WIP on refactoring the context-based combat PR

This commit is contained in:
Zuhayr
2014-11-24 09:59:46 +10:30
parent a63ec86871
commit 4722c9a864
8 changed files with 261 additions and 243 deletions

View File

@@ -547,3 +547,8 @@ BLIND // can't see anything
hastie.emp_act(severity)
..()
/obj/item/clothing/shoes/proc/can_stomp()
return 0
/obj/item/clothing/shoes/proc/handle_stomp()
return 0

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@@ -22,10 +22,36 @@
icon_state = "magboots1"
user << "You enable the mag-pulse traction system."
user.update_inv_shoes() //so our mob-overlays update
examine(mob/user)
..(user)
var/state = "disabled"
if(src.flags&NOSLIP)
state = "enabled"
user << "Its mag-pulse traction system appears to be [state]."
user << "Its mag-pulse traction system appears to be [state]."
/obj/item/clothing/shoes/magboots/can_stomp()
if(!magpulse)
return 0
/obj/item/clothing/shoes/magboots/handle_stomp(var/mob/living/carbon/human/target, var/mob/living/carbon/human/user, var/datum/organ/external/affecting)
if(!(target.lying) || !(user.canmove))
return 0
visible_message("\red [user] raises one of \his magboots over [target]'s [affecting.display_name]...")
user.attack_move = 1
if(do_after(user, 20))
if(user.canmove && !user.lying && target.Adjacent(user) && target.lying)
visible_message("\red <B>[user] stomps \his magboot down on [target]'s [affecting.display_name] with full force!</B>")
target.apply_damage(rand(20,30), BRUTE, affecting, target.run_armor_check(affecting, "melee"))
playsound(loc, 'sound/weapons/genhit3.ogg', 25, 1, -1)
user.attack_move = 0
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Magboot-stomped [target.name] ([target.ckey])</font>")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been magboot-stomped by [user.name] ([user.ckey])</font>")
msg_admin_attack("[key_name(user)] magboot-stomped [key_name(target)]")
return 1
return 0

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@@ -708,22 +708,6 @@
number += 2
return number
/mob/living/carbon/human/proc/magboot_stomp(mob/living/carbon/human/H as mob, datum/organ/external/affecting)
visible_message("\red [src] raises one of \his magboots over [H]'s [affecting.display_name]...")
attack_move = 1
if(do_after(usr, 20))
if(src.canmove && !src.lying && src.Adjacent(H) && H.lying)
visible_message("\red <B>[src] stomps \his magboot down on [H]'s [affecting.display_name] with full force!</B>")
apply_damage(rand(20,30), BRUTE, affecting, run_armor_check(affecting, "melee"))
playsound(loc, 'sound/weapons/genhit3.ogg', 25, 1, -1)
attack_move = 0
src.attack_log += text("\[[time_stamp()]\] <font color='red'>Magboot-stomped [H.name] ([H.ckey])</font>")
H.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been magboot-stomped by [src.name] ([src.ckey])</font>")
msg_admin_attack("[key_name(src)] magboot-stomped [key_name(H)]")
return 1
return 0
/mob/living/carbon/human/get_combat_buff(var/damage)
if(check_special_role("Ninja") || check_special_role("Changeling"))
damage += 3 // We assume Ninjas and Changelings are slightly better in combat than the usual human

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@@ -94,121 +94,78 @@
attack_generic(H,rand(1,3),"punched")
return
if(attack_move) return 0
// See if they can attack, and which attacks to use.
var/datum/unarmed_attack/attack = H.species.unarmed
if(!attack.is_usable(H))
attack = H.species.secondary_unarmed
if(!attack.is_usable(H))
return 0
if(attack_move) return 0
var/damage = rand(1, 5)
var/damage = rand(1, attack.damage)
var/block = 0
var/accurate = 0
var/target_zone = check_zone(H.zone_sel.selecting) // The zone that was targeted
var/hit_zone = target_zone // The zone that is actually hit
var/hit_zone = H.zone_sel.selecting
var/datum/organ/external/affecting = get_organ(hit_zone)
// Check for magboot attack
if(src.lying && H.canmove && !H.lying && H.shoes && istype(H.shoes, /obj/item/clothing/shoes/magboots))
var/obj/item/clothing/shoes/magboots/mboots = H.shoes
if(mboots.magpulse)
return H.magboot_stomp(src, affecting)
// Check for stomp attack.
if(H.shoes && H.shoes.can_stomp())
return shoes.handle_stomp(src, H, affecting)
switch(src.a_intent)
if("help")
// We didn't see this coming, so we get the full blow
damage = 5
damage = attack.damage
accurate = 1
if("hurt", "grab")
// We're in a fighting stance, there's a chance we block
if(prob(20) && src.canmove && !(src==H))
if(src.canmove && src!=H && prob(20))
block = 1
if (M.grabbed_by.len)
// Someone got a good grip on them, they won't be able to do much damage
damage = max(0, damage - 2)
damage = max(1, damage - 2)
if(src.grabbed_by.len || src.buckled || !src.canmove || src==H)
accurate = 1 // certain circumstances make it impossible for us to evade punches
// Process evasion and blocking
var/miss_type = 0
var/attack_message
if(!accurate)
if(prob(80))
hit_zone = ran_zone(target_zone)
hit_zone = ran_zone(hit_zone)
if(prob(15) && hit_zone != "chest") // Missed!
playsound(loc, attack.miss_sound, 25, 1, -1)
var/atk_verb = pick(attack.attack_verb)
visible_message("\red <B>[H] attempted to [atk_verb] [src]!</B>")
visible_message("\red [pick("The [pick(attack.attack_noun)] barely missed their [affecting.display_name]!", "[src] managed to dodge the [pick(attack.attack_noun)] narrowly!")]")
attack_message = "[H] attempted to [pick(attack.attack_verb)] [src], but the [attack.attack_noun] missed!"
miss_type = 1
H.attack_log += text("\[[time_stamp()]\] <font color='red'>attempted to [atk_verb] [src.name] ([src.ckey]) (dodged)</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Dodged attack by [H.name] ([H.ckey])</font>")
msg_admin_attack("[key_name(H)] attempted to [pick(attack.attack_verb)] [key_name(src)] (dodged)")
return 0
if(block)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
visible_message("\red <B>[H] went for [src]'s [affecting.display_name] but was blocked!</B>")
if(!miss_type && block)
attack_message = "[H] went for [src]'s [affecting.display_name] but was blocked!"
miss_type = 2
H.attack_log += text("\[[time_stamp()]\] <font color='red'>attempted to [pick(attack.attack_verb)] [src.name] ([src.ckey]) (blocked)</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Blocked attack by [H.name] ([H.ckey])</font>")
msg_admin_attack("[key_name(H)] attempted to [pick(attack.attack_verb)] [key_name(src)] (blocked)")
if(!attack_message)
attack.show_attack(H, src, hit_zone, damage)
else
H.visible_message("<span class='danger'>[attack_message]</span>")
playsound(loc, ((miss_type) ? (miss_type == 1 ? attack.miss_sound : 'sound/weapons/thudswoosh.ogg') : attack.attack_sound), 25, 1, -1)
H.attack_log += text("\[[time_stamp()]\] <font color='red'>[miss_type ? (miss_type == 1 ? "Missed" : "Blocked") : "[pick(attack.attack_verb)]ed"] [src.name] ([src.ckey])</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>[miss_type ? (miss_type == 1 ? "Was missed by" : "Has blocked") : "Has Been [pick(attack.attack_verb)]ed"] by [H.name] ([H.ckey])</font>")
msg_admin_attack("[key_name(H)] [miss_type ? (miss_type == 1 ? "has missed" : "was blocked by") : "has [pick(attack.attack_verb)]ed"] [key_name(src)]")
if(miss_type)
return 0
// Handle the attack logs
attack.combat_log(H, src, hit_zone, damage)
H.attack_log += text("\[[time_stamp()]\] <font color='red'>[pick(attack.attack_verb)]ed [src.name] ([src.ckey])</font>")
src.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been [pick(attack.attack_verb)]ed by [H.name] ([H.ckey])</font>")
msg_admin_attack("[key_name(H)] [pick(attack.attack_verb)]ed [key_name(src)]")
// Apply possible buffs
damage = H.get_combat_buff(damage)
var/armor_block = run_armor_check(affecting, "melee") // IMPORTANT: To run armor check after attack log as it produces a log itself
var/numb = rand(0, 100)
if(damage >= 5 && armor_block < 2 && !(src == H) && numb <= damage*5) // 25% standard chance
switch(hit_zone) // strong punches can have effects depending on where they hit
if("head")
// Induce blurriness
visible_message("\red [src] stares blankly for a few moments.", "\red You see stars.")
apply_effect(damage*2, EYE_BLUR, armor_block)
if("l_arm", "l_hand")
if (l_hand)
// Disarm left hand
visible_message("\red [src] [pick("dropped", "let go off")] \the [l_hand][pick("", " with a scream")]!")
drop_l_hand()
if("r_arm", "r_hand")
if (r_hand)
// Disarm right hand
visible_message("\red [src] [pick("dropped", "let go off")] \the [r_hand][pick("", " with a scream")]!")
drop_r_hand()
if("chest")
if(!src.lying)
visible_message("\red [pick("[src] was sent flying backward a few metres!", "[src] staggers back from the impact!")]")
step(src, get_dir(get_turf(M), get_turf(src)))
apply_effect(0.4*damage, WEAKEN, armor_block)
if("groin")
visible_message("\red [src] looks like \he is in pain!", (gender=="female")?"\red <i>Oh god that hurt!</i>":"\red <i>Oh no, not your[pick("testicles", "crown jewels", "clockweights", "family jewels", "marbles", "bean bags", "teabags", "sweetmeats", "goolies")]!</i>")
apply_effects(stutter=damage*2, agony=damage*3, blocked=armor_block)
if("l_leg", "l_foot", "r_leg", "r_foot")
if(!src.lying)
visible_message("\red [src] gives way slightly.")
apply_effect(damage*3, AGONY, armor_block)
else if(damage >= 5 && !(src == H) && numb+damage*5 >= 100 && armor_block < 2) // Chance to get the usual throwdown as well (25% standard chance)
if(!src.lying)
visible_message("\red [src] [pick("slumps", "falls", "drops")] down to the ground!")
else
visible_message("\red [src] has been weakened!")
apply_effect(3, WEAKEN, armor_block)
// Sum up species damage bonus at the very end so xenos don't get buffed stun chances
damage += attack.damage // 3 for human/skrell, 5 for tajaran/unathi
playsound(H.loc, attack.attack_sound, 25, 1, -1)
var/armour = run_armor_check(affecting, "melee")
// Apply additional unarmed effects.
attack.apply_effects(H,src,armour,damage,hit_zone)
// Finally, apply damage to target
apply_damage(damage, BRUTE, affecting, armor_block, sharp=attack.sharp, edge=attack.edge)
apply_damage(damage, BRUTE, affecting, armour, sharp=attack.sharp, edge=attack.edge)
if("disarm")
M.attack_log += text("\[[time_stamp()]\] <font color='red'>Disarmed [src.name] ([src.ckey])</font>")

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@@ -45,7 +45,7 @@
//Equipment slots
var/obj/item/wear_suit = null
var/obj/item/w_uniform = null
var/obj/item/shoes = null
var/obj/item/clothing/shoes/shoes = null //Why aren't we defining all of these as their most commonly used object type?
var/obj/item/belt = null
var/obj/item/gloves = null
var/obj/item/glasses = null

View File

@@ -493,154 +493,6 @@
return 0
//Species unarmed attacks
/datum/unarmed_attack
var/attack_verb = list("attack") // Empty hand hurt intent verb.
var/attack_noun = list("fist")
var/damage = 0 // Extra empty hand attack damage.
var/attack_sound = "punch"
var/miss_sound = 'sound/weapons/punchmiss.ogg'
var/shredding = 0 // Calls the old attack_alien() behavior on objects/mobs when on harm intent.
var/sharp = 0
var/edge = 0
/datum/unarmed_attack/proc/is_usable(var/mob/living/carbon/human/user)
if(user.restrained())
return 0
// Check if they have a functioning hand.
var/datum/organ/external/E = user.organs_by_name["l_hand"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
E = user.organs_by_name["r_hand"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
return 0
/datum/unarmed_attack/proc/combat_log(mob/living/carbon/human/M as mob, mob/living/carbon/human/T as mob, zone, damage)
var/datum/organ/external/affecting = T.get_organ(zone)
M.visible_message("<span class='warning'>[M] [pick(attack_verb)] [T] in the [affecting.display_name]!</span>")
playsound(M.loc, attack_sound, 25, 1, -1)
/datum/unarmed_attack/bite
attack_verb = list("bite") // 'x has biteed y', needs work.
attack_sound = 'sound/weapons/bite.ogg'
shredding = 0
damage = 3
sharp = 0
edge = 0
/datum/unarmed_attack/bite/eye_tooth
attack_verb = list("bite") // 'x has biteed y', needs work.
attack_sound = 'sound/weapons/bite.ogg'
shredding = 0
damage = 5
sharp = 1
edge = 1
/datum/unarmed_attack/bite/is_usable(var/mob/living/carbon/human/user)
if (user.wear_mask && istype(user.wear_mask, /obj/item/clothing/mask/muzzle))
return 0
return 1
/datum/unarmed_attack/punch
attack_verb = list("punch")
attack_noun = list("fist")
damage = 3
/datum/unarmed_attack/punch/combat_log(mob/living/carbon/human/M as mob, mob/living/carbon/human/T as mob, zone, damage)
var/skill = M.skills["combat"]
var/datum/organ/external/affecting = T.get_organ(zone)
var/organ = affecting.display_name
if(!skill) skill = 1
damage = Clamp(damage, 1, 5)
if(T == M)
M.visible_message("\red <B>[M] [pick(attack_verb)]ed \himself in the [organ]!</B>")
return 0
if(!T.lying)
switch(zone)
if("head")
// ----- HEAD ----- //
switch(damage)
if(1 to 2) M.visible_message("\red <B>[M] slapped [T] across \his cheek!</B>")
if(3 to 4) M.visible_message("\red <B>[M] struck [T] in the head[pick("", " with a closed fist")]!</B>")
if(5) M.visible_message("\red <B>[M] gave [T] a resounding slap to the face!</B>")
if("chest", "l_arm", "r_arm", "l_hand", "r_hand")
// -- UPPER BODY -- //
switch(damage)
if(1 to 2) M.visible_message("\red <B>[M] slapped [T]'s [organ]!</B>")
if(3 to 4) M.visible_message("\red <B>[M] [findtext(zone, "hand")?"[pick(attack_verb)]ed":pick("[pick(attack_verb)]ed", "shoulders")] [T] in \his [organ]!</B>")
if(5) M.visible_message("\red <B>[M] rammed \his [pick(attack_noun)] into [T]'s [organ]!</B>")
if("groin", "l_leg", "r_leg")
// -- LOWER BODY -- //
switch(damage)
if(1 to 2) M.visible_message("\red <B>[M] gave [T] a light kick to the [organ]!</B>")
if(3 to 4) M.visible_message("\red <B>[M] [pick("kicked", "kneed")] [T] in \his [organ]!</B>")
if(5) M.visible_message("\red <B>[M] landed a strong kick against [T]'s [organ]!</B>")
if("l_foot", "r_foot")
// ----- FEET ----- //
switch(damage)
if(1 to 4) M.visible_message("\red <B>[M] kicked [T] in \his [organ]!</B>")
if(5) M.visible_message("\red <B>[M] stomped down hard on [T]'s [organ]!")
else if (M.loc != T.loc)
M.visible_message("\red <B>[M] [pick("stomped down hard on", "kicked against", "gave a strong kick against", "rams their foot into")] [T]'s [organ]!</B>")
else
M.visible_message("\red <B>[M] [pick("punches", "throws a punch", "strikes", "slaps", "rams their [pick(attack_noun)] into")] [T]'s [organ]!</B>")
/datum/unarmed_attack/diona
attack_verb = list("lash", "bludgeon")
attack_noun = list("tendril")
damage = 5
/datum/unarmed_attack/claws
attack_verb = list("scratch", "claw", "goug")
attack_noun = list("claws")
attack_sound = 'sound/weapons/slice.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
damage = 5
sharp = 1
edge = 1
/datum/unarmed_attack/claws/combat_log(mob/living/carbon/human/M as mob, mob/living/carbon/human/T as mob, zone, damage)
var/skill = M.skills["combat"]
var/datum/organ/external/affecting = T.get_organ(zone)
var/organ = affecting.display_name
if(!skill) skill = 1
damage = Clamp(damage, 1, 5)
if(T == M)
M.visible_message("\red <B>[M] [pick(attack_verb)]ed \himself in the [organ]!</B>")
return 0
switch(zone)
if("head")
// ----- HEAD ----- //
switch(damage)
if(1 to 2) M.visible_message("\red <B>[M] scratched [T] across \his cheek!</B>")
if(3 to 4) M.visible_message("\red <B>[M] [pick(attack_verb)]ed [pick("", "the side of")][T] [pick("head", "neck")][pick("", " with spread [pick(attack_noun)]")]!</B>")
if(5) M.visible_message("\red <B>[M] [pick(attack_verb)]ed [T] across \his face!</B>")
if("chest", "l_arm", "r_arm", "l_hand", "r_hand", "groin", "l_leg", "r_leg", "l_foot", "r_foot")
// ----- BODY ----- //
switch(damage)
if(1 to 2) M.visible_message("\red <B>[M] scratched [T]'s [organ]!</B>")
if(3 to 4) M.visible_message("\red <B>[M] [pick(attack_verb)]ed [pick("", "the side of")][T]'s [organ]!</B>")
if(5) M.visible_message("\red <B>[M] digs \his [pick(attack_noun)] deep into [T]'s [organ]!</B>")
/datum/unarmed_attack/claws/strong
attack_verb = list("slash")
damage = 10
shredding = 1
/datum/unarmed_attack/bite/strong
attack_verb = list("maul")
damage = 15
shredding = 1
/datum/hud_data
var/icon // If set, overrides ui_style.

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@@ -0,0 +1,193 @@
//Species unarmed attacks
/datum/unarmed_attack
var/attack_verb = list("attack") // Empty hand hurt intent verb.
var/attack_noun = list("fist")
var/damage = 0 // Extra empty hand attack damage.
var/attack_sound = "punch"
var/miss_sound = 'sound/weapons/punchmiss.ogg'
var/shredding = 0 // Calls the old attack_alien() behavior on objects/mobs when on harm intent.
var/sharp = 0
var/edge = 0
/datum/unarmed_attack/proc/is_usable(var/mob/living/carbon/human/user)
if(user.restrained())
return 0
// Check if they have a functioning hand.
var/datum/organ/external/E = user.organs_by_name["l_hand"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
E = user.organs_by_name["r_hand"]
if(E && !(E.status & ORGAN_DESTROYED))
return 1
return 0
/datum/unarmed_attack/proc/apply_effects(var/mob/living/carbon/human/user,var/mob/living/carbon/human/target,var/armour,var/attack_damage,var/zone)
var/stun_chance = rand(0, 100)
// Reduce effective damage to normalize stun chance across species.
attack_damage = min(1,attack_damage - damage)
if(attack_damage >= 5 && armour < 2 && !(target == user) && stun_chance <= attack_damage * 5) // 25% standard chance
switch(zone) // strong punches can have effects depending on where they hit
if("head")
// Induce blurriness
target.visible_message("<span class='danger'>[target] stares blankly for a few moments.</span>", "<span class='danger'>You see stars.</span>")
target.apply_effect(attack_damage*2, EYE_BLUR, armour)
if("l_arm", "l_hand")
if (target.l_hand)
// Disarm left hand
target.visible_message("<span class='danger'>[src] [pick("dropped", "let go off")] \the [target.l_hand][pick("", " with a scream")]!</span>")
target.drop_l_hand()
if("r_arm", "r_hand")
if (target.r_hand)
// Disarm right hand
target.visible_message("<span class='danger'>[src] [pick("dropped", "let go off")] \the [target.r_hand][pick("", " with a scream")]!</span>")
target.drop_r_hand()
if("chest")
if(!target.lying)
target.visible_message("<span class='danger'>[pick("[target] was sent flying backward a few metres!", "[target] staggers back from the impact!")]</span>")
var/turf/T = step(src, get_dir(get_turf(user), get_turf(target)))
if(T.density) // This will need to be expanded to check for structures etc.
target.visible_message("<span class='danger'>[target] slams into [T]!</span>")
else
target.loc = T
target.apply_effect(attack_damage * 0.4, WEAKEN, armour)
if("groin")
target.visible_message("<span class='warning'>[target] looks like \he is in pain!</span>", "<span class='warning'>[(target.gender=="female") ? "Oh god that hurt!" : "Oh no, not your[pick("testicles", "crown jewels", "clockweights", "family jewels", "marbles", "bean bags", "teabags", "sweetmeats", "goolies")]!"]</span>")
target.apply_effects(stutter = attack_damage * 2, agony = attack_damage* 3, blocked = armour)
if("l_leg", "l_foot", "r_leg", "r_foot")
if(!target.lying)
target.visible_message("<span class='warning'>[src] gives way slightly.</span>")
target.apply_effect(attack_damage*3, AGONY, armour)
else if(attack_damage >= 5 && !(target == user) && (stun_chance + attack_damage) * 5 >= 100 && armour < 2) // Chance to get the usual throwdown as well (25% standard chance)
if(!target.lying)
target.visible_message("<span class='danger'>[pick("slumps", "falls", "drops")] down to the ground!</span>")
else
target.visible_message("<span class='danger'>[target] has been weakened!</span>")
target.apply_effect(3, WEAKEN, armour)
/datum/unarmed_attack/proc/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/datum/organ/external/affecting = target.get_organ(zone)
user.visible_message("<span class='warning'>[user] [pick(attack_verb)] [target] in the [affecting.display_name]!</span>")
playsound(user.loc, attack_sound, 25, 1, -1)
/datum/unarmed_attack/bite
attack_verb = list("bite") // 'x has biteed y', needs work.
attack_sound = 'sound/weapons/bite.ogg'
shredding = 0
damage = 3
sharp = 0
edge = 0
/datum/unarmed_attack/bite/eye_tooth
attack_verb = list("bite") // 'x has biteed y', needs work.
attack_sound = 'sound/weapons/bite.ogg'
shredding = 0
damage = 5
sharp = 1
edge = 1
/datum/unarmed_attack/bite/is_usable(var/mob/living/carbon/human/user)
if (user.wear_mask && istype(user.wear_mask, /obj/item/clothing/mask/muzzle))
return 0
return 1
/datum/unarmed_attack/punch
attack_verb = list("punch")
attack_noun = list("fist")
damage = 3
/datum/unarmed_attack/punch/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/skill = user.skills["combat"]
var/datum/organ/external/affecting = target.get_organ(zone)
var/organ = affecting.display_name
if(!skill) skill = 1
if(target == user)
user.visible_message("\red <B>[user] [pick(attack_verb)]ed \himself in the [organ]!</B>")
return 0
if(!target.lying)
switch(zone)
if("head")
// ----- HEAD ----- //
switch(attack_damage)
if(1 to 2) user.visible_message("\red <B>[user] slapped [target] across \his cheek!</B>")
if(3 to 4) user.visible_message("\red <B>[user] struck [target] in the head[pick("", " with a closed fist")]!</B>")
if(5) user.visible_message("\red <B>[user] gave [target] a resounding slap to the face!</B>")
if("chest", "l_arm", "r_arm", "l_hand", "r_hand")
// -- UPPER BODY -- //
switch(attack_damage)
if(1 to 2) user.visible_message("\red <B>[user] slapped [target]'s [organ]!</B>")
if(3 to 4) user.visible_message("\red <B>[user] [findtext(zone, "hand")?"[pick(attack_verb)]ed":pick("[pick(attack_verb)]ed", "shoulders")] [target] in \his [organ]!</B>")
if(5) user.visible_message("\red <B>[user] rammed \his [pick(attack_noun)] into [target]'s [organ]!</B>")
if("groin", "l_leg", "r_leg")
// -- LOWER BODY -- //
switch(attack_damage)
if(1 to 2) user.visible_message("\red <B>[user] gave [target] a light kick to the [organ]!</B>")
if(3 to 4) user.visible_message("\red <B>[user] [pick("kicked", "kneed")] [target] in \his [organ]!</B>")
if(5) user.visible_message("\red <B>[user] landed a strong kick against [target]'s [organ]!</B>")
if("l_foot", "r_foot")
// ----- FEET ----- //
switch(attack_damage)
if(1 to 4) user.visible_message("\red <B>[user] kicked [target] in \his [organ]!</B>")
if(5) user.visible_message("\red <B>[user] stomped down hard on [target]'s [organ]!")
else if (user.loc != target.loc)
user.visible_message("\red <B>[user] [pick("stomped down hard on", "kicked against", "gave a strong kick against", "rams their foot into")] [target]'s [organ]!</B>")
else
user.visible_message("\red <B>[user] [pick("punched", "threw a punch", "struck", "slapped", "rammed their [pick(attack_noun)] into")] [target]'s [organ]!</B>")
/datum/unarmed_attack/diona
attack_verb = list("lash", "bludgeon")
attack_noun = list("tendril")
damage = 5
/datum/unarmed_attack/claws
attack_verb = list("scratch", "claw", "goug")
attack_noun = list("claws")
attack_sound = 'sound/weapons/slice.ogg'
miss_sound = 'sound/weapons/slashmiss.ogg'
damage = 5
sharp = 1
edge = 1
/datum/unarmed_attack/claws/show_attack(var/mob/living/carbon/human/user, var/mob/living/carbon/human/target, var/zone, var/attack_damage)
var/skill = user.skills["combat"]
var/datum/organ/external/affecting = target.get_organ(zone)
if(!skill) skill = 1
attack_damage = Clamp(attack_damage, 1, 5)
if(target == user)
user.visible_message("\red <B>[user] [pick(attack_verb)]ed \himself in the [affecting.display_name]!</B>")
return 0
switch(zone)
if("head")
// ----- HEAD ----- //
switch(damage)
if(1 to 2) user.visible_message("\red <B>[user] scratched [target] across \his cheek!</B>")
if(3 to 4) user.visible_message("\red <B>[user] [pick(attack_verb)]ed [pick("", "the side of")][target] [pick("head", "neck")][pick("", " with spread [pick(attack_noun)]")]!</B>")
if(5) user.visible_message("\red <B>[user] [pick(attack_verb)]ed [target] across \his face!</B>")
if("chest", "l_arm", "r_arm", "l_hand", "r_hand", "groin", "l_leg", "r_leg", "l_foot", "r_foot")
// ----- BODY ----- //
switch(damage)
if(1 to 2) user.visible_message("\red <B>[user] scratched [target]'s [affecting.display_name]!</B>")
if(3 to 4) user.visible_message("\red <B>[user] [pick(attack_verb)]ed [pick("", "the side of")][target]'s [affecting.display_name]!</B>")
if(5) user.visible_message("\red <B>[user] digs \his [pick(attack_noun)] deep into [target]'s [affecting.display_name]!</B>")
/datum/unarmed_attack/claws/strong
attack_verb = list("slash")
damage = 10
shredding = 1
/datum/unarmed_attack/bite/strong
attack_verb = list("maul")
damage = 15
shredding = 1