Files
Paradise/code/_onclick/click_override.dm
HMBGERDO ecc109915a Stamina damage no longer bypass some checks (#23447)
* adjusting stamina damage no longer bypass some checks

* no illness changes

* i surrender on this, let it be
2024-02-04 21:15:20 +00:00

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/*
Click Overrides
These are overrides for a living mob's middle and alt clicks.
If the mob in question has their middleClickOverride var set to one of these datums, when they middle or alt click the onClick proc for the datum their clickOverride var is
set equal to will be called.
See click.dm 251 and 196.
If you have any questions, contact me on the Paradise forums.
- DaveTheHeacrab
*/
/datum/middleClickOverride/
/datum/middleClickOverride/proc/onClick(atom/A, mob/living/user)
user.middleClickOverride = null
return TRUE
/* Note, when making a new click override it is ABSOLUTELY VITAL that you set the source's clickOverride to null at some point if you don't want them to be stuck with it forever.
Calling the super will do this for you automatically, but if you want a click override to NOT clear itself after the first click, you must do it at some other point in the code*/
/obj/item/badminBook/
name = "old book"
desc = "An old, leather bound tome."
icon = 'icons/obj/library.dmi'
icon_state = "book"
var/datum/middleClickOverride/clickBehavior = new /datum/middleClickOverride/badminClicker
/obj/item/badminBook/attack_self(mob/living/user as mob)
if(user.middleClickOverride)
to_chat(user, "<span class='warning'>You try to draw power from [src], but you cannot hold the power at this time!</span>")
return
user.middleClickOverride = clickBehavior
to_chat(user, "<span class='notice'>You draw a bit of power from [src], you can use <b>middle click</b> or <b>alt click</b> to release the power!</span>")
/datum/middleClickOverride/badminClicker
var/summon_path = /obj/item/food/snacks/cookie
/datum/middleClickOverride/badminClicker/onClick(atom/A, mob/living/user)
var/atom/movable/newObject = new summon_path
newObject.loc = get_turf(A)
to_chat(user, "<span class='notice'>You release the power you had stored up, summoning \a [newObject.name]!</span>")
usr.loc.visible_message("<span class='notice'>[user] waves [user.p_their()] hand and summons \a [newObject.name]!</span>")
..()
/datum/middleClickOverride/shock_implant
/datum/middleClickOverride/shock_implant/onClick(atom/A, mob/living/carbon/human/user)
if(A == user || user.a_intent == INTENT_HELP || user.a_intent == INTENT_GRAB)
return FALSE
if(user.incapacitated())
return FALSE
var/obj/item/bio_chip/shock/P = locate() in user
if(!P)
return
if(world.time < P.last_shocked + P.shock_delay)
to_chat(user, "<span class='warning'>The gloves are still recharging.</span>")
return FALSE
var/turf/T = get_turf(user)
var/obj/structure/cable/C = locate() in T
if(!P.unlimited_power)
if(!C || !istype(C))
to_chat(user, "<span class='warning'>There is no cable here to power the gloves.</span>")
return FALSE
var/turf/target_turf = get_turf(A)
if(get_dist(T, target_turf) > P.shock_range)
to_chat(user, "<span class='warning'>The target is too far away.</span>")
return FALSE
target_turf.hotspot_expose(2000, 400)
playsound(user.loc, 'sound/effects/eleczap.ogg', 40, 1)
var/atom/beam_from = user
var/atom/target_atom = A
for(var/i in 0 to 3)
beam_from.Beam(target_atom, icon_state = "lightning[rand(1, 12)]", icon = 'icons/effects/effects.dmi', time = 6)
if(isliving(target_atom))
var/mob/living/L = target_atom
var/powergrid = C.get_available_power() //We want available power, so the station being conservative doesn't mess with glove / dark bundle users
if(user.a_intent == INTENT_DISARM)
add_attack_logs(user, L, "shocked with power bio-chip.")
L.apply_damage(60, STAMINA)
L.Jitter(10 SECONDS)
var/atom/throw_target = get_edge_target_turf(user, get_dir(user, get_step_away(L, user)))
L.throw_at(throw_target, powergrid / 100000, powergrid / 100000) //100 kW in grid throws 1 tile, 200 throws 2, etc.
else
add_attack_logs(user, L, "electrocuted with[P.unlimited_power ? " unlimited" : null] power bio-chip")
if(P.unlimited_power)
L.electrocute_act(1000, P, flags = SHOCK_NOGLOVES) //Just kill them
else
electrocute_mob(L, C.powernet, P)
break
var/list/next_shocked = list()
for(var/mob/M in range(3, target_atom)) //Try to jump to a mob first
if(M == user || isobserver(M))
continue
next_shocked.Add(M)
break //Break this so it gets the closest, thank you
if(!length(next_shocked)) //No mob? Random bullshit go, try to get closer to a mob with luck
for(var/atom/movable/AM in orange(3, target_atom))
if(AM == user || iseffect(AM) || isobserver(AM))
continue
next_shocked.Add(AM)
beam_from = target_atom
target_atom = pick(next_shocked)
A = target_atom
next_shocked.Cut()
P.last_shocked = world.time
return TRUE
/**
* # Callback invoker middle click override datum
*
* Middle click override which accepts a callback as an arugment in the `New()` proc.
* When the living mob that has this datum middle-clicks or alt-clicks on something, the callback will be invoked.
*/
/datum/middleClickOverride/callback_invoker
var/datum/callback/callback
/datum/middleClickOverride/callback_invoker/New(datum/callback/_callback)
. = ..()
callback = _callback
/datum/middleClickOverride/callback_invoker/onClick(atom/A, mob/living/user)
if(callback.Invoke(user, A))
return TRUE