Files
Bubberstation/code/_onclick/item_attack.dm
MrMelbert 844ad39d65 Attackedby differentiates failed attacks from 0 damage attacks (#92564)
## About The Pull Request

Fixes #92558

Currently `attacked_by` does not differentiate an attack that did 0
damage with an attack that failed (due to blocking or whatnot)

See also: This hack I left in

ce958c77c0/code/_onclick/item_attack.dm (L346-L347)

This causes problems because successful attacks can deal 0 damage. See
linked issue.

This PR addresses the issue by having `attacked_by` return `-1`
(`ATTACK_FAILED`) for attacks which entirely do not connect.
-1 was used so consumers can easily check if an attack did 0 damage OR
failed (via checking `<= 0`)

This isn't the preferred fix - I'd prefer if all block checking and zone
targeting was moved to `/item/proc/attack`, but that requires attack
itself be reigned in a bit (cuz it's still a bit of a mess).

## Changelog

🆑 Melbert
fix: Item on-attack effects will trigger as expected when hitting a limb
at damage cap
/🆑
2025-08-15 04:24:18 +02:00

517 lines
22 KiB
Plaintext

/**
* THIS IS THE ROOT OF ALL EVIL (I mean the root of all item-on-atom interactions)
*
* Implementation details
*
* [obj/item/proc/base_item_interaction] handles all non-combat interactions of an item with an atom.
* This calls [atom/proc/tool_act], among others.
*
* [obj/item/proc/pre_attack] is called before an attack is made, before we even check for block.
* Use pre attack to cancel attacks early based on conditions ("You cant attack with this unless you're a pacifist!")
* After pre-attack we go into [atom/proc/attackby] which is where individual atoms handle what happens when being hit
* Objects use [obj/item/proc/attack_atom], mobs use [obj/item/proc/attack].
* You GENERALLY should never override attack, like ever. (On-attack effects go in afterattack)
* Regardless, we go BACK to the atom to call [atom/proc/attacked_by], which is where the damage is actually applied.
* Finally we call [obj/item/proc/afterattack] after damage is dealt, to handle special item interacts after an attack occurs.
* Use afterattack for stuff like "My stick stuns when it hits people".
*
* Arguments
* * mob/living/user - The mob using src on something
* * atom/target - The atom being clicked on with src
* * list/modifiers - click params such as alt/shift and x/y, etc
* * list/attack_modifiers - attack modifiers such as force, damage type, etc. Only used in attacks
*/
/obj/item/proc/melee_attack_chain(mob/user, atom/target, list/modifiers, list/attack_modifiers = list())
//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, attack_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, attack_modifiers))
if (SECONDARY_ATTACK_CALL_NORMAL)
pre_attack_result = pre_attack(target, user, modifiers, attack_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, attack_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, attack_modifiers))
if (SECONDARY_ATTACK_CALL_NORMAL)
attackby_result = target.attackby(src, user, modifiers, attack_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, attack_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
* * attack_modifiers - attack modifiers such as force, damage type, etc
* See: [/obj/item/proc/melee_attack_chain]
*/
/obj/item/proc/pre_attack(atom/target, mob/living/user, list/modifiers, list/attack_modifiers) //do stuff before attackby!
if(SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK, target, user, modifiers, attack_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
* * list/attack_modifiers - attack modifiers such as force, damage type, etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
/obj/item/proc/pre_attack_secondary(atom/target, mob/living/user, list/modifiers, list/attack_modifiers)
var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK_SECONDARY, target, user, modifiers, attack_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
* * list/modifiers - click params such as alt/shift etc
* * list/attack_modifiers - attack modifiers such as force, damage type, etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
/atom/proc/attackby(obj/item/attacking_item, mob/user, list/modifiers, list/attack_modifiers)
if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACKBY, attacking_item, user, modifiers, attack_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
* * list/modifiers - click params such as alt/shift etc
* * list/attack_modifiers - attack modifiers such as force, damage type, etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
/atom/proc/attackby_secondary(obj/item/weapon, mob/user, list/modifiers, list/attack_modifiers)
var/signal_result = SEND_SIGNAL(src, COMSIG_ATOM_ATTACKBY_SECONDARY, weapon, user, modifiers, attack_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, list/attack_modifiers)
if(..())
return TRUE
if(!(obj_flags & CAN_BE_HIT))
return FALSE
return attacking_item.attack_atom(src, user, modifiers, attack_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) && !HAS_TRAIT(user, TRAIT_SELF_SURGERY))
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, list/attack_modifiers)
if(..())
return TRUE
user.changeNext_move(attacking_item.attack_speed)
return attacking_item.attack(src, user, modifiers, attack_modifiers)
/mob/living/attackby_secondary(obj/item/weapon, mob/living/user, list/modifiers, list/attack_modifiers)
var/result = weapon.attack_secondary(src, user, modifiers, attack_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
* * modifiers - click modifiers such as alt/shift or x/y
* * attack_modifiers - attack modifiers such as force, damage type, etc
*/
/obj/item/proc/attack(mob/living/target_mob, mob/living/user, list/modifiers, list/attack_modifiers)
var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, target_mob, user, modifiers, attack_modifiers) || SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, target_mob, user, modifiers, attack_modifiers)
if(signal_return & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
if(signal_return & COMPONENT_SKIP_ATTACK)
return FALSE
if(item_flags & NOBLUDGEON)
return FALSE
var/final_force = CALCULATE_FORCE(src, attack_modifiers)
if(damtype != STAMINA && final_force && HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, span_warning("You don't want to harm other living beings!"))
return FALSE
if(!LAZYACCESS(attack_modifiers, SILENCE_HITSOUND))
if(!final_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(final_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, modifiers, attack_modifiers) == ATTACK_FAILED)
return TRUE
SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target_mob, user, modifiers, attack_modifiers)
SEND_SIGNAL(target_mob, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user, modifiers, attack_modifiers)
afterattack(target_mob, user, modifiers, attack_modifiers)
if(final_force > 0)
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, list/attack_modifiers)
var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SECONDARY, victim, user, modifiers, attack_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, list/attack_modifiers)
var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_ATOM, attacked_atom, user, modifiers, attack_modifiers) | SEND_SIGNAL(user, COMSIG_LIVING_ATTACK_ATOM, attacked_atom, modifiers, attack_modifiers)
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)
if(attacked_atom.attacked_by(src, user, modifiers, attack_modifiers) == ATTACK_FAILED)
return TRUE
SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, attacked_atom, user, modifiers, attack_modifiers)
SEND_SIGNAL(attacked_atom, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user, modifiers, attack_modifiers)
afterattack(attacked_atom, user, modifiers, attack_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, list/modifiers, list/attack_modifiers)
if(!uses_integrity)
stack_trace("attacked_by() was called on an object that doesn't use integrity!")
return ATTACK_FAILED
var/final_force = CALCULATE_FORCE(attacking_item, attack_modifiers)
if(final_force <= 0)
return 0
var/damage = take_damage(final_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)
return damage
/area/attacked_by(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers)
stack_trace("areas are NOT supposed to have attacked_by() called on them!")
return ATTACK_FAILED
/mob/living/attacked_by(obj/item/attacking_item, mob/living/user, list/modifiers, list/attack_modifiers)
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)
if(!LAZYACCESS(attack_modifiers, SILENCE_DEFAULT_MESSAGES))
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/final_force = CALCULATE_FORCE(attacking_item, attack_modifiers)
if(mob_biotypes & MOB_ROBOTIC)
final_force *= 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, final_force, "\the [attacking_item]", MELEE_ATTACK, attacking_item.armour_penetration, attacking_item.damtype))
return ATTACK_FAILED
SEND_SIGNAL(attacking_item, COMSIG_ITEM_ATTACK_ZONE, src, user, targeting)
if(final_force <= 0)
return 0
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, user.zone_selected)
var/damage_done = apply_damage(
damage = final_force,
damagetype = attacking_item.damtype,
def_zone = targeting,
blocked = armor_block,
wound_bonus = wounding,
exposed_wound_bonus = attacking_item.exposed_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 damage_done
/**
* 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))
return FALSE
attacking_item.add_mob_blood(src)
add_splatter_floor(get_turf(src))
if(get_dist(attacker, src) > 1)
return TRUE
if(!ishuman(attacker))
attacker.add_mob_blood(src)
return TRUE
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)
return TRUE
/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, list/attack_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 ""