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Paradise/code/modules/mob/living/living_defense.dm
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2015-07-10 23:28:08 -04:00

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/*
run_armor_check(a,b)
args
a:def_zone - What part is getting hit, if null will check entire body
b:attack_flag - What type of attack, bullet, laser, energy, melee
Returns
0 - no block
1 - halfblock
2 - fullblock
*/
/mob/living/proc/run_armor_check(var/def_zone = null, var/attack_flag = "melee", var/absorb_text = null, var/soften_text = null)
var/armor = getarmor(def_zone, attack_flag)
if(armor >= 100)
if(absorb_text)
src << "<span class='userdanger'>[absorb_text]</span>"
else
src << "<span class='userdanger'>Your armor absorbs the blow!</span>"
else if(armor > 0)
if(soften_text)
src << "<span class='userdanger'>[soften_text]</span>"
else
src << "<span class='userdanger'>Your armor softens the blow!</span>"
return armor
//if null is passed for def_zone, then this should return something appropriate for all zones (e.g. area effect damage)
/mob/living/proc/getarmor(var/def_zone, var/type)
return 0
/mob/living/bullet_act(var/obj/item/projectile/P, var/def_zone)
flash_weak_pain()
//Being hit while using a cloaking device
var/obj/item/weapon/cloaking_device/C = locate((/obj/item/weapon/cloaking_device) in src)
if(C && C.active)
C.attack_self(src)//Should shut it off
update_icons()
src << "\blue Your [C.name] was disrupted!"
Stun(2)
//Armor
var/armor = run_armor_check(def_zone, P.flag)
var/proj_sharp = is_sharp(P)
var/proj_edge = has_edge(P)
if ((proj_sharp || proj_edge) && prob(getarmor(def_zone, P.flag)))
proj_sharp = 0
proj_edge = 0
if(istype(P, /obj/item/projectile/beam/lightning)) //Stupid snowflake lightning gun.
if(P.damage >= 200)
src.dust()
if(!P.nodamage)
apply_damage(P.damage, P.damage_type, def_zone, armor)
return P.on_hit(src, armor, def_zone)
//Handles the effects of "stun" weapons
/mob/living/proc/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon=null)
flash_pain()
if (stun_amount)
Stun(stun_amount)
Weaken(stun_amount)
apply_effect(STUTTER, stun_amount)
apply_effect(EYE_BLUR, stun_amount)
if (agony_amount)
apply_damage(agony_amount, HALLOSS, def_zone, 0, used_weapon)
apply_effect(STUTTER, agony_amount/10)
apply_effect(EYE_BLUR, agony_amount/10)
/mob/living/proc/electrocute_act(var/shock_damage, var/obj/source, var/siemens_coeff = 1.0)
return 0 //only carbon liveforms have this proc
/mob/living/emp_act(severity)
var/list/L = src.get_contents()
for(var/obj/O in L)
O.emp_act(severity)
..()
//this proc handles being hit by a thrown atom
/mob/living/hitby(atom/movable/AM as mob|obj,var/speed = 5)//Standardization and logging -Sieve
if(istype(AM,/obj/))
var/obj/O = AM
var/zone = ran_zone("chest", 65)//Hits a random part of the body, geared towards the chest
var/dtype = BRUTE
if(istype(O,/obj/item/weapon))
var/obj/item/weapon/W = O
dtype = W.damtype
if (W.hitsound && W.throwforce > 0)
playsound(loc, W.hitsound, 30, 1, -1)
//run to-hit check here
var/throw_damage = O.throwforce*(speed/5)
//var/miss_chance = 15
//if (O.throw_source)
//var/distance = get_dist(O.throw_source, loc)
//miss_chance = min(15*(distance-2), 0)
/*
if (prob(miss_chance))
visible_message("\blue \The [O] misses [src] narrowly!")
return
*/
src.visible_message("\red [src] has been hit by [O].")
var/armor = run_armor_check(zone, "melee")
apply_damage(throw_damage, dtype, zone, armor, is_sharp(O), has_edge(O), O)
O.throwing = 0 //it hit, so stop moving
if(ismob(O.thrower))
var/mob/M = O.thrower
var/client/assailant = M.client
if(assailant)
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been hit with a [O], thrown by [M.name] ([assailant.ckey])</font>")
M.attack_log += text("\[[time_stamp()]\] <font color='red'>Hit [src.name] ([src.ckey]) with a thrown [O]</font>")
if(!istype(src,/mob/living/simple_animal/mouse))
msg_admin_attack("[src.name] ([src.ckey]) was hit by a [O], thrown by [M.name] ([assailant.ckey])[isAntag(M) ? "(ANTAG)" : ""] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
// Begin BS12 momentum-transfer code.
if(O.throw_source && speed >= 15)
var/obj/item/weapon/W = O
var/momentum = speed/2
var/dir = get_dir(O.throw_source, src)
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
src.throw_at(get_edge_target_turf(src,dir),1,momentum)
if(!W || !src) return
if(W.sharp) //Projectile is suitable for pinning.
//Handles embedding for non-humans and simple_animals.
O.loc = src
src.embedded += O
var/turf/T = near_wall(dir,2)
if(T)
src.loc = T
visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
src.anchored = 1
src.pinned += O
/mob/living/mech_melee_attack(obj/mecha/M)
if(M.occupant.a_intent == "harm")
if(M.damtype == "brute")
step_away(src,M,15)
switch(M.damtype)
if("brute")
Paralyse(1)
take_overall_damage(rand(M.force/2, M.force))
playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
if("fire")
take_overall_damage(0, rand(M.force/2, M.force))
playsound(src, 'sound/items/Welder.ogg', 50, 1)
if("tox")
M.mech_toxin_damage(src)
else
return
updatehealth()
M.occupant_message("<span class='danger'>You hit [src].</span>")
visible_message("<span class='danger'>[src] has been hit by [M.name].</span>", \
"<span class='userdanger'>[src] has been hit by [M.name].</span>")
add_logs(M.occupant, src, "attacked", object=M, addition="(INTENT: [uppertext(M.occupant.a_intent)]) (DAMTYPE: [uppertext(M.damtype)])")
else
step_away(src,M)
add_logs(M.occupant, src, "pushed", object=M, admin=0)
M.occupant_message("<span class='warning'>You push [src] out of the way.</span>")
visible_message("<span class='warning'>[M] pushes [src] out of the way.</span>")
return
//Mobs on Fire
/mob/living/proc/IgniteMob()
if(fire_stacks > 0 && !on_fire)
on_fire = 1
set_light(light_range + 3,l_color = "#ED9200")
update_fire()
/mob/living/proc/ExtinguishMob()
if(on_fire)
on_fire = 0
fire_stacks = 0
set_light(max(0,light_range - 3))
update_fire()
/mob/living/proc/update_fire()
return
/mob/living/proc/adjust_fire_stacks(add_fire_stacks) //Adjusting the amount of fire_stacks we have on person
fire_stacks = Clamp(fire_stacks + add_fire_stacks, -20, 20)
/mob/living/proc/handle_fire()
if(fire_stacks < 0)
fire_stacks++ //If we've doused ourselves in water to avoid fire, dry off slowly
fire_stacks = min(0, fire_stacks)//So we dry ourselves back to default, nonflammable.
if(!on_fire)
return 1
var/datum/gas_mixture/G = loc.return_air() // Check if we're standing in an oxygenless environment
if(G.oxygen < 1)
ExtinguishMob() //If there's no oxygen in the tile we're on, put out the fire
return
var/turf/location = get_turf(src)
location.hotspot_expose(700, 50, 1)
/mob/living/fire_act()
adjust_fire_stacks(0.5)
IgniteMob()
//Mobs on Fire end
/mob/living/water_act(volume, temperature)
if(volume >= 20) fire_stacks -= 0.5
if(volume >= 50) fire_stacks -= 1
/mob/living/regular_hud_updates()
..()
update_action_buttons()
/mob/living/proc/handle_actions()
//Pretty bad, i'd use picked/dropped instead but the parent calls in these are nonexistent
for(var/datum/action/A in actions)
if(A.CheckRemoval(src))
A.Remove(src)
for(var/obj/item/I in src)
if(istype(I,/obj/item/clothing/under))
var/obj/item/clothing/under/U = I
for(var/obj/item/IU in U)
if(istype(IU, /obj/item/clothing/accessory))
var/obj/item/clothing/accessory/A = IU
if(A.action_button_name)
if(!A.action)
if(A.action_button_is_hands_free)
A.action = new/datum/action/item_action/hands_free
else
A.action = new/datum/action/item_action
A.action.name = A.action_button_name
A.action.target = A
A.action.check_flags &= ~AB_CHECK_INSIDE
A.action.Grant(src)
if(I.action_button_name)
if(!I.action)
if(I.action_button_is_hands_free)
I.action = new/datum/action/item_action/hands_free
else
I.action = new/datum/action/item_action
I.action.name = I.action_button_name
I.action.target = I
I.action.Grant(src)
return
/mob/living/update_action_buttons()
if(!hud_used) return
if(!client) return
if(hud_used.hud_shown != 1) //Hud toggled to minimal
return
client.screen -= hud_used.hide_actions_toggle
for(var/datum/action/A in actions)
if(A.button)
client.screen -= A.button
if(hud_used.action_buttons_hidden)
if(!hud_used.hide_actions_toggle)
hud_used.hide_actions_toggle = new(hud_used)
hud_used.hide_actions_toggle.UpdateIcon()
if(!hud_used.hide_actions_toggle.moved)
hud_used.hide_actions_toggle.screen_loc = hud_used.ButtonNumberToScreenCoords(1)
//hud_used.SetButtonCoords(hud_used.hide_actions_toggle,1)
client.screen += hud_used.hide_actions_toggle
return
var/button_number = 0
for(var/datum/action/A in actions)
button_number++
if(A.button == null)
var/obj/screen/movable/action_button/N = new(hud_used)
N.owner = A
A.button = N
var/obj/screen/movable/action_button/B = A.button
B.UpdateIcon()
B.name = A.UpdateName()
client.screen += B
if(!B.moved)
B.screen_loc = hud_used.ButtonNumberToScreenCoords(button_number)
//hud_used.SetButtonCoords(B,button_number)
if(button_number > 0)
if(!hud_used.hide_actions_toggle)
hud_used.hide_actions_toggle = new(hud_used)
hud_used.hide_actions_toggle.InitialiseIcon(src)
if(!hud_used.hide_actions_toggle.moved)
hud_used.hide_actions_toggle.screen_loc = hud_used.ButtonNumberToScreenCoords(button_number+1)
//hud_used.SetButtonCoords(hud_used.hide_actions_toggle,button_number+1)
client.screen += hud_used.hide_actions_toggle
//This is called when the mob is thrown into a dense turf
/mob/living/proc/turf_collision(var/turf/T, var/speed)
src.take_organ_damage(speed*5)
/mob/living/proc/near_wall(var/direction,var/distance=1)
var/turf/T = get_step(get_turf(src),direction)
var/turf/last_turf = src.loc
var/i = 1
while(i>0 && i<=distance)
if(T.density) //Turf is a wall!
return last_turf
i++
last_turf = T
T = get_step(T,direction)
return 0
// End BS12 momentum-transfer code.
/mob/living/proc/grabbedby(mob/living/carbon/user,var/supress_message = 0)
if(user == src || anchored)
return 0
if(!(status_flags & CANPUSH))
return 0
for(var/obj/item/weapon/grab/G in src.grabbed_by)
if(G.assailant == user)
user << "<span class='notice'>You already grabbed [src].</span>"
return
add_logs(src, user, "grabbed", addition="passively")
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(user, src)
if(buckled)
user << "<span class='notice'>You cannot grab [src], \he is buckled in!</span>"
if(!G) //the grab will delete itself in New if src is anchored
return 0
user.put_in_active_hand(G)
G.synch()
LAssailant = user
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
/*if(user.dir == src.dir)
G.state = GRAB_AGGRESSIVE
G.last_upgrade = world.time
if(!supress_message)
visible_message("<span class='warning'>[user] has grabbed [src] from behind!</span>")
else*///This is an example of how you can make special types of grabs simply based on direction.
if(!supress_message)
visible_message("<span class='warning'>[user] has grabbed [src] passively!</span>")