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Bubberstation/code/_onclick/telekinesis.dm
Ghom 75e7ef6def Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.

The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.

Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.

🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
2025-06-15 15:50:31 -04:00

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/*
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 ITEM_INTERACT_BLOCKING
/atom/proc/attack_self_secondary_tk(mob/user)
return
/obj/item/attack_self_secondary_tk(mob/user)
if(attack_self_secondary(user))
return ITEM_INTERACT_BLOCKING
/*
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/effects/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)
if(!QDELETED(focus))
REMOVE_TRAIT(focus, TRAIT_TELEKINESIS_CONTROLLED, REF(tk_user))
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) & ITEM_INTERACT_ANY_BLOCKER)
. = TRUE
update_appearance()
/obj/item/tk_grab/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
return ranged_interact_with_atom(interacting_with, user, modifiers)
/obj/item/tk_grab/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!focus)
focus_object(interacting_with)
return ITEM_INTERACT_BLOCKING
if(!check_if_focusable(focus))
return NONE
if(interacting_with == focus)
if(LAZYACCESS(modifiers, RIGHT_CLICK))
. = focus.attack_self_secondary_tk(user) || NONE
else
. = interacting_with.attack_self_tk(user) || NONE
else if(isitem(focus))
var/obj/item/focused_item = focus
apply_focus_overlay()
if(interacting_with.Adjacent(focus))
. = focused_item.melee_attack_chain(user, interacting_with, modifiers) ? ITEM_INTERACT_SUCCESS : ITEM_INTERACT_BLOCKING
if(check_if_focusable(focus))
focus.do_attack_animation(interacting_with, null, focus)
// isgun check lets us shoot guns at range
// quoting the old comment: "I've only tested this with guns, and it took some doing to make it work"
// reader beware if trying to add other snowflake cases
else if(isgun(focused_item))
. = interacting_with.base_ranged_item_interaction(user, focus, modifiers)
user.changeNext_move(CLICK_CD_MELEE)
update_appearance()
return .
/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) & ITEM_INTERACT_ANY_BLOCKER)
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
ADD_TRAIT(focus, TRAIT_TELEKINESIS_CONTROLLED, REF(tk_user))
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/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