/* Telekinesis This needs more thinking out, but I might as well. */ var/const/tk_maxrange = 15 /* Telekinetic attack: By default, emulate the user's unarmed attack */ /atom/proc/attack_tk(mob/user) if(user.stat) return user.UnarmedAttack(src,0) // attack_hand, attack_paw, etc return /* 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. There are not a lot of defaults at this time, add more where appropriate. */ /atom/proc/attack_self_tk(mob/user) return /obj/attack_tk(mob/user) if(user.stat) return if(anchored) ..() return var/obj/item/tk_grab/O = new(src) user.put_in_active_hand(O) O.host = user O.focus_object(src) return /obj/item/attack_tk(mob/user) if(user.stat || !isturf(loc)) return if((TK in user.mutations) && !user.get_active_hand()) // both should already be true to get here var/obj/item/tk_grab/O = new(src) user.put_in_active_hand(O) O.host = user O.focus_object(src) else warning("Strange attack_tk(): TK([TK in user.mutations]) empty hand([!user.get_active_hand()])") return /mob/attack_tk(mob/user) return // needs more thinking about /* 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" flags = NOBLUDGEON //item_state = null w_class = ITEMSIZE_NO_CONTAINER layer = HUD_LAYER var/last_throw = 0 var/atom/movable/focus = null var/mob/living/host = null /obj/item/tk_grab/dropped(mob/user as mob) 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.loc = loc loc = null spawn(1) qdel(src) return //stops TK grabs being equipped anywhere but into hands /obj/item/tk_grab/equipped(var/mob/user, var/slot) ..() if( (slot == slot_l_hand) || (slot== slot_r_hand) ) return qdel(src) return /obj/item/tk_grab/attack_self(mob/user as mob) if(focus) focus.attack_self_tk(user) /obj/item/tk_grab/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, proximity)//TODO: go over this if(!target || !user) return if(last_throw+3 > world.time) return if(!host || host != user) qdel(src) return if(!(TK in host.mutations)) qdel(src) return if(isobj(target) && !isturf(target.loc)) return var/d = get_dist(user, target) if(focus) d = max(d, get_dist(user, focus)) // whichever is further if(d > tk_maxrange) to_chat(user, "Your mind won't reach that far.") return if(!focus) focus_object(target, user) return if(target == focus) target.attack_self_tk(user) return // todo: something like attack_self not laden with assumptions inherent to attack_self if(!istype(target, /turf) && istype(focus,/obj/item) && target.Adjacent(focus)) var/obj/item/I = focus var/resolved = target.attackby(I, user, user:get_organ_target()) if(!resolved && target && I) I.afterattack(target,user,1) // for splashing with beakers else apply_focus_overlay() focus.throw_at(target, 10, 1, user) last_throw = world.time return /obj/item/tk_grab/attack(mob/living/M as mob, mob/living/user as mob, def_zone) return /obj/item/tk_grab/proc/focus_object(var/obj/target, var/mob/living/user) if(!istype(target,/obj)) return//Cant throw non objects atm might let it do mobs later if(target.anchored || !isturf(target.loc)) qdel(src) return focus = target update_icon() apply_focus_overlay() return /obj/item/tk_grab/proc/apply_focus_overlay() if(!focus) return var/obj/effect/overlay/O = new /obj/effect/overlay(locate(focus.x,focus.y,focus.z)) O.name = "sparkles" O.anchored = TRUE O.density = FALSE O.layer = FLY_LAYER O.set_dir(pick(GLOB.cardinal)) O.icon = 'icons/effects/effects.dmi' O.icon_state = "nothing" flick("empdisable",O) spawn(5) qdel(O) return /obj/item/tk_grab/update_icon() cut_overlays() if(focus && focus.icon && focus.icon_state) add_overlay(icon(focus.icon, focus.icon_state)) return