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* Converts many proc overrides to properly use list/modifiers, lots of other smaller things * Update human_defense.dm Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
233 lines
6.3 KiB
Plaintext
233 lines
6.3 KiB
Plaintext
/*
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Humans:
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Adds an exception for gloves, to allow special glove types like the ninja ones.
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Otherwise pretty standard.
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*/
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/mob/living/carbon/human/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
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if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
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if(src == A)
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check_self_for_injuries()
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return
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if(!has_active_hand()) //can't attack without a hand.
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var/obj/item/bodypart/check_arm = get_active_hand()
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if(check_arm?.bodypart_disabled)
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to_chat(src, "<span class='warning'>Your [check_arm.name] is in no condition to be used.</span>")
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return
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to_chat(src, "<span class='notice'>You look at your arm and sigh.</span>")
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return
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// Special glove functions:
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// If the gloves do anything, have them return 1 to stop
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// normal attack_hand() here.
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var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
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if(proximity_flag && istype(G) && G.Touch(A,1))
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return
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//This signal is needed to prevent gloves of the north star + hulk.
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if(SEND_SIGNAL(src, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, A, proximity_flag, modifiers) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return
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SEND_SIGNAL(src, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, A, proximity_flag, modifiers)
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if(dna?.species?.spec_unarmedattack(src, A, modifiers)) //Because species like monkeys dont use attack hand
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return
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if (LAZYACCESS(modifiers, RIGHT_CLICK))
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var/secondary_result = A.attack_hand_secondary(src, modifiers)
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if (secondary_result == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || secondary_result == SECONDARY_ATTACK_CONTINUE_CHAIN)
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return
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else if (secondary_result != SECONDARY_ATTACK_CALL_NORMAL)
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CRASH("attack_hand_secondary did not return a SECONDARY_ATTACK_* define.")
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A.attack_hand(src, modifiers)
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/// Return TRUE to cancel other attack hand effects that respect it. Modifiers is the assoc list for click info such as if it was a right click.
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/atom/proc/attack_hand(mob/user, list/modifiers)
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. = FALSE
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if(!(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND))
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add_fingerprint(user)
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if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_HAND, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
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. = TRUE
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if(interaction_flags_atom & INTERACT_ATOM_ATTACK_HAND)
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. = _try_interact(user)
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/// When the user uses their hand on an item while holding right-click
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/// Returns a SECONDARY_ATTACK_* value.
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/atom/proc/attack_hand_secondary(mob/user, modifiers)
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return SECONDARY_ATTACK_CALL_NORMAL
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//Return a non FALSE value to cancel whatever called this from propagating, if it respects it.
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/atom/proc/_try_interact(mob/user)
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if(isAdminGhostAI(user)) //admin abuse
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return interact(user)
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if(can_interact(user))
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return interact(user)
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return FALSE
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/atom/proc/can_interact(mob/user)
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if(!user.can_interact_with(src))
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return FALSE
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if((interaction_flags_atom & INTERACT_ATOM_REQUIRES_DEXTERITY) && !ISADVANCEDTOOLUSER(user))
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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return FALSE
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if(!(interaction_flags_atom & INTERACT_ATOM_IGNORE_INCAPACITATED) && user.incapacitated((interaction_flags_atom & INTERACT_ATOM_IGNORE_RESTRAINED), !(interaction_flags_atom & INTERACT_ATOM_CHECK_GRAB)))
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return FALSE
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return TRUE
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/atom/ui_status(mob/user)
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. = ..()
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if(!can_interact(user))
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. = min(., UI_UPDATE)
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/atom/movable/can_interact(mob/user)
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. = ..()
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if(!.)
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return
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if(!anchored && (interaction_flags_atom & INTERACT_ATOM_REQUIRES_ANCHORED))
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return FALSE
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/atom/proc/interact(mob/user)
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if(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_INTERACT)
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add_hiddenprint(user)
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else
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add_fingerprint(user)
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if(interaction_flags_atom & INTERACT_ATOM_UI_INTERACT)
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return ui_interact(user)
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return FALSE
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/mob/living/carbon/human/RangedAttack(atom/A, mouseparams)
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. = ..()
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if(.)
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return
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if(gloves)
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var/obj/item/clothing/gloves/G = gloves
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if(istype(G) && G.Touch(A,0)) // for magic gloves
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return TRUE
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if(isturf(A) && get_dist(src,A) <= 1)
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Move_Pulled(A)
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return TRUE
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/*
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Animals & All Unspecified
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*/
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/mob/living/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
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if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
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return
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A.attack_animal(src, modifiers)
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/atom/proc/attack_animal(mob/user, list/modifiers)
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SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_ANIMAL, user)
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///Attacked by monkey
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/atom/proc/attack_paw(mob/user, list/modifiers)
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if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_PAW, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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return FALSE
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/*
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Aliens
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Defaults to same as monkey in most places
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*/
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/mob/living/carbon/alien/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
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if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
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return
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A.attack_alien(src, modifiers)
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/atom/proc/attack_alien(mob/living/carbon/alien/user, list/modifiers)
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attack_paw(user, modifiers)
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return
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// Babby aliens
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/mob/living/carbon/alien/larva/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
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if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
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return
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A.attack_larva(src)
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/atom/proc/attack_larva(mob/user)
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return
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/*
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Slimes
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Nothing happening here
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*/
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/mob/living/simple_animal/slime/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
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if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
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return
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if(isturf(A))
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return ..()
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A.attack_slime(src)
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/atom/proc/attack_slime(mob/user)
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return
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/*
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Drones
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*/
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/mob/living/simple_animal/drone/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
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if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
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return
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A.attack_drone(src)
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/atom/proc/attack_drone(mob/living/simple_animal/drone/user)
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attack_hand(user) //defaults to attack_hand. Override it when you don't want drones to do same stuff as humans.
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/*
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Brain
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*/
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/mob/living/brain/UnarmedAttack(atom/A, proximity_flag, list/modifiers)//Stops runtimes due to attack_animal being the default
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return
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/*
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pAI
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*/
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/mob/living/silicon/pai/UnarmedAttack(atom/A, proximity_flag, list/modifiers)//Stops runtimes due to attack_animal being the default
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return
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/*
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Simple animals
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*/
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/mob/living/simple_animal/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
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if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
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return
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if(!dextrous)
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return ..()
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if(!ismob(A))
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A.attack_hand(src, modifiers)
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update_inv_hands()
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/*
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Hostile animals
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*/
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/mob/living/simple_animal/hostile/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
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if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
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return
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target = A
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if(dextrous && !ismob(A))
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..()
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else
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AttackingTarget(A)
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/*
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New Players:
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Have no reason to click on anything at all.
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*/
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/mob/dead/new_player/ClickOn()
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return
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