/** * This is the proc that handles the order of an item_attack. * * The order of procs called is: * * [/atom/proc/tool_act] on the target. If it returns TOOL_ACT_TOOLTYPE_SUCCESS or TOOL_ACT_SIGNAL_BLOCKING, the chain will be stopped. * * [/obj/item/proc/pre_attack] on src. If this returns TRUE, the chain will be stopped. * * [/atom/proc/attackby] on the target. If it returns TRUE, the chain will be stopped. * * [/obj/item/proc/afterattack]. The return value does not matter. */ /obj/item/proc/melee_attack_chain(mob/user, atom/target, params) var/is_right_clicking = LAZYACCESS(params2list(params), RIGHT_CLICK) if(tool_behaviour && (target.tool_act(user, src, tool_behaviour, is_right_clicking) & TOOL_ACT_MELEE_CHAIN_BLOCKING)) return TRUE var/pre_attack_result if (is_right_clicking) switch (pre_attack_secondary(target, user, params)) if (SECONDARY_ATTACK_CALL_NORMAL) pre_attack_result = pre_attack(target, user, params) if (SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN) return TRUE if (SECONDARY_ATTACK_CONTINUE_CHAIN) // Normal behavior else CRASH("pre_attack_secondary must return an SECONDARY_ATTACK_* define, please consult code/__DEFINES/combat.dm") else pre_attack_result = pre_attack(target, user, params) if(pre_attack_result) return TRUE var/attackby_result if (is_right_clicking) switch (target.attackby_secondary(src, user, params)) if (SECONDARY_ATTACK_CALL_NORMAL) attackby_result = target.attackby(src, user, params) if (SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN) return TRUE if (SECONDARY_ATTACK_CONTINUE_CHAIN) // Normal behavior else CRASH("attackby_secondary must return an SECONDARY_ATTACK_* define, please consult code/__DEFINES/combat.dm") else attackby_result = target.attackby(src, user, params) if (attackby_result) return TRUE if(QDELETED(src) || QDELETED(target)) attack_qdeleted(target, user, TRUE, params) return TRUE if (is_right_clicking) var/after_attack_secondary_result = afterattack_secondary(target, user, TRUE, params) // There's no chain left to continue at this point, so CANCEL_ATTACK_CHAIN and CONTINUE_CHAIN are functionally the same. if (after_attack_secondary_result == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || after_attack_secondary_result == SECONDARY_ATTACK_CONTINUE_CHAIN) return TRUE return afterattack(target, user, TRUE, params) /// 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, modifiers) if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF, user) & COMPONENT_CANCEL_ATTACK_CHAIN) return TRUE interact(user) /// Called when the item is in the active hand, and right-clicked. Intended for alternate or opposite functions, such as lowering reagent transfer amount. At the moment, there is no verb or hotkey. /obj/item/proc/attack_self_secondary(mob/user, modifiers) if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF_SECONDARY, user) & COMPONENT_CANCEL_ATTACK_CHAIN) return TRUE /** * Called on the item before it hits something * * Arguments: * * atom/A - The atom about to be hit * * mob/living/user - The mob doing the htting * * params - click params such as alt/shift etc * * See: [/obj/item/proc/melee_attack_chain] */ /obj/item/proc/pre_attack(atom/A, mob/living/user, params) //do stuff before attackby! if(SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK, A, user, params) & COMPONENT_CANCEL_ATTACK_CHAIN) return TRUE return FALSE //return TRUE to avoid calling attackby after this proc does stuff /** * Called on the item before it hits something, when right clicking. * * Arguments: * * atom/target - The atom about to be hit * * mob/living/user - The mob doing the htting * * params - click params such as alt/shift etc * * See: [/obj/item/proc/melee_attack_chain] */ /obj/item/proc/pre_attack_secondary(atom/target, mob/living/user, params) var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK_SECONDARY, target, user, params) if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN) return SECONDARY_ATTACK_CONTINUE_CHAIN return SECONDARY_ATTACK_CALL_NORMAL /** * Called on an object being hit by an item * * Arguments: * * obj/item/attacking_item - The item hitting this atom * * mob/user - The wielder of this item * * params - click params such as alt/shift etc * * See: [/obj/item/proc/melee_attack_chain] */ /atom/proc/attackby(obj/item/attacking_item, mob/user, params) if(SEND_SIGNAL(src, COMSIG_PARENT_ATTACKBY, attacking_item, user, params) & COMPONENT_NO_AFTERATTACK) return TRUE return FALSE /** * Called on an object being right-clicked on by an item * * Arguments: * * obj/item/weapon - The item hitting this atom * * mob/user - The wielder of this item * * params - click params such as alt/shift etc * * See: [/obj/item/proc/melee_attack_chain] */ /atom/proc/attackby_secondary(obj/item/weapon, mob/user, params) var/signal_result = SEND_SIGNAL(src, COMSIG_PARENT_ATTACKBY_SECONDARY, weapon, user, params) if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN) return SECONDARY_ATTACK_CONTINUE_CHAIN return SECONDARY_ATTACK_CALL_NORMAL /obj/attackby(obj/item/I, mob/living/user, params) return ..() || ((obj_flags & CAN_BE_HIT) && I.attack_atom(src, user, params)) /mob/living/attackby(obj/item/attacking_item, mob/living/user, params) if(..()) return TRUE user.changeNext_move(CLICK_CD_MELEE) return attacking_item.attack(src, user, params) /mob/living/attackby_secondary(obj/item/weapon, mob/living/user, params) var/result = weapon.attack_secondary(src, user, params) // Normal attackby updates click cooldown, so we have to make up for it if (result != SECONDARY_ATTACK_CALL_NORMAL) user.changeNext_move(CLICK_CD_MELEE) return result /** * Called from [/mob/living/proc/attackby] * * Arguments: * * mob/living/M - The mob being hit by this item * * mob/living/user - The mob hitting with this item * * params - Click params of this attack */ /obj/item/proc/attack(mob/living/M, mob/living/user, params) var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, user, params) if(signal_return & COMPONENT_CANCEL_ATTACK_CHAIN) return TRUE if(signal_return & COMPONENT_SKIP_ATTACK) return SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, M, user, params) if(item_flags & NOBLUDGEON) return if(force && HAS_TRAIT(user, TRAIT_PACIFISM)) to_chat(user, span_warning("You don't want to harm other living beings!")) return if(!force) playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), TRUE, -1) else if(hitsound) playsound(loc, hitsound, get_clamped_volume(), TRUE, extrarange = stealthy_audio ? SILENCED_SOUND_EXTRARANGE : -1, falloff_distance = 0) M.lastattacker = user.real_name M.lastattackerckey = user.ckey if(force && M == user && user.client) user.client.give_award(/datum/award/achievement/misc/selfouch, user) user.do_attack_animation(M) M.attacked_by(src, user) log_combat(user, M, "attacked", src.name, "(COMBAT MODE: [uppertext(user.combat_mode)]) (DAMTYPE: [uppertext(damtype)])") add_fingerprint(user) /// The equivalent of [/obj/item/proc/attack] but for alternate attacks, AKA right clicking /obj/item/proc/attack_secondary(mob/living/victim, mob/living/user, params) var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SECONDARY, victim, user, params) if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN) return SECONDARY_ATTACK_CONTINUE_CHAIN return SECONDARY_ATTACK_CALL_NORMAL /// The equivalent of the standard version of [/obj/item/proc/attack] but for non mob targets. /obj/item/proc/attack_atom(atom/attacked_atom, mob/living/user, params) if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_OBJ, attacked_atom, user) & COMPONENT_CANCEL_ATTACK_CHAIN) return if(item_flags & NOBLUDGEON) return user.changeNext_move(CLICK_CD_MELEE) user.do_attack_animation(attacked_atom) attacked_atom.attacked_by(src, user) /// Called from [/obj/item/proc/attack_atom] and [/obj/item/proc/attack] if the attack succeeds /atom/proc/attacked_by(obj/item/attacking_item, mob/living/user) if(!uses_integrity) CRASH("attacked_by() was called on an object that doesnt use integrity!") if(!attacking_item.force) return var/no_damage = TRUE if(take_damage(attacking_item.force, attacking_item.damtype, MELEE, 1)) no_damage = FALSE //only witnesses close by and the victim see a hit message. log_combat(user, src, "attacked", attacking_item) user.visible_message(span_danger("[user] hits [src] with [attacking_item][no_damage ? ", which doesn't leave a mark" : ""]!"), \ span_danger("You hit [src] with [attacking_item][no_damage ? ", which doesn't leave a mark" : ""]!"), null, COMBAT_MESSAGE_RANGE) /area/attacked_by(obj/item/attacking_item, mob/living/user) CRASH("areas are NOT supposed to have attacked_by() called on them!") /mob/living/attacked_by(obj/item/I, mob/living/user) send_item_attack_message(I, user) if(I.force) apply_damage(I.force, I.damtype) if(I.damtype == BRUTE) if(prob(33)) I.add_mob_blood(src) var/turf/location = get_turf(src) add_splatter_floor(location) if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood user.add_mob_blood(src) return TRUE //successful attack /mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user) if(!attack_threshold_check(I.force, I.damtype, MELEE, FALSE)) playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), TRUE, -1) else return ..() /mob/living/basic/attacked_by(obj/item/I, mob/living/user) if(!attack_threshold_check(I.force, I.damtype, MELEE, FALSE)) playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), TRUE, -1) else return ..() /** * Last proc in the [/obj/item/proc/melee_attack_chain] * * Arguments: * * atom/target - The thing that was hit * * mob/user - The mob doing the hitting * * 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 [/atom/proc/Click] code, see that documentation. */ /obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters) //SKYRAT EDIT ADDITION if(SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters) & COMPONENT_CANCEL_ATTACK_CHAIN) return TRUE //SKYRAT EDIT END SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters) /** * Called at the end of the attack chain if the user right-clicked. * * Arguments: * * atom/target - The thing that was hit * * mob/user - The mob doing the hitting * * 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 [/atom/proc/Click] code, see that documentation. */ /obj/item/proc/afterattack_secondary(atom/target, mob/user, proximity_flag, click_parameters) var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK_SECONDARY, target, user, proximity_flag, click_parameters) SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters) if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN) return SECONDARY_ATTACK_CONTINUE_CHAIN return SECONDARY_ATTACK_CALL_NORMAL /// Called if the target gets deleted by our attack /obj/item/proc/attack_qdeleted(atom/target, mob/user, proximity_flag, click_parameters) SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_QDELETED, target, user, proximity_flag, click_parameters) SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK_QDELETED, target, user, proximity_flag, click_parameters) /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 /mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area, obj/item/bodypart/hit_bodypart) if(!I.force && !length(I.attack_verb_simple) && !length(I.attack_verb_continuous)) return var/message_verb_continuous = length(I.attack_verb_continuous) ? "[pick(I.attack_verb_continuous)]" : "attacks" var/message_verb_simple = length(I.attack_verb_simple) ? "[pick(I.attack_verb_simple)]" : "attack" var/message_hit_area = "" if(hit_area) message_hit_area = " in the [hit_area]" var/attack_message_spectator = "[src] [message_verb_continuous][message_hit_area] with [I]!" var/attack_message_victim = "Something [message_verb_continuous] you[message_hit_area] with [I]!" var/attack_message_attacker = "You [message_verb_simple] [src][message_hit_area] with [I]!" if(user in viewers(src, null)) attack_message_spectator = "[user] [message_verb_continuous] [src][message_hit_area] with [I]!" attack_message_victim = "[user] [message_verb_continuous] you[message_hit_area] with [I]!" if(user == src) attack_message_victim = "You [message_verb_simple] yourself[message_hit_area] with [I]" visible_message(span_danger("[attack_message_spectator]"),\ span_userdanger("[attack_message_victim]"), null, COMBAT_MESSAGE_RANGE, user) to_chat(user, span_danger("[attack_message_attacker]")) return 1