Files
CHOMPStation2/code/_onclick/telekinesis.dm
T

175 lines
4.7 KiB
Plaintext

/*
Telekinetic attack:
By default, emulate the user's unarmed attack
*/
/atom/proc/attack_tk(mob/user)
if(user.stat) return
user.UnarmedAttack(src,0)
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(user.has_telegrip() && !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([user.has_telegrip()]) 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
item_flags = DROPDEL | NOSTRIP
/obj/item/tk_grab/dropped(mob/user, equipping, slot)
..()
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
//stops TK grabs being equipped anywhere but into hands
/obj/item/tk_grab/equipped(mob/user, slot)
..()
if( (slot == slot_l_hand) || (slot== slot_r_hand) ) return
qdel(src)
return
/obj/item/tk_grab/attack_self(mob/user)
. = ..(user)
if(.)
return TRUE
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(!host.has_telegrip())
qdel(src)
return
if(isobj(target) && !isturf(target.loc))
return
if(user.is_remote_viewing()) // Extremely bad exploits if allowed to TK while remote viewing
to_chat(user, TK_DENIED_MESSAGE)
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, TK_OUTRANGED_MESSAGE)
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
if(ishuman(user))
var/mob/living/carbon/human/H_user = user
if(istype(H_user.gloves,/obj/item/clothing/gloves/telekinetic))
var/obj/item/clothing/gloves/telekinetic/TKG = H_user.gloves
TKG.use_grip_power(user,TRUE)
if(!TKG.has_grip_power())
qdel(src) // Drop TK
return
/obj/item/tk_grab/attack(mob/living/M, mob/living/user, target_zone, attack_modifier)
return ITEM_INTERACT_FAILURE
/obj/item/tk_grab/proc/focus_object(obj/target, 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