/* Telekinesis This needs more thinking out, but I might as well. */ var/const/tk_maxrange = 15 /* Telekinetic attack: By default, emulate the user's unarmed attack */ /atom/proc/attack_tk(mob/user) if(user.stat) return user.UnarmedAttack(src,0) // attack_hand, attack_paw, etc return /* This is similar to item attack_self, but applies to anything that you can grab with a telekinetic grab. It is used for manipulating things at range, for example, opening and closing closets. There are not a lot of defaults at this time, add more where appropriate. */ /atom/proc/attack_self_tk(mob/user) return /obj/attack_tk(mob/user) if(user.stat) return if(anchored) ..() return var/obj/item/tk_grab/O = new(src) user.put_in_active_hand(O) O.host = user O.focus_object(src) return /obj/item/attack_tk(mob/user) if(user.stat || !isturf(loc)) return if((M_TK in user.mutations) && !user.get_active_hand()) // both should already be true to get here var/obj/item/tk_grab/O = new(src) user.put_in_active_hand(O) O.host = user O.focus_object(src) else warning("Strange attack_tk(): TK([M_TK in user.mutations]) empty hand([!user.get_active_hand()])") return /mob/attack_tk(mob/user) return // needs more thinking about /* TK Grab Item (the workhorse of old TK) * If you have not grabbed something, do a normal tk attack * If you have something, throw it at the target. If it is already adjacent, do a normal attackby() * If you click what you are holding, or attack_self(), do an attack_self_tk() on it. * Deletes itself if it is ever not in your hand, or if you should have no access to TK. */ /obj/item/tk_grab name = "Telekinetic Grab" desc = "Magic" icon = 'icons/obj/magic.dmi'//Needs sprites icon_state = "2" flags = NOBLUDGEON //item_state = null w_class = 10.0 layer = 20 var/last_throw = 0 var/atom/movable/focus = null var/mob/living/host = null dropped(mob/user as mob) if(focus && user && loc != user && loc != user.loc) // drop_item() gets called when you tk-attack a table/closet with an item if(focus.Adjacent(loc)) focus.loc = loc del(src) return //stops TK grabs being equipped anywhere but into hands equipped(var/mob/user, var/slot) if( (slot == slot_l_hand) || (slot== slot_r_hand) ) return del(src) return attack_self(mob/user as mob) if(focus) focus.attack_self_tk(user) afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, proximity)//TODO: go over this if(!target || !user) return if(last_throw+3 > world.time) return if(!host || host != user) del(src) return if(!(M_TK in host.mutations)) del(src) return if(isobj(target) && !isturf(target.loc)) return var/d = get_dist(user, target) if(focus) d = max(d,get_dist(user,focus)) // whichever is further /*switch(d) if(0) ; if(1 to 5) // not adjacent may mean blocked by window if(!proximity) user.next_move += 2 if(5 to 7) user.next_move += 5 if(8 to tk_maxrange) user.next_move += 10 else user << "\blue Your mind won't reach that far." return*/ if(d > tk_maxrange) user << "Your mind won't reach that far." return if(!focus) focus_object(target, user) return if(target == focus) target.attack_self_tk(user) return // todo: something like attack_self not laden with assumptions inherent to attack_self if(!istype(target, /turf) && istype(focus,/obj/item) && target.Adjacent(focus)) var/obj/item/I = focus var/resolved = target.attackby(I, user, user:get_organ_target()) if(!resolved && target && I) I.afterattack(target,user,1) // for splashing with beakers else apply_focus_overlay() focus.throw_at(target, 10, 1) last_throw = world.time return attack(mob/living/M as mob, mob/living/user as mob, def_zone) return proc/focus_object(var/obj/target, var/mob/living/user) if(!istype(target,/obj)) return//Cant throw non objects atm might let it do mobs later if(target.anchored || !isturf(target.loc)) del src return focus = target update_icon() apply_focus_overlay() return proc/apply_focus_overlay() if(!focus) return var/obj/effect/overlay/O = new /obj/effect/overlay(locate(focus.x,focus.y,focus.z)) O.name = "sparkles" O.anchored = 1 O.density = 0 O.layer = FLY_LAYER O.dir = pick(cardinal) O.icon = 'icons/effects/effects.dmi' O.icon_state = "nothing" flick("empdisable",O) spawn(5) O.delete() return update_icon() overlays.Cut() if(focus && focus.icon && focus.icon_state) overlays += icon(focus.icon,focus.icon_state) return /*Not quite done likely needs to use something thats not get_step_to proc/check_path() var/turf/ref = get_turf(src.loc) var/turf/target = get_turf(focus.loc) if(!ref || !target) return 0 var/distance = get_dist(ref, target) if(distance >= 10) return 0 for(var/i = 1 to distance) ref = get_step_to(ref, target, 0) if(ref != target) return 0 return 1 */ //equip_to_slot_or_del(obj/item/W, slot, del_on_fail = 1) /* if(istype(user, /mob/living/carbon)) if(user:mutations & M_TK && get_dist(source, user) <= 7) if(user:get_active_hand()) return 0 var/X = source:x var/Y = source:y var/Z = source:z */