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Added dextrous guardians to the code, able to hold and use items and store a single item within themselves. Dextrous guardians do low damage on punches, have medium damage resist, and recalling or leashing will force them to drop any items in their hands.
277 lines
6.9 KiB
Plaintext
277 lines
6.9 KiB
Plaintext
//These procs handle putting s tuff in your hand. It's probably best to use these rather than setting l_hand = ...etc
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//as they handle all relevant stuff like adding it to the player's screen and updating their overlays.
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//Returns the thing in our active hand
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/mob/proc/get_active_hand()
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if(hand)
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return l_hand
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else
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return r_hand
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//Returns the thing in our inactive hand
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/mob/proc/get_inactive_hand()
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if(hand)
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return r_hand
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else
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return l_hand
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//Returns if a certain item can be equipped to a certain slot.
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// Currently invalid for two-handed items - call obj/item/mob_can_equip() instead.
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/mob/proc/can_equip(obj/item/I, slot, disable_warning = 0)
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return 0
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//Puts the item into your l_hand if possible and calls all necessary triggers/updates. returns 1 on success.
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/mob/proc/put_in_l_hand(obj/item/W)
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if(!put_in_hand_check(W))
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return 0
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if(!has_left_hand())
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return 0
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if(!l_hand)
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W.loc = src //TODO: move to equipped?
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l_hand = W
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W.layer = ABOVE_HUD_LAYER //TODO: move to equipped?
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W.equipped(src,slot_l_hand)
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if(W.pulledby)
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W.pulledby.stop_pulling()
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update_inv_l_hand()
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W.pixel_x = initial(W.pixel_x)
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W.pixel_y = initial(W.pixel_y)
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return 1
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return 0
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//Puts the item into your r_hand if possible and calls all necessary triggers/updates. returns 1 on success.
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/mob/proc/put_in_r_hand(obj/item/W)
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if(!put_in_hand_check(W))
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return 0
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if(!has_right_hand())
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return 0
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if(!r_hand)
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W.loc = src
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r_hand = W
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W.layer = ABOVE_HUD_LAYER
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W.equipped(src,slot_r_hand)
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if(W.pulledby)
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W.pulledby.stop_pulling()
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update_inv_r_hand()
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W.pixel_x = initial(W.pixel_x)
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W.pixel_y = initial(W.pixel_y)
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return 1
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return 0
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/mob/proc/put_in_hand_check(obj/item/W)
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if(lying && !(W.flags&ABSTRACT))
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return 0
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if(!istype(W))
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return 0
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return 1
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//Puts the item into our active hand if possible. returns 1 on success.
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/mob/proc/put_in_active_hand(obj/item/W)
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if(hand)
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return put_in_l_hand(W)
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else
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return put_in_r_hand(W)
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//Puts the item into our inactive hand if possible. returns 1 on success.
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/mob/proc/put_in_inactive_hand(obj/item/W)
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if(hand)
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return put_in_r_hand(W)
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else
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return put_in_l_hand(W)
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//Puts the item our active hand if possible. Failing that it tries our inactive hand. Returns 1 on success.
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//If both fail it drops it on the floor and returns 0.
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//This is probably the main one you need to know :)
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/mob/proc/put_in_hands(obj/item/W)
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if(!W)
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return 0
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if(put_in_active_hand(W))
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return 1
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else if(put_in_inactive_hand(W))
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return 1
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else
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W.loc = get_turf(src)
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W.layer = initial(W.layer)
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W.dropped(src)
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return 0
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/mob/proc/drop_item_v() //this is dumb.
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if(stat == CONSCIOUS && isturf(loc))
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return drop_item()
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return 0
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//Drops the item in our left hand
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/mob/proc/drop_l_hand()
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if(!loc || !loc.allow_drop())
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return
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return unEquip(l_hand) //All needed checks are in unEquip
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//Drops the item in our right hand
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/mob/proc/drop_r_hand()
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if(!loc || !loc.allow_drop())
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return
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return unEquip(r_hand)
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//Drops the item in our active hand.
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/mob/proc/drop_item()
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if(hand)
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return drop_l_hand()
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else
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return drop_r_hand()
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//Here lie drop_from_inventory and before_item_take, already forgotten and not missed.
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/mob/proc/canUnEquip(obj/item/I, force)
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if(!I)
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return 1
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if((I.flags & NODROP) && !force)
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return 0
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return 1
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/mob/proc/unEquip(obj/item/I, force) //Force overrides NODROP for things like wizarditis and admin undress.
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if(!I) //If there's nothing to drop, the drop is automatically succesfull. If(unEquip) should generally be used to check for NODROP.
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return 1
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if((I.flags & NODROP) && !force)
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return 0
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if(I == r_hand)
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r_hand = null
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update_inv_r_hand()
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else if(I == l_hand)
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l_hand = null
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update_inv_l_hand()
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if(I)
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if(client)
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client.screen -= I
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I.loc = loc
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I.dropped(src)
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if(I)
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I.layer = initial(I.layer)
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return 1
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//Attemps to remove an object on a mob. Will not move it to another area or such, just removes from the mob.
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/mob/proc/remove_from_mob(var/obj/O)
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unEquip(O)
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O.screen_loc = null
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return 1
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//Outdated but still in use apparently. This should at least be a human proc.
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/mob/proc/get_equipped_items()
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var/list/items = new/list()
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if(hasvar(src,"back"))
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if(src:back)
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items += src:back
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if(hasvar(src,"belt"))
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if(src:belt)
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items += src:belt
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if(hasvar(src,"ears"))
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if(src:ears)
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items += src:ears
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if(hasvar(src,"glasses"))
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if(src:glasses)
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items += src:glasses
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if(hasvar(src,"gloves"))
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if(src:gloves)
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items += src:gloves
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if(hasvar(src,"head"))
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if(src:head)
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items += src:head
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if(hasvar(src,"shoes"))
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if(src:shoes)
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items += src:shoes
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if(hasvar(src,"wear_id"))
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if(src:wear_id)
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items += src:wear_id
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if(hasvar(src,"wear_mask"))
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if(src:wear_mask)
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items += src:wear_mask
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if(hasvar(src,"wear_suit"))
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if(src:wear_suit)
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items += src:wear_suit
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/* if(hasvar(src,"w_radio"))
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if(src:w_radio)
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items += src:w_radio commenting this out since headsets go on your ears now PLEASE DON'T BE MAD KEELIN */
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if(hasvar(src,"w_uniform"))
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if(src:w_uniform)
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items += src:w_uniform
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/* if(hasvar(src,"l_hand"))
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if(src:l_hand)
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items += src:l_hand
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if(hasvar(src,"r_hand"))
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if(src:r_hand)
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items += src:r_hand*/
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return items
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/obj/item/proc/equip_to_best_slot(var/mob/M)
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if(src != M.get_active_hand())
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M << "<span class='warning'>You are not holding anything to equip!</span>"
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return 0
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if(M.equip_to_appropriate_slot(src))
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if(M.hand)
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M.update_inv_l_hand()
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else
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M.update_inv_r_hand()
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return 1
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if(M.s_active && M.s_active.can_be_inserted(src,1)) //if storage active insert there
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M.s_active.handle_item_insertion(src)
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return 1
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var/obj/item/weapon/storage/S = M.get_inactive_hand()
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if(istype(S) && S.can_be_inserted(src,1)) //see if we have box in other hand
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S.handle_item_insertion(src)
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return 1
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S = M.get_item_by_slot(slot_belt)
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if(istype(S) && S.can_be_inserted(src,1)) //else we put in belt
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S.handle_item_insertion(src)
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return 1
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S = M.get_item_by_slot(slot_generic_dextrous_storage) //else we put in whatever is in drone storage
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if(istype(S) && S.can_be_inserted(src,1))
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S.handle_item_insertion(src)
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S = M.get_item_by_slot(slot_back) //else we put in backpack
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if(istype(S) && S.can_be_inserted(src,1))
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S.handle_item_insertion(src)
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playsound(src.loc, "rustle", 50, 1, -5)
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return 1
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M << "<span class='warning'>You are unable to equip that!</span>"
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return 0
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/mob/verb/quick_equip()
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set name = "quick-equip"
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set hidden = 1
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var/obj/item/I = get_active_hand()
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if (I)
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I.equip_to_best_slot(src)
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//used in code for items usable by both carbon and drones, this gives the proper back slot for each mob.(defibrillator, backpack watertank, ...)
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/mob/proc/getBackSlot()
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return slot_back
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/mob/proc/getBeltSlot()
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return slot_belt |