Files
Polaris/code/_onclick/telekinesis.dm
Neerti 828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00

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/*
Telekinesis
This needs more thinking out, but I might as well.
*/
var/const/tk_maxrange = 15
/*
Telekinetic attack:
By default, emulate the user's unarmed attack
*/
/atom/proc/attack_tk(mob/user)
if(user.stat) return
user.UnarmedAttack(src,0) // attack_hand, attack_paw, etc
return
/*
This is similar to item attack_self, but applies to anything
that you can grab with a telekinetic grab.
It is used for manipulating things at range, for example, opening and closing closets.
There are not a lot of defaults at this time, add more where appropriate.
*/
/atom/proc/attack_self_tk(mob/user)
return
/obj/attack_tk(mob/user)
if(user.stat) return
if(anchored)
..()
return
var/obj/item/tk_grab/O = new(src)
user.put_in_active_hand(O)
O.host = user
O.focus_object(src)
return
/obj/item/attack_tk(mob/user)
if(user.stat || !isturf(loc)) return
if((TK in user.mutations) && !user.get_active_hand()) // both should already be true to get here
var/obj/item/tk_grab/O = new(src)
user.put_in_active_hand(O)
O.host = user
O.focus_object(src)
else
warning("Strange attack_tk(): TK([TK in user.mutations]) empty hand([!user.get_active_hand()])")
return
/mob/attack_tk(mob/user)
return // needs more thinking about
/*
TK Grab Item (the workhorse of old TK)
* If you have not grabbed something, do a normal tk attack
* If you have something, throw it at the target. If it is already adjacent, do a normal attackby()
* If you click what you are holding, or attack_self(), do an attack_self_tk() on it.
* Deletes itself if it is ever not in your hand, or if you should have no access to TK.
*/
/obj/item/tk_grab
name = "Telekinetic Grab"
desc = "Magic"
icon = 'icons/obj/magic.dmi'//Needs sprites
icon_state = "2"
flags = NOBLUDGEON
//item_state = null
w_class = ITEMSIZE_NO_CONTAINER
layer = 20
var/last_throw = 0
var/atom/movable/focus = null
var/mob/living/host = null
/obj/item/tk_grab/dropped(mob/user as mob)
if(focus && user && loc != user && loc != user.loc) // drop_item() gets called when you tk-attack a table/closet with an item
if(focus.Adjacent(loc))
focus.loc = loc
loc = null
spawn(1)
qdel(src)
return
//stops TK grabs being equipped anywhere but into hands
/obj/item/tk_grab/equipped(var/mob/user, var/slot)
..()
if( (slot == slot_l_hand) || (slot== slot_r_hand) ) return
qdel(src)
return
/obj/item/tk_grab/attack_self(mob/user as mob)
if(focus)
focus.attack_self_tk(user)
/obj/item/tk_grab/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, proximity)//TODO: go over this
if(!target || !user) return
if(last_throw+3 > world.time) return
if(!host || host != user)
qdel(src)
return
if(!(TK in host.mutations))
qdel(src)
return
if(isobj(target) && !isturf(target.loc))
return
var/d = get_dist(user, target)
if(focus)
d = max(d, get_dist(user, focus)) // whichever is further
if(d > tk_maxrange)
user << "<span class='notice'>Your mind won't reach that far.</span>"
return
if(!focus)
focus_object(target, user)
return
if(target == focus)
target.attack_self_tk(user)
return // todo: something like attack_self not laden with assumptions inherent to attack_self
if(!istype(target, /turf) && istype(focus,/obj/item) && target.Adjacent(focus))
var/obj/item/I = focus
var/resolved = target.attackby(I, user, user:get_organ_target())
if(!resolved && target && I)
I.afterattack(target,user,1) // for splashing with beakers
else
apply_focus_overlay()
focus.throw_at(target, 10, 1, user)
last_throw = world.time
return
/obj/item/tk_grab/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
return
/obj/item/tk_grab/proc/focus_object(var/obj/target, var/mob/living/user)
if(!istype(target,/obj)) return//Cant throw non objects atm might let it do mobs later
if(target.anchored || !isturf(target.loc))
qdel(src)
return
focus = target
update_icon()
apply_focus_overlay()
return
/obj/item/tk_grab/proc/apply_focus_overlay()
if(!focus) return
var/obj/effect/overlay/O = PoolOrNew(/obj/effect/overlay, locate(focus.x,focus.y,focus.z))
O.name = "sparkles"
O.anchored = 1
O.density = 0
O.layer = FLY_LAYER
O.set_dir(pick(cardinal))
O.icon = 'icons/effects/effects.dmi'
O.icon_state = "nothing"
flick("empdisable",O)
spawn(5)
qdel(O)
return
/obj/item/tk_grab/update_icon()
overlays.Cut()
if(focus && focus.icon && focus.icon_state)
overlays += icon(focus.icon,focus.icon_state)
return