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## About The Pull Request  There's a really long standing tradition in the code (at least 13 years old) that every mob should, at a base, be attacked in the chest. However, this can cause some strangeness for mobs that don't have chests (bots). Basically, what we do is we override this message so that bots don't get hit in the chest, because this proc will always require a zone input (and default input is the chest (and disentangling that will take more time that what I can afford)) so let's just hide the message to the user. this is also a nice thing to just have in general because a hook into the strike zone portion of the item attack message can have some pretty nice effects (e.g. what if you want to add on a descriptor of the head, or say eye for a creature that only has a eye for a head, or whatever).
485 lines
18 KiB
Plaintext
485 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)
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update_worn_head()
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if(glasses && prob(33))
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glasses.add_mob_blood(src)
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update_worn_glasses()
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if(!attacking_item.get_sharpness() && !HAS_TRAIT(src, TRAIT_HEAD_INJURY_BLOCKED) && attacking_item.damtype == BRUTE)
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if(prob(damage_done))
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adjustOrganLoss(ORGAN_SLOT_BRAIN, 20)
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if(stat == CONSCIOUS)
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visible_message(
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span_danger("[src] is knocked senseless!"),
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span_userdanger("You're knocked senseless!"),
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)
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set_confusion_if_lower(20 SECONDS)
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adjust_eye_blur(20 SECONDS)
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if(prob(10))
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gain_trauma(/datum/brain_trauma/mild/concussion)
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else
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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 = get_hit_area_message(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
|
|
|
|
/// 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 ""
|
|
|