Files
Yogstation/code/modules/mob/living/living_defense.dm
kevinz000 8ced578215 [READY]IMMERSIVE ROLEPLAY - Mobs now turn towards and are shifted based on grab state towards something pulling them (#41768)
In other words, you can now dance.
@subject217
cl
experimental: Mobs now turn towards anything grabbing them when they move.
experimental: Mobs are shifted towards anything grabbing them based on move state too. You can now dance by grabbing each other!
/cl
2018-12-16 22:07:38 +01:00

403 lines
16 KiB
Plaintext

/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(armor && armour_penetration)
armor = max(0, armor - armour_penetration)
if(penetrated_text)
to_chat(src, "<span class='userdanger'>[penetrated_text]</span>")
else
to_chat(src, "<span class='userdanger'>Your armor was penetrated!</span>")
else if(armor >= 100)
if(absorb_text)
to_chat(src, "<span class='userdanger'>[absorb_text]</span>")
else
to_chat(src, "<span class='userdanger'>Your armor absorbs the blow!</span>")
else if(armor > 0)
if(soften_text)
to_chat(src, "<span class='userdanger'>[soften_text]</span>")
else
to_chat(src, "<span class='userdanger'>Your armor softens the blow!</span>")
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/item/projectile/P)
return
/mob/living/bullet_act(obj/item/projectile/P, def_zone)
var/armor = run_armor_check(def_zone, P.flag, "","",P.armour_penetration)
if(!P.nodamage)
apply_damage(P.damage, P.damage_type, def_zone, armor)
if(P.dismemberment)
check_projectile_dismemberment(P, def_zone)
return P.on_hit(src, armor)
/mob/living/proc/check_projectile_dismemberment(obj/item/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
var/volume = I.get_volume_by_throwforce_and_or_w_class()
SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, zone)
dtype = I.damtype
if (I.throwforce > 0) //If the weapon's throwforce is greater than zero...
if (I.throwhitsound) //...and throwhitsound is defined...
playsound(loc, I.throwhitsound, volume, 1, -1) //...play the weapon's throwhitsound.
else if(I.hitsound) //Otherwise, if the weapon's hitsound is defined...
playsound(loc, I.hitsound, volume, 1, -1) //...play the weapon's hitsound.
else if(!I.throwhitsound) //Otherwise, if throwhitsound isn't defined...
playsound(loc, 'sound/weapons/genhit.ogg',volume, 1, -1) //...play genhit.ogg.
else if(!I.throwhitsound && I.throwforce > 0) //Otherwise, if the item doesn't have a throwhitsound and has a throwforce greater than zero...
playsound(loc, 'sound/weapons/genhit.ogg', volume, 1, -1)//...play genhit.ogg
if(!I.throwforce)// Otherwise, if the item's throwforce is 0...
playsound(loc, 'sound/weapons/throwtap.ogg', 1, volume, -1)//...play throwtap.ogg.
if(!blocked)
visible_message("<span class='danger'>[src] has been hit by [I].</span>", \
"<span class='userdanger'>[src] has been hit by [I].</span>")
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)
apply_damage(I.throwforce, dtype, zone, armor)
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)
if(M.occupant.a_intent == INTENT_HARM)
M.do_attack_animation(src)
if(M.damtype == "brute")
step_away(src,M,15)
switch(M.damtype)
if(BRUTE)
Unconscious(20)
take_overall_damage(rand(M.force/2, M.force))
playsound(src, 'sound/weapons/punch4.ogg', 50, 1)
if(BURN)
take_overall_damage(0, rand(M.force/2, M.force))
playsound(src, 'sound/items/welder.ogg', 50, 1)
if(TOX)
M.mech_toxin_damage(src)
else
return
updatehealth()
visible_message("<span class='danger'>[M.name] has hit [src]!</span>", \
"<span class='userdanger'>[M.name] has hit [src]!</span>", 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 class='warning'>[M] pushes [src] out of the way.</span>", null, null, 5)
/mob/living/fire_act()
adjust_fire_stacks(3)
IgniteMob()
/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
if(!(status_flags & CANPUSH) || has_trait(TRAIT_PUSHIMMUNE))
to_chat(user, "<span class='warning'>[src] can't be grabbed more aggressively!</span>")
return FALSE
if(user.has_trait(TRAIT_PACIFISM))
to_chat(user, "<span class='notice'>You don't want to risk hurting [src]!</span>")
return FALSE
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 < GRAB_KILL)
user.changeNext_move(CLICK_CD_GRABBING)
playsound(src.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -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 class='danger'>[user] starts to tighten [user.p_their()] grip on [src]!</span>", \
"<span class='userdanger'>[user] starts to tighten [user.p_their()] grip on you!</span>")
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_mob(user, src, grab_upgrade_time))
return 0
if(!user.pulling || user.pulling != src || user.grab_state != old_grab_state || user.a_intent != INTENT_GRAB)
return 0
user.grab_state++
switch(user.grab_state)
if(GRAB_AGGRESSIVE)
log_combat(user, src, "grabbed", addition="aggressive grab")
visible_message("<span class='danger'>[user] has grabbed [src] aggressively!</span>", \
"<span class='userdanger'>[user] has grabbed [src] aggressively!</span>")
drop_all_held_items()
stop_pulling()
if(GRAB_NECK)
log_combat(user, src, "grabbed", addition="neck grab")
visible_message("<span class='danger'>[user] has grabbed [src] by the neck!</span>",\
"<span class='userdanger'>[user] has grabbed you by the neck!</span>")
update_mobility() //we fall down
if(!buckled && !density)
Move(user.loc)
if(GRAB_KILL)
log_combat(user, src, "strangled", addition="kill grab")
visible_message("<span class='danger'>[user] is strangling [src]!</span>", \
"<span class='userdanger'>[user] is strangling you!</span>")
update_mobility() //we fall down
if(!buckled && !density)
Move(user.loc)
user.set_pull_offsets(src, grab_state)
return 1
/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(TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
if (stat != DEAD)
log_combat(M, src, "attacked")
M.do_attack_animation(src)
visible_message("<span class='danger'>The [M.name] glomps [src]!</span>", \
"<span class='userdanger'>The [M.name] glomps [src]!</span>", 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 class='notice'>\The [M] [M.friendly] [src]!</span>")
return FALSE
else
if(M.has_trait(TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
if(M.attack_sound)
playsound(loc, M.attack_sound, 50, 1, 1)
M.do_attack_animation(src)
visible_message("<span class='danger'>\The [M] [M.attacktext] [src]!</span>", \
"<span class='userdanger'>\The [M] [M.attacktext] [src]!</span>", 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(M.has_trait(TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
if(M.is_muzzled() || M.is_mouth_covered(FALSE, TRUE))
to_chat(M, "<span class='warning'>You can't bite with your mouth covered!</span>")
return FALSE
M.do_attack_animation(src, ATTACK_EFFECT_BITE)
if (prob(75))
log_combat(M, src, "attacked")
playsound(loc, 'sound/weapons/bite.ogg', 50, 1, -1)
visible_message("<span class='danger'>[M.name] bites [src]!</span>", \
"<span class='userdanger'>[M.name] bites [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return TRUE
else
visible_message("<span class='danger'>[M.name] has attempted to bite [src]!</span>", \
"<span class='userdanger'>[M.name] has attempted to bite [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return FALSE
/mob/living/attack_larva(mob/living/carbon/alien/larva/L)
switch(L.a_intent)
if("help")
visible_message("<span class='notice'>[L.name] rubs its head against [src].</span>")
return FALSE
else
if(L.has_trait(TRAIT_PACIFISM))
to_chat(L, "<span class='notice'>You don't want to hurt anyone!</span>")
return
L.do_attack_animation(src)
if(prob(90))
log_combat(L, src, "attacked")
visible_message("<span class='danger'>[L.name] bites [src]!</span>", \
"<span class='userdanger'>[L.name] bites [src]!</span>", null, COMBAT_MESSAGE_RANGE)
playsound(loc, 'sound/weapons/bite.ogg', 50, 1, -1)
return TRUE
else
visible_message("<span class='danger'>[L.name] has attempted to bite [src]!</span>", \
"<span class='userdanger'>[L.name] has attempted to bite [src]!</span>", null, COMBAT_MESSAGE_RANGE)
return FALSE
/mob/living/attack_alien(mob/living/carbon/alien/humanoid/M)
switch(M.a_intent)
if ("help")
visible_message("<span class='notice'>[M] caresses [src] with its scythe like arm.</span>")
return FALSE
if ("grab")
grabbedby(M)
return FALSE
if("harm")
if(M.has_trait(TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
M.do_attack_animation(src)
return TRUE
if("disarm")
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
..()
//Looking for irradiate()? It's been moved to radiation.dm under the rad_act() for mobs.
/mob/living/acid_act(acidpwr, acid_volume)
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)
SEND_SIGNAL(src, COMSIG_LIVING_ELECTROCUTE_ACT, shock_damage)
if(tesla_shock && (flags_1 & TESLA_IGNORE_1))
return FALSE
if(has_trait(TRAIT_SHOCKIMMUNE))
return FALSE
if(shock_damage > 0)
if(!illusion)
adjustFireLoss(shock_damage)
visible_message(
"<span class='danger'>[src] was shocked by \the [source]!</span>", \
"<span class='userdanger'>You feel a powerful shock coursing through your body!</span>", \
"<span class='italics'>You hear a heavy electrical crack.</span>" \
)
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 class='userdanger'>You resist Nar-Sie's influence... but not all of it. <i>Run!</i></span>")
adjustBruteLoss(35)
if(src && reagents)
reagents.add_reagent("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, .proc/cult_ending_helper, 1), 120)
addtimer(CALLBACK(GLOBAL_PROC, .proc/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 class='userdanger'>A blinding light boils you alive! <i>Run!</i></span>")
adjust_fire_stacks(20)
IgniteMob()
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 = /obj/screen/fullscreen/flash)
if(get_eye_protection() < intensity && (override_blindness_check || !(has_trait(TRAIT_BLIND))))
overlay_fullscreen("flash", type)
addtimer(CALLBACK(src, .proc/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.