/* Humans: Adds an exception for gloves, to allow special glove types like the ninja ones. Otherwise pretty standard. */ /mob/living/carbon/human/UnarmedAttack(atom/A, proximity, intent = a_intent, attackchain_flags = NONE) if(!has_active_hand()) //can't attack without a hand. to_chat(src, "You look at your arm and sigh.") return var/obj/item/bodypart/check_arm = get_active_hand() if(check_arm && check_arm.is_disabled() == BODYPART_DISABLED_WOUND) to_chat(src, "The damage in your [check_arm.name] is preventing you from using it! Get it fixed, or at least splinted!") return . = attackchain_flags // Special glove functions: // If the gloves do anything, have them return 1 to stop // normal attack_hand() here. var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines if(proximity && istype(G)) . |= G.Touch(A, TRUE) if(. & INTERRUPT_UNARMED_ATTACK) return for(var/datum/mutation/human/HM in dna.mutations) . |= HM.on_attack_hand(A, proximity, intent, .) if(. & INTERRUPT_UNARMED_ATTACK) return SEND_SIGNAL(src, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, A) return . | A.attack_hand(src, intent, .) /atom/proc/attack_hand(mob/user, act_intent = user.a_intent, attackchain_flags) //SHOULD_NOT_SLEEP(TRUE) if(!(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND)) add_fingerprint(user) if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_HAND, user) & COMPONENT_NO_ATTACK_HAND) return . = attackchain_flags if(attack_hand_speed && !(. & ATTACK_IGNORE_CLICKDELAY)) if(!user.CheckActionCooldown(attack_hand_speed)) return if(interaction_flags_atom & INTERACT_ATOM_ATTACK_HAND) . = _try_interact(user) INVOKE_ASYNC(src, .proc/on_attack_hand, user, act_intent, .) if(!(. & ATTACK_IGNORE_ACTION)) if(attack_hand_unwieldlyness) user.DelayNextAction(attack_hand_unwieldlyness, considered_action = attack_hand_is_action) else if(attack_hand_is_action) user.DelayNextAction() /atom/proc/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags) //Return a non FALSE value to cancel whatever called this from propagating, if it respects it. /atom/proc/_try_interact(mob/user) if(IsAdminGhost(user)) //admin abuse return interact(user) if(can_interact(user)) return interact(user) /atom/proc/can_interact(mob/user) if(!user.can_interact_with(src)) return FALSE if((interaction_flags_atom & INTERACT_ATOM_REQUIRES_DEXTERITY) && !user.IsAdvancedToolUser()) to_chat(user, "You don't have the dexterity to do this!") return FALSE if(!(interaction_flags_atom & INTERACT_ATOM_IGNORE_INCAPACITATED) && user.incapacitated((interaction_flags_atom & INTERACT_ATOM_IGNORE_RESTRAINED), !(interaction_flags_atom & INTERACT_ATOM_CHECK_GRAB))) return FALSE return TRUE /atom/ui_status(mob/user) . = ..() if(!can_interact(user)) . = min(., UI_UPDATE) /atom/movable/can_interact(mob/user) . = ..() if(!.) return if(!anchored && (interaction_flags_atom & INTERACT_ATOM_REQUIRES_ANCHORED)) return FALSE /atom/proc/interact(mob/user) if(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_INTERACT) add_hiddenprint(user) else add_fingerprint(user) if(interaction_flags_atom & INTERACT_ATOM_UI_INTERACT) ui_interact(user) /* /mob/living/carbon/human/RestrainedClickOn(var/atom/A) ---carbons will handle this return */ /mob/living/carbon/RestrainedClickOn(atom/A) return 0 /mob/living/carbon/human/RangedAttack(atom/A, mouseparams) . = ..() if(gloves) var/obj/item/clothing/gloves/G = gloves . |= G.Touch(A, FALSE) if(. & INTERRUPT_UNARMED_ATTACK) return if(istype(glasses)) . |= glasses.ranged_attack(src, A, mouseparams) if(. & INTERRUPT_UNARMED_ATTACK) return for(var/datum/mutation/human/HM in dna.mutations) . |= HM.on_ranged_attack(A, mouseparams) if(. & INTERRUPT_UNARMED_ATTACK) return if(isturf(A) && get_dist(src,A) <= 1) src.Move_Pulled(A) return /* Animals & All Unspecified */ /mob/living/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE) A.attack_animal(src, intent, flags) /atom/proc/attack_animal(mob/user) SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_ANIMAL, user) /mob/living/RestrainedClickOn(atom/A) return /* Monkeys */ /mob/living/carbon/monkey/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE) if(!CheckActionCooldown(CLICK_CD_MELEE)) return return !isnull(A.attack_paw(src, intent, flags)) /atom/proc/attack_paw(mob/user) if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_PAW, user) & COMPONENT_NO_ATTACK_HAND) return TRUE return FALSE /* Monkey RestrainedClickOn() was apparently the one and only use of all of the restrained click code (except to stop you from doing things while handcuffed); moving it here instead of various hand_p's has simplified things considerably */ /mob/living/carbon/monkey/RestrainedClickOn(atom/A) if(..()) return if(a_intent != INTENT_HARM || !ismob(A)) return if(is_muzzled()) return if(!CheckActionCooldown(CLICK_CD_MELEE)) return var/mob/living/carbon/ML = A if(istype(ML)) var/dam_zone = pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) var/obj/item/bodypart/affecting = null if(ishuman(ML)) var/mob/living/carbon/human/H = ML affecting = H.get_bodypart(ran_zone(dam_zone)) var/armor = ML.run_armor_check(affecting, "melee") if(prob(75)) ML.apply_damage(rand(1,3), BRUTE, affecting, armor) ML.visible_message("[name] bites [ML]!", \ "[name] bites [ML]!") if(armor >= 2) return for(var/thing in diseases) var/datum/disease/D = thing ML.ForceContractDisease(D) else ML.visible_message("[src] has attempted to bite [ML]!") DelayNextAction() /* Aliens Defaults to same as monkey in most places */ /mob/living/carbon/alien/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE) A.attack_alien(src, intent, flags) /atom/proc/attack_alien(mob/living/carbon/alien/user) attack_paw(user) return /mob/living/carbon/alien/RestrainedClickOn(atom/A) return // Babby aliens /mob/living/carbon/alien/larva/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE) A.attack_larva(src, intent, flags) /atom/proc/attack_larva(mob/user) return /* Slimes Nothing happening here */ /mob/living/simple_animal/slime/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE) A.attack_slime(src, intent, flags) /atom/proc/attack_slime(mob/user) return /mob/living/simple_animal/slime/RestrainedClickOn(atom/A) return /* Drones */ /mob/living/simple_animal/drone/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE) A.attack_drone(src, intent, flags) /atom/proc/attack_drone(mob/living/simple_animal/drone/user) attack_hand(user) //defaults to attack_hand. Override it when you don't want drones to do same stuff as humans. /mob/living/simple_animal/slime/RestrainedClickOn(atom/A) return /* True Devil */ /mob/living/carbon/true_devil/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE) A.attack_hand(src) /* Brain */ /mob/living/brain/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE) return /* pAI */ /mob/living/silicon/pai/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE) return /* Simple animals */ /mob/living/simple_animal/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE) if(!dextrous) return ..() if(!ismob(A)) A.attack_hand(src, intent, flags) update_inv_hands() /* Hostile animals */ /mob/living/simple_animal/hostile/UnarmedAttack(atom/A, proximity, intent = a_intent, flags = NONE) target = A if(dextrous && !ismob(A)) return ..() else AttackingTarget() /* New Players: Have no reason to click on anything at all. */ /mob/dead/new_player/ClickOn() return