/mob/living/proc/run_armor_check(def_zone = null, attack_flag = MELEE, absorb_text = null, soften_text = null, armour_penetration, penetrated_text) var/armor = getarmor(def_zone, attack_flag) //the if "armor" check is because this is used for everything on /living, including humans if(status_flags & GODMODE) visible_message(span_danger("A strange force protects [src], [p_they()] can't be damaged!"), span_userdanger("A strange force protects you!")) return armor if(armor > 0 && armour_penetration) //WE HAVE ARMOR if(armour_penetration <= -100) // < -100 AP, no penetration on anything armor = 100 else if((-100 < armour_penetration) && (armour_penetration < 0)) // -100 to 0 AP, reduced penetration, nonlinear scaling armor = clamp(0, armor/(1 + (armour_penetration/100)), 100) else armor = max(0, armor - armour_penetration) //Positive AP, actual armor penetration if(armour_penetration > 0 && armor < 100) //WE HAVE INEFFECTIVE ARMOR if(penetrated_text) to_chat(src, span_userdanger("[penetrated_text]")) else to_chat(src, span_userdanger("Your armor was penetrated!")) else if(armor > 0) //WE HAVE EFFECTIVE ARMOR if(soften_text) to_chat(src, span_userdanger("[soften_text]")) else to_chat(src, span_userdanger("Your armor softens the blow!")) if(armor >= 100) //WE HAVE ALL THE ARMOR if(absorb_text) to_chat(src, span_userdanger("[absorb_text]")) else to_chat(src, span_userdanger("Your armor absorbs the blow!")) return armor /mob/living/proc/getarmor(def_zone, type) return 0 //this returns the mob's protection against eye damage (number between -1 and 2) from bright lights /mob/living/proc/get_eye_protection() return 0 //this returns the mob's protection against ear damage (0:no protection; 1: some ear protection; 2: has no ears) /mob/living/proc/get_ear_protection() return 0 /mob/living/proc/is_mouth_covered(head_only = 0, mask_only = 0) return FALSE /mob/living/proc/is_eyes_covered(check_glasses = 1, check_head = 1, check_mask = 1) return FALSE /mob/living/proc/on_hit(obj/projectile/P) return BULLET_ACT_HIT /mob/living/bullet_act(obj/projectile/P, def_zone) var/armor = run_armor_check(def_zone, P.armor_flag, "","",P.armour_penetration) // "Projectiles now ignore the holopara's master or any of their other holoparas." var/guardian_pass = FALSE if(istype(P, /obj/projectile/guardian)) var/obj/projectile/guardian/G = P var/datum/mind/guardian_master = G.guardian_master if(guardian_master?.current) var/list/safe = list(guardian_master.current) safe += guardian_master.current.hasparasites() guardian_pass = (src in safe) if(guardian_pass) return BULLET_ACT_FORCE_PIERCE var/sig_return = SEND_SIGNAL(src, COMSIG_ATOM_BULLET_ACT, P, def_zone) if(sig_return != NONE) return sig_return if(!P.nodamage) last_damage = P.name if((istype(P, /obj/projectile/energy/nuclear_particle)) && (getarmor(null, RAD) >= 100)) P.damage = 0 else var/attack_direction = get_dir(P.starting, src) apply_damage(P.damage, P.damage_type, def_zone, armor, wound_bonus = P.wound_bonus, bare_wound_bonus = P.bare_wound_bonus, sharpness = P.sharpness, attack_direction = attack_direction) if(P.dismemberment) check_projectile_dismemberment(P, def_zone) if(P.penetrating && (P.penetration_type == 0 || P.penetration_type == 2) && P.penetrations > 0) P.penetrations -= 1 return P.on_hit(src, armor) && BULLET_ACT_FORCE_PIERCE return P.on_hit(src, armor)? BULLET_ACT_HIT : BULLET_ACT_BLOCK /mob/living/proc/check_projectile_dismemberment(obj/projectile/P, def_zone) return 0 /obj/item/proc/get_volume_by_throwforce_and_or_w_class() if(throwforce && w_class) return clamp((throwforce + w_class) * 5, 30, 100)// Add the item's throwforce to its weight class and multiply by 5, then clamp the value between 30 and 100 else if(w_class) return clamp(w_class * 8, 20, 100) // Multiply the item's weight class by 8, then clamp the value between 20 and 100 else return 0 /mob/living/hitby(atom/movable/AM, skipcatch, hitpush = TRUE, blocked = FALSE, datum/thrownthing/throwingdatum) if(istype(AM, /obj/item)) var/obj/item/I = AM var/zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest var/dtype = BRUTE SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, zone) dtype = I.damtype if(!blocked) visible_message(span_danger("[src] has been hit by [I]."), \ span_userdanger("[src] has been hit by [I].")) var/armor = run_armor_check(zone, MELEE, "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].",I.armour_penetration) if(isobj(AM)) var/obj/O = AM if(O.damtype != STAMINA) last_damage = I.name apply_damage(I.throwforce, dtype, zone, armor, sharpness=I.get_sharpness()) if(I.thrownby) log_combat(I.thrownby, src, "threw and hit", I) else return 1 else playsound(loc, 'sound/weapons/genhit.ogg', 50, 1, -1) ..() /mob/living/mech_melee_attack(obj/mecha/M, equip_allowed) if(M.selected?.melee_override && equip_allowed) M.selected.action(src) else if(M.occupant.a_intent == INTENT_HARM) last_damage = "grand blunt trauma" M.do_attack_animation(src) switch(M.damtype) if(BRUTE) if(M.force >= 20) Unconscious(20) var/throwtarget = get_edge_target_turf(M, get_dir(M, get_step_away(src, M))) src.throw_at(throwtarget, 5, 2, src)//one tile further than mushroom punch/psycho brawling take_overall_damage(rand(M.force/2, M.force)) if(M.meleesound) playsound(src, 'sound/weapons/punch4.ogg', 50, 1) if(BURN) take_overall_damage(0, rand(M.force/2, M.force)) if(M.meleesound) playsound(src, 'sound/items/welder.ogg', 50, 1) if(TOX) M.mech_toxin_damage(src) else return updatehealth() visible_message(span_danger("[M.name] has hit [src]!"), \ span_userdanger("[M.name] has hit [src]!"), null, COMBAT_MESSAGE_RANGE) log_combat(M.occupant, src, "attacked", M, "(INTENT: [uppertext(M.occupant.a_intent)]) (DAMTYPE: [uppertext(M.damtype)])") else step_away(src,M) log_combat(M.occupant, src, "pushed", M) visible_message(span_warning("[M] pushes [src] out of the way."), null, null, 5) /mob/living/fire_act() last_damage = "fire" adjust_fire_stacks(3) ignite_mob() /mob/living/proc/grabbedby(mob/living/carbon/user, supress_message = FALSE) if(user == src || anchored || !isturf(user.loc)) return FALSE if(!user.pulling || user.pulling != src) user.start_pulling(src, supress_message = supress_message) return TRUE if(!(status_flags & CANPUSH) || HAS_TRAIT(src, TRAIT_PUSHIMMUNE)) to_chat(user, span_warning("[src] can't be grabbed more aggressively!")) return FALSE if(user.grab_state >= GRAB_AGGRESSIVE && HAS_TRAIT(user, TRAIT_PACIFISM)) to_chat(user, span_notice("You don't want to risk hurting [src]!")) return FALSE return grippedby(user) //proc to upgrade a simple pull into a more aggressive grab. /mob/living/proc/grippedby(mob/living/carbon/user, instant = FALSE) if(user.grab_state >= user.max_grab) return user.changeNext_move(CLICK_CD_GRABBING) var/sound_to_play = 'sound/weapons/thudswoosh.ogg' if(ishuman(user)) var/mob/living/carbon/human/H = user if(H.dna.species.grab_sound) sound_to_play = H.dna.species.grab_sound playsound(src.loc, sound_to_play, 50, TRUE, -1) if(user.grab_state) //only the first upgrade is instantaneous var/old_grab_state = user.grab_state var/grab_upgrade_time = instant ? 0 : 30 visible_message(span_danger("[user] starts to tighten [user.p_their()] grip on [src]!"), \ span_userdanger("[user] starts to tighten [user.p_their()] grip on you!")) switch(user.grab_state) if(GRAB_AGGRESSIVE) log_combat(user, src, "attempted to neck grab", addition="neck grab") if(GRAB_NECK) log_combat(user, src, "attempted to strangle", addition="kill grab") if(!do_after(user, grab_upgrade_time, src)) return FALSE if(!user.pulling || user.pulling != src || user.grab_state != old_grab_state) return FALSE if(user.a_intent != INTENT_GRAB) to_chat(user, span_notice("You must be on grab intent to upgrade your grab further!")) return FALSE user.setGrabState(user.grab_state + 1) switch(user.grab_state) if(GRAB_AGGRESSIVE) var/add_log = "" if(HAS_TRAIT(user, TRAIT_PACIFISM)) visible_message(span_danger("[user] has firmly gripped [src]!"), span_danger("[user] has firmly gripped you!")) add_log = " (pacifist)" else visible_message(span_danger("[user] has grabbed [src] aggressively!"), \ span_userdanger("[user] has grabbed you aggressively!")) stop_pulling() log_combat(user, src, "grabbed", addition="aggressive grab[add_log]") if(GRAB_NECK) log_combat(user, src, "grabbed", addition="neck grab") visible_message(span_danger("[user] grabs [src] by the neck!"),\ span_userdanger("[user] grabs you by the neck!"), span_hear("You hear aggressive shuffling!"), null, user) to_chat(user, span_danger("You grab [src] by the neck!")) update_mobility() //we fall down if(!buckled && !density) Move(user.loc) if(GRAB_KILL) last_damage = "grip marks on the neck" log_combat(user, src, "strangled", addition="kill grab") visible_message(span_danger("[user] is strangling [src]!"), \ span_userdanger("[user] is strangling you!")) update_mobility() //we fall down if(!buckled && !density) Move(user.loc) user.set_pull_offsets(src, grab_state) return TRUE /mob/living/attack_slime(mob/living/simple_animal/slime/M) if(!SSticker.HasRoundStarted()) to_chat(M, "You cannot attack people before the game has started.") return if(M.buckled) if(M in buckled_mobs) M.Feedstop() return // can't attack while eating! if(HAS_TRAIT(src, TRAIT_PACIFISM)) to_chat(M, span_notice("You don't want to hurt anyone!")) return FALSE if (stat != DEAD) last_damage = "goo" log_combat(M, src, "attacked") M.do_attack_animation(src) visible_message(span_danger("The [M.name] glomps [src]!"), \ span_userdanger("The [M.name] glomps [src]!"), null, COMBAT_MESSAGE_RANGE) return TRUE /mob/living/attack_animal(mob/living/simple_animal/M) M.face_atom(src) if(M.melee_damage_upper == 0) M.visible_message(span_notice("\The [M] [M.friendly] [src]!")) return FALSE else if(HAS_TRAIT(M, TRAIT_PACIFISM)) to_chat(M, span_notice("You don't want to hurt anyone!")) return FALSE if(M.attack_sound) playsound(loc, M.attack_sound, 50, 1, 1) last_damage = "lacerations" M.do_attack_animation(src) visible_message(span_danger("\The [M] [M.attacktext] [src]!"), \ span_userdanger("\The [M] [M.attacktext] [src]!"), null, COMBAT_MESSAGE_RANGE) log_combat(M, src, "attacked") return TRUE /mob/living/attack_paw(mob/living/carbon/monkey/M) if(isturf(loc) && istype(loc.loc, /area/start)) to_chat(M, "No attacking people at spawn, you jackass.") return FALSE if (M.a_intent == INTENT_HARM) if(HAS_TRAIT(M, TRAIT_PACIFISM)) to_chat(M, span_notice("You don't want to hurt anyone!")) return FALSE if(M.is_muzzled() || M.is_mouth_covered(FALSE, TRUE)) to_chat(M, span_warning("You can't bite with your mouth covered!")) return FALSE M.do_attack_animation(src, ATTACK_EFFECT_BITE) if (prob(75)) last_damage = "minor laceration" log_combat(M, src, "attacked") playsound(loc, 'sound/weapons/bite.ogg', 50, 1, -1) visible_message(span_danger("[M.name] bites [src]!"), \ span_userdanger("[M.name] bites [src]!"), null, COMBAT_MESSAGE_RANGE) return TRUE else visible_message(span_danger("[M.name] has attempted to bite [src]!"), \ span_userdanger("[M.name] has attempted to bite [src]!"), null, COMBAT_MESSAGE_RANGE) return FALSE /mob/living/attack_larva(mob/living/carbon/alien/larva/L) switch(L.a_intent) if(INTENT_HELP) visible_message(span_notice("[L.name] rubs its head against [src].")) return FALSE else if(HAS_TRAIT(L, TRAIT_PACIFISM)) to_chat(L, span_notice("You don't want to hurt anyone!")) return L.do_attack_animation(src) if(prob(90)) last_damage = "bite" log_combat(L, src, "attacked") visible_message(span_danger("[L.name] bites [src]!"), \ span_userdanger("[L.name] bites [src]!"), null, COMBAT_MESSAGE_RANGE) playsound(loc, 'sound/weapons/bite.ogg', 50, 1, -1) return TRUE else visible_message(span_danger("[L.name] has attempted to bite [src]!"), \ span_userdanger("[L.name] has attempted to bite [src]!"), null, COMBAT_MESSAGE_RANGE) return FALSE /mob/living/attack_alien(mob/living/carbon/alien/humanoid/M) switch(M.a_intent) if (INTENT_HELP) visible_message(span_notice("[M] caresses [src] with its scythe like arm.")) return FALSE if (INTENT_GRAB) grabbedby(M) return FALSE if(INTENT_HARM) if(HAS_TRAIT(M, TRAIT_PACIFISM)) to_chat(M, span_notice("You don't want to hurt anyone!")) return FALSE last_damage = "deep lacerations" M.do_attack_animation(src) return TRUE if("disarm") last_damage = "minor blunt trauma" M.do_attack_animation(src, ATTACK_EFFECT_DISARM) return TRUE /mob/living/ex_act(severity, target, origin) if(origin && istype(origin, /datum/spacevine_mutation) && isvineimmune(src)) return last_damage = "compression blast" ..() //Looking for irradiate()? It's been moved to radiation.dm under the rad_act() for mobs. /mob/living/acid_act(acidpwr, acid_volume) last_damage = "acidic burns" take_bodypart_damage(acidpwr * min(1, acid_volume * 0.1)) return 1 /mob/living/proc/electrocute_act(shock_damage, obj/source, siemens_coeff = 1, safety = 0, tesla_shock = 0, illusion = 0, stun = TRUE, gib = FALSE) SEND_SIGNAL(src, COMSIG_LIVING_ELECTROCUTE_ACT, shock_damage) if(tesla_shock && (flags_1 & TESLA_IGNORE_1)) return FALSE if(HAS_TRAIT(src, TRAIT_SHOCKIMMUNE)) return FALSE if(shock_damage > 0) if(!illusion) last_damage = "electricity burns" adjustFireLoss(shock_damage) visible_message( span_danger("[src] was shocked by \the [source]!"), \ span_userdanger("You feel a powerful shock coursing through your body!"), \ span_italics("You hear a heavy electrical crack.") \ ) return shock_damage /mob/living/emp_act(severity) . = ..() if(. & EMP_PROTECT_CONTENTS) return for(var/obj/O in contents) O.emp_act(severity) /mob/living/singularity_act() var/gain = 20 investigate_log("([key_name(src)]) has been consumed by the singularity.", INVESTIGATE_SINGULO) //Oh that's where the clown ended up! gib() return(gain) /mob/living/narsie_act() if(status_flags & GODMODE || QDELETED(src)) return if(is_servant_of_ratvar(src) && !stat) to_chat(src, span_userdanger("You resist Nar'sie's influence... but not all of it. Run!")) adjustBruteLoss(35) if(src && reagents) reagents.add_reagent(/datum/reagent/toxin/heparin, 5) return FALSE if(GLOB.cult_narsie && GLOB.cult_narsie.souls_needed[src]) GLOB.cult_narsie.souls_needed -= src GLOB.cult_narsie.souls += 1 if((GLOB.cult_narsie.souls == GLOB.cult_narsie.soul_goal) && (GLOB.cult_narsie.resolved == FALSE)) GLOB.cult_narsie.resolved = TRUE sound_to_playing_players('sound/machines/alarm.ogg') addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(cult_ending_helper), 1), 120) addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(ending_helper)), 270) if(client) makeNewConstruct(/mob/living/simple_animal/hostile/construct/harvester, src, cultoverride = TRUE) else switch(rand(1, 6)) if(1) new /mob/living/simple_animal/hostile/construct/armored/hostile(get_turf(src)) if(2) new /mob/living/simple_animal/hostile/construct/wraith/hostile(get_turf(src)) if(3 to 6) new /mob/living/simple_animal/hostile/construct/builder/hostile(get_turf(src)) spawn_dust() gib() return TRUE /mob/living/ratvar_act() if(status_flags & GODMODE) return if(stat != DEAD && !is_servant_of_ratvar(src)) to_chat(src, span_userdanger("A blinding light boils you alive! Run!")) adjust_fire_stacks(20) ignite_mob() return FALSE //called when the mob receives a bright flash /mob/living/proc/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /atom/movable/screen/fullscreen/flash) if(get_eye_protection() < intensity && (override_blindness_check || !(HAS_TRAIT(src, TRAIT_BLIND)))) overlay_fullscreen("flash", type) addtimer(CALLBACK(src, PROC_REF(clear_fullscreen), "flash", 25), 25) return TRUE return FALSE //called when the mob receives a loud bang /mob/living/proc/soundbang_act() return 0 //to damage the clothes worn by a mob /mob/living/proc/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone) return /mob/living/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect) if(!used_item) used_item = get_active_held_item() ..() setMovetype(movement_type & ~FLOATING) // If we were without gravity, the bouncing animation got stopped, so we make sure we restart the bouncing after the next movement.