Files
CHOMPStation2/code/_onclick/other_mobs.dm
PsiOmega 464d702d4b Mob refactoring.
Updates Bump() code.
Intents now use constants.
Simple animals can now use languages without overriding say().
There is now a difference between being able to smash normal and reinforced walls.
Reworks simple_animal/attackby so that constructs don't need to override it simply to add damage resistance.
2015-03-29 10:44:31 +02:00

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// Generic damage proc (slimes and monkeys).
/atom/proc/attack_generic(mob/user as mob)
return 0
/*
Humans:
Adds an exception for gloves, to allow special glove types like the ninja ones.
Otherwise pretty standard.
*/
/mob/living/carbon/human/UnarmedAttack(var/atom/A, var/proximity)
if(!..())
return
// Special glove functions:
// If the gloves do anything, have them return 1 to stop
// normal attack_hand() here.
var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
if(istype(G) && G.Touch(A,1))
return
A.attack_hand(src)
/atom/proc/attack_hand(mob/user as mob)
return
/mob/living/carbon/human/RestrainedClickOn(var/atom/A)
return
/mob/living/carbon/human/RangedAttack(var/atom/A)
if(!gloves && !mutations.len) return
var/obj/item/clothing/gloves/G = gloves
if((LASER in mutations) && a_intent == I_HURT)
LaserEyes(A) // moved into a proc below
else if(istype(G) && G.Touch(A,0)) // for magic gloves
return
else if(TK in mutations)
switch(get_dist(src,A))
if(1 to 5) // not adjacent may mean blocked by window
next_move += 2
if(5 to 7)
next_move += 5
if(8 to 15)
next_move += 10
if(16 to 128)
return
A.attack_tk(src)
/mob/living/RestrainedClickOn(var/atom/A)
return
/*
Aliens
*/
/mob/living/carbon/alien/RestrainedClickOn(var/atom/A)
return
/mob/living/carbon/alien/UnarmedAttack(var/atom/A, var/proximity)
if(!..())
return 0
A.attack_generic(src,rand(5,6),"bitten")
/*
Slimes
Nothing happening here
*/
/mob/living/carbon/slime/RestrainedClickOn(var/atom/A)
return
/mob/living/carbon/slime/UnarmedAttack(var/atom/A, var/proximity)
if(!..())
return
// Eating
if(Victim)
if (Victim == A)
Feedstop()
return
var/mob/living/M = A
if (istype(M))
switch(src.a_intent)
if (I_HELP) // We just poke the other
M.visible_message("<span class='notice'>[src] gently pokes [M]!</span>", "<span class='notice'>[src] gently pokes you!</span>")
if (I_DISARM) // We stun the target, with the intention to feed
var/stunprob = 1
var/power = max(0, min(10, (powerlevel + rand(0, 3))))
if (powerlevel > 0 && !istype(A, /mob/living/carbon/slime))
if(ishuman(M))
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_SYNTHETIC)
return
stunprob *= H.species.siemens_coefficient
switch(power * 10)
if(0) stunprob *= 10
if(1 to 2) stunprob *= 20
if(3 to 4) stunprob *= 30
if(5 to 6) stunprob *= 40
if(7 to 8) stunprob *= 60
if(9) stunprob *= 70
if(10) stunprob *= 95
if(prob(stunprob))
powerlevel = max(0, powerlevel-3)
M.visible_message("<span class='danger'>[src] has shocked [M]!</span>", "<span class='danger'>[src] has shocked you!</span>")
M.Weaken(power)
M.Stun(power)
M.stuttering = max(M.stuttering, power)
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
s.set_up(5, 1, M)
s.start()
if(prob(stunprob) && powerlevel >= 8)
M.adjustFireLoss(powerlevel * rand(6,10))
else if(prob(40))
M.visible_message("<span class='danger'>[src] has pounced at [M]!</span>", "<span class='danger'>[src] has pounced at you!</span>")
M.Weaken(power)
else
M.visible_message("<span class='danger'>[src] has tried to pounce at [M]!</span>", "<span class='danger'>[src] has tried to pounce at you!</span>")
M.updatehealth()
if (I_GRAB) // We feed
Wrap(M)
if (I_HURT) // Attacking
A.attack_generic(src, (is_adult ? rand(20,40) : rand(5,25)), "glomped")
else
A.attack_generic(src, (is_adult ? rand(20,40) : rand(5,25)), "glomped") // Basic attack.
/*
New Players:
Have no reason to click on anything at all.
*/
/mob/new_player/ClickOn()
return
/*
Animals
*/
/mob/living/simple_animal/UnarmedAttack(var/atom/A, var/proximity)
if(!..())
return
if(melee_damage_upper == 0 && istype(A,/mob/living))
custom_emote(1,"[friendly] [A]!")
return
var/damage = rand(melee_damage_lower, melee_damage_upper)
if(A.attack_generic(src,damage,attacktext,environment_smash) && loc && attack_sound)
playsound(loc, attack_sound, 50, 1, 1)