mob/living/targ, obj/item/gun/wep)
if(!isliving(parent))
return COMPONENT_INCOMPATIBLE
var/mob/living/shooter = parent
target = targ
weapon = wep
RegisterSignals(targ, list(COMSIG_MOB_ATTACK_HAND, COMSIG_MOB_ITEM_ATTACK, COMSIG_MOVABLE_MOVED, COMSIG_MOB_FIRED_GUN), PROC_REF(trigger_reaction))
RegisterSignals(weapon, list(COMSIG_ITEM_DROPPED, COMSIG_ITEM_EQUIPPED), PROC_REF(cancel))
shooter.visible_message(span_danger("[shooter] aims [weapon] point blank at [target]!"), \
span_danger("You aim [weapon] point blank at [target]!"), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] aims [weapon] point blank at you!"))
add_memory_in_range(target, 7, /datum/memory/held_at_gunpoint, protagonist = target, deuteragonist = shooter, antagonist = weapon)
shooter.apply_status_effect(/datum/status_effect/holdup, shooter)
target.apply_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
if(istype(weapon, /obj/item/gun/ballistic/rocketlauncher) && weapon.chambered)
if(target.stat == CONSCIOUS && IS_NUKE_OP(shooter) && !IS_NUKE_OP(target) && (locate(/obj/item/disk/nuclear) in target.get_contents()) && shooter.client)
shooter.client.give_award(/datum/award/achievement/misc/rocket_holdup, shooter)
target.do_alert_animation()
target.playsound_local(target.loc, 'sound/machines/chime.ogg', 50, TRUE)
target.add_mood_event("gunpoint", /datum/mood_event/gunpoint)
addtimer(CALLBACK(src, PROC_REF(update_stage), 2), GUNPOINT_DELAY_STAGE_2)
/datum/component/gunpoint/Destroy(force, silent)
var/mob/living/shooter = parent
shooter.remove_status_effect(/datum/status_effect/holdup)
target.remove_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
target.clear_mood_event("gunpoint")
return ..()
/datum/component/gunpoint/RegisterWithParent()
RegisterSignal(parent, COMSIG_MOVABLE_MOVED, PROC_REF(check_deescalate))
RegisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE, PROC_REF(flinch))
RegisterSignal(parent, COMSIG_MOB_ATTACK_HAND, PROC_REF(check_shove))
RegisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT, PROC_REF(check_deescalate))
RegisterSignals(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP), PROC_REF(check_bump))
/datum/component/gunpoint/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_MOVABLE_MOVED)
UnregisterSignal(parent, COMSIG_MOB_APPLY_DAMAGE)
UnregisterSignal(parent, COMSIG_MOB_UPDATE_SIGHT)
UnregisterSignal(parent, COMSIG_MOB_ATTACK_HAND)
UnregisterSignal(parent, list(COMSIG_LIVING_START_PULL, COMSIG_MOVABLE_BUMP))
///If the shooter bumps the target, cancel the holdup to avoid cheesing and forcing the charged shot
/datum/component/gunpoint/proc/check_bump(atom/B, atom/A)
SIGNAL_HANDLER
if(A != target)
return
var/mob/living/shooter = parent
shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
qdel(src)
///If the shooter shoves or grabs the target, cancel the holdup to avoid cheesing and forcing the charged shot
/datum/component/gunpoint/proc/check_shove(mob/living/carbon/shooter, mob/shooter_again, mob/living/T, datum/martial_art/attacker_style, modifiers)
SIGNAL_HANDLER
if(T != target || LAZYACCESS(modifiers, RIGHT_CLICK))
return
shooter.visible_message(span_danger("[shooter] bumps into [target] and fumbles [shooter.p_their()] aim!"), \
span_danger("You bump into [target] and fumble your aim!"), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] bumps into you and fumbles [shooter.p_their()] aim!"))
qdel(src)
///Update the damage multiplier for whatever stage we're entering into
/datum/component/gunpoint/proc/update_stage(new_stage)
if(check_deescalate())
return
stage = new_stage
if(stage == 2)
to_chat(parent, span_danger("You steady [weapon] on [target]."))
to_chat(target, span_userdanger("[parent] has steadied [weapon] on you!"))
damage_mult = GUNPOINT_MULT_STAGE_2
addtimer(CALLBACK(src, PROC_REF(update_stage), 3), GUNPOINT_DELAY_STAGE_3)
else if(stage == 3)
to_chat(parent, span_danger("You have fully steadied [weapon] on [target]."))
to_chat(target, span_userdanger("[parent] has fully steadied [weapon] on you!"))
damage_mult = GUNPOINT_MULT_STAGE_3
///Cancel the holdup if the shooter moves out of sight or out of range of the target
/datum/component/gunpoint/proc/check_deescalate()
SIGNAL_HANDLER
if(!can_see(parent, target, GUNPOINT_SHOOTER_STRAY_RANGE))
cancel()
return TRUE
///Bang bang, we're firing a charged shot off
/datum/component/gunpoint/proc/trigger_reaction()
SIGNAL_HANDLER
INVOKE_ASYNC(src, PROC_REF(async_trigger_reaction))
/datum/component/gunpoint/proc/async_trigger_reaction()
var/mob/living/shooter = parent
shooter.remove_status_effect(/datum/status_effect/holdup) // try doing these before the trigger gets pulled since the target (or shooter even) may not exist after pulling the trigger, dig?
target.remove_status_effect(/datum/status_effect/grouped/heldup, REF(shooter))
target.clear_mood_event("gunpoint")
if(point_of_no_return)
return
point_of_no_return = TRUE
if(weapon.chambered && weapon.chambered.loaded_projectile)
weapon.chambered.loaded_projectile.damage *= damage_mult
if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
weapon.chambered.loaded_projectile.wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
weapon.chambered.loaded_projectile.bare_wound_bonus += damage_mult * GUNPOINT_BASE_WOUND_BONUS
var/fired = weapon.fire_gun(target, shooter)
if(!fired && weapon.chambered?.loaded_projectile)
weapon.chambered.loaded_projectile.damage /= damage_mult
if(weapon.chambered.loaded_projectile.wound_bonus != CANT_WOUND)
weapon.chambered.loaded_projectile.wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
weapon.chambered.loaded_projectile.bare_wound_bonus -= damage_mult * GUNPOINT_BASE_WOUND_BONUS
qdel(src)
///Shooter canceled their shot, either by dropping/equipping their weapon, leaving sight/range, or clicking on the alert
/datum/component/gunpoint/proc/cancel()
SIGNAL_HANDLER
var/mob/living/shooter = parent
shooter.visible_message(span_danger("[shooter] breaks [shooter.p_their()] aim on [target]!"), \
span_danger("You are no longer aiming [weapon] at [target]."), ignored_mobs = target)
to_chat(target, span_userdanger("[shooter] breaks [shooter.p_their()] aim on you!"))
qdel(src)
///If the shooter is hit by an attack, they have a 50% chance to flinch and fire. If it hit the arm holding the trigger, it's an 80% chance to fire instead
/datum/component/gunpoint/proc/flinch(attacker, damage, damagetype, def_zone)
SIGNAL_HANDLER
var/mob/living/shooter = parent
if(attacker == shooter)
return // somehow this wasn't checked for months but no one tried punching themselves to initiate the shot, amazing
var/flinch_chance = 50
var/gun_hand = LEFT_HANDS
if(shooter.held_items[RIGHT_HANDS] == weapon)
gun_hand = RIGHT_HANDS
if((def_zone == BODY_ZONE_L_ARM && gun_hand == LEFT_HANDS) || (def_zone == BODY_ZONE_R_ARM && gun_hand == RIGHT_HANDS))
flinch_chance = 80
if(prob(flinch_chance))
shooter.visible_message(span_danger("[shooter] flinches!"), \
span_danger("You flinch!"))
INVOKE_ASYNC(src, PROC_REF(trigger_reaction))
#undef GUNPOINT_DELAY_STAGE_2
#undef GUNPOINT_DELAY_STAGE_3
#undef GUNPOINT_BASE_WOUND_BONUS
#undef GUNPOINT_MULT_STAGE_1
#undef GUNPOINT_MULT_STAGE_2
#undef GUNPOINT_MULT_STAGE_3