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Bubberstation/code/_onclick/telekinesis.dm
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san7890andGitHub 7f0536bb93 Makes Telekinesis + Russian Revolver Interaction more fair (#79740)
## About The Pull Request

Fixes #77238

Basically, you were able to just spam kill people with the russian
revolver if you had telekinesis, which isn't really fair. Now, after
taking a leaflet out of the the discussion in that issue report, you can
still pull off the same party trick... once...

Basically, let's just say that when you focus on firing the gun in your
mind... you're also pointing it directly at your mind (your brain (your
skull (you instantly die))). This occurs even if the projectile doesn't
actually touch you (because that would be hellish to account for) but
you're the one who's playing russian roulette man

You still get to do some collateral damage because that's still a very
funny interaction but you only get to do it once per life. I don't know
if people will be happy to revive you after you "shoot" them. Also, the
way it's coded means that you can still leave the revolver on the table
and fire it at your foot or something, or just use it normally, as a
telekinesis user. This _only_ applies to distance-based firings.
## Why It's Good For The Game

The russian revolver is specifically coded to prevent you from damaging
other people, and this was a pretty silly way to sidestep that based on
the checks. Instead, let's make it so that you can still do this
admittedly funny interaction, but with enough reason to not do it (the
reason being that you'll always get fucking blatted).
## Changelog
🆑
balance: After a string of unfortunate incidents, persons with
telekinesis have been strongly warned against playing Russian Roulette,
as they tend to hyperfixate on the gun a bit too much and end up firing
it directly at their head.
/🆑
2023-11-16 14:58:35 +01:00

298 lines
7.8 KiB
Plaintext

/*
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/effects/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)
if(!QDELETED(focus))
REMOVE_TRAIT(focus, TRAIT_TELEKINESIS_CONTROLLED, REF(tk_user))
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)
. |= AFTERATTACK_PROCESSED_ITEM
user.changeNext_move(CLICK_CD_MELEE)
update_appearance()
return .
/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
ADD_TRAIT(focus, TRAIT_TELEKINESIS_CONTROLLED, REF(tk_user))
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/living/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