Files
Aurora.3/code/_onclick/other_mobs.dm

178 lines
4.5 KiB
Plaintext

// Generic damage proc (slimes and monkeys).
/atom/proc/attack_generic(mob/user as mob)
return 0
// generic click on for pai
/atom/proc/attack_pai(mob/user)
return
/*
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
var/obj/item/clothing/glasses/GS = glasses
if(istype(G) && G.Touch(A,src,1))
return
else if(istype(GS) && GS.Look(A,src,1)) // for goggles
return
A.attack_hand(src)
/atom/proc/attack_hand(mob/user)
return
/atom/proc/attack_ranged(mob/user, params)
return
/mob/proc/attack_empty_hand(var/bp_hand)
return
/mob/living/carbon/human/RestrainedClickOn(var/atom/A)
return
/mob/living/carbon/human/RangedAttack(var/atom/A)
var/obj/item/clothing/gloves/GV = gloves
var/obj/item/clothing/glasses/GS = glasses
if(istype(GS) && GS.Look(A,src,0)) // for goggles
return
if(istype(GV) && GV.Touch(A,src,0)) // for magic gloves
return
. = ..()
/mob/living/RestrainedClickOn(var/atom/A)
return
/*
Aliens
*/
/mob/living/carbon/alien/RestrainedClickOn(var/atom/A)
return
/mob/living/carbon/alien/UnarmedAttack(var/atom/A, var/proximity)
if(!..())
return 0
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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)
if (victim == A)
Feedstop()
return
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
var/mob/living/M = A
if(ishuman(M) && !istype(M, /mob/living/carbon/human/monkey) && content)
return
if(istype(M))
switch(src.a_intent)
if (I_HELP) // We just poke the other
M.visible_message("<span class='notice'>[src] gently pokes [M]!</span>", "<span class='notice'>[src] gently pokes you!</span>")
if (I_DISARM) // We stun the target, with the intention to feed
var/stunprob = 1
var/power = max(0, min(10, (powerlevel + rand(0, 3))))
if (powerlevel > 0 && !istype(A, /mob/living/carbon/slime))
if(ishuman(M))
var/mob/living/carbon/human/H = M
stunprob *= H.species.siemens_coefficient
switch(power * 10)
if(0)
stunprob *= 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)
M.visible_message("<span class='danger'>[src] has shocked [M]!</span>", "<span class='danger'>[src] has shocked you!</span>")
M.Weaken(power)
M.Stun(power)
M.stuttering = max(M.stuttering, power)
spark(M, 5, alldirs)
if(prob(stunprob) && powerlevel >= 8)
M.adjustFireLoss(powerlevel * rand(6,10))
else if(prob(40))
M.visible_message("<span class='danger'>[src] has pounced at [M]!</span>", "<span class='danger'>[src] has pounced at you!</span>")
M.Weaken(power)
else
M.visible_message("<span class='danger'>[src] has tried to pounce at [M]!</span>", "<span class='danger'>[src] has tried to pounce at you!</span>")
M.updatehealth()
if (I_GRAB) // We feed
Wrap(M)
if (I_HURT) // Attacking
A.attack_generic(src, (is_adult ? rand(4,12) : rand(4,8)), "glomped")
else
A.attack_generic(src, (is_adult ? rand(4,12) : rand(4,8)), "glomped") // Basic attack.
/*
New Players:
Have no reason to click on anything at all.
*/
/mob/abstract/new_player/ClickOn()
return
/*
Animals
*/
/mob/living/simple_animal/UnarmedAttack(var/atom/A, var/proximity)
if(!..())
return
if(istype(A,/mob/living))
if(melee_damage_upper == 0)
custom_emote(VISIBLE_MESSAGE,"[friendly] [A]!")
return
if(ckey)
add_logs(src, A, attacktext)
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
var/damage = rand(melee_damage_lower, melee_damage_upper)
if(A.attack_generic(src, damage, attacktext, environment_smash, armor_penetration, attack_flags) && loc && attack_sound)
playsound(loc, attack_sound, 50, 1, 1)
/mob/living/CtrlClickOn(var/atom/A)
. = ..()
if(!. && a_intent == I_GRAB && length(available_maneuvers))
. = perform_maneuver(prepared_maneuver || available_maneuvers[1], A)