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Aurora.3/code/_onclick/other_mobs.dm

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