mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-26 10:02:28 +00:00
183 lines
4.3 KiB
Plaintext
183 lines
4.3 KiB
Plaintext
// Generic damage proc (slimes and monkeys).
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/atom/proc/attack_generic(mob/user as mob)
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return 0
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/*
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Humans:
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Adds an exception for gloves, to allow special glove types like the ninja ones.
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Otherwise pretty standard.
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*/
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/mob/living/carbon/human/UnarmedAttack(var/atom/A, var/proximity)
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if(!..())
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return
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// Special glove functions:
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// If the gloves do anything, have them return 1 to stop
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// normal attack_hand() here.
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var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
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if(istype(G) && G.Touch(A,1))
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return
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A.attack_hand(src)
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/atom/proc/attack_hand(mob/user as mob)
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return
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/mob/living/carbon/human/RestrainedClickOn(var/atom/A)
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return
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/mob/living/carbon/human/RangedAttack(var/atom/A)
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if(!gloves && !mutations.len) return
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var/obj/item/clothing/gloves/G = gloves
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if((LASER in mutations) && a_intent == "hurt")
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LaserEyes(A) // moved into a proc below
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else if(istype(G) && G.Touch(A,0)) // for magic gloves
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return
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else if(TK in mutations)
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switch(get_dist(src,A))
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if(1 to 5) // not adjacent may mean blocked by window
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next_move += 2
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if(5 to 7)
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next_move += 5
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if(8 to 15)
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next_move += 10
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if(16 to 128)
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return
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A.attack_tk(src)
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/mob/living/RestrainedClickOn(var/atom/A)
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return
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/*
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Monkeys
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*/
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/mob/living/carbon/monkey/UnarmedAttack(var/atom/A, var/proximity)
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if(!..())
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return
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A.attack_hand(src)
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/*
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Monkey RestrainedClickOn() was apparently the
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one and only use of all of the restrained click code
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(except to stop you from doing things while handcuffed);
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moving it here instead of various hand_p's has simplified
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things considerably
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*/
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/mob/living/carbon/monkey/RestrainedClickOn(var/atom/A)
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if(a_intent != "harm" || !ismob(A)) return
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if(istype(wear_mask, /obj/item/clothing/mask/muzzle))
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return
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var/mob/living/carbon/ML = A
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var/dam_zone = ran_zone(pick("chest", "l_hand", "r_hand", "l_leg", "r_leg"))
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var/armor = ML.run_armor_check(dam_zone, "melee")
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if(prob(75))
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ML.apply_damage(rand(1,3), BRUTE, dam_zone, armor)
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for(var/mob/O in viewers(ML, null))
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O.show_message("\red <B>[name] has bit [ML]!</B>", 1)
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if(armor >= 2) return
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if(ismonkey(ML))
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for(var/datum/disease/D in viruses)
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if(istype(D, /datum/disease/jungle_fever))
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ML.contract_disease(D,1,0)
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else
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for(var/mob/O in viewers(ML, null))
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O.show_message("\red <B>[src] has attempted to bite [ML]!</B>", 1)
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/*
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Aliens
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*/
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/mob/living/carbon/alien/RestrainedClickOn(var/atom/A)
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return
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/mob/living/carbon/alien/UnarmedAttack(var/atom/A, var/proximity)
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if(!..())
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return 0
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A.attack_generic(src,rand(5,6),"bitten")
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/*
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Slimes
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Nothing happening here
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*/
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/mob/living/carbon/slime/RestrainedClickOn(var/atom/A)
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return
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/mob/living/carbon/slime/UnarmedAttack(var/atom/A, var/proximity)
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if(!..())
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return
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// Eating
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if(Victim)
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return
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// Basic attack.
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A.attack_generic(src, (is_adult ? rand(20,40) : rand(5,25)), "glomped")
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// Handle mob shocks.
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var/mob/living/M = A
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if(istype(M) && powerlevel > 0 && !istype(A,/mob/living/carbon/slime))
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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if(H.species.flags & IS_SYNTHETIC || (H.species.siemens_coefficient<0.5))
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return
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var/power = max(0,min(10,(powerlevel+rand(0,3))))
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var/stunprob = 10
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switch(power*10)
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if(1 to 2) stunprob = 20
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if(3 to 4) stunprob = 30
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if(5 to 6) stunprob = 40
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if(7 to 8) stunprob = 60
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if(9) stunprob = 70
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if(10) stunprob = 95
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if(prob(stunprob))
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powerlevel = max(0,powerlevel-3)
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src.visible_message("\red <B>The [name] has shocked [M]!</B>")
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M.Weaken(power)
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M.Stun(power)
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if (M.stuttering < power) M.stuttering = power
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var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
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s.set_up(5, 1, M)
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s.start()
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if(prob(stunprob) && powerlevel >= 8)
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M.adjustFireLoss(powerlevel * rand(6,10))
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M.updatehealth()
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/*
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New Players:
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Have no reason to click on anything at all.
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*/
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/mob/new_player/ClickOn()
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return
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/*
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Animals
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*/
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/mob/living/simple_animal/UnarmedAttack(var/atom/A, var/proximity)
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if(!..())
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return
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if(melee_damage_upper == 0 && istype(A,/mob/living))
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custom_emote(1,"[friendly] [A]!")
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return
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var/damage = rand(melee_damage_lower, melee_damage_upper)
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if(A.attack_generic(src,damage,attacktext,wall_smash) && loc && attack_sound)
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playsound(loc, attack_sound, 50, 1, 1) |