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* might work, but need to do more scent descriptions * very good progress * big commit for madam * unused sprite * comment cleanup * cleaning up descriptions * more scent desc changes * p * 20 seconds Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
273 lines
6.6 KiB
Plaintext
273 lines
6.6 KiB
Plaintext
/*
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Humans:
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Adds an exception for gloves, to allow special glove types like the ninja ones.
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Otherwise pretty standard.
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*/
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/mob/living/carbon/human/UnarmedAttack(atom/A, proximity)
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if(HAS_TRAIT(A, TRAIT_NOINTERACT))
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to_chat(A, span_notice("You can't touch things!"))
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return
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if(!has_active_hand()) //can't attack without a hand.
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var/obj/item/bodypart/check_arm = get_active_hand()
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if(check_arm?.bodypart_disabled)
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to_chat(src, span_warning("Your [check_arm.name] is in no condition to be used."))
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return
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to_chat(src, span_notice("You look at your arm and sigh."))
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return
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// Special glove functions:
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// If the gloves do anything, have them return 1 to stop
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// normal attack_hand() here.
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var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
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if(proximity && istype(G) && G.Touch(A,1))
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return
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var/override = 0
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override = SEND_SIGNAL(src, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, A) & COMPONENT_NO_ATTACK_HAND
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for(var/datum/mutation/human/HM in dna.mutations)
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override += HM.on_attack_hand(A, proximity)
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if(override)
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return
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SEND_SIGNAL(src, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, A)
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A.attack_hand(src)
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//Return TRUE to cancel other attack hand effects that respect it.
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/atom/proc/attack_hand(mob/user)
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. = FALSE
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if(!(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND))
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add_fingerprint(user)
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if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_HAND, user) & COMPONENT_NO_ATTACK_HAND)
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. = TRUE
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if(interaction_flags_atom & INTERACT_ATOM_ATTACK_HAND)
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. = _try_interact(user)
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//Return a non FALSE value to cancel whatever called this from propagating, if it respects it.
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/atom/proc/_try_interact(mob/user)
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if(IsAdminGhost(user)) //admin abuse
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return interact(user)
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if(can_interact(user))
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return interact(user)
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return FALSE
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/atom/proc/can_interact(mob/user)
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if(!user.can_interact_with(src))
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return FALSE
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if((interaction_flags_atom & INTERACT_ATOM_REQUIRES_DEXTERITY) && !user.IsAdvancedToolUser())
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to_chat(user, span_warning("You don't have the dexterity to do this!"))
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return FALSE
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if(!(interaction_flags_atom & INTERACT_ATOM_IGNORE_INCAPACITATED) && user.incapacitated((interaction_flags_atom & INTERACT_ATOM_IGNORE_RESTRAINED), !(interaction_flags_atom & INTERACT_ATOM_CHECK_GRAB)))
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return FALSE
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if(HAS_TRAIT(user, TRAIT_NOINTERACT))
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to_chat(user, span_notice("You can't touch things!"))
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return FALSE
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return TRUE
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/atom/ui_status(mob/user)
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. = ..()
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if(!can_interact(user))
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. = min(., UI_UPDATE)
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/atom/movable/can_interact(mob/user)
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. = ..()
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if(!.)
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return
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if(!anchored && (interaction_flags_atom & INTERACT_ATOM_REQUIRES_ANCHORED))
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return FALSE
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/atom/proc/interact(mob/user)
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if(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_INTERACT)
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add_hiddenprint(user)
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add_scent(user)
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else
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add_fingerprint(user)
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if(interaction_flags_atom & INTERACT_ATOM_UI_INTERACT)
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return ui_interact(user)
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return FALSE
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/*
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/mob/living/carbon/human/RestrainedClickOn(var/atom/A) ---carbons will handle this
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return
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*/
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/mob/living/carbon/RestrainedClickOn(atom/A)
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return 0
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/mob/living/carbon/human/RangedAttack(atom/A, mouseparams)
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. = ..()
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if(gloves)
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var/obj/item/clothing/gloves/G = gloves
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if(istype(G) && G.Touch(A,0)) // for magic gloves
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return
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for(var/datum/mutation/human/HM in dna.mutations)
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HM.on_ranged_attack(A, mouseparams)
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if(isturf(A) && get_dist(src,A) <= 1)
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src.Move_Pulled(A)
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return
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/*
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Animals & All Unspecified
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*/
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/mob/living/UnarmedAttack(atom/A)
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A.attack_animal(src)
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/atom/proc/attack_animal(mob/user)
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return
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/mob/living/RestrainedClickOn(atom/A)
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return
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/*
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Monkeys
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*/
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/mob/living/carbon/monkey/UnarmedAttack(atom/A)
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A.attack_paw(src)
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/atom/proc/attack_paw(mob/user)
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if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_PAW, user) & COMPONENT_NO_ATTACK_HAND)
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return TRUE
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return FALSE
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/*
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Monkey RestrainedClickOn() was apparently the
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one and only use of all of the restrained click code
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(except to stop you from doing things while handcuffed);
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moving it here instead of various hand_p's has simplified
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things considerably
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*/
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/mob/living/carbon/monkey/RestrainedClickOn(atom/A)
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if(..())
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return
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if(a_intent != INTENT_HARM || !ismob(A))
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return
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if(is_muzzled())
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return
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var/mob/living/carbon/ML = A
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if(istype(ML))
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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)
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var/obj/item/bodypart/affecting = null
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if(ishuman(ML))
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var/mob/living/carbon/human/H = ML
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affecting = H.get_bodypart(ran_zone(dam_zone))
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var/armor = ML.run_armor_check(affecting, MELEE)
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if(prob(75))
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ML.apply_damage(rand(1,3), BRUTE, affecting, armor)
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ML.visible_message(span_danger("[name] bites [ML]!"), \
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span_userdanger("[name] bites [ML]!"))
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if(armor >= 2)
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return
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for(var/thing in diseases)
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var/datum/disease/D = thing
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ML.ForceContractDisease(D)
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else
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ML.visible_message(span_danger("[src] has attempted to bite [ML]!"))
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/*
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Aliens
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Defaults to same as monkey in most places
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*/
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/mob/living/carbon/alien/UnarmedAttack(atom/A)
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A.attack_alien(src)
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/atom/proc/attack_alien(mob/living/carbon/alien/user)
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attack_paw(user)
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return
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/mob/living/carbon/alien/RestrainedClickOn(atom/A)
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return
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// Babby aliens
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/mob/living/carbon/alien/larva/UnarmedAttack(atom/A)
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A.attack_larva(src)
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/atom/proc/attack_larva(mob/user)
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return
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/*
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Slimes
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Nothing happening here
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*/
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/mob/living/simple_animal/slime/UnarmedAttack(atom/A)
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if(isturf(A))
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return ..()
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A.attack_slime(src)
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/atom/proc/attack_slime(mob/user)
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return
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/mob/living/simple_animal/slime/RestrainedClickOn(atom/A)
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return
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/*
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Drones
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*/
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/mob/living/simple_animal/drone/UnarmedAttack(atom/A)
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A.attack_drone(src)
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/atom/proc/attack_drone(mob/living/simple_animal/drone/user)
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attack_hand(user) //defaults to attack_hand. Override it when you don't want drones to do same stuff as humans.
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/mob/living/simple_animal/slime/RestrainedClickOn(atom/A)
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return
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/*
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True Devil
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*/
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/mob/living/carbon/true_devil/UnarmedAttack(atom/A, proximity)
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A.attack_hand(src)
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/*
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Brain
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*/
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/mob/living/brain/UnarmedAttack(atom/A)//Stops runtimes due to attack_animal being the default
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return
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/*
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pAI
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*/
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/mob/living/silicon/pai/UnarmedAttack(atom/A)//Stops runtimes due to attack_animal being the default
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return
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/*
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Simple animals
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*/
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/mob/living/simple_animal/UnarmedAttack(atom/A, proximity)
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if(!dextrous)
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return ..()
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if(!ismob(A))
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A.attack_hand(src)
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update_inv_hands()
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/*
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Hostile animals
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*/
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/mob/living/simple_animal/hostile/UnarmedAttack(atom/A)
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target = A
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if(dextrous && !ismob(A))
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..()
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else
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AttackingTarget()
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/*
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New Players:
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Have no reason to click on anything at all.
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*/
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/mob/dead/new_player/ClickOn()
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return
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