Gives changeNextMove() a better name, default define

This commit is contained in:
mwerezak
2015-06-28 23:07:58 -04:00
parent 087a978d56
commit 32b95445e3
27 changed files with 46 additions and 43 deletions

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@@ -79,6 +79,9 @@
#define APPEARANCE_ALL_HAIR (APPEARANCE_HAIR|APPEARANCE_HAIR_COLOR|APPEARANCE_FACIAL_HAIR|APPEARANCE_FACIAL_HAIR_COLOR)
#define APPEARANCE_ALL 511
// Click cooldown
#define DEFAULT_ATTACK_COOLDOWN 8 //Default timeout for aggressive actions
#define MIN_SUPPLIED_LAW_NUMBER 15
#define MAX_SUPPLIED_LAW_NUMBER 50

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@@ -78,7 +78,7 @@
return M.click_action(A, src)
if(restrained())
changeNextMove(10)
setClickCooldown(10)
RestrainedClickOn(A)
return
@@ -108,7 +108,7 @@
W.afterattack(A, src, 1, params) // 1 indicates adjacency
else
if(ismob(A)) // No instant mob attacking
changeNextMove(8)
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
UnarmedAttack(A, 1)
return
@@ -126,7 +126,7 @@
W.afterattack(A, src, 1, params) // 1: clicking something Adjacent
else
if(ismob(A)) // No instant mob attacking
changeNextMove(8)
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
UnarmedAttack(A, 1)
return
else // non-adjacent click
@@ -137,8 +137,8 @@
return
/mob/proc/changeNextMove(var/num)
next_move = world.time + num
/mob/proc/setClickCooldown(var/timeout)
next_move = max(world.time + timeout, next_move)
/mob/proc/canClick()
if(config.no_click_cooldown || next_move <= world.time)
@@ -285,7 +285,7 @@
return
/mob/living/LaserEyes(atom/A)
changeNextMove(4)
setClickCooldown(4)
var/turf/T = get_turf(src)
var/turf/U = get_turf(A)

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@@ -12,7 +12,7 @@
visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
/mob/living/attackby(obj/item/I, mob/user)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(istype(I) && ismob(user))
I.attack(src, user)

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@@ -33,7 +33,7 @@
build_click(src, client.buildmode, params, A)
return
if(!canClick()) return
changeNextMove(4)
setClickCooldown(4)
// You are responsible for checking config.ghost_interaction when you override this function
// Not all of them require checking, see below
A.attack_ghost(src)

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@@ -55,7 +55,7 @@
if(istype(rig) && rig.selected_module)
rig.selected_module.engage(A)
if(ismob(A)) // No instant mob attacking - though modules have their own cooldowns
changeNextMove(8)
setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
return 1
return 0

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@@ -157,7 +157,7 @@
attackby(var/obj/item/weapon/W, var/mob/user)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
playsound(src.loc, 'sound/effects/attackblob.ogg', 50, 1)
src.visible_message("<span class='danger'>The [src.name] has been attacked with \the [W][(user ? " by [user]." : ".")]</span>")
var/damage = 0

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@@ -190,7 +190,7 @@
src.bugged = 1
else if(W.damtype == BRUTE || W.damtype == BURN) //bashing cameras
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if (W.force >= src.toughness)
user.do_attack_animation(src)
visible_message("<span class='warning'><b>[src] has been [pick(W.attack_verb)] with [W] by [user]!</b></span>")

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@@ -97,7 +97,7 @@ for reference:
return
return
else
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
switch(W.damtype)
if("fire")
src.health -= W.force * 1

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@@ -260,7 +260,7 @@
//psa to whoever coded this, there are plenty of objects that need to call attack() on doors without bludgeoning them.
if(src.density && istype(I, /obj/item/weapon) && user.a_intent == I_HURT && !istype(I, /obj/item/weapon/card))
var/obj/item/weapon/W = I
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(W.damtype == BRUTE || W.damtype == BURN)
user.do_attack_animation(src)
if(W.force < min_force)

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@@ -229,7 +229,7 @@
//If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway)
if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card))
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
var/aforce = I.force
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
visible_message("<span class='danger'>[src] was hit by [I].</span>")

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@@ -322,7 +322,7 @@
else
//if the turret was attacked with the intention of harming it:
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
take_damage(I.force * 0.5)
if(I.force * 0.5 > 1) //if the force of impact dealt at least 1 damage, the turret gets pissed off
if(!attacked && !emagged)

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@@ -505,7 +505,7 @@
return
/obj/mecha/attack_hand(mob/user as mob)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
src.log_message("Attack by hand/paw. Attacker - [user].",1)
if(istype(user,/mob/living/carbon/human))
@@ -665,7 +665,7 @@
return
/obj/mecha/proc/dynattackby(obj/item/weapon/W as obj, mob/user as mob)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
src.log_message("Attacked by [W]. Attacker - [user]")
if(prob(src.deflect_chance))
user << "<span class='danger'>\The [W] bounces off [src.name].</span>"
@@ -1685,7 +1685,7 @@
/obj/mecha/attack_generic(var/mob/user, var/damage, var/attack_message)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(!damage)
return 0

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@@ -98,7 +98,7 @@
return
/obj/effect/alien/resin/attack_hand()
usr.changeNextMove(8)
usr.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if (HULK in usr.mutations)
usr << "<span class='notice'>You easily destroy the [name].</span>"
for(var/mob/O in oviewers(src))
@@ -125,7 +125,7 @@
/obj/effect/alien/resin/attackby(obj/item/weapon/W as obj, mob/user as mob)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
var/aforce = W.force
health = max(0, health - aforce)
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
@@ -233,7 +233,7 @@ Alien plants should do something if theres a lot of poison
return
/obj/effect/alien/weeds/attackby(var/obj/item/weapon/W, var/mob/user)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(W.attack_verb.len)
visible_message("<span class='danger'>\The [src] have been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]</span>")
else

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@@ -349,7 +349,7 @@
if(!escapee.canClick())
return
escapee.changeNextMove(100)
escapee.setClickCooldown(100)
//okay, so the closet is either welded or locked... resist!!!
escapee << "<span class='warning'>You lean on the back of \the [src] and start pushing the door open. (this will take about [breakout_time] minutes)</span>"

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@@ -30,7 +30,7 @@
/obj/structure/grille/attack_hand(mob/user as mob)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
user.do_attack_animation(src)
@@ -156,7 +156,7 @@
//window placing end
else if(!(W.flags & CONDUCT) || !shock(user, 70))
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(src)
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
switch(W.damtype)

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@@ -171,7 +171,7 @@
playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
/obj/structure/window/attack_hand(mob/user as mob)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(HULK in user.mutations)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
@@ -199,7 +199,7 @@
return
/obj/structure/window/attack_generic(var/mob/user, var/damage)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(!damage)
return
if(damage >= 10)
@@ -269,7 +269,7 @@
new glasstype(loc)
qdel(src)
else
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(W.damtype == BRUTE || W.damtype == BURN)
user.do_attack_animation(src)
hit(W.force)

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@@ -56,7 +56,7 @@
radiate()
add_fingerprint(user)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
var/rotting = (locate(/obj/effect/overlay/wallrot) in src)
if (HULK in user.mutations)
if (rotting || !prob(material.hardness))
@@ -70,7 +70,7 @@
/turf/simulated/wall/attack_generic(var/mob/user, var/damage, var/attack_message, var/wallbreaker)
radiate()
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
var/rotting = (locate(/obj/effect/overlay/wallrot) in src)
if(!damage || !wallbreaker)
try_touch(user, rotting)
@@ -88,7 +88,7 @@
/turf/simulated/wall/attackby(obj/item/weapon/W as obj, mob/user as mob)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if (!user.)
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return

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@@ -234,7 +234,7 @@
/obj/effect/plant/attackby(var/obj/item/weapon/W, var/mob/user)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
plant_controller.add_plant(src)
if(istype(W, /obj/item/weapon/wirecutters) || istype(W, /obj/item/weapon/scalpel))

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@@ -545,7 +545,7 @@
A.hydrotray_type = src.type
qdel(src)
else if(O.force && seed)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.visible_message("<span class='danger'>\The [seed.display_name] has been attacked by [user] with \the [O]!</span>")
if(!dead)
health -= O.force

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@@ -1308,7 +1308,7 @@
if(!isliving(usr) || !usr.canClick())
return
usr.changeNextMove(20)
usr.setClickCooldown(20)
if(usr.stat > 0)
usr << "You are unconcious and cannot do that!"

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@@ -31,7 +31,7 @@
//These two lines represent a significant buff to grabs...
if(!canClick()) return
changeNextMove(100)
setClickCooldown(100)
if(can_break_cuffs()) //Don't want to do a lot of logic gating here.
break_handcuffs()
@@ -65,7 +65,7 @@
if(!canClick())
return
changeNextMove(100)
setClickCooldown(100)
if(can_break_cuffs()) //Don't want to do a lot of logic gating here.
break_legcuffs()
@@ -153,7 +153,7 @@
if(!canClick())
return
changeNextMove(100)
setClickCooldown(100)
if(!buckled) return
if(!restrained())

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@@ -575,7 +575,7 @@ default behaviour is:
set category = "IC"
if(can_resist())
changeNextMove(20)
setClickCooldown(20)
process_resist()
/mob/living/proc/can_resist()

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@@ -290,7 +290,7 @@
//TODO: refactor mob attackby(), attacked_by(), and friends.
/mob/living/simple_animal/proc/attacked_with_item(var/obj/item/O, var/mob/user)
user.changeNextMove(8)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(!O.force)
visible_message("<span class='notice'>[user] gently taps [src] with \the [O].</span>")
return

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@@ -843,7 +843,7 @@ mob/proc/yank_out_object()
if(!isliving(usr) || !usr.canClick())
return
usr.changeNextMove(20)
usr.setClickCooldown(20)
if(usr.stat == 1)
usr << "You are unconcious and cannot do that!"

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@@ -259,7 +259,7 @@
assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
affecting.changeNextMove(10)
affecting.setClickCooldown(10)
affecting.losebreath += 1
affecting.set_dir(WEST)
adjust_position()

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@@ -169,7 +169,7 @@
var/_move_delay = firemode.move_delay
var/shoot_time = (_burst - 1)*_burst_delay
user.changeNextMove(shoot_time)
user.setClickCooldown(shoot_time)
if(user.client) user.client.move_delay = world.time + shoot_time //no moving while shooting either
next_fire_time = world.time + shoot_time
@@ -202,7 +202,7 @@
update_held_icon()
//update timing
user.changeNextMove(4)
user.setClickCooldown(4)
if(user.client) user.client.move_delay = world.time + _move_delay
next_fire_time = world.time + _fire_delay

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@@ -39,7 +39,7 @@
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
user.changeNextMove(4)
user.setClickCooldown(4)
if(reagents.has_reagent("sacid"))
message_admins("[key_name_admin(user)] fired sulphuric acid from \a [src].")