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First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs. Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff. Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien. Reapplies lost attack_alien() functionality other than tackling/caressing. Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs. Removed half-finished abilities system since species.dm handles it. All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues. Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars. Merged with organ removal code. Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs. Readded tackle as a human verb. Borer changes regarding brain removal. Working on moving the human HUD to the species datum a bit. Mixed results. Moved Cortical Link to a language, added borer husks. Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no Compile fix, forgot the DME. Fixed up ventcrawl, added new organ mechanics for dionaea. Fixed up some overlooked sections causing mobs without brains to die immediately. Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
225 lines
6.6 KiB
Plaintext
225 lines
6.6 KiB
Plaintext
#define UPGRADE_COOLDOWN 40
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#define UPGRADE_KILL_TIMER 100
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/obj/item/weapon/grab
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name = "grab"
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flags = NOBLUDGEON
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var/obj/screen/grab/hud = null
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var/mob/affecting = null
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var/mob/assailant = null
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var/state = GRAB_PASSIVE
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var/allow_upgrade = 1
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var/last_upgrade = 0
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layer = 21
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abstract = 1
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item_state = "nothing"
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w_class = 5.0
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/obj/item/weapon/grab/New(mob/user, mob/victim)
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..()
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loc = user
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assailant = user
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affecting = victim
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if(affecting.anchored)
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del(src)
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return
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hud = new /obj/screen/grab(src)
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hud.icon_state = "reinforce"
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hud.name = "reinforce grab"
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hud.master = src
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//Used by throw code to hand over the mob, instead of throwing the grab. The grab is then deleted by the throw code.
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/obj/item/weapon/grab/proc/throw()
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if(affecting)
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if(affecting.buckled)
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return null
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if(state >= GRAB_AGGRESSIVE)
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return affecting
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return null
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//This makes sure that the grab screen object is displayed in the correct hand.
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/obj/item/weapon/grab/proc/synch()
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if(affecting)
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if(assailant.r_hand == src)
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hud.screen_loc = ui_rhand
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else
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hud.screen_loc = ui_lhand
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/obj/item/weapon/grab/process()
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confirm()
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if(assailant.client)
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assailant.client.screen -= hud
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assailant.client.screen += hud
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if(assailant.pulling == affecting)
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assailant.stop_pulling()
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if(state <= GRAB_AGGRESSIVE)
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allow_upgrade = 1
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if((assailant.l_hand && assailant.l_hand != src && istype(assailant.l_hand, /obj/item/weapon/grab)))
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var/obj/item/weapon/grab/G = assailant.l_hand
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if(G.affecting != affecting)
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allow_upgrade = 0
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if((assailant.r_hand && assailant.r_hand != src && istype(assailant.r_hand, /obj/item/weapon/grab)))
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var/obj/item/weapon/grab/G = assailant.r_hand
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if(G.affecting != affecting)
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allow_upgrade = 0
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if(state == GRAB_AGGRESSIVE)
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var/h = affecting.hand
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affecting.hand = 0
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affecting.drop_item()
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affecting.hand = 1
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affecting.drop_item()
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affecting.hand = h
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for(var/obj/item/weapon/grab/G in affecting.grabbed_by)
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if(G == src) continue
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if(G.state == GRAB_AGGRESSIVE)
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allow_upgrade = 0
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if(allow_upgrade)
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hud.icon_state = "reinforce"
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else
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hud.icon_state = "!reinforce"
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else
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if(!affecting.buckled)
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affecting.loc = assailant.loc
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if(state >= GRAB_NECK)
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affecting.Stun(5) //It will hamper your voice, being choked and all.
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if(isliving(affecting))
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var/mob/living/L = affecting
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L.adjustOxyLoss(1)
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if(state >= GRAB_KILL)
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affecting.Weaken(5) //Should keep you down unless you get help.
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affecting.losebreath = min(affecting.losebreath + 2, 3)
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/obj/item/weapon/grab/proc/s_click(obj/screen/S)
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if(!affecting)
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return
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if(state == GRAB_UPGRADING)
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return
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if(assailant.next_move > world.time)
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return
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if(world.time < (last_upgrade + UPGRADE_COOLDOWN))
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return
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if(!assailant.canmove || assailant.lying)
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del(src)
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return
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last_upgrade = world.time
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if(state < GRAB_AGGRESSIVE)
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if(!allow_upgrade)
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return
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assailant.visible_message("<span class='warning'>[assailant] has grabbed [affecting] aggressively (now hands)!</span>")
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state = GRAB_AGGRESSIVE
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icon_state = "grabbed1"
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else
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if(state < GRAB_NECK)
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if(isslime(affecting))
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assailant << "<span class='notice'>You squeeze [affecting], but nothing interesting happens.</span>"
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return
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assailant.visible_message("<span class='warning'>[assailant] has reinforced \his grip on [affecting] (now neck)!</span>")
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state = GRAB_NECK
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icon_state = "grabbed+1"
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if(!affecting.buckled)
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affecting.loc = assailant.loc
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affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has had their neck grabbed by [assailant.name] ([assailant.ckey])</font>"
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assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Grabbed the neck of [affecting.name] ([affecting.ckey])</font>"
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msg_admin_attack("[key_name(assailant)] grabbed the neck of [key_name(affecting)]")
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hud.icon_state = "disarm/kill"
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hud.name = "disarm/kill"
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else
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if(state < GRAB_UPGRADING)
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assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
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hud.icon_state = "disarm/kill1"
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state = GRAB_UPGRADING
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if(do_after(assailant, UPGRADE_KILL_TIMER))
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if(state == GRAB_KILL)
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return
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if(!affecting)
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del(src)
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return
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if(!assailant.canmove || assailant.lying)
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del(src)
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return
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state = GRAB_KILL
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assailant.visible_message("<span class='danger'>[assailant] has tightened \his grip on [affecting]'s neck!</span>")
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affecting.attack_log += "\[[time_stamp()]\] <font color='orange'>Has been strangled (kill intent) by [assailant.name] ([assailant.ckey])</font>"
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assailant.attack_log += "\[[time_stamp()]\] <font color='red'>Strangled (kill intent) [affecting.name] ([affecting.ckey])</font>"
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msg_admin_attack("[key_name(assailant)] strangled (kill intent) [key_name(affecting)]")
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assailant.next_move = world.time + 10
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affecting.losebreath += 1
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else
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assailant.visible_message("<span class='warning'>[assailant] was unable to tighten \his grip on [affecting]'s neck!</span>")
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hud.icon_state = "disarm/kill"
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state = GRAB_NECK
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//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
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/obj/item/weapon/grab/proc/confirm()
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if(!assailant || !affecting)
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del(src)
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return 0
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if(affecting)
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if(!isturf(assailant.loc) || ( !isturf(affecting.loc) || assailant.loc != affecting.loc && get_dist(assailant, affecting) > 1) )
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del(src)
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return 0
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return 1
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/obj/item/weapon/grab/attack(mob/M, mob/user)
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if(!affecting)
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return
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if(M == affecting)
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s_click(hud)
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return
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if(M == assailant && state >= GRAB_AGGRESSIVE)
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var/can_eat
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if((FAT in user.mutations) && ismonkey(affecting))
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can_eat = 1
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else
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var/mob/living/carbon/human/H = user
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if(istype(H) && iscarbon(affecting) && H.species.gluttonous)
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if(H.species.gluttonous == 2)
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can_eat = 2
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else if(!ishuman(affecting))
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can_eat = 1
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if(can_eat)
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var/mob/living/carbon/attacker = user
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user.visible_message("<span class='danger'>[user] is attempting to devour [affecting]!</span>")
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if(can_eat == 2)
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if(!do_mob(user, affecting)||!do_after(user, 30)) return
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else
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if(!do_mob(user, affecting)||!do_after(user, 100)) return
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user.visible_message("<span class='danger'>[user] devours [affecting]!</span>")
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affecting.loc = user
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attacker.stomach_contents.Add(affecting)
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del(src)
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/obj/item/weapon/grab/dropped()
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del(src)
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/obj/item/weapon/grab/Del()
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del(hud)
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..()
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