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* afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item * Update _neck.dm Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
295 lines
7.6 KiB
Plaintext
295 lines
7.6 KiB
Plaintext
/*
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Telekinesis
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This needs more thinking out, but I might as well.
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*/
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#define TK_MAXRANGE 15
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/**
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* Telekinesis attack act, happens when the TK user clicks on a non-adjacent target in range.
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*
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* * By default, emulates the user's unarmed attack.
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* * Called indirectly by the `COMSIG_MOB_ATTACK_RANGED` signal.
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* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
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*/
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/atom/proc/attack_tk(mob/user)
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if(user.stat || !tkMaxRangeCheck(user, src))
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return
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new /obj/effect/temp_visual/telekinesis(get_turf(src))
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add_hiddenprint(user)
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user.UnarmedAttack(src, FALSE) // attack_hand, attack_paw, etc
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/obj/attack_tk(mob/user)
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if(user.stat)
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return
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if(anchored)
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return ..()
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return attack_tk_grab(user)
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/obj/item/attack_tk(mob/user)
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if(user.stat)
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return
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return attack_tk_grab(user)
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/**
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* Telekinesis object grab act.
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*
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* * Called by `/obj/attack_tk()`.
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* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
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*/
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/obj/proc/attack_tk_grab(mob/user)
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var/obj/item/tk_grab/O = new(src)
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O.tk_user = user
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if(!O.focus_object(src))
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return
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user.put_in_active_hand(O)
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add_hiddenprint(user)
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/mob/attack_tk(mob/user)
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return
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/**
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* Telekinesis item attack_self act.
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*
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* * This is similar to item attack_self, but applies to anything that you can grab with a telekinetic grab.
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* * It is used for manipulating things at range, for example, opening and closing closets..
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* * Defined at the `/atom` level but only used at the `/obj/item` one.
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* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
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*/
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/atom/proc/attack_self_tk(mob/user)
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return
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/obj/item/attack_self_tk(mob/user)
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if(attack_self(user))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/atom/proc/attack_self_secondary_tk(mob/user)
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return
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/obj/item/attack_self_secondary_tk(mob/user)
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if(attack_self_secondary(user))
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/*
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TK Grab Item (the workhorse of old TK)
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* If you have not grabbed something, do a normal tk attack
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* If you have something, throw it at the target. If it is already adjacent, do a normal attackby()
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* If you click what you are holding, or attack_self(), do an attack_self_tk() on it.
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* Deletes itself if it is ever not in your hand, or if you should have no access to TK.
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*/
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/obj/item/tk_grab
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name = "Telekinetic Grab"
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desc = "Magic"
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icon = 'icons/obj/magic.dmi'//Needs sprites
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icon_state = "2"
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item_flags = NOBLUDGEON | ABSTRACT | DROPDEL
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//inhand_icon_state = null
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w_class = WEIGHT_CLASS_GIGANTIC
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plane = ABOVE_HUD_PLANE
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///Object focused / selected by the TK user
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var/atom/movable/focus
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var/mob/living/carbon/tk_user
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/obj/item/tk_grab/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSfastprocess, src)
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/obj/item/tk_grab/Destroy()
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STOP_PROCESSING(SSfastprocess, src)
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focus = null
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tk_user = null
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return ..()
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/obj/item/tk_grab/process()
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if(check_if_focusable(focus)) //if somebody grabs your thing, no waiting for them to put it down and hitting them again.
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update_appearance()
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/obj/item/tk_grab/dropped(mob/user)
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if(focus && user && loc != user && loc != user.loc) // drop_item() gets called when you tk-attack a table/closet with an item
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if(focus.Adjacent(loc))
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focus.forceMove(loc)
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. = ..()
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//stops TK grabs being equipped anywhere but into hands
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/obj/item/tk_grab/equipped(mob/user, slot)
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. = ..()
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if(slot & ITEM_SLOT_HANDS)
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return
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qdel(src)
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/obj/item/tk_grab/examine(user)
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if (focus)
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return focus.examine(user)
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else
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return ..()
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/obj/item/tk_grab/attack_self(mob/user)
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if(!focus)
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return
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if(QDELING(focus))
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qdel(src)
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return
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if(focus.attack_self_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN)
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. = TRUE
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update_appearance()
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/obj/item/tk_grab/afterattack(atom/target, mob/living/carbon/user, proximity, params)//TODO: go over this
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. = ..()
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if(.)
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return
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if(!target || !user)
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return
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if(!focus)
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focus_object(target)
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return TRUE
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if(!check_if_focusable(focus))
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return
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if(target == focus)
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if(target.attack_self_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN)
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. = TRUE
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update_appearance()
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return
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if(isitem(focus))
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var/obj/item/I = focus
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apply_focus_overlay()
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if(target.Adjacent(focus))
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. = I.melee_attack_chain(tk_user, target, params) //isn't copying the attack chain fun. we should do it more often.
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if(check_if_focusable(focus))
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focus.do_attack_animation(target, null, focus)
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else if(isgun(I)) //I've only tested this with guns, and it took some doing to make it work
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. = I.afterattack(target, tk_user, 0, params)
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. |= AFTERATTACK_PROCESSED_ITEM
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user.changeNext_move(CLICK_CD_MELEE)
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update_appearance()
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return .
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/obj/item/tk_grab/afterattack_secondary(atom/target, mob/user, proximity_flag, click_parameters)
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. = ..()
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if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return
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if(!target || !user)
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return
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if(!focus)
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focus_object(target)
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return TRUE
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if(!check_if_focusable(focus))
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return
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if(target == focus)
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if(target.attack_self_secondary_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN)
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. = TRUE
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update_appearance()
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return
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if(isitem(focus))
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var/obj/item/I = focus
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apply_focus_overlay()
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if(target.Adjacent(focus))
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. = I.melee_attack_chain(tk_user, target, click_parameters) //isn't copying the attack chain fun. we should do it more often.
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if(check_if_focusable(focus))
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focus.do_attack_animation(target, null, focus)
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else if(isgun(I)) //I've only tested this with guns, and it took some doing to make it work
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. = I.afterattack_secondary(target, tk_user, 0, click_parameters)
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user.changeNext_move(CLICK_CD_MELEE)
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update_appearance()
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/obj/item/tk_grab/on_thrown(mob/living/carbon/user, atom/target)
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if(!target || !user)
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return
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if(!focus)
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return
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if(!check_if_focusable(focus))
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return
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if(target == focus)
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if(target.attack_self_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return
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update_appearance()
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return
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apply_focus_overlay()
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//Only items can be thrown 10 tiles everything else only 1 tile
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focus.throw_at(target, focus.tk_throw_range, 1,user)
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var/turf/start_turf = get_turf(focus)
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var/turf/end_turf = get_turf(target)
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user.log_message("has thrown [focus] from [AREACOORD(start_turf)] towards [AREACOORD(end_turf)] using Telekinesis.", LOG_ATTACK)
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user.changeNext_move(CLICK_CD_MELEE)
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update_appearance()
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/proc/tkMaxRangeCheck(mob/user, atom/target)
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var/d = get_dist(user, target)
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if(d > TK_MAXRANGE)
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user.balloon_alert(user, "can't TK, too far!")
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return
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return TRUE
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/obj/item/tk_grab/attack(mob/living/M, mob/living/user, def_zone)
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return
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/obj/item/tk_grab/proc/focus_object(obj/target)
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if(!check_if_focusable(target))
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return
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focus = target
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update_appearance()
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apply_focus_overlay()
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return TRUE
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/obj/item/tk_grab/proc/check_if_focusable(obj/target)
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if(!tk_user || !istype(tk_user) || QDELETED(target) || !istype(target) || !tk_user.dna.check_mutation(/datum/mutation/human/telekinesis))
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qdel(src)
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return
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if(!tkMaxRangeCheck(tk_user, target) || target.anchored || !isturf(target.loc))
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qdel(src)
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return
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return TRUE
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/obj/item/tk_grab/proc/apply_focus_overlay()
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if(!focus)
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return
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new /obj/effect/temp_visual/telekinesis(get_turf(focus))
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/obj/item/tk_grab/update_overlays()
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. = ..()
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if(!focus)
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return
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var/mutable_appearance/focus_overlay = new(focus)
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focus_overlay.layer = layer + 0.01
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SET_PLANE_EXPLICIT(focus_overlay, ABOVE_HUD_PLANE, focus)
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. += focus_overlay
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/obj/item/tk_grab/suicide_act(mob/living/user)
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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!"))
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return OXYLOSS
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#undef TK_MAXRANGE
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