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synced 2025-12-27 02:22:26 +00:00
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.
365 lines
11 KiB
Plaintext
365 lines
11 KiB
Plaintext
#define UPGRADE_COOLDOWN 40
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#define UPGRADE_KILL_TIMER 100
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//This is called from human_attackhand.dm before grabbing happens.
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//IT is called when grabber tries to grab this mob
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//Override this for special grab behaviour.
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//Returning 0 will make grab fail, returning 1 will suceed
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/mob/living/proc/attempt_grab(var/mob/living/grabber)
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return 1
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//As above, but called when someone tries to pull this mob
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/mob/living/proc/attempt_pull(var/mob/living/grabber)
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return 1
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///Process_Grab()
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///Called by client/Move()
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///Checks to see if you are grabbing anything and if moving will affect your grab.
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/client/proc/Process_Grab()
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for(var/obj/item/weapon/grab/G in list(mob.l_hand, mob.r_hand))
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G.reset_kill_state() //no wandering across the station/asteroid while choking someone
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/obj/item/weapon/grab
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name = "grab"
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icon = 'icons/mob/screen1.dmi'
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icon_state = "reinforce"
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flags = 0
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var/obj/screen/grab/hud = null
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var/mob/living/affecting = null
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var/mob/living/carbon/human/assailant = null
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var/state = GRAB_PASSIVE
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var/allow_upgrade = 1
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var/last_action = 0
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var/last_hit_zone = 0
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var/force_down //determines if the affecting mob will be pinned to the ground
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var/dancing //determines if assailant and affecting keep looking at each other. Basically a wrestling position
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layer = 21
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abstract = 1
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item_state = "nothing"
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w_class = 5.0
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/obj/item/weapon/grab/New(mob/user, mob/victim)
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..()
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loc = user
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assailant = user
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affecting = victim
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if(affecting.anchored || !assailant.Adjacent(victim))
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qdel(src)
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return
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affecting.grabbed_by += src
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hud = new /obj/screen/grab(src)
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hud.icon_state = "reinforce"
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icon_state = "grabbed"
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hud.name = "reinforce grab"
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hud.master = src
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//check if assailant is grabbed by victim as well
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if(assailant.grabbed_by)
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for (var/obj/item/weapon/grab/G in assailant.grabbed_by)
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if(G.assailant == affecting && G.affecting == assailant)
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G.dancing = 1
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G.adjust_position()
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dancing = 1
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adjust_position()
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//Used by throw code to hand over the mob, instead of throwing the grab. The grab is then deleted by the throw code.
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/obj/item/weapon/grab/proc/throw_held()
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if(affecting)
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if(affecting.buckled)
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return null
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if(state >= GRAB_AGGRESSIVE)
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animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1)
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return affecting
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return null
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//This makes sure that the grab screen object is displayed in the correct hand.
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/obj/item/weapon/grab/proc/synch()
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if(affecting)
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if(assailant.r_hand == src)
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hud.screen_loc = ui_rhand
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else
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hud.screen_loc = ui_lhand
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/obj/item/weapon/grab/process()
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if(gcDestroyed) // GC is trying to delete us, we'll kill our processing so we can cleanly GC
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return PROCESS_KILL
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confirm()
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if(!assailant)
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qdel(src) // Same here, except we're trying to delete ourselves.
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return PROCESS_KILL
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if(assailant.client)
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assailant.client.screen -= hud
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assailant.client.screen += hud
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if(assailant.pulling == affecting)
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assailant.stop_pulling()
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if(state <= GRAB_AGGRESSIVE)
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allow_upgrade = 1
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//disallow upgrading if we're grabbing more than one person
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if((assailant.l_hand && assailant.l_hand != src && istype(assailant.l_hand, /obj/item/weapon/grab)))
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var/obj/item/weapon/grab/G = assailant.l_hand
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if(G.affecting != affecting)
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allow_upgrade = 0
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if((assailant.r_hand && assailant.r_hand != src && istype(assailant.r_hand, /obj/item/weapon/grab)))
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var/obj/item/weapon/grab/G = assailant.r_hand
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if(G.affecting != affecting)
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allow_upgrade = 0
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//disallow upgrading past aggressive if we're being grabbed aggressively
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for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
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if(G == src) continue
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if(G.state >= GRAB_AGGRESSIVE)
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allow_upgrade = 0
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if(allow_upgrade)
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if(state < GRAB_AGGRESSIVE)
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hud.icon_state = "reinforce"
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else
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hud.icon_state = "reinforce1"
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else
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hud.icon_state = "!reinforce"
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if(state >= GRAB_AGGRESSIVE)
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affecting.drop_l_hand()
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affecting.drop_r_hand()
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if(iscarbon(affecting))
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handle_eye_mouth_covering(affecting, assailant, assailant.zone_sel.selecting)
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if(force_down)
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if(affecting.loc != assailant.loc)
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force_down = 0
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else
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affecting.Weaken(2)
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if(state >= GRAB_NECK)
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affecting.Stun(3)
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if(isliving(affecting))
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var/mob/living/L = affecting
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L.adjustOxyLoss(1)
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if(state >= GRAB_KILL)
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//affecting.apply_effect(STUTTER, 5) //would do this, but affecting isn't declared as mob/living for some stupid reason.
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affecting.stuttering = max(affecting.stuttering, 5) //It will hamper your voice, being choked and all.
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affecting.Weaken(5) //Should keep you down unless you get help.
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affecting.losebreath = max(affecting.losebreath + 2, 3)
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adjust_position()
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/obj/item/weapon/grab/proc/handle_eye_mouth_covering(mob/living/carbon/target, mob/user, var/target_zone)
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var/announce = (target_zone != last_hit_zone) //only display messages when switching between different target zones
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last_hit_zone = target_zone
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switch(target_zone)
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if("mouth")
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if(announce)
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user.visible_message("<span class='warning'>\The [user] covers [target]'s mouth!</span>")
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if(target.silent < 3)
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target.silent = 3
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if("eyes")
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if(announce)
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assailant.visible_message("<span class='warning'>[assailant] covers [affecting]'s eyes!</span>")
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if(affecting.eye_blind < 3)
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affecting.eye_blind = 3
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/obj/item/weapon/grab/attack_self()
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return s_click(hud)
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//Updating pixelshift, position and direction
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//Gets called on process, when the grab gets upgraded or the assailant moves
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/obj/item/weapon/grab/proc/adjust_position()
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if (!affecting)
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return
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if(affecting.buckled)
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animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
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return
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if(affecting.lying && state != GRAB_KILL)
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animate(affecting, pixel_x = 0, pixel_y = 0, 5, 1, LINEAR_EASING)
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if(force_down)
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affecting.set_dir(SOUTH) //face up
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return
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var/shift = 0
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var/adir = get_dir(assailant, affecting)
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affecting.layer = 4
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switch(state)
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if(GRAB_PASSIVE)
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shift = 8
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if(dancing) //look at partner
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shift = 10
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assailant.set_dir(get_dir(assailant, affecting))
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if(GRAB_AGGRESSIVE)
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shift = 12
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if(GRAB_NECK, GRAB_UPGRADING)
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shift = -10
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adir = assailant.dir
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affecting.set_dir(assailant.dir)
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affecting.loc = assailant.loc
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if(GRAB_KILL)
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shift = 0
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adir = 1
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affecting.set_dir(SOUTH) //face up
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affecting.loc = assailant.loc
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switch(adir)
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if(NORTH)
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animate(affecting, pixel_x = 0, pixel_y =-shift, 5, 1, LINEAR_EASING)
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affecting.layer = 3.9
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if(SOUTH)
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animate(affecting, pixel_x = 0, pixel_y = shift, 5, 1, LINEAR_EASING)
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if(WEST)
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animate(affecting, pixel_x = shift, pixel_y = 0, 5, 1, LINEAR_EASING)
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if(EAST)
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animate(affecting, pixel_x =-shift, pixel_y = 0, 5, 1, LINEAR_EASING)
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/obj/item/weapon/grab/proc/s_click(obj/screen/S)
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if(!affecting)
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return
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if(state == GRAB_UPGRADING)
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return
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if(!assailant.canClick())
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return
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if(world.time < (last_action + UPGRADE_COOLDOWN))
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return
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if(!assailant.canmove || assailant.lying)
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qdel(src)
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return
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last_action = world.time
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if(state < GRAB_AGGRESSIVE)
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if(!allow_upgrade)
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return
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if(!affecting.lying)
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assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
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else
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assailant.visible_message("<span class='warning'>[assailant] pins [affecting] down to the ground (now hands)!</span>")
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apply_pinning(affecting, assailant)
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state = GRAB_AGGRESSIVE
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icon_state = "grabbed1"
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hud.icon_state = "reinforce1"
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else if(state < GRAB_NECK)
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if(isslime(affecting))
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assailant << "<span class='notice'>You squeeze [affecting], but nothing interesting happens.</span>"
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return
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assailant.visible_message("<span class='warning'>[assailant] has reinforced \his grip on [affecting] (now neck)!</span>")
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state = GRAB_NECK
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icon_state = "grabbed+1"
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assailant.set_dir(get_dir(assailant, affecting))
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affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>"
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assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>"
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msg_admin_attack("[key_name(assailant)] grabbed the neck of [key_name(affecting)]")
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hud.icon_state = "kill"
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hud.name = "kill"
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affecting.Stun(10) //10 ticks of ensured grab
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else if(state < GRAB_UPGRADING)
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assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
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hud.icon_state = "kill1"
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state = GRAB_KILL
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assailant.visible_message("<span class='danger'>[assailant] has tightened \his grip on [affecting]'s neck!</span>")
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affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>"
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assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
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msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
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affecting.setClickCooldown(10)
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affecting.losebreath += 1
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affecting.set_dir(WEST)
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adjust_position()
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//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
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/obj/item/weapon/grab/proc/confirm()
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if(!assailant || !affecting)
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qdel(src)
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return 0
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if(affecting)
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if(!isturf(assailant.loc) || ( !isturf(affecting.loc) || assailant.loc != affecting.loc && get_dist(assailant, affecting) > 1) )
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qdel(src)
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return 0
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return 1
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/obj/item/weapon/grab/attack(mob/M, mob/living/user, var/target_zone)
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if(!affecting)
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return
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if(world.time < (last_action + 20))
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return
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last_action = world.time
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reset_kill_state() //using special grab moves will interrupt choking them
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//clicking on the victim while grabbing them
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if(M == affecting)
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if(ishuman(affecting))
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var/hit_zone = target_zone
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flick(hud.icon_state, hud)
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switch(assailant.a_intent)
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if(I_HELP)
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if(force_down)
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assailant << "<span class='warning'>You are no longer pinning [affecting] to the ground.</span>"
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force_down = 0
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return
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inspect_organ(affecting, assailant, hit_zone)
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if(I_GRAB)
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jointlock(affecting, assailant, hit_zone)
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if(I_HURT)
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if(hit_zone == "eyes")
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attack_eye(affecting, assailant)
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else if(hit_zone == "head")
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headbut(affecting, assailant)
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else
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dislocate(affecting, assailant, hit_zone)
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if(I_DISARM)
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pin_down(affecting, assailant)
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//clicking on yourself while grabbing them
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if(M == assailant && state >= GRAB_AGGRESSIVE)
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devour(affecting, assailant)
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/obj/item/weapon/grab/dropped()
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loc = null
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if(!destroying)
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qdel(src)
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/obj/item/weapon/grab/proc/reset_kill_state()
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if(state == GRAB_KILL)
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assailant.visible_message("<span class='warning'>[assailant] lost \his tight grip on [affecting]'s neck!</span>")
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hud.icon_state = "kill"
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state = GRAB_NECK
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/obj/item/weapon/grab
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var/destroying = 0
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/obj/item/weapon/grab/Destroy()
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animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
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affecting.layer = 4
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if(affecting)
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affecting.grabbed_by -= src
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affecting = null
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if(assailant)
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if(assailant.client)
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assailant.client.screen -= hud
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assailant = null
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qdel(hud)
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hud = null
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destroying = 1 // stops us calling qdel(src) on dropped()
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..()
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