/* Telekinesis This needs more thinking out, but I might as well. */ #define TK_MAXRANGE 15 /** * Telekinesis attack act, happens when the TK user clicks on a non-adjacent target in range. * * * By default, emulates the user's unarmed attack. * * Called indirectly by the `COMSIG_MOB_ATTACK_RANGED` signal. * * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain. */ /atom/proc/attack_tk(mob/user) if(user.stat || !tkMaxRangeCheck(user, src)) return new /obj/effect/temp_visual/telekinesis(get_turf(src)) add_hiddenprint(user) user.UnarmedAttack(src, FALSE) // attack_hand, attack_paw, etc return COMPONENT_CANCEL_ATTACK_CHAIN /obj/attack_tk(mob/user) if(user.stat) return if(anchored) return ..() return attack_tk_grab(user) /obj/item/attack_tk(mob/user) if(user.stat) return return attack_tk_grab(user) /** * Telekinesis object grab act. * * * Called by `/obj/attack_tk()`. * * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain. */ /obj/proc/attack_tk_grab(mob/user) var/obj/item/tk_grab/O = new(src) O.tk_user = user if(!O.focus_object(src)) return user.put_in_active_hand(O) add_hiddenprint(user) return COMPONENT_CANCEL_ATTACK_CHAIN /mob/attack_tk(mob/user) return /** * Telekinesis item attack_self act. * * * This is similar to item attack_self, but applies to anything that you can grab with a telekinetic grab. * * It is used for manipulating things at range, for example, opening and closing closets.. * * Defined at the `/atom` level but only used at the `/obj/item` one. * * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain. */ /atom/proc/attack_self_tk(mob/user) return /obj/item/attack_self_tk(mob/user) if(attack_self(user)) return COMPONENT_CANCEL_ATTACK_CHAIN /atom/proc/attack_self_secondary_tk(mob/user) return /obj/item/attack_self_secondary_tk(mob/user) if(attack_self_secondary(user)) return COMPONENT_CANCEL_ATTACK_CHAIN /* TK Grab Item (the workhorse of old TK) * If you have not grabbed something, do a normal tk attack * If you have something, throw it at the target. If it is already adjacent, do a normal attackby() * If you click what you are holding, or attack_self(), do an attack_self_tk() on it. * Deletes itself if it is ever not in your hand, or if you should have no access to TK. */ /obj/item/tk_grab name = "Telekinetic Grab" desc = "Magic" icon = 'icons/obj/magic.dmi'//Needs sprites icon_state = "2" item_flags = NOBLUDGEON | ABSTRACT | DROPDEL //inhand_icon_state = null w_class = WEIGHT_CLASS_GIGANTIC plane = ABOVE_HUD_PLANE ///Object focused / selected by the TK user var/atom/movable/focus var/mob/living/carbon/tk_user /obj/item/tk_grab/Initialize(mapload) . = ..() START_PROCESSING(SSfastprocess, src) /obj/item/tk_grab/Destroy() STOP_PROCESSING(SSfastprocess, src) focus = null tk_user = null return ..() /obj/item/tk_grab/process() if(check_if_focusable(focus)) //if somebody grabs your thing, no waiting for them to put it down and hitting them again. update_appearance() /obj/item/tk_grab/dropped(mob/user) if(focus && user && loc != user && loc != user.loc) // drop_item() gets called when you tk-attack a table/closet with an item if(focus.Adjacent(loc)) focus.forceMove(loc) . = ..() //stops TK grabs being equipped anywhere but into hands /obj/item/tk_grab/equipped(mob/user, slot) . = ..() if(slot & ITEM_SLOT_HANDS) return qdel(src) /obj/item/tk_grab/examine(user) if (focus) return focus.examine(user) else return ..() /obj/item/tk_grab/attack_self(mob/user) if(!focus) return if(QDELING(focus)) qdel(src) return if(focus.attack_self_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN) . = TRUE update_appearance() /obj/item/tk_grab/afterattack(atom/target, mob/living/carbon/user, proximity, params)//TODO: go over this . = ..() if(.) return if(!target || !user) return if(!focus) focus_object(target) return TRUE if(!check_if_focusable(focus)) return if(target == focus) if(target.attack_self_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN) . = TRUE update_appearance() return if(isitem(focus)) var/obj/item/I = focus apply_focus_overlay() if(target.Adjacent(focus)) . = I.melee_attack_chain(tk_user, target, params) //isn't copying the attack chain fun. we should do it more often. if(check_if_focusable(focus)) focus.do_attack_animation(target, null, focus) else if(isgun(I)) //I've only tested this with guns, and it took some doing to make it work . = I.afterattack(target, tk_user, 0, params) . |= AFTERATTACK_PROCESSED_ITEM user.changeNext_move(CLICK_CD_MELEE) update_appearance() return . /obj/item/tk_grab/afterattack_secondary(atom/target, mob/user, proximity_flag, click_parameters) . = ..() if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN) return if(!target || !user) return if(!focus) focus_object(target) return TRUE if(!check_if_focusable(focus)) return if(target == focus) if(target.attack_self_secondary_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN) . = TRUE update_appearance() return if(isitem(focus)) var/obj/item/I = focus apply_focus_overlay() if(target.Adjacent(focus)) . = I.melee_attack_chain(tk_user, target, click_parameters) //isn't copying the attack chain fun. we should do it more often. if(check_if_focusable(focus)) focus.do_attack_animation(target, null, focus) else if(isgun(I)) //I've only tested this with guns, and it took some doing to make it work . = I.afterattack_secondary(target, tk_user, 0, click_parameters) user.changeNext_move(CLICK_CD_MELEE) update_appearance() /obj/item/tk_grab/on_thrown(mob/living/carbon/user, atom/target) if(!target || !user) return if(!focus) return if(!check_if_focusable(focus)) return if(target == focus) if(target.attack_self_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN) return update_appearance() return apply_focus_overlay() //Only items can be thrown 10 tiles everything else only 1 tile focus.throw_at(target, focus.tk_throw_range, 1,user) var/turf/start_turf = get_turf(focus) var/turf/end_turf = get_turf(target) user.log_message("has thrown [focus] from [AREACOORD(start_turf)] towards [AREACOORD(end_turf)] using Telekinesis.", LOG_ATTACK) user.changeNext_move(CLICK_CD_MELEE) update_appearance() /proc/tkMaxRangeCheck(mob/user, atom/target) var/d = get_dist(user, target) if(d > TK_MAXRANGE) user.balloon_alert(user, "can't TK, too far!") return return TRUE /obj/item/tk_grab/attack(mob/living/M, mob/living/user, def_zone) return /obj/item/tk_grab/proc/focus_object(obj/target) if(!check_if_focusable(target)) return focus = target update_appearance() apply_focus_overlay() return TRUE /obj/item/tk_grab/proc/check_if_focusable(obj/target) if(!tk_user || !istype(tk_user) || QDELETED(target) || !istype(target) || !tk_user.dna.check_mutation(/datum/mutation/human/telekinesis)) qdel(src) return if(!tkMaxRangeCheck(tk_user, target) || target.anchored || !isturf(target.loc)) qdel(src) return return TRUE /obj/item/tk_grab/proc/apply_focus_overlay() if(!focus) return new /obj/effect/temp_visual/telekinesis(get_turf(focus)) /obj/item/tk_grab/update_overlays() . = ..() if(!focus) return var/mutable_appearance/focus_overlay = new(focus) focus_overlay.layer = layer + 0.01 SET_PLANE_EXPLICIT(focus_overlay, ABOVE_HUD_PLANE, focus) . += focus_overlay /obj/item/tk_grab/suicide_act(mob/living/user) user.visible_message(span_suicide("[user] is using [user.p_their()] telekinesis to choke [user.p_them()]self! It looks like [user.p_theyre()] trying to commit suicide!")) return OXYLOSS #undef TK_MAXRANGE