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Bubberstation/code/_onclick/item_attack.dm
SkyratBot bd4fef3266 [MIRROR] Machinery attack_paw() gives feedback for no damage attacks [MDB IGNORE] (#11974)
* Machinery attack_paw() gives feedback for no damage attacks (#65306)

* Machinery attack_paw gives feedback for no damage attacks

* I am growing stronger

* Makes messages consistent and read better

- Cleans up shitty code

* hmm

* Adds it to hulk object attack message

* Machinery attack_paw() gives feedback for no damage attacks

Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
2022-03-08 23:12:37 -07:00

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/**
* 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 TOOL_ACT_TOOLTYPE_SUCCESS or TOOL_ACT_SIGNAL_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/is_right_clicking = LAZYACCESS(params2list(params), RIGHT_CLICK)
if(tool_behaviour && (target.tool_act(user, src, tool_behaviour, is_right_clicking) & TOOL_ACT_MELEE_CHAIN_BLOCKING))
return TRUE
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)
// 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
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)
// 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)
return TRUE
if(QDELETED(src) || QDELETED(target))
attack_qdeleted(target, user, TRUE, params)
return TRUE
if (is_right_clicking)
var/after_attack_secondary_result = afterattack_secondary(target, user, TRUE, params)
// There's no chain left to continue at this point, so CANCEL_ATTACK_CHAIN and CONTINUE_CHAIN are functionally the same.
if (after_attack_secondary_result == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || after_attack_secondary_result == SECONDARY_ATTACK_CONTINUE_CHAIN)
return TRUE
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, 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_PARENT_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_PARENT_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)
return ..() || ((obj_flags & CAN_BE_HIT) && attacking_item.attack_atom(src, user, params))
/mob/living/attackby(obj/item/attacking_item, mob/living/user, params)
if(..())
return TRUE
user.changeNext_move(CLICK_CD_MELEE)
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)
user.changeNext_move(CLICK_CD_MELEE)
return result
/**
* Called from [/mob/living/proc/attackby]
*
* Arguments:
* * mob/living/M - 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/M, mob/living/user, params)
var/signal_return = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, user, params)
if(signal_return & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
if(signal_return & COMPONENT_SKIP_ATTACK)
return
SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, M, user, params)
if(item_flags & NOBLUDGEON)
return
if(force && HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, span_warning("You don't want to harm other living beings!"))
return
if(!force)
playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), TRUE, -1)
else if(hitsound)
playsound(loc, hitsound, get_clamped_volume(), TRUE, extrarange = stealthy_audio ? SILENCED_SOUND_EXTRARANGE : -1, falloff_distance = 0)
M.lastattacker = user.real_name
M.lastattackerckey = user.ckey
if(force && M == user && user.client)
user.client.give_award(/datum/award/achievement/misc/selfouch, user)
user.do_attack_animation(M)
M.attacked_by(src, user)
log_combat(user, M, "attacked", src.name, "(COMBAT MODE: [uppertext(user.combat_mode)]) (DAMTYPE: [uppertext(damtype)])")
add_fingerprint(user)
/// 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)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_OBJ, attacked_atom, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
return
if(item_flags & NOBLUDGEON)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(attacked_atom)
attacked_atom.attacked_by(src, user)
/// 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/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(!attack_threshold_check(I.force, I.damtype, MELEE, FALSE))
playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), TRUE, -1)
else
return ..()
/mob/living/basic/attacked_by(obj/item/I, mob/living/user)
if(!attack_threshold_check(I.force, I.damtype, MELEE, FALSE))
playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), TRUE, -1)
else
return ..()
/**
* Last proc in the [/obj/item/proc/melee_attack_chain]
*
* 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, proximity_flag, click_parameters)
//SKYRAT EDIT ADDITION - THIS MIGHT FUCK SHIT UP IDK
if(SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters) & COMPONENT_CANCEL_ATTACK_CHAIN)
SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK, target, src, proximity_flag, click_parameters)
return TRUE
//SKYRAT EDIT END
SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters)
SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK, target, src, proximity_flag, click_parameters)
/**
* Called at the end of the attack chain if the user right-clicked.
*
* 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_secondary(atom/target, mob/user, proximity_flag, click_parameters)
var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK_SECONDARY, target, user, proximity_flag, click_parameters)
SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK_SECONDARY, target, src, proximity_flag, click_parameters)
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 if the target gets deleted by our attack
/obj/item/proc/attack_qdeleted(atom/target, mob/user, proximity_flag, click_parameters)
SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_QDELETED, target, user, proximity_flag, click_parameters)
SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK_QDELETED, 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, obj/item/bodypart/hit_bodypart)
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)
to_chat(user, span_danger("[attack_message_attacker]"))
return 1