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* Idk what I'm doing * The is_hot refactor * Fixes that I forgot to push before making the PR * Update code/game/objects/items.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Contra review * TODO: Find out why this isn't working * Removes the signal stuff for now, this works * Fixes it all * Add new signal * Update code/_onclick/item_attack.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * Contra reivew * Ayyy it works * Merge master * Forgot this one * Update code/game/machinery/doors/airlock_types.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/objects/structures/mineral_doors.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/turfs/simulated/floor/mineral_floors.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/turfs/simulated/walls_mineral.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> --------- Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
162 lines
6.4 KiB
Plaintext
162 lines
6.4 KiB
Plaintext
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
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if(!tool_attack_chain(user, target) && pre_attack(target, user, params))
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// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
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var/resolved = target.attackby(src, user, params)
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if(!resolved && target && !QDELETED(src))
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afterattack(target, user, 1, params) // 1: clicking something Adjacent
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//Checks if the item can work as a tool, calling the appropriate tool behavior on the target
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//Note that if tool_act returns TRUE, then the tool won't call attack_by.
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/obj/item/proc/tool_attack_chain(mob/user, atom/target)
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if(!tool_behaviour)
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return FALSE
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if(SEND_SIGNAL(target, COMSIG_TOOL_ATTACK, src, user) & COMPONENT_CANCEL_TOOLACT)
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return FALSE
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return target.tool_act(user, src, tool_behaviour)
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// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
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/obj/item/proc/attack_self(mob/user)
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var/signal_ret = SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF, user)
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if(signal_ret & COMPONENT_NO_INTERACT)
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return
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if(signal_ret & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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/obj/item/proc/pre_attack(atom/A, mob/living/user, params) //do stuff before attackby!
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if(SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK, A, user, params) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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if(SEND_SIGNAL(A, COMSIG_ITEM_BEING_ATTACKED, src, user, params) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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var/temperature = get_heat()
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if(temperature && A.reagents && !ismob(A) && !istype(A, /obj/item/clothing/mask/cigarette))
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var/reagent_temp = A.reagents.chem_temp
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var/time = (reagent_temp / 10) / (temperature / 1000)
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if(do_after_once(user, time, TRUE, user, TRUE, attempt_cancel_message = "You stop heating up [A]."))
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to_chat(user, "<span class='notice'>You heat [A] with [src].</span>")
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A.reagents.temperature_reagents(temperature)
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return TRUE //return FALSE to avoid calling attackby after this proc does stuff
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// No comment
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/atom/proc/attackby(obj/item/W, mob/user, params)
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if(SEND_SIGNAL(src, COMSIG_PARENT_ATTACKBY, W, user, params) & COMPONENT_NO_AFTERATTACK)
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return TRUE
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return FALSE
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/obj/attackby(obj/item/I, mob/living/user, params)
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return ..() || (can_be_hit && I.attack_obj(src, user, params))
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/mob/living/attackby(obj/item/I, mob/living/user, params)
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user.changeNext_move(CLICK_CD_MELEE)
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if(attempt_harvest(I, user))
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return TRUE
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return I.attack(src, user)
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/obj/item/proc/attack(mob/living/M, mob/living/user, def_zone)
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if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
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return TRUE
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SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, M, user)
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if(flags & (NOBLUDGEON))
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return FALSE
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if(force && HAS_TRAIT(user, TRAIT_PACIFISM))
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to_chat(user, "<span class='warning'>You don't want to harm other living beings!</span>")
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return
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if(!force)
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playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), 1, -1)
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else
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SEND_SIGNAL(M, COMSIG_ITEM_ATTACK)
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add_attack_logs(user, M, "Attacked with [name] ([uppertext(user.a_intent)]) ([uppertext(damtype)])", (M.ckey && force > 0 && damtype != STAMINA) ? null : ATKLOG_ALMOSTALL)
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if(hitsound)
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playsound(loc, hitsound, get_clamped_volume(), TRUE, extrarange = stealthy_audio ? SILENCED_SOUND_EXTRARANGE : -1, falloff_distance = 0)
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M.lastattacker = user.real_name
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M.lastattackerckey = user.ckey
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user.do_attack_animation(M)
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. = M.attacked_by(src, user, def_zone)
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add_fingerprint(user)
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//the equivalent of the standard version of attack() but for object targets.
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/obj/item/proc/attack_obj(obj/O, mob/living/user, params)
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if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_OBJ, O, user) & COMPONENT_NO_ATTACK_OBJ)
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return
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if(flags & (NOBLUDGEON))
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return
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(O)
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O.attacked_by(src, user)
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/atom/movable/proc/attacked_by()
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return
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/obj/attacked_by(obj/item/I, mob/living/user)
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var/damage = I.force
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if(I.force)
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user.visible_message("<span class='danger'>[user] has hit [src] with [I]!</span>", "<span class='danger'>You hit [src] with [I]!</span>")
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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damage += H.physiology.melee_bonus
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take_damage(damage, I.damtype, MELEE, 1)
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/mob/living/attacked_by(obj/item/I, mob/living/user, def_zone)
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send_item_attack_message(I, user)
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if(I.force)
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var/bonus_damage = 0
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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bonus_damage = H.physiology.melee_bonus
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apply_damage(I.force + bonus_damage, I.damtype, def_zone)
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if(I.damtype == BRUTE)
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if(prob(33))
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I.add_mob_blood(src)
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var/turf/location = get_turf(src)
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add_splatter_floor(location)
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if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood
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user.add_mob_blood(src)
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/mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user)
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if(!I.force)
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user.visible_message("<span class='warning'>[user] gently taps [src] with [I].</span>",\
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"<span class='warning'>This weapon is ineffective, it does no damage!</span>")
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else if(I.force < force_threshold || I.damtype == STAMINA)
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visible_message("<span class='warning'>[I] bounces harmlessly off of [src].</span>",\
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"<span class='warning'>[I] bounces harmlessly off of [src]!</span>")
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else
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return ..()
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// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
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// Click parameters is the params string from byond Click() code, see that documentation.
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/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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return
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/obj/item/proc/get_clamped_volume()
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if(w_class)
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if(force)
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return clamp((force + w_class) * 4, 30, 100)// Add the item's force to its weight class and multiply by 4, then clamp the value between 30 and 100
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else
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return clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
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/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area)
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if(I.discrete)
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return
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var/message_verb = "attacked"
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if(I.attack_verb && I.attack_verb.len)
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message_verb = "[pick(I.attack_verb)]"
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else if(!I.force)
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return
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var/message_hit_area = ""
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if(hit_area)
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message_hit_area = " in the [hit_area]"
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var/attack_message = "[src] has been [message_verb][message_hit_area] with [I]."
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if(user in viewers(src, null))
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attack_message = "[user] has [message_verb] [src][message_hit_area] with [I]!"
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visible_message("<span class='combat danger'>[attack_message]</span>",\
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"<span class='combat userdanger'>[attack_message]</span>")
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return 1
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