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## 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)  - 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:  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 /🆑
478 lines
18 KiB
Plaintext
478 lines
18 KiB
Plaintext
/**
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* This is the proc that handles the order of an item_attack.
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*
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* The order of procs called is:
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* * [/atom/proc/tool_act] on the target. If it returns ITEM_INTERACT_SUCCESS or ITEM_INTERACT_BLOCKING, the chain will be stopped.
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* * [/obj/item/proc/pre_attack] on src. If this returns TRUE, the chain will be stopped.
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* * [/atom/proc/attackby] on the target. If it returns TRUE, the chain will be stopped.
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* * [/obj/item/proc/afterattack]. The return value does not matter.
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*/
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/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
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var/list/modifiers = params2list(params)
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var/is_right_clicking = LAZYACCESS(modifiers, RIGHT_CLICK)
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var/item_interact_result = target.base_item_interaction(user, src, modifiers)
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if(item_interact_result & ITEM_INTERACT_SUCCESS)
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return TRUE
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if(item_interact_result & ITEM_INTERACT_BLOCKING)
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return FALSE
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// At this point it means we're not doing a non-combat interaction so let's just try to bash it
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var/pre_attack_result
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if (is_right_clicking)
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switch (pre_attack_secondary(target, user, params))
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if (SECONDARY_ATTACK_CALL_NORMAL)
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pre_attack_result = pre_attack(target, user, params)
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if (SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return TRUE
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if (SECONDARY_ATTACK_CONTINUE_CHAIN)
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EMPTY_BLOCK_GUARD // Normal behavior
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else
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CRASH("pre_attack_secondary must return an SECONDARY_ATTACK_* define, please consult code/__DEFINES/combat.dm")
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else
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pre_attack_result = pre_attack(target, user, params)
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if(pre_attack_result)
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return TRUE
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// At this point the attack is really about to happen
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var/attackby_result
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if (is_right_clicking)
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switch (target.attackby_secondary(src, user, params))
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if (SECONDARY_ATTACK_CALL_NORMAL)
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attackby_result = target.attackby(src, user, params)
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if (SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
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return TRUE
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if (SECONDARY_ATTACK_CONTINUE_CHAIN)
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EMPTY_BLOCK_GUARD // Normal behavior
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else
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CRASH("attackby_secondary must return an SECONDARY_ATTACK_* define, please consult code/__DEFINES/combat.dm")
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else
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attackby_result = target.attackby(src, user, params)
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if (attackby_result)
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// This means the attack failed or was handled for whatever reason
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return TRUE
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// At this point it means the attack was "successful", or at least unhandled, in some way
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// This can mean nothing happened, this can mean the target took damage, etc.
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if(user.client && isitem(target))
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if(isnull(user.get_inactive_held_item()))
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SStutorials.suggest_tutorial(user, /datum/tutorial/switch_hands, params2list(params))
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else
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SStutorials.suggest_tutorial(user, /datum/tutorial/drop, params2list(params))
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return TRUE
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/// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
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/obj/item/proc/attack_self(mob/user, modifiers)
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if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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interact(user)
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/// 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.
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/obj/item/proc/attack_self_secondary(mob/user, modifiers)
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if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF_SECONDARY, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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/**
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* Called on the item before it hits something
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*
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* Arguments:
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* * atom/A - The atom about to be hit
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* * mob/living/user - The mob doing the htting
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* * params - click params such as alt/shift etc
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*
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* See: [/obj/item/proc/melee_attack_chain]
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*/
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/obj/item/proc/pre_attack(atom/A, mob/living/user, params) //do stuff before attackby!
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if(SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK, A, user, params) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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return FALSE //return TRUE to avoid calling attackby after this proc does stuff
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/**
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* Called on the item before it hits something, when right clicking.
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*
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* Arguments:
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* * atom/target - The atom about to be hit
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* * mob/living/user - The mob doing the htting
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* * params - click params such as alt/shift etc
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*
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* See: [/obj/item/proc/melee_attack_chain]
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*/
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/obj/item/proc/pre_attack_secondary(atom/target, mob/living/user, params)
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var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK_SECONDARY, target, user, params)
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if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CONTINUE_CHAIN
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return SECONDARY_ATTACK_CALL_NORMAL
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/**
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* Called on an object being hit by an item
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*
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* Arguments:
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* * obj/item/attacking_item - The item hitting this atom
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* * mob/user - The wielder of this item
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* * params - click params such as alt/shift etc
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*
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* See: [/obj/item/proc/melee_attack_chain]
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*/
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/atom/proc/attackby(obj/item/attacking_item, mob/user, params)
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if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACKBY, attacking_item, user, params) & COMPONENT_NO_AFTERATTACK)
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return TRUE
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return FALSE
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/**
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* Called on an object being right-clicked on by an item
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*
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* Arguments:
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* * obj/item/weapon - The item hitting this atom
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* * mob/user - The wielder of this item
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* * params - click params such as alt/shift etc
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*
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* See: [/obj/item/proc/melee_attack_chain]
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*/
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/atom/proc/attackby_secondary(obj/item/weapon, mob/user, params)
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var/signal_result = SEND_SIGNAL(src, COMSIG_ATOM_ATTACKBY_SECONDARY, weapon, user, params)
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if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CONTINUE_CHAIN
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return SECONDARY_ATTACK_CALL_NORMAL
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/obj/attackby(obj/item/attacking_item, mob/user, params)
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if(..())
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return TRUE
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if(!(obj_flags & CAN_BE_HIT))
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return FALSE
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return attacking_item.attack_atom(src, user, params)
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/mob/living/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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for(var/datum/surgery/operation as anything in surgeries)
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if(IS_IN_INVALID_SURGICAL_POSITION(src, operation))
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continue
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if(!(operation.surgery_flags & SURGERY_SELF_OPERABLE) && (user == src))
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continue
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if(operation.next_step(user, modifiers))
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return ITEM_INTERACT_SUCCESS
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return NONE
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/mob/living/attackby(obj/item/attacking_item, mob/living/user, params)
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if(..())
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return TRUE
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user.changeNext_move(attacking_item.attack_speed)
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return attacking_item.attack(src, user, params)
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/mob/living/attackby_secondary(obj/item/weapon, mob/living/user, params)
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var/result = weapon.attack_secondary(src, user, params)
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// Normal attackby updates click cooldown, so we have to make up for it
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if (result != SECONDARY_ATTACK_CALL_NORMAL)
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if(weapon.secondary_attack_speed)
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user.changeNext_move(weapon.secondary_attack_speed)
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else
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user.changeNext_move(weapon.attack_speed)
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return result
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/**
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* Called from [/mob/living/proc/attackby]
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*
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* Arguments:
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* * mob/living/target_mob - The mob being hit by this item
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* * mob/living/user - The mob hitting with this item
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* * params - Click params of this attack
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*/
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/obj/item/proc/attack(mob/living/target_mob, mob/living/user, params)
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var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, target_mob, user, params)
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if(signal_return & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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if(signal_return & COMPONENT_SKIP_ATTACK)
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return FALSE
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SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, target_mob, user, params)
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if(item_flags & NOBLUDGEON)
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return FALSE
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if(damtype != STAMINA && force && HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, span_warning("You don't want to harm other living beings!"))
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return FALSE
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if(!force && !HAS_TRAIT(src, TRAIT_CUSTOM_TAP_SOUND))
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playsound(src, 'sound/weapons/tap.ogg', get_clamped_volume(), TRUE, -1)
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else if(hitsound)
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playsound(src, hitsound, get_clamped_volume(), TRUE, extrarange = stealthy_audio ? SILENCED_SOUND_EXTRARANGE : -1, falloff_distance = 0)
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target_mob.lastattacker = user.real_name
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target_mob.lastattackerckey = user.ckey
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if(force && target_mob == user && user.client)
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user.client.give_award(/datum/award/achievement/misc/selfouch, user)
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if(get(src, /mob/living) == user) // telekinesis.
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user.do_attack_animation(target_mob)
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if(!target_mob.attacked_by(src, user))
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return TRUE
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SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target_mob, user, params)
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SEND_SIGNAL(target_mob, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user, params)
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afterattack(target_mob, user, params)
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log_combat(user, target_mob, "attacked", src.name, "(COMBAT MODE: [uppertext(user.combat_mode)]) (DAMTYPE: [uppertext(damtype)])")
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add_fingerprint(user)
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return FALSE // unhandled
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/// The equivalent of [/obj/item/proc/attack] but for alternate attacks, AKA right clicking
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/obj/item/proc/attack_secondary(mob/living/victim, mob/living/user, params)
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var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SECONDARY, victim, user, params)
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if(signal_result & COMPONENT_SECONDARY_CANCEL_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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if(signal_result & COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN)
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return SECONDARY_ATTACK_CONTINUE_CHAIN
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return SECONDARY_ATTACK_CALL_NORMAL
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/// The equivalent of the standard version of [/obj/item/proc/attack] but for non mob targets.
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/obj/item/proc/attack_atom(atom/attacked_atom, mob/living/user, params)
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var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_ATOM, attacked_atom, user)
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if(signal_return & COMPONENT_SKIP_ATTACK)
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return TRUE
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if(signal_return & COMPONENT_CANCEL_ATTACK_CHAIN)
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return FALSE
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if(item_flags & NOBLUDGEON)
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return FALSE
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user.changeNext_move(attack_speed)
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if(get(src, /mob/living) == user) // telekinesis.
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user.do_attack_animation(attacked_atom)
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attacked_atom.attacked_by(src, user)
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SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, attacked_atom, user, params)
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SEND_SIGNAL(attacked_atom, COMSIG_ATOM_AFTER_ATTACKEDBY, src, user, params)
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afterattack(attacked_atom, user, params)
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return FALSE // unhandled
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/// Called from [/obj/item/proc/attack_atom] and [/obj/item/proc/attack] if the attack succeeds
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/atom/proc/attacked_by(obj/item/attacking_item, mob/living/user)
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if(!uses_integrity)
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CRASH("attacked_by() was called on an object that doesnt use integrity!")
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if(!attacking_item.force)
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return
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var/damage = take_damage(attacking_item.force, attacking_item.damtype, MELEE, 1)
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//only witnesses close by and the victim see a hit message.
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user.visible_message(span_danger("[user] hits [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), \
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span_danger("You hit [src] with [attacking_item][damage ? "." : ", without leaving a mark!"]"), null, COMBAT_MESSAGE_RANGE)
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log_combat(user, src, "attacked", attacking_item)
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/area/attacked_by(obj/item/attacking_item, mob/living/user)
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CRASH("areas are NOT supposed to have attacked_by() called on them!")
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/mob/living/attacked_by(obj/item/attacking_item, mob/living/user)
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var/targeting = check_zone(user.zone_selected)
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if(user != src)
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var/zone_hit_chance = 80
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if(body_position == LYING_DOWN)
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zone_hit_chance += 10
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targeting = get_random_valid_zone(targeting, zone_hit_chance)
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var/targeting_human_readable = parse_zone_with_bodypart(targeting)
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send_item_attack_message(attacking_item, user, targeting_human_readable, targeting)
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var/armor_block = min(run_armor_check(
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def_zone = targeting,
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attack_flag = MELEE,
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absorb_text = span_notice("Your armor has protected your [targeting_human_readable]!"),
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soften_text = span_warning("Your armor has softened a hit to your [targeting_human_readable]!"),
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armour_penetration = attacking_item.armour_penetration,
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weak_against_armour = attacking_item.weak_against_armour,
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), ARMOR_MAX_BLOCK)
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var/damage = attacking_item.force
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if(mob_biotypes & MOB_ROBOTIC)
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damage *= attacking_item.demolition_mod
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var/wounding = attacking_item.wound_bonus
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if((attacking_item.item_flags & SURGICAL_TOOL) && !user.combat_mode && body_position == LYING_DOWN && (LAZYLEN(surgeries) > 0))
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wounding = CANT_WOUND
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if(user != src)
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// This doesn't factor in armor, or most damage modifiers (physiology). Your mileage may vary
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if(check_block(attacking_item, damage, "the [attacking_item.name]", MELEE_ATTACK, attacking_item.armour_penetration, attacking_item.damtype))
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return FALSE
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SEND_SIGNAL(attacking_item, COMSIG_ITEM_ATTACK_ZONE, src, user, targeting)
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if(damage <= 0)
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return TRUE
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if(ishuman(src) || client) // istype(src) is kinda bad, but it's to avoid spamming the blackbox
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SSblackbox.record_feedback("nested tally", "item_used_for_combat", 1, list("[attacking_item.force]", "[attacking_item.type]"))
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SSblackbox.record_feedback("tally", "zone_targeted", 1, targeting_human_readable)
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var/damage_done = apply_damage(
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damage = damage,
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damagetype = attacking_item.damtype,
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def_zone = targeting,
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blocked = armor_block,
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wound_bonus = wounding,
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bare_wound_bonus = attacking_item.bare_wound_bonus,
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sharpness = attacking_item.get_sharpness(),
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attack_direction = get_dir(user, src),
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attacking_item = attacking_item,
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)
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attack_effects(damage_done, targeting, armor_block, attacking_item, user)
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return TRUE
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/**
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* Called when we take damage, used to cause effects such as a blood splatter.
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*
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* Return TRUE if an effect was done, FALSE otherwise.
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*/
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/mob/living/proc/attack_effects(damage_done, hit_zone, armor_block, obj/item/attacking_item, mob/living/attacker)
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if(damage_done > 0 && attacking_item.damtype == BRUTE && prob(25 + damage_done * 2))
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attacking_item.add_mob_blood(src)
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add_splatter_floor(get_turf(src))
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if(get_dist(attacker, src) <= 1)
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attacker.add_mob_blood(src)
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return TRUE
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return FALSE
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/mob/living/silicon/robot/attack_effects(damage_done, hit_zone, armor_block, obj/item/attacking_item, mob/living/attacker)
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if(damage_done > 0 && attacking_item.damtype != STAMINA && stat != DEAD)
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spark_system.start()
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. = TRUE
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return ..() || .
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/mob/living/silicon/ai/attack_effects(damage_done, hit_zone, armor_block, obj/item/attacking_item, mob/living/attacker)
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if(damage_done > 0 && attacking_item.damtype != STAMINA && stat != DEAD)
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spark_system.start()
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. = TRUE
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return ..() || .
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/mob/living/carbon/attack_effects(damage_done, hit_zone, armor_block, obj/item/attacking_item, mob/living/attacker)
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var/obj/item/bodypart/hit_bodypart = get_bodypart(hit_zone) || bodyparts[1]
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if(!hit_bodypart.can_bleed())
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return FALSE
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return ..()
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/mob/living/carbon/human/attack_effects(damage_done, hit_zone, armor_block, obj/item/attacking_item, mob/living/attacker)
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. = ..()
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switch(hit_zone)
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if(BODY_ZONE_HEAD)
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if(.)
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if(wear_mask)
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wear_mask.add_mob_blood(src)
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update_worn_mask()
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if(head)
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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
|