{"action":"created","comment":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/comments/30283987","id":30283987,"diff_hunk":"@@ -2255,6 +2255,172 @@ void mattack::tentacle(monster *z, int index)\n     g->u.check_dead_state();\n }\n \n+\n+void mattack::pull_enemy(monster *z, int index)\n+{\n+    int t;\n+    int t2 = 0;\n+    Creature *target = z->attack_target();\n+    monster *zz = dynamic_cast<monster*>(target);\n+    if( target == nullptr || rl_dist( z->pos(), target->pos() ) > 3\n+            || rl_dist( z->pos(), target->pos() ) <= 1 || !z->sees(*target, t)) {\n+        return;\n+    }\n+\n+    player *foe = dynamic_cast< player* >( target );\n+    std::vector<tripoint> line = line_to( z->pos(), target->pos(), t, t2 );\n+    bool seen = g->u.sees( *z );\n+\n+    z->reset_special(index); // Reset timer\n+    z->moves -= 150;\n+\n+    for (auto &i : line){\n+        const ter_t &terrain = g->m.ter_at(i);\n+        //Player can't be pulled though bars\n+        if (terrain.movecost == 0 ){\n+            add_msg( _(\"The %s flings its arms at you, but they bounce off the %s\"), z->name().c_str(), terrain.name.c_str() );\n+            return;\n+        }\n+    }\n+    bool uncanny = target->uncanny_dodge();\n+\n+    if( uncanny || dodge_check(z, target) ) {\n+        z->moves -=200;\n+        if( foe != nullptr ) {\n+            if( seen ) {\n+                auto msg_type = foe == &g->u ? m_warning : m_info;\n+                foe->add_msg_player_or_npc( msg_type, _(\"The %s's arms fly out at you, but you dodge!\"),\n+                                                      _(\"The %s's arms fly out at <npcname>, but they dodge!\"),\n+                                            z->name().c_str() );\n+            }\n+            if( !uncanny ) {\n+                target->on_dodge( z, z->type->melee_skill * 2 );\n+            }\n+        } else if( seen ) {\n+            add_msg( _(\"The %s's arms fly out at %s, but they miss and sail past!\"), z->name().c_str(), target->disp_name().c_str() );\n+        }\n+        return;\n+    }\n+\n+    const int dir = g->m.coord_to_angle( z->posx(), z->posy(), target->posx(), target->posy() ); //Orientation of where you'll end up\n+    tileray tdir(dir);\n+    int range = (z->type->melee_sides * z->type->melee_dice) / 10;\n+    tripoint pt = target->pos();\n+    while (range > 0) {\n+        if( foe != nullptr ) {\n+        tdir.advance();\n+        pt.x = z->posx() + tdir.dx();\n+        pt.y = z->posy() + tdir.dy();\n+        if( target->is_player() && ( pt.x < SEEX * int(MAPSIZE / 2) || pt.y < SEEY * int(MAPSIZE / 2) ||\n+            pt.x >= SEEX * (1 + int(MAPSIZE / 2)) || pt.y >= SEEY * (1 + int(MAPSIZE / 2)) ) ) {\n+            g->update_map( pt.x, pt.y );\n+        }\n+        if (foe->in_vehicle) {\n+            g->m.unboard_vehicle(foe->pos());\n+        }\n+        foe->setpos( pt );\n+    }\n+    else {\n+        zz->setpos( pt );\n+    }\n+        range--;\n+        if( seen ) {\n+            g->draw();\n+        }\n+    }\n+    if( seen ) {\n+        add_msg( _(\"The %s's arms fly out and pull %s back!\"), z->name().c_str(), target->disp_name().c_str() );\n+    }\n+}\n+\n+void mattack::grab(monster *z, int index)\n+{\n+    if( !z->can_act() ) {\n+        return;\n+    }\n+    Creature *target = z->attack_target();\n+    if( target == nullptr || rl_dist( z->pos(), target->pos() ) > 1 ) {\n+        return;\n+    }\n+\n+    player *foe = dynamic_cast< player* >( target );\n+    bool seen = g->u.sees( *z );\n+\n+    z->reset_special(index); // Reset timer\n+    z->moves -= 80;\n+    bool uncanny = target->uncanny_dodge();\n+    if( uncanny || dodge_check(z, target) ){\n+        if( foe != nullptr ) {\n+            if( seen ) {\n+                auto msg_type = foe == &g->u ? m_warning : m_info;\n+                target->add_msg_player_or_npc( msg_type, _(\"The %s gropes at you, but you dodge!\"),\n+                                                      _(\"The %s gropes at <npcname>, but they dodge!\"),\n+                                            z->name().c_str() );\n+            }\n+            if( !uncanny ) {\n+                target->on_dodge( z, z->type->melee_skill * 2 );\n+            }\n+    } else if( seen ) {\n+        add_msg( _(\"The %s gropes at %s, but misses!\"), z->name().c_str(), target->disp_name().c_str() );\n+    }\n+    return;\n+    }\n+    target->add_msg_player_or_npc(m_bad, _(\"%s grabs you!\"), _(\"%s grabs <npcname>!\"),\n+                                z->disp_name().c_str());\n+    if (foe == nullptr){","path":"src/monattack.cpp","position":143,"original_position":143,"commit_id":"5530b8dd63a8db042ba13a99eeb89dabd96b4326","original_commit_id":"5530b8dd63a8db042ba13a99eeb89dabd96b4326","user":{"login":"Coolthulhu","id":1878860,"avatar_url":"https://avatars.githubusercontent.com/u/1878860?v=3","gravatar_id":"","url":"https://api.github.com/users/Coolthulhu","html_url":"https://github.com/Coolthulhu","followers_url":"https://api.github.com/users/Coolthulhu/followers","following_url":"https://api.github.com/users/Coolthulhu/following{/other_user}","gists_url":"https://api.github.com/users/Coolthulhu/gists{/gist_id}","starred_url":"https://api.github.com/users/Coolthulhu/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Coolthulhu/subscriptions","organizations_url":"https://api.github.com/users/Coolthulhu/orgs","repos_url":"https://api.github.com/users/Coolthulhu/repos","events_url":"https://api.github.com/users/Coolthulhu/events{/privacy}","received_events_url":"https://api.github.com/users/Coolthulhu/received_events","type":"User","site_admin":false},"body":"Yeah, that would fit well too. You could even unify them into one function: grab resistance. It could return some number that could be used both for grabbing and dragging, because in most cases dragging involves grabbing in some way.\r\n\r\nBut if you want to keep them separate, it would be good if the drag check wasn't just a drag check, but something like stability check that would protect not just from dragging, but also knockback. They're quite similar, just that knockback generally involves more force.","created_at":"2015-05-13T22:50:36Z","updated_at":"2015-05-13T22:50:36Z","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12314#discussion_r30283987","pull_request_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/12314","_links":{"self":{"href":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/comments/30283987"},"html":{"href":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12314#discussion_r30283987"},"pull_request":{"href":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/12314"}}},"pull_request":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/12314","id":34882710,"html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12314","diff_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12314.diff","patch_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/12314.patch","issue_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/12314","number":12314,"state":"open","locked":false,"title":"[Review]Grappler Zombie and grabbing ablility for zombies","user":{"login":"PropaneSoup","id":5740367,"avatar_url":"https://avatars.githubusercontent.com/u/5740367?v=3","gravatar_id":"","url":"https://api.github.com/users/PropaneSoup","html_url":"https://github.com/PropaneSoup","followers_url":"https://api.github.com/users/PropaneSoup/followers","following_url":"https://api.github.com/users/PropaneSoup/following{/other_user}","gists_url":"https://api.github.com/users/PropaneSoup/gists{/gist_id}","starred_url":"https://api.github.com/users/PropaneSoup/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/PropaneSoup/subscriptions","organizations_url":"https://api.github.com/users/PropaneSoup/orgs","repos_url":"https://api.github.com/users/PropaneSoup/repos","events_url":"https://api.github.com/users/PropaneSoup/events{/privacy}","received_events_url":"https://api.github.com/users/PropaneSoup/received_events","type":"User","site_admin":false},"body":"This PR introduces an evolution for the grabber zombie, the grappler zombie. The grappler zombie is slightly beefed up health and attack-wise from the grabber, but the biggest difference is the grappler's new attack, pulling enemies. When you are 3 or less tiles away, the grappler will grab you and 'fling' you toward itself, usually dragging you into a small swarm, or out of your window, or in one of my testings, straight off your motorcycle!\r\nThough should you be one square (or less) away, the grappler will instead pin you to the ground and not allow you to move for a few turns.\r\n\r\nAlong with the monster/attacks comes the spawns, minimum day for upgrading from the grabber is 6, and it can very occasionally naturally spawn before that.","created_at":"2015-05-07T04:39:12Z","updated_at":"2015-05-13T22:50:36Z","closed_at":null,"merged_at":null,"merge_commit_sha":"4dba8fea2e5c3b814bb1b7b8d6738081b003b9e6","assignee":null,"milestone":null,"commits_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/12314/commits","review_comments_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/12314/comments","review_comment_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/comments{/number}","comments_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/12314/comments","statuses_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/statuses/5530b8dd63a8db042ba13a99eeb89dabd96b4326","head":{"label":"PropaneSoup:Grabber-zombies","ref":"Grabber-zombies","sha":"5530b8dd63a8db042ba13a99eeb89dabd96b4326","user":{"login":"PropaneSoup","id":5740367,"avatar_url":"https://avatars.githubusercontent.com/u/5740367?v=3","gravatar_id":"","url":"https://api.github.com/users/PropaneSoup","html_url":"https://github.com/PropaneSoup","followers_url":"https://api.github.com/users/PropaneSoup/followers","following_url":"https://api.github.com/users/PropaneSoup/following{/other_user}","gists_url":"https://api.github.com/users/PropaneSoup/gists{/gist_id}","starred_url":"https://api.github.com/users/PropaneSoup/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/PropaneSoup/subscriptions","organizations_url":"https://api.github.com/users/PropaneSoup/orgs","repos_url":"https://api.github.com/users/PropaneSoup/repos","events_url":"https://api.github.com/users/PropaneSoup/events{/privacy}","received_events_url":"https://api.github.com/users/PropaneSoup/received_events","type":"User","site_admin":false},"repo":{"id":29934805,"name":"Cataclysm-DDA","full_name":"PropaneSoup/Cataclysm-DDA","owner":{"login":"PropaneSoup","id":5740367,"avatar_url":"https://avatars.githubusercontent.com/u/5740367?v=3","gravatar_id":"","url":"https://api.github.com/users/PropaneSoup","html_url":"https://github.com/PropaneSoup","followers_url":"https://api.github.com/users/PropaneSoup/followers","following_url":"https://api.github.com/users/PropaneSoup/following{/other_user}","gists_url":"https://api.github.com/users/PropaneSoup/gists{/gist_id}","starred_url":"https://api.github.com/users/PropaneSoup/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/PropaneSoup/subscriptions","organizations_url":"https://api.github.com/users/PropaneSoup/orgs","repos_url":"https://api.github.com/users/PropaneSoup/repos","events_url":"https://api.github.com/users/PropaneSoup/events{/privacy}","received_events_url":"https://api.github.com/users/PropaneSoup/received_events","type":"User","site_admin":false},"private":false,"html_url":"https://github.com/PropaneSoup/Cataclysm-DDA","description":"Cataclysm - Dark Days Ahead. 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