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Bubberstation/code/_onclick/item_attack.dm
SkyratBot 2d468e9c2d [MIRROR] Implements functionality for variable weapon attack and secondary weapon attack speeds. [MDB IGNORE] (#19048)
Implements functionality for variable weapon attack and secondary weapon attack speeds. (#72959)

## About The Pull Request
The click cooldown after attacking with a weapon can now be controlled
with a var. A var can also be set for secondary attack cooldown, if
unset it is the same as the weapon's normal attack speed.

The two weapons who already had hardcoded mechanics to achieve this
effect (see: The Stinger, Hyper Frequency Blade) have been converted to
this system.
## Why It's Good For The Game
Future varying of weapon qualities and admin shenanigans.
## Changelog
🆑
code: Greater support for variability in weapon attack speed 
admin: Admins are now able to grief you by hitting you with a toolbox 10
times in one second.
/🆑

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
2023-01-31 13:54:11 +00:00

357 lines
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/**
* 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
var/afterattack_result = afterattack(target, user, TRUE, params)
if (!(afterattack_result & AFTERATTACK_PROCESSED_ITEM) && isitem(target))
if (isnull(user.get_inactive_held_item()))
SStutorials.suggest_tutorial(user, /datum/tutorial/switch_hands, params2list(params))
else
SStutorials.suggest_tutorial(user, /datum/tutorial/drop, params2list(params))
return afterattack_result & TRUE //this is really stupid but its needed because afterattack can return TRUE | FLAGS.
/// 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/attacking_item, mob/user, params)
return ..() || ((obj_flags & CAN_BE_HIT) && attacking_item.attack_atom(src, user, params))
/mob/living/attackby(obj/item/attacking_item, mob/living/user, params)
if(..())
return TRUE
user.changeNext_move(attacking_item.attack_speed)
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)
if(weapon.secondary_attack_speed)
user.changeNext_move(weapon.secondary_attack_speed)
else
user.changeNext_move(weapon.attack_speed)
return result
/**
* Called from [/mob/living/proc/attackby]
*
* Arguments:
* * mob/living/target_mob - 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/target_mob, mob/living/user, params)
var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, target_mob, 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, target_mob, user, params)
if(item_flags & NOBLUDGEON)
return
if(damtype != STAMINA && force && HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, span_warning("You don't want to harm other living beings!"))
return
if(!force && !HAS_TRAIT(src, TRAIT_CUSTOM_TAP_SOUND))
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)
target_mob.lastattacker = user.real_name
target_mob.lastattackerckey = user.ckey
if(force && target_mob == user && user.client)
user.client.give_award(/datum/award/achievement/misc/selfouch, user)
user.do_attack_animation(target_mob)
target_mob.attacked_by(src, user)
log_combat(user, target_mob, "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(attack_speed)
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/damage = take_damage(attacking_item.force, attacking_item.damtype, MELEE, 1)
//only witnesses close by and the victim see a hit message.
user.visible_message(span_danger("[user] hits [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), \
span_danger("You hit [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), null, COMBAT_MESSAGE_RANGE)
log_combat(user, src, "attacked", attacking_item)
/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/attacking_item, mob/living/user)
send_item_attack_message(attacking_item, user)
if(!attacking_item.force)
return FALSE
var/damage = attacking_item.force
if(mob_biotypes & MOB_ROBOTIC)
damage *= attacking_item.demolition_mod
apply_damage(damage, attacking_item.damtype)
if(attacking_item.damtype == BRUTE && prob(33))
attacking_item.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].
* Returns a bitfield containing AFTERATTACK_PROCESSED_ITEM if the user is likely intending to use this item on another item.
* Some consumers currently return TRUE to mean "processed". These are not consistent and should be taken with a grain of salt.
*
* 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)
. = NONE
. |= SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters)
SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK, target, src, proximity_flag, click_parameters)
SEND_SIGNAL(target, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user, proximity_flag, click_parameters)
return .
/**
* 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_SECONDARY, target, src, 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)
if(is_blind())
to_chat(src, span_danger("Someone hits you[message_hit_area]!"))
to_chat(user, span_danger("[attack_message_attacker]"))
return 1