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Baymerge changed the attack proc, i think by removing a default value, and a lot of things broke because they weren't using the function correctly. This proc does three main things. Adds a default to /obj/item/proc/attack to target the chest when no target zone is supplied. Fixes the lack of a target zone in many attack procs, properly defining it so it'll get passed to the parent, and ensure that bodypart-specific targeting works. Removes most instances of code to retrieve the user's selected zone, and instead to use the zone passed into the attack function. saves duplication of effort.
89 lines
3.7 KiB
Plaintext
89 lines
3.7 KiB
Plaintext
/*
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=== Item Click Call Sequences ===
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These are the default click code call sequences used when clicking on stuff with an item.
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Atoms:
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mob/ClickOn() calls the item's resolve_attackby() proc.
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item/resolve_attackby() calls the target atom's attackby() proc.
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Mobs:
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mob/living/attackby() after checking for surgery, calls the item's attack() proc.
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item/attack() generates attack logs, sets click cooldown and calls the mob's attacked_with_item() proc. If you override this, consider whether you need to set a click cooldown, play attack animations, and generate logs yourself.
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mob/attacked_with_item() should then do mob-type specific stuff (like determining hit/miss, handling shields, etc) and then possibly call the item's apply_hit_effect() proc to actually apply the effects of being hit.
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Item Hit Effects:
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item/apply_hit_effect() can be overriden to do whatever you want. However "standard" physical damage based weapons should make use of the target mob's hit_with_weapon() proc to
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avoid code duplication. This includes items that may sometimes act as a standard weapon in addition to having other effects (e.g. stunbatons on harm intent).
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*/
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// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
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/obj/item/proc/attack_self(mob/user)
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return
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//I would prefer to rename this to attack(), but that would involve touching hundreds of files.
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/obj/item/proc/resolve_attackby(atom/A, mob/user)
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add_fingerprint(user)
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return A.attackby(src, user)
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// No comment
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/atom/proc/attackby(obj/item/W, mob/user)
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return
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/atom/movable/attackby(obj/item/W, mob/user)
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if(!(W.flags & NOBLUDGEON))
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visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
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/mob/living/attackby(obj/item/I, mob/user)
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if(!ismob(user))
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return 0
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if(can_operate(src) && do_surgery(src,user,I)) //Surgery
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return 1
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return I.attack(src, user, user.zone_sel.selecting)
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// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
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// Click parameters is the params string from byond Click() code, see that documentation.
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/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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return
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//I would prefer to rename this attack_as_weapon(), but that would involve touching hundreds of files.
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/obj/item/proc/attack(mob/living/M, mob/living/user, var/target_zone = "chest")
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if(!force || (flags & NOBLUDGEON))
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return 0
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if(M == user && user.a_intent != I_HURT)
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return 0
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/////////////////////////
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user.lastattacked = M
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M.lastattacker = user
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if(!no_attack_log)
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user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
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M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
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msg_admin_attack("[key_name(user)] attacked [key_name(M)] with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)" )
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/////////////////////////
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.do_attack_animation(M)
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var/hit_zone = M.resolve_item_attack(src, user, target_zone)
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if(hit_zone)
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apply_hit_effect(M, user, hit_zone)
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return 1
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//Called when a weapon is used to make a successful melee attack on a mob. Returns the blocked result
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/obj/item/proc/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
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if(hitsound)
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playsound(loc, hitsound, 50, 1, -1)
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var/power = force
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if(HULK in user.mutations)
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power *= 2
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return target.hit_with_weapon(src, user, power, hit_zone)
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