mirror of
https://github.com/vgstation-coders/vgstation13.git
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232 lines
5.9 KiB
Plaintext
232 lines
5.9 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(var/atom/A, var/proximity, var/params)
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var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
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if(a_intent == "hurt" && !is_pacified() && A.loc != src)
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var/special_attack_result = SPECIAL_ATTACK_SUCCESS
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switch(attack_type) //Special attacks - kicks, bites
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if(ATTACK_KICK)
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if(can_kick(A))
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delayNextAttack(10)
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special_attack_result = A.kick_act(src)
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if(special_attack_result != SPECIAL_ATTACK_CANCEL) //kick_act returns that value if there's no interaction specified
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after_special_attack(A, attack_type, special_attack_result)
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return
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delayNextAttack(-10) //This is only called when the kick fails
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else
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set_attack_type() //Reset attack type
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if(ATTACK_BITE)
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if(can_bite(A))
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delayNextAttack(10)
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special_attack_result = A.bite_act(src)
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if(special_attack_result != SPECIAL_ATTACK_CANCEL) //bite_act returns that value if there's no interaction specified
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after_special_attack(A, attack_type, special_attack_result)
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return
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delayNextAttack(-10) //This is only called when the bite fails
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else
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set_attack_type() //Reset attack type
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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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if(proximity && istype(G) && G.Touch(A, src, 1))
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return
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if(ismob(A))
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delayNextAttack(10)
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if(!can_use_hand_or_stump())
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to_chat(src, "You try to move your arm but nothing happens. Need a hand?")
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return
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if(src.can_use_hand())
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A.attack_hand(src, params, proximity)
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else
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A.attack_stump(src, params)
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if(proximity && isobj(A))
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var/obj/O = A
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if(O.material_type)
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O.material_type.on_use(O, src, null)
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/atom/proc/attack_hand(mob/user as mob, params, var/proximity)
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return
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//called when we try to click but have no hand
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//good for general purposes
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/atom/proc/attack_stump(mob/user as mob, params, var/proximity)
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if(!requires_dexterity(user))
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attack_hand(user, params, proximity) //if the object doesn't need dexterity, we can use our stump
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else
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to_chat(user, "Your [user.get_index_limb_name(user.active_hand)] is not fine enough for this action.")
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/atom/proc/requires_dexterity(mob/user)
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return 0
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/mob/living/carbon/human/RangedAttack(var/atom/A)
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if(!gloves && !mutations.len)
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return
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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, src, 0)) // for magic gloves
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return
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if(mutations.len)
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if((M_LASER in mutations) && a_intent == I_HURT)
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LaserEyes(A) // moved into a proc below
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else if(M_TK in mutations)
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/*switch(get_dist(src,A))
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if(1 to 5) // not adjacent may mean blocked by window
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Next_move += 2
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if(5 to 7)
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Next_move += 5
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if(8 to 15)
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Next_move += 10
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if(16 to 128)
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return
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*/
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A.attack_tk(src)
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/*
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Animals & All Unspecified
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*/
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/mob/living/UnarmedAttack(var/atom/A)
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if(ismob(A))
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delayNextAttack(10)
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A.attack_animal(src)
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return
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/atom/proc/attack_animal(mob/user as mob)
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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(var/atom/A)
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if(ismob(A))
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delayNextAttack(10)
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A.attack_paw(src)
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return
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/atom/proc/attack_paw(mob/user as mob)
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return
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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(var/atom/A)
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if(a_intent != I_HURT || !ismob(A))
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return
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delayNextAttack(10)
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if(istype(wear_mask, /obj/item/clothing/mask/muzzle))
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return
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var/mob/living/carbon/ML = A
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var/dam_zone = ran_zone(pick(LIMB_CHEST, LIMB_LEFT_HAND, LIMB_RIGHT_HAND, LIMB_LEFT_LEG, LIMB_RIGHT_LEG))
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var/armor = ML.run_armor_check(dam_zone, "melee")
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if(prob(75))
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ML.apply_damage(rand(1,3), BRUTE, dam_zone, armor)
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for(var/mob/O in viewers(ML, null))
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O.show_message("<span class='danger'>[name] has bit [ML]!</span>", 1)
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if(armor >= 100)
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return
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if(ismonkey(ML))
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for(var/datum/disease/D in viruses)
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if(istype(D, /datum/disease/jungle_fever))
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ML.contract_disease(D,1,0)
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else
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for(var/mob/O in viewers(ML, null))
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O.show_message("<span class='danger'>[src] has attempted to bite [ML]!</span>", 1)
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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(var/atom/A)
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if(ismob(A))
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delayNextAttack(10)
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A.attack_alien(src)
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return
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/atom/proc/attack_alien(mob/user as mob)
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attack_paw(user)
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return
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/mob/living/carbon/alien/RestrainedClickOn(var/atom/A)
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return
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// Babby aliens
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/mob/living/carbon/alien/larva/UnarmedAttack(var/atom/A)
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if(ismob(A))
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delayNextAttack(10)
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A.attack_larva(src)
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return
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/atom/proc/attack_larva(mob/user as mob)
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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/carbon/slime/UnarmedAttack(var/atom/A)
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A.attack_slime(src)
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return
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/atom/proc/attack_slime(mob/user as mob)
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return
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/mob/living/carbon/slime/RestrainedClickOn(var/atom/A)
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return
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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/new_player/ClickOn()
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return
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/*
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Constructs
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*/
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/mob/living/simple_animal/construct/UnarmedAttack(atom/A)
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if(ismob(A))
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delayNextAttack(10)
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if(!A.attack_construct(src))//does attack_construct do something to that atom? if no, just do attack_animal
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A.attack_animal(src)
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/mob/living/simple_animal/construct/RangedAttack(atom/A)
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A.attack_construct(src)
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/atom/proc/attack_construct(mob/user as mob,var/dist = null)
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return 0
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//Martians
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/mob/living/carbon/complex/martian/UnarmedAttack(atom/A)
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if(ismob(A))
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delayNextAttack(10)
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A.attack_martian(src)
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/mob/living/carbon/complex/martian/RangedAttack(atom/A)
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if(mutations.len)
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if((M_LASER in mutations) && a_intent == I_HURT)
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LaserEyes(A) // moved into a proc below
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else if(M_TK in mutations)
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A.attack_tk(src)
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/atom/proc/attack_martian(mob/user)
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return attack_hand(user)
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