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Bubberstation/code/_onclick/telekinesis.dm
John Willard 243231eb48 Properly checks flags with & instead of == (#70130)
* Makes flags properly check themselves

Byond ref: https://www.byond.com/docs/ref/#/operator/&
Basically, flags should use & instead of ==
We can have more than 1 slot on any item, so it's preferred that we do this instead. Even if it doesn't immediately fix any problems, it's something that should be the standard anyways to prevent it from ever being a problem.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-09-27 21:51:45 +00:00

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/*
Telekinesis
This needs more thinking out, but I might as well.
*/
#define TK_MAXRANGE 15
/**
* Telekinesis attack act, happens when the TK user clicks on a non-adjacent target in range.
*
* * By default, emulates the user's unarmed attack.
* * Called indirectly by the `COMSIG_MOB_ATTACK_RANGED` signal.
* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
*/
/atom/proc/attack_tk(mob/user)
if(user.stat || !tkMaxRangeCheck(user, src))
return
new /obj/effect/temp_visual/telekinesis(get_turf(src))
add_hiddenprint(user)
user.UnarmedAttack(src, FALSE) // attack_hand, attack_paw, etc
return COMPONENT_CANCEL_ATTACK_CHAIN
/obj/attack_tk(mob/user)
if(user.stat)
return
if(anchored)
return ..()
return attack_tk_grab(user)
/obj/item/attack_tk(mob/user)
if(user.stat)
return
return attack_tk_grab(user)
/**
* Telekinesis object grab act.
*
* * Called by `/obj/attack_tk()`.
* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
*/
/obj/proc/attack_tk_grab(mob/user)
var/obj/item/tk_grab/O = new(src)
O.tk_user = user
if(!O.focus_object(src))
return
user.put_in_active_hand(O)
add_hiddenprint(user)
return COMPONENT_CANCEL_ATTACK_CHAIN
/mob/attack_tk(mob/user)
return
/**
* Telekinesis item attack_self act.
*
* * This is similar to item attack_self, but applies to anything that you can grab with a telekinetic grab.
* * It is used for manipulating things at range, for example, opening and closing closets..
* * Defined at the `/atom` level but only used at the `/obj/item` one.
* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
*/
/atom/proc/attack_self_tk(mob/user)
return
/obj/item/attack_self_tk(mob/user)
if(attack_self(user))
return COMPONENT_CANCEL_ATTACK_CHAIN
/atom/proc/attack_self_secondary_tk(mob/user)
return
/obj/item/attack_self_secondary_tk(mob/user)
if(attack_self_secondary(user))
return COMPONENT_CANCEL_ATTACK_CHAIN
/*
TK Grab Item (the workhorse of old TK)
* If you have not grabbed something, do a normal tk attack
* If you have something, throw it at the target. If it is already adjacent, do a normal attackby()
* If you click what you are holding, or attack_self(), do an attack_self_tk() on it.
* Deletes itself if it is ever not in your hand, or if you should have no access to TK.
*/
/obj/item/tk_grab
name = "Telekinetic Grab"
desc = "Magic"
icon = 'icons/obj/magic.dmi'//Needs sprites
icon_state = "2"
item_flags = NOBLUDGEON | ABSTRACT | DROPDEL
//inhand_icon_state = null
w_class = WEIGHT_CLASS_GIGANTIC
plane = ABOVE_HUD_PLANE
///Object focused / selected by the TK user
var/atom/movable/focus
var/mob/living/carbon/tk_user
/obj/item/tk_grab/Initialize(mapload)
. = ..()
START_PROCESSING(SSfastprocess, src)
/obj/item/tk_grab/Destroy()
STOP_PROCESSING(SSfastprocess, src)
focus = null
tk_user = null
return ..()
/obj/item/tk_grab/process()
if(check_if_focusable(focus)) //if somebody grabs your thing, no waiting for them to put it down and hitting them again.
update_appearance()
/obj/item/tk_grab/dropped(mob/user)
if(focus && user && loc != user && loc != user.loc) // drop_item() gets called when you tk-attack a table/closet with an item
if(focus.Adjacent(loc))
focus.forceMove(loc)
. = ..()
//stops TK grabs being equipped anywhere but into hands
/obj/item/tk_grab/equipped(mob/user, slot)
. = ..()
if(slot & ITEM_SLOT_HANDS)
return
qdel(src)
/obj/item/tk_grab/examine(user)
if (focus)
return focus.examine(user)
else
return ..()
/obj/item/tk_grab/attack_self(mob/user)
if(!focus)
return
if(QDELING(focus))
qdel(src)
return
if(focus.attack_self_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN)
. = TRUE
update_appearance()
/obj/item/tk_grab/afterattack(atom/target, mob/living/carbon/user, proximity, params)//TODO: go over this
. = ..()
if(.)
return
if(!target || !user)
return
if(!focus)
focus_object(target)
return TRUE
if(!check_if_focusable(focus))
return
if(target == focus)
if(target.attack_self_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN)
. = TRUE
update_appearance()
return
if(isitem(focus))
var/obj/item/I = focus
apply_focus_overlay()
if(target.Adjacent(focus))
. = I.melee_attack_chain(tk_user, target, params) //isn't copying the attack chain fun. we should do it more often.
if(check_if_focusable(focus))
focus.do_attack_animation(target, null, focus)
else if(isgun(I)) //I've only tested this with guns, and it took some doing to make it work
. = I.afterattack(target, tk_user, 0, params)
user.changeNext_move(CLICK_CD_MELEE)
update_appearance()
/obj/item/tk_grab/afterattack_secondary(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
if(!target || !user)
return
if(!focus)
focus_object(target)
return TRUE
if(!check_if_focusable(focus))
return
if(target == focus)
if(target.attack_self_secondary_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN)
. = TRUE
update_appearance()
return
if(isitem(focus))
var/obj/item/I = focus
apply_focus_overlay()
if(target.Adjacent(focus))
. = I.melee_attack_chain(tk_user, target, click_parameters) //isn't copying the attack chain fun. we should do it more often.
if(check_if_focusable(focus))
focus.do_attack_animation(target, null, focus)
else if(isgun(I)) //I've only tested this with guns, and it took some doing to make it work
. = I.afterattack_secondary(target, tk_user, 0, click_parameters)
user.changeNext_move(CLICK_CD_MELEE)
update_appearance()
/obj/item/tk_grab/on_thrown(mob/living/carbon/user, atom/target)
if(!target || !user)
return
if(!focus)
return
if(!check_if_focusable(focus))
return
if(target == focus)
if(target.attack_self_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN)
return
update_appearance()
return
apply_focus_overlay()
//Only items can be thrown 10 tiles everything else only 1 tile
focus.throw_at(target, focus.tk_throw_range, 1,user)
var/turf/start_turf = get_turf(focus)
var/turf/end_turf = get_turf(target)
user.log_message("has thrown [focus] from [AREACOORD(start_turf)] towards [AREACOORD(end_turf)] using Telekinesis.", LOG_ATTACK)
user.changeNext_move(CLICK_CD_MELEE)
update_appearance()
/proc/tkMaxRangeCheck(mob/user, atom/target)
var/d = get_dist(user, target)
if(d > TK_MAXRANGE)
user.balloon_alert(user, "can't TK, too far!")
return
return TRUE
/obj/item/tk_grab/attack(mob/living/M, mob/living/user, def_zone)
return
/obj/item/tk_grab/proc/focus_object(obj/target)
if(!check_if_focusable(target))
return
focus = target
update_appearance()
apply_focus_overlay()
return TRUE
/obj/item/tk_grab/proc/check_if_focusable(obj/target)
if(!tk_user || !istype(tk_user) || QDELETED(target) || !istype(target) || !tk_user.dna.check_mutation(/datum/mutation/human/telekinesis))
qdel(src)
return
if(!tkMaxRangeCheck(tk_user, target) || target.anchored || !isturf(target.loc))
qdel(src)
return
return TRUE
/obj/item/tk_grab/proc/apply_focus_overlay()
if(!focus)
return
new /obj/effect/temp_visual/telekinesis(get_turf(focus))
/obj/item/tk_grab/update_overlays()
. = ..()
if(!focus)
return
var/mutable_appearance/focus_overlay = new(focus)
focus_overlay.layer = layer + 0.01
SET_PLANE_EXPLICIT(focus_overlay, ABOVE_HUD_PLANE, focus)
. += focus_overlay
/obj/item/tk_grab/suicide_act(mob/user)
user.visible_message(span_suicide("[user] is using [user.p_their()] telekinesis to choke [user.p_them()]self! It looks like [user.p_theyre()] trying to commit suicide!"))
return (OXYLOSS)
#undef TK_MAXRANGE