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Bubberstation/code/_onclick/item_attack.dm
Bloop 3d01e86e29 There will be (colorful) blood: datumizes bloodtypes, greyscales blood sprites, and fixes a lot of inconsistencies with gibs and forensic data (#90593)
## About The Pull Request


This PR:

- Converts all of the blood types into their own datums, which can be
set up to have their own colors, descriptions, and other fun unique
properties. For example, the clown blood that is constantly randomizing
itself.

- Converts all the blood decals into greyscale, which in turn eliminates
the need for separate xeno sprites. They both use the same ones now.

- Audit of blood splatters/gibs/bodyparts/organs to make sure that they
are getting the correct forensic data applied to them.

- For the admins: Adds a clown blood smite.

My primary goal with was to make the appearance of the new sprites look
almost indistinguishable to the original ones.

I consider this a "first pass", as in there are still some further
refactors I would like to do on the backend side, but am satisfied with
it enough to push it forward as a first step towards a better blood
system! I didn't want to do too much at once because of A) fatigue and
B) easier to test things to make sure I'm not breaking something
important this way.

This has been test-merged on Nova for over a week now and has been going
great, so I finally got around to upstreaming the bones to TG. Although
I did test it a bit you may want to TM it just in case I missed some
things when copying it over.
2025-04-28 00:57:59 -05:00

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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 ITEM_INTERACT_SUCCESS or ITEM_INTERACT_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, list/modifiers)
//Proxy replaces src cause it returns an atom that will attack the target on our behalf
var/obj/item/source_atom = get_proxy_attacker_for(target, user)
if(source_atom != src) //if we are someone else then call that attack chain else we can proceed with the usual stuff
return source_atom.melee_attack_chain(user, target, modifiers)
var/is_right_clicking = LAZYACCESS(modifiers, RIGHT_CLICK)
var/item_interact_result = target.base_item_interaction(user, src, modifiers)
if(item_interact_result & ITEM_INTERACT_SUCCESS)
return TRUE
if(item_interact_result & ITEM_INTERACT_BLOCKING)
return FALSE
// At this point it means we're not doing a non-combat interaction so let's just try to bash it
var/pre_attack_result
if (is_right_clicking)
switch (pre_attack_secondary(target, user, modifiers))
if (SECONDARY_ATTACK_CALL_NORMAL)
pre_attack_result = pre_attack(target, user, modifiers)
if (SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return TRUE
if (SECONDARY_ATTACK_CONTINUE_CHAIN)
EMPTY_BLOCK_GUARD // 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, modifiers)
if(pre_attack_result)
return TRUE
// At this point the attack is really about to happen
var/attackby_result
if (is_right_clicking)
switch (target.attackby_secondary(src, user, modifiers))
if (SECONDARY_ATTACK_CALL_NORMAL)
attackby_result = target.attackby(src, user, modifiers)
if (SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return TRUE
if (SECONDARY_ATTACK_CONTINUE_CHAIN)
EMPTY_BLOCK_GUARD // 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, modifiers)
if (attackby_result)
// This means the attack failed or was handled for whatever reason
return TRUE
// At this point it means the attack was "successful", or at least unhandled, in some way
// This can mean nothing happened, this can mean the target took damage, etc.
if(user.client && isitem(target))
if(isnull(user.get_inactive_held_item()))
SStutorials.suggest_tutorial(user, /datum/tutorial/switch_hands, modifiers)
else
SStutorials.suggest_tutorial(user, /datum/tutorial/drop, modifiers)
return TRUE
/// 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/target - The atom about to be hit
* * mob/living/user - The mob doing the htting
* * list/modifiers - click params such as alt/shift etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
/obj/item/proc/pre_attack(atom/target, mob/living/user, list/modifiers) //do stuff before attackby!
if(SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK, target, user, modifiers) & 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
* * list/modifiers - 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, list/modifiers)
var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK_SECONDARY, target, user, modifiers)
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, list/modifiers)
if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACKBY, attacking_item, user, modifiers) & 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, list/modifiers)
var/signal_result = SEND_SIGNAL(src, COMSIG_ATOM_ATTACKBY_SECONDARY, weapon, user, modifiers)
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, list/modifiers)
if(..())
return TRUE
if(!(obj_flags & CAN_BE_HIT))
return FALSE
return attacking_item.attack_atom(src, user, modifiers)
/mob/living/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
for(var/datum/surgery/operation as anything in surgeries)
if(IS_IN_INVALID_SURGICAL_POSITION(src, operation))
continue
if(!(operation.surgery_flags & SURGERY_SELF_OPERABLE) && (user == src))
continue
if(operation.next_step(user, modifiers))
return ITEM_INTERACT_SUCCESS
return NONE
/mob/living/attackby(obj/item/attacking_item, mob/living/user, list/modifiers)
if(..())
return TRUE
user.changeNext_move(attacking_item.attack_speed)
return attacking_item.attack(src, user, modifiers)
/mob/living/attackby_secondary(obj/item/weapon, mob/living/user, list/modifiers)
var/result = weapon.attack_secondary(src, user, modifiers)
// 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, list/modifiers)
var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, target_mob, user, modifiers) || SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, target_mob, user, modifiers)
if(signal_return & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
if(signal_return & COMPONENT_SKIP_ATTACK)
return FALSE
if(item_flags & NOBLUDGEON)
return FALSE
if(damtype != STAMINA && force && HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, span_warning("You don't want to harm other living beings!"))
return FALSE
if(!force && !HAS_TRAIT(src, TRAIT_CUSTOM_TAP_SOUND))
playsound(src, 'sound/items/weapons/tap.ogg', get_clamped_volume(), TRUE, -1)
else if(hitsound)
playsound(src, 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)
if(get(src, /mob/living) == user) // telekinesis.
user.do_attack_animation(target_mob)
if(!target_mob.attacked_by(src, user))
return TRUE
SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target_mob, user, modifiers)
SEND_SIGNAL(target_mob, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user, modifiers)
afterattack(target_mob, user, modifiers)
log_combat(user, target_mob, "attacked", src.name, "(COMBAT MODE: [uppertext(user.combat_mode)]) (DAMTYPE: [uppertext(damtype)])")
add_fingerprint(user)
return FALSE // unhandled
/// 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, list/modifiers)
var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SECONDARY, victim, user, modifiers)
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, list/modifiers)
var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_ATOM, attacked_atom, user) | SEND_SIGNAL(user, COMSIG_LIVING_ATTACK_ATOM, attacked_atom)
if(signal_return & COMPONENT_SKIP_ATTACK)
return TRUE
if(signal_return & COMPONENT_CANCEL_ATTACK_CHAIN)
return FALSE
if(item_flags & NOBLUDGEON)
return FALSE
user.changeNext_move(attack_speed)
if(get(src, /mob/living) == user) // telekinesis.
user.do_attack_animation(attacked_atom)
attacked_atom.attacked_by(src, user)
SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, attacked_atom, user, modifiers)
SEND_SIGNAL(attacked_atom, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user, modifiers)
afterattack(attacked_atom, user, modifiers)
return FALSE // unhandled
/// 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 doesn't use integrity!")
if(!attacking_item.force)
return
var/damage = take_damage(attacking_item.force, attacking_item.damtype, MELEE, 1, get_dir(src, user))
//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)
var/targeting = check_zone(user.zone_selected)
if(user != src)
var/zone_hit_chance = 80
if(body_position == LYING_DOWN)
zone_hit_chance += 10
targeting = get_random_valid_zone(targeting, zone_hit_chance)
var/targeting_human_readable = parse_zone_with_bodypart(targeting)
send_item_attack_message(attacking_item, user, targeting_human_readable, targeting)
var/armor_block = min(run_armor_check(
def_zone = targeting,
attack_flag = MELEE,
absorb_text = span_notice("Your armor has protected your [targeting_human_readable]!"),
soften_text = span_warning("Your armor has softened a hit to your [targeting_human_readable]!"),
armour_penetration = attacking_item.armour_penetration,
weak_against_armour = attacking_item.weak_against_armour,
), ARMOR_MAX_BLOCK)
var/damage = attacking_item.force
if(mob_biotypes & MOB_ROBOTIC)
damage *= attacking_item.get_demolition_modifier(src)
var/wounding = attacking_item.wound_bonus
if((attacking_item.item_flags & SURGICAL_TOOL) && !user.combat_mode && body_position == LYING_DOWN && (LAZYLEN(surgeries) > 0))
wounding = CANT_WOUND
if(user != src)
// This doesn't factor in armor, or most damage modifiers (physiology). Your mileage may vary
if(check_block(attacking_item, damage, "\the [attacking_item]", MELEE_ATTACK, attacking_item.armour_penetration, attacking_item.damtype))
return FALSE
SEND_SIGNAL(attacking_item, COMSIG_ITEM_ATTACK_ZONE, src, user, targeting)
if(damage <= 0)
return TRUE
if(ishuman(src) || client) // istype(src) is kinda bad, but it's to avoid spamming the blackbox
SSblackbox.record_feedback("nested tally", "item_used_for_combat", 1, list("[attacking_item.force]", "[attacking_item.type]"))
SSblackbox.record_feedback("tally", "zone_targeted", 1, targeting_human_readable)
var/damage_done = apply_damage(
damage = damage,
damagetype = attacking_item.damtype,
def_zone = targeting,
blocked = armor_block,
wound_bonus = wounding,
bare_wound_bonus = attacking_item.bare_wound_bonus,
sharpness = attacking_item.get_sharpness(),
attack_direction = get_dir(user, src),
attacking_item = attacking_item,
)
attack_effects(damage_done, targeting, armor_block, attacking_item, user)
return TRUE
/**
* Called when we take damage, used to cause effects such as a blood splatter.
*
* Return TRUE if an effect was done, FALSE otherwise.
*/
/mob/living/proc/attack_effects(damage_done, hit_zone, armor_block, obj/item/attacking_item, mob/living/attacker)
if(damage_done > 0 && attacking_item.damtype == BRUTE && prob(25 + damage_done * 2))
attacking_item.add_mob_blood(src)
add_splatter_floor(get_turf(src))
if(get_dist(attacker, src) <= 1)
if(ishuman(attacker))
var/bloodied_things = ITEM_SLOT_GLOVES
if(damage_done >= 20 || (damage_done >= 15 && prob(25)))
bloodied_things |= ITEM_SLOT_ICLOTHING|ITEM_SLOT_OCLOTHING
if(prob(33) && damage_done >= 10)
bloodied_things |= ITEM_SLOT_FEET
if(prob(33) && damage_done >= 24) // fireaxe damage, because heeeeere's johnny
bloodied_things |= ITEM_SLOT_MASK
if(prob(33) && damage_done >= 30) // esword damage
bloodied_things |= ITEM_SLOT_HEAD
var/mob/living/carbon/human/human_attacker = attacker
human_attacker.add_blood_DNA_to_items(get_blood_dna_list(), bloodied_things)
else
attacker.add_mob_blood(src)
return TRUE
return FALSE
/mob/living/carbon/attack_effects(damage_done, hit_zone, armor_block, obj/item/attacking_item, mob/living/attacker)
var/obj/item/bodypart/hit_bodypart = get_bodypart(hit_zone) || bodyparts[1]
if(!hit_bodypart.can_bleed())
return FALSE
return ..()
/mob/living/carbon/human/attack_effects(damage_done, hit_zone, armor_block, obj/item/attacking_item, mob/living/attacker)
. = ..()
switch(hit_zone)
if(BODY_ZONE_HEAD)
if(.)
var/bloodied_things = ITEM_SLOT_MASK|ITEM_SLOT_HEAD
if(prob(33))
bloodied_things |= ITEM_SLOT_EYES
add_blood_DNA_to_items(get_blood_dna_list(), bloodied_things)
if(!attacking_item.get_sharpness() && !HAS_TRAIT(src, TRAIT_HEAD_INJURY_BLOCKED) && attacking_item.damtype == BRUTE)
if(prob(damage_done))
adjustOrganLoss(ORGAN_SLOT_BRAIN, 20)
if(stat == CONSCIOUS)
visible_message(
span_danger("[src] is knocked senseless!"),
span_userdanger("You're knocked senseless!"),
)
set_confusion_if_lower(20 SECONDS)
adjust_eye_blur(20 SECONDS)
if(prob(10))
gain_trauma(/datum/brain_trauma/mild/concussion)
else
adjustOrganLoss(ORGAN_SLOT_BRAIN, damage_done * 0.2)
// rev deconversion through blunt trauma.
// this can be signalized to the rev datum
if(mind && stat == CONSCIOUS && src != attacker && prob(damage_done + ((100 - health) * 0.5)))
var/datum/antagonist/rev/rev = mind.has_antag_datum(/datum/antagonist/rev)
rev?.remove_revolutionary(attacker)
if(BODY_ZONE_CHEST)
if(.)
add_blood_DNA_to_items(get_blood_dna_list(), ITEM_SLOT_ICLOTHING|ITEM_SLOT_OCLOTHING)
if(stat == CONSCIOUS && !attacking_item.get_sharpness() && !HAS_TRAIT(src, TRAIT_BRAWLING_KNOCKDOWN_BLOCKED) && attacking_item.damtype == BRUTE)
if(prob(damage_done))
visible_message(
span_danger("[src] is knocked down!"),
span_userdanger("You're knocked down!"),
)
apply_effect(6 SECONDS, EFFECT_KNOCKDOWN, armor_block)
// Triggers force say events
if(damage_done > 10 || (damage_done >= 5 && prob(33)))
force_say()
/**
* 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, list/modifiers)
PROTECTED_PROC(TRUE)
return
/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/weapon, mob/living/user, hit_area, def_zone)
if(!weapon.force && !length(weapon.attack_verb_simple) && !length(weapon.attack_verb_continuous))
return
// Sanity in case one is null for some reason
var/picked_index = rand(max(length(weapon.attack_verb_simple), length(weapon.attack_verb_continuous)))
var/message_verb_continuous = "attacks"
var/message_verb_simple = "attack"
var/message_hit_area = get_hit_area_message(hit_area)
// Sanity in case one is... longer than the other?
if (picked_index && length(weapon.attack_verb_continuous) >= picked_index)
message_verb_continuous = weapon.attack_verb_continuous[picked_index]
if (picked_index && length(weapon.attack_verb_simple) >= picked_index)
message_verb_simple = weapon.attack_verb_simple[picked_index]
var/attack_message_spectator = "[src] [message_verb_continuous][message_hit_area] with [weapon]!"
var/attack_message_victim = "Something [message_verb_continuous] you[message_hit_area] with [weapon]!"
var/attack_message_attacker = "You [message_verb_simple] [src][message_hit_area] with [weapon]!"
if(user in viewers(src, null))
attack_message_spectator = "[user] [message_verb_continuous] [src][message_hit_area] with [weapon]!"
attack_message_victim = "[user] [message_verb_continuous] you[message_hit_area] with [weapon]!"
if(user == src)
attack_message_victim = "You [message_verb_simple] yourself[message_hit_area] with [weapon]."
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
/// Overridable proc so subtypes can have unique targetted strike zone messages, return a string.
/mob/living/proc/get_hit_area_message(input_area)
if(input_area)
return " in the [input_area]"
return ""