Files
Bubberstation/code/_onclick/item_attack.dm
nemvar 60d324d599 Prevent further logspam (#46503)
I added these stack_traces to check how much work would needed so these 
can be safely removed. Apparently it's way more work than I and 
probably anyone else would be willing to do. Lots of data is already 
collected so if someone wants to improve the situation, you can check 
the logs for it.
2019-09-16 19:57:42 -07:00

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/**
*This is the proc that handles the order of an item_attack.
*The order of procs called is:
*tool_act on the target. If it returns TRUE, the chain will be stopped.
*pre_attack() on src. If this returns TRUE, the chain will be stopped.
*attackby on the target. If it returns TRUE, the chain will be stopped.
*and lastly
*afterattack. The return value does not matter.
*/
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
if(tool_behaviour && target.tool_act(user, src, tool_behaviour))
return
if(pre_attack(target, user, params))
return
if(target.attackby(src,user, params))
return
if(QDELETED(src) || QDELETED(target))
return
afterattack(target, user, TRUE, params)
// 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)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF, user) & COMPONENT_NO_INTERACT)
return
interact(user)
/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_NO_ATTACK)
return TRUE
return FALSE //return TRUE to avoid calling attackby after this proc does stuff
// No comment
/atom/proc/attackby(obj/item/W, mob/user, params)
if(SEND_SIGNAL(src, COMSIG_PARENT_ATTACKBY, W, user, params) & COMPONENT_NO_AFTERATTACK)
return TRUE
return FALSE
/obj/attackby(obj/item/I, mob/living/user, params)
return ..() || ((obj_flags & CAN_BE_HIT) && I.attack_obj(src, user))
/mob/living/attackby(obj/item/I, mob/living/user, params)
if(..())
return TRUE
user.changeNext_move(CLICK_CD_MELEE)
return I.attack(src, user)
/obj/item/proc/attack(mob/living/M, mob/living/user)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, user) & COMPONENT_ITEM_NO_ATTACK)
return
SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, M, user)
if(item_flags & NOBLUDGEON)
return
if(force && HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='warning'>You don't want to harm other living beings!</span>")
return
if(!force)
playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), TRUE, -1)
else if(hitsound)
playsound(loc, hitsound, get_clamped_volume(), TRUE, -1)
M.lastattacker = user.real_name
M.lastattackerckey = user.ckey
user.do_attack_animation(M)
M.attacked_by(src, user)
log_combat(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
add_fingerprint(user)
//the equivalent of the standard version of attack() but for object targets.
/obj/item/proc/attack_obj(obj/O, mob/living/user)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_OBJ, O, user) & COMPONENT_NO_ATTACK_OBJ)
return
if(item_flags & NOBLUDGEON)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(O)
O.attacked_by(src, user)
/atom/movable/proc/attacked_by()
return
/obj/attacked_by(obj/item/I, mob/living/user)
if(I.force)
user.visible_message("<span class='danger'>[user] hits [src] with [I]!</span>", \
"<span class='danger'>You hit [src] with [I]!</span>", null, COMBAT_MESSAGE_RANGE)
//only witnesses close by and the victim see a hit message.
log_combat(user, src, "attacked", I)
take_damage(I.force, I.damtype, "melee", 1)
/mob/living/attacked_by(obj/item/I, mob/living/user)
send_item_attack_message(I, user)
if(I.force)
apply_damage(I.force, I.damtype)
if(I.damtype == BRUTE)
if(prob(33))
I.add_mob_blood(src)
var/turf/location = get_turf(src)
add_splatter_floor(location)
if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(src)
return TRUE //successful attack
/mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user)
if(I.force < force_threshold || I.damtype == STAMINA)
playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), TRUE, -1)
else
return ..()
// 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 Click() code, see that documentation.
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters)
SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters)
/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)
var/message_verb = "attacked"
if(I.attack_verb && I.attack_verb.len)
message_verb = "[pick(I.attack_verb)]"
else if(!I.force)
return
var/message_hit_area = ""
if(hit_area)
message_hit_area = " in the [hit_area]"
var/attack_message = "[src] is [message_verb][message_hit_area] with [I]!"
var/attack_message_local = "You're [message_verb][message_hit_area] with [I]!"
if(user in viewers(src, null))
attack_message = "[user] [message_verb] [src][message_hit_area] with [I]!"
attack_message_local = "[user] [message_verb] you[message_hit_area] with [I]!"
visible_message("<span class='danger'>[attack_message]</span>",\
"<span class='userdanger'>[attack_message_local]</span>", null, COMBAT_MESSAGE_RANGE)
return 1