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Overview Adds thirst mechanics. Thirst mechanics work exactly like hunger mechanics where if you don't drink enough liquid, you become thirsty and move slower. Several other mechanics involving drinks were also changed. For organic races, you gain hydration by consuming beverages and water. Water is the most effective way of hydrating yourself. IPCs are not affected by hydration and do not have to worry about it. If you overeat or overdrink, your nutrition decreases faster until you are of normal hunger and thirst levels. Penalties for not eating or drinking are now more severe. If you refuse to drink or eat all shift, you will be up to 33% slower and take twice as much pain damage. The amount scales based on your hunger or thirst levels. If you are considered hungry or thirsty, it starts scaling until you're starving or seriously dehydrated. If you overeat and overdrink as well, you get a ~5% reduced movement and pain tolerance with each mechanic. The icons for hunger have been updated to be more specific, and they match the new thirst indicators as well. https://i.imgur.com/QQbWxYI.png You can now also inject beverages into your blood for x4 effectiveness. Before, IV dripping yourself with vodka did nothing but give you a small amount of toxins, but now it should be a hell of a party. Dionaea can now be affected by beverages with respect to nutrition gains and temperature changes. Dionaea cannot be affected by some effects, such as stuttering and intoxication, still. Healing effects for certain beverages (tea, milk) were removed. This a HRP server, milk shouldn't heal you.
341 lines
8.8 KiB
Plaintext
341 lines
8.8 KiB
Plaintext
/*
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Click code cleanup
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~Sayu
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*/
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// 1 decisecond click delay (above and beyond mob/next_move)
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/mob/var/next_click = 0
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/*
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Before anything else, defer these calls to a per-mobtype handler. This allows us to
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remove istype() spaghetti code, but requires the addition of other handler procs to simplify it.
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Alternately, you could hardcode every mob's variation in a flat ClickOn() proc; however,
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that's a lot of code duplication and is hard to maintain.
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Note that this proc can be overridden, and is in the case of screen objects.
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*/
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/atom/Click(location,control,params)
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if(src)
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usr.ClickOn(src, params)
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/atom/DblClick(var/location, var/control, var/params)
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if(src)
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usr.DblClickOn(src, params)
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/*
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Standard mob ClickOn()
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Handles exceptions: Buildmode, middle click, modified clicks, mech actions
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After that, mostly just check your state, check whether you're holding an item,
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check whether you're adjacent to the target, then pass off the click to whoever
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is recieving it.
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The most common are:
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* mob/UnarmedAttack(atom,adjacent) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
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* atom/attackby(item,user) - used only when adjacent
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* item/afterattack(atom,user,adjacent,params) - used both ranged and adjacent
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* mob/RangedAttack(atom,params) - used only ranged, only used for tk and laser eyes but could be changed
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*/
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/mob/proc/ClickOn(var/atom/A, var/params)
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if(world.time <= next_click) // Hard check, before anything else, to avoid crashing
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return
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next_click = world.time + 1
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if(client.buildmode)
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build_click(src, client.buildmode, params, A)
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return
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var/list/modifiers = params2list(params)
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if(modifiers["shift"] && modifiers["ctrl"])
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CtrlShiftClickOn(A)
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return 1
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if(modifiers["middle"])
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MiddleClickOn(A)
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return 1
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if(modifiers["shift"])
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ShiftClickOn(A)
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return 0
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if(modifiers["alt"]) // alt and alt-gr (rightalt)
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AltClickOn(A)
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return
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if(modifiers["ctrl"])
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CtrlClickOn(A)
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return 1
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if(stat || paralysis || stunned || weakened)
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return
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face_atom(A) // change direction to face what you clicked on
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if(!canClick()) // in the year 2000...
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return
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if(istype(loc, /obj/mecha))
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if(!locate(/turf) in list(A, A.loc)) // Prevents inventory from being drilled
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return
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var/obj/mecha/M = loc
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return M.click_action(A, src, params)
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if(restrained())
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setClickCooldown(10)
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RestrainedClickOn(A)
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return 1
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if(in_throw_mode)
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if(isturf(A) || isturf(A.loc))
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throw_item(A)
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return 1
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throw_mode_off()
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var/obj/item/W = get_active_hand()
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if(W == A) // Handle attack_self
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W.attack_self(src)
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if(hand)
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update_inv_l_hand(0)
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else
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update_inv_r_hand(0)
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return 1
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//Atoms on your person
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// A is your location but is not a turf; or is on you (backpack); or is on something on you (box in backpack); sdepth is needed here because contents depth does not equate inventory storage depth.
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var/sdepth = A.storage_depth(src)
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if((!isturf(A) && A == loc) || (sdepth != -1 && sdepth <= 1))
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// faster access to objects already on you
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if(A.loc != src)
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setMoveCooldown(10) //getting something out of a backpack
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if(W)
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var/resolved = W.resolve_attackby(A, src)
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if(!resolved && A && W)
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W.afterattack(A, src, 1, params) // 1 indicates adjacency
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else
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if(ismob(A)) // No instant mob attacking
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setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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UnarmedAttack(A, 1)
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return 1
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if(!isturf(loc)) // This is going to stop you from telekinesing from inside a closet, but I don't shed many tears for that
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return
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//Atoms on turfs (not on your person)
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// A is a turf or is on a turf, or in something on a turf (pen in a box); but not something in something on a turf (pen in a box in a backpack)
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sdepth = A.storage_depth_turf()
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if(isturf(A) || isturf(A.loc) || (sdepth != -1 && sdepth <= 1))
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if(A.Adjacent(src) || (W && W.attack_can_reach(src, A, W.reach)) ) // see adjacent.dm
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if(W)
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// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
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var/resolved = W.resolve_attackby(A,src)
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if(!resolved && A && W)
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W.afterattack(A, src, 1, params) // 1: clicking something Adjacent
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else
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if(ismob(A)) // No instant mob attacking
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setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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UnarmedAttack(A, 1)
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return
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else // non-adjacent click
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if(W)
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W.afterattack(A, src, 0, params) // 0: not Adjacent
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else
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RangedAttack(A, params)
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return 1
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/mob/proc/setClickCooldown(var/timeout)
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next_move = max(world.time + timeout, next_move)
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/mob/proc/canClick()
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if(config.no_click_cooldown || next_move <= world.time)
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return 1
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return 0
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// Default behavior: ignore double clicks, the second click that makes the doubleclick call already calls for a normal click
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/mob/proc/DblClickOn(var/atom/A, var/params)
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return
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/*
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Translates into attack_hand, etc.
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Note: proximity_flag here is used to distinguish between normal usage (flag=1),
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and usage when clicking on things telekinetically (flag=0). This proc will
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not be called at ranged except with telekinesis.
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proximity_flag is not currently passed to attack_hand, and is instead used
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in human click code to allow glove touches only at melee range.
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*/
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/mob/proc/UnarmedAttack(var/atom/A, var/proximity_flag)
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return
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/mob/living/UnarmedAttack(var/atom/A, var/proximity_flag)
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if(!Master.round_started)
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src << "You cannot attack people before the game has started."
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return 0
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if(stat)
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return 0
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return 1
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/*
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Ranged unarmed attack:
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This currently is just a default for all mobs, involving
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laser eyes and telekinesis. You could easily add exceptions
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for things like ranged glove touches, spitting alien acid/neurotoxin,
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animals lunging, etc.
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*/
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/mob/proc/RangedAttack(var/atom/A, var/params)
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if(!mutations.len) return
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if((LASER in mutations) && a_intent == I_HURT)
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LaserEyes(A, params) // moved into a proc below
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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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setMoveCooldown(2)
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if(5 to 7)
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setMoveCooldown(5)
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if(8 to tk_maxrange)
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setMoveCooldown(10)
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else
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return
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A.attack_tk(src)
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/*
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Restrained ClickOn
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Used when you are handcuffed and click things.
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Not currently used by anything but could easily be.
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*/
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/mob/proc/RestrainedClickOn(var/atom/A)
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return
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/*
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Middle click
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Only used for swapping hands
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*/
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/mob/proc/MiddleClickOn(var/atom/A)
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swap_hand()
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return
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// In case of use break glass
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/*
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/atom/proc/MiddleClick(var/mob/M as mob)
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return
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*/
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/*
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Shift click
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For most mobs, examine.
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This is overridden in ai.dm
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*/
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/mob/proc/ShiftClickOn(var/atom/A)
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A.ShiftClick(src)
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return
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/atom/proc/ShiftClick(var/mob/user)
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if(user.client && user.client.eye == user)
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user.examinate(src)
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return
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/*
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Ctrl click
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For most objects, pull
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*/
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/mob/proc/CtrlClickOn(var/atom/A)
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A.CtrlClick(src)
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return
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/atom/proc/CtrlClick(var/mob/user)
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return
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/atom/movable/CtrlClick(var/mob/user)
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if(Adjacent(user))
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user.start_pulling(src)
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/*
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Alt click
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Unused except for AI
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*/
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/mob/proc/AltClickOn(var/atom/A)
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A.AltClick(src)
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return
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/atom/proc/AltClick(var/mob/user)
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var/turf/T = get_turf(src)
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if(T && user.TurfAdjacent(T))
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if(user.listed_turf == T)
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user.listed_turf = null
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else
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user.listed_turf = T
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user.client.statpanel = "Turf"
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return 1
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/mob/proc/TurfAdjacent(var/turf/T)
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return T.AdjacentQuick(src)
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/*
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Control+Shift click
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Unused except for AI
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*/
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/mob/proc/CtrlShiftClickOn(var/atom/A)
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A.CtrlShiftClick(src)
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return
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/atom/proc/CtrlShiftClick(var/mob/user)
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return
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/*
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Misc helpers
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Laser Eyes: as the name implies, handles this since nothing else does currently
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face_atom: turns the mob towards what you clicked on
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*/
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/mob/proc/LaserEyes(atom/A, params)
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return
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/mob/living/LaserEyes(atom/A, params)
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setClickCooldown(4)
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var/turf/T = get_turf(src)
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src.visible_message("<span class='danger'>\The [src]'s eyes flare with ruby light!</span>")
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var/obj/item/projectile/beam/LE = new (T)
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LE.muzzle_type = /obj/effect/projectile/muzzle/eyelaser
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LE.tracer_type = /obj/effect/projectile/tracer/eyelaser
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LE.impact_type = /obj/effect/projectile/impact/eyelaser
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playsound(usr.loc, 'sound/weapons/wave.ogg', 75, 1)
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LE.launch_projectile(A, zone_sel? zone_sel.selecting : null, src, params)
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/mob/living/carbon/human/LaserEyes(atom/A, params)
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if(nutrition <= 0)
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src << "<span class='warning'>You're out of energy! You need food!</span>"
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return
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..()
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adjustNutritionLoss(rand(1,5))
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handle_regular_hud_updates()
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// Simple helper to face what you clicked on, in case it should be needed in more than one place
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/mob/proc/face_atom(var/atom/A)
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if(!A || !x || !y || !A.x || !A.y) return
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var/dx = A.x - x
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var/dy = A.y - y
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var/direction
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if (loc == A.loc && A.flags & ON_BORDER)
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direction = A.dir
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else if (!dx && !dy)
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return
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else if(abs(dx) < abs(dy))
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if(dy > 0)
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direction = NORTH
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else
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direction = SOUTH
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else
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if(dx > 0)
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direction = EAST
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else
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direction = WEST
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if(direction != dir)
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facedir(direction)
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