Files
Aurora.3/code/_onclick/item_attack.dm
Fluffy b8902e2e16 Runtime map now loads in ~11 seconds instead of ~40, sped up various other things (#19957)
Runtime map now has a bunch of new areas / items with often-tested
stuffs, and some hard-to-put-at-runtime stuffs.
Runtime map jobs now are positioned to make it faster to reach the
aforementioned often-tested stuffs.
Runtime map doesn't generate an overmap anymore by default, which speeds
up the process.
Runtime map now loads in ~11 seconds instead of ~40 seconds as it was
before.
Updated the maploader to be faster in parsing maps.
Bapi is not engaged anymore if we're only measuring the map size, which
speeds up the process.
In fastboot we do not generate the codexes anymore, which speeds up the
process.
In fastboot and if exoplanets and away sites are not enabled, we do not
parse the map templates anymore, which speeds up the process.
Updated the icon smoothing to be faster.
Optimized cargo area code.
Other optimizations.
2024-10-06 21:31:01 +00:00

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/*
=== Item Click Call Sequences ===
These are the default click code call sequences used when clicking on stuff with an item.
Atoms:
mob/ClickOn() calls the item's resolve_attackby() proc.
item/resolve_attackby() calls the target atom's attackby() proc.
Mobs:
mob/living/attackby() after checking for surgery, calls the item's attack() proc.
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.
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.
Item Hit Effects:
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
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).
*/
// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
/obj/item/proc/attack_self(mob/user)
return
// Called at the start of resolve_attackby(), before the actual attack.
/obj/item/proc/pre_attack(atom/a, mob/user)
return
//I would prefer to rename this to attack(), but that would involve touching hundreds of files.
/obj/item/proc/resolve_attackby(atom/A, mob/user, var/click_parameters)
pre_attack(A, user)
add_fingerprint(user)
log_attack("[A] at [A?.loc]/[A.x]-[A.y]-[A.z] got ITEM attacked by [usr]/[usr?.ckey] on INTENT [usr?.a_intent] with [src]")
return A.attackby(src, user, click_parameters)
/**
* Called on an object being hit by an item
*
* Returns `TRUE` if all desired actions are resolved from that attack
*
* Returning `TRUE` prevents `afterattack()` from being called
*
* * attacking_item - The item hitting the atom
* * user - The wielder of this item
* * params - Click params such as alt/shift etc
*/
/atom/proc/attackby(obj/item/attacking_item, mob/user, params)
if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACKBY, attacking_item, user, params) & COMPONENT_NO_AFTERATTACK)
return TRUE
return FALSE
/atom/movable/attackby(obj/item/attacking_item, mob/user, params)
if(..())
return TRUE
if((user?.a_intent == I_HURT) && !(attacking_item.item_flags & ITEM_FLAG_NO_BLUDGEON))
visible_message(SPAN_DANGER("[src] has been hit by [user] with [attacking_item]."))
/mob/living/attackby(obj/item/attacking_item, mob/user, params)
if(..())
return TRUE
if(!ismob(user))
return FALSE
var/selected_zone = user.zone_sel ? user.zone_sel.selecting : BP_CHEST
var/operating = can_operate(src)
if(operating == SURGERY_SUCCESS)
if(do_surgery(src, user, attacking_item))
return TRUE
else
return attacking_item.attack(src, user, selected_zone) //This is necessary to make things like health analyzers work. -mattatlas
if(operating == SURGERY_FAIL)
if(do_surgery(src, user, attacking_item, TRUE))
return TRUE
else
return attacking_item.attack(src, user, selected_zone)
else
return attacking_item.attack(src, user, selected_zone)
/mob/living/carbon/human/attackby(obj/item/attacking_item, mob/user, params)
if(user == src && user.a_intent == I_GRAB && zone_sel?.selecting == BP_MOUTH && can_devour(attacking_item, silent = TRUE))
var/obj/item/blocked = src.check_mouth_coverage()
if(blocked)
to_chat(user, SPAN_WARNING("\The [blocked] is in the way!"))
return TRUE
if(devour(attacking_item))
return TRUE
return ..()
// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
// Click parameters is the params string from byond Click() code, see that documentation.
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
return
/obj/item/proc/get_clamped_volume()
if(w_class)
if(force)
return clamp((force + w_class) * 4, 30, 100)// Add the item's force to its weight class and multiply by 4, then clamp the value between 30 and 100
else
return clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
/**
* Called from [/mob/living/proc/attackby] (usually)
*
* Arguments:
* * mob/living/target_mob - The mob being hit by this item
* * mob/living/user - The mob hitting with this item
* * target_zone - The target zone aimed at, **THIS DIFFERS FROM TG WHERE IT TAKES THE CLICK PARAMS**
*/
/obj/item/proc/attack(mob/living/target_mob, mob/living/user, target_zone = BP_CHEST)
var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, target_mob, user) || SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, target_mob, user)
if(signal_return & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
if(signal_return & COMPONENT_SKIP_ATTACK)
return FALSE
if(item_flags & ITEM_FLAG_NO_BLUDGEON)
return 0
if(target_mob == user && user.a_intent != I_HURT)
return 0
if(user.incapacitated(INCAPACITATION_STUNNED|INCAPACITATION_KNOCKOUT|INCAPACITATION_KNOCKDOWN|INCAPACITATION_FORCELYING))
return
if(force && user.is_pacified())
to_chat(user, SPAN_WARNING("You don't want to harm other living beings!"))
return 0
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(target_mob, src)
if(!user.aura_check(AURA_TYPE_WEAPON, src, user))
return FALSE
var/mob/living/victim = target_mob.get_attack_victim(src, user, target_zone)
var/hit_zone
if(victim)
hit_zone = victim.resolve_item_attack(src, user, target_zone)
if(hit_zone)
apply_hit_effect(victim, user, hit_zone)
// Null hitzone means a miss.
if(hit_zone)
if(!force)
playsound(src, 'sound/weapons/tap.ogg', get_clamped_volume(), TRUE, -1)
else if(hitsound)
playsound(src, hitsound, get_clamped_volume(), TRUE, -1, falloff_distance = 0)
else
playsound(src, 'sound/weapons/punchmiss2.ogg', get_clamped_volume(), TRUE, -1)
/////////////////////////
user.lastattacked = target_mob
target_mob.lastattacker = user
SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target_mob, user)
SEND_SIGNAL(target_mob, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user)
if(!no_attack_log)
user.attack_log += "\[[time_stamp()]\]<span class='warning'> [hit_zone ? "Attacked" : "Missed"] [target_mob.name] ([target_mob.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</span>"
target_mob.attack_log += "\[[time_stamp()]\]<font color='orange'> [hit_zone ? "Attacked" : "Missed"] by [user.name] ([user.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
msg_admin_attack("[key_name(user, highlight_special = 1)] [hit_zone ? "attacked" : "missed"] [key_name(target_mob, highlight_special = 1)] 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>)",ckey=key_name(user),ckey_target=key_name(target_mob) )
/////////////////////////
return 1
//Called when a weapon is used to make a successful melee attack on a mob. Returns whether damage was dealt.
/obj/item/proc/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
var/power = force
if((user.mutations & HULK))
power *= 2
if(user.is_berserk())
power *= 1.5
if(ishuman(user))
var/mob/living/carbon/human/X = user
if(ishuman(target))
if(X.check_weapon_affinity(src))
perform_technique(target, X, hit_zone)
return target.hit_with_weapon(src, user, power, hit_zone)
/obj/item/proc/perform_technique(var/mob/living/carbon/human/target, var/mob/living/carbon/human/user, var/target_zone) //used when weapons have special interactions with martial arts
return