Files
Bubberstation/code/_onclick/item_attack.dm
MrMelbert ff6b41aa07 Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request

- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)


![image](https://github.com/tgstation/tgstation/assets/51863163/1e70f7be-0990-4827-a60a-0c9dd0e0ee49)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`

I have manually tested many of the refactored procs but there was 200+
so it's kinda hard

## Why It's Good For The Game

Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item

This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.

If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`

This does result in some instances of boilerplate as shown here:


![image](https://github.com/tgstation/tgstation/assets/51863163/a7e469dd-115e-4e5b-88e0-0c664619c878)

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution

~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~

## Changelog

🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
2024-06-11 21:58:09 -07:00

478 lines
18 KiB
Plaintext

/**
* 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, params)
var/list/modifiers = params2list(params)
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, 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)
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, params)
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, 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)
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, params)
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, params2list(params))
else
SStutorials.suggest_tutorial(user, /datum/tutorial/drop, params2list(params))
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/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_ATOM_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_ATOM_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)
if(..())
return TRUE
if(!(obj_flags & CAN_BE_HIT))
return FALSE
return attacking_item.attack_atom(src, user, params)
/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, 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 FALSE
SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, target_mob, user, params)
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/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, params)
SEND_SIGNAL(target_mob, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user, params)
afterattack(target_mob, user, params)
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, 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)
var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_ATOM, attacked_atom, user)
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, params)
SEND_SIGNAL(attacked_atom, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user, params)
afterattack(attacked_atom, user, params)
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 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)
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.demolition_mod
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.name]", 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)
attacker.add_mob_blood(src)
return TRUE
return FALSE
/mob/living/silicon/robot/attack_effects(damage_done, hit_zone, armor_block, obj/item/attacking_item, mob/living/attacker)
if(damage_done > 0 && attacking_item.damtype != STAMINA && stat != DEAD)
spark_system.start()
. = TRUE
return ..() || .
/mob/living/silicon/ai/attack_effects(damage_done, hit_zone, armor_block, obj/item/attacking_item, mob/living/attacker)
if(damage_done > 0 && attacking_item.damtype != STAMINA && stat != DEAD)
spark_system.start()
. = TRUE
return ..() || .
/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(.)
if(wear_mask)
wear_mask.add_mob_blood(src)
update_worn_mask()
if(head)
head.add_mob_blood(src)
update_worn_head()
if(glasses && prob(33))
glasses.add_mob_blood(src)
update_worn_glasses()
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(.)
if(wear_suit)
wear_suit.add_mob_blood(src)
update_worn_oversuit()
if(w_uniform)
w_uniform.add_mob_blood(src)
update_worn_undersuit()
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, click_parameters)
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/I, mob/living/user, hit_area, def_zone)
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