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vgstation13/code/_onclick/other_mobs.dm

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/*
Humans:
Adds an exception for gloves, to allow special glove types like the ninja ones.
Otherwise pretty standard.
*/
/mob/living/carbon/human/UnarmedAttack(var/atom/A, var/proximity, var/params)
var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
if(a_intent == "hurt" && !is_pacified() && A.loc != src)
var/special_attack_result = SPECIAL_ATTACK_SUCCESS
switch(attack_type) //Special attacks - kicks, bites
if(ATTACK_KICK)
if(can_kick(A))
delayNextAttack(10)
special_attack_result = A.kick_act(src)
if(special_attack_result != SPECIAL_ATTACK_CANCEL) //kick_act returns that value if there's no interaction specified
after_special_attack(A, attack_type, special_attack_result)
return
delayNextAttack(-10) //This is only called when the kick fails
else
set_attack_type() //Reset attack type
if(ATTACK_BITE)
if(can_bite(A))
delayNextAttack(10)
special_attack_result = A.bite_act(src)
if(special_attack_result != SPECIAL_ATTACK_CANCEL) //bite_act returns that value if there's no interaction specified
after_special_attack(A, attack_type, special_attack_result)
return
delayNextAttack(-10) //This is only called when the bite fails
else
set_attack_type() //Reset attack type
// Special glove functions:
// If the gloves do anything, have them return 1 to stop
// normal attack_hand() here.
if(proximity && istype(G) && G.Touch(A, src, 1))
return
if(ismob(A))
delayNextAttack(10)
if(!can_use_hand_or_stump())
to_chat(src, "You try to move your arm but nothing happens. Need a hand?")
return
if(src.can_use_hand())
A.attack_hand(src, params, proximity)
else
A.attack_stump(src, params)
if(proximity && isobj(A))
var/obj/O = A
if(O.material_type)
O.material_type.on_use(O, src, null)
/atom/proc/attack_hand(mob/user as mob, params, var/proximity)
return
//called when we try to click but have no hand
//good for general purposes
/atom/proc/attack_stump(mob/user as mob, params, var/proximity)
if(!requires_dexterity(user))
attack_hand(user, params, proximity) //if the object doesn't need dexterity, we can use our stump
else
to_chat(user, "Your [user.get_index_limb_name(user.active_hand)] is not fine enough for this action.")
/atom/proc/requires_dexterity(mob/user)
return 0
/mob/living/carbon/human/RangedAttack(var/atom/A)
if(!gloves && !mutations.len)
return
if(gloves)
var/obj/item/clothing/gloves/G = gloves
if(istype(G) && G.Touch(A, src, 0)) // for magic gloves
return
if(mutations.len)
if((M_LASER in mutations) && a_intent == I_HURT)
LaserEyes(A) // moved into a proc below
else if(M_TK in mutations)
/*switch(get_dist(src,A))
if(1 to 5) // not adjacent may mean blocked by window
Next_move += 2
if(5 to 7)
Next_move += 5
if(8 to 15)
Next_move += 10
if(16 to 128)
return
*/
A.attack_tk(src)
/*
Animals & All Unspecified
*/
/mob/living/UnarmedAttack(var/atom/A)
if(ismob(A))
delayNextAttack(10)
A.attack_animal(src)
return
/atom/proc/attack_animal(mob/user as mob)
return
/*
Monkeys
*/
/mob/living/carbon/monkey/UnarmedAttack(var/atom/A)
if(ismob(A))
delayNextAttack(10)
A.attack_paw(src)
return
/atom/proc/attack_paw(mob/user as mob)
return
/*
Monkey RestrainedClickOn() was apparently the
one and only use of all of the restrained click code
(except to stop you from doing things while handcuffed);
moving it here instead of various hand_p's has simplified
things considerably
*/
/mob/living/carbon/monkey/RestrainedClickOn(var/atom/A)
if(a_intent != I_HURT || !ismob(A))
return
delayNextAttack(10)
if(istype(wear_mask, /obj/item/clothing/mask/muzzle))
return
var/mob/living/carbon/ML = A
var/dam_zone = ran_zone(pick(LIMB_CHEST, LIMB_LEFT_HAND, LIMB_RIGHT_HAND, LIMB_LEFT_LEG, LIMB_RIGHT_LEG))
var/armor = ML.run_armor_check(dam_zone, "melee")
if(prob(75))
ML.apply_damage(rand(1,3), BRUTE, dam_zone, armor)
for(var/mob/O in viewers(ML, null))
O.show_message("<span class='danger'>[name] has bit [ML]!</span>", 1)
if(armor >= 100)
return
if(ismonkey(ML))
for(var/datum/disease/D in viruses)
if(istype(D, /datum/disease/jungle_fever))
ML.contract_disease(D,1,0)
else
for(var/mob/O in viewers(ML, null))
O.show_message("<span class='danger'>[src] has attempted to bite [ML]!</span>", 1)
/*
Aliens
Defaults to same as monkey in most places
*/
/mob/living/carbon/alien/UnarmedAttack(var/atom/A)
if(ismob(A))
delayNextAttack(10)
A.attack_alien(src)
return
/atom/proc/attack_alien(mob/user as mob)
attack_paw(user)
return
/mob/living/carbon/alien/RestrainedClickOn(var/atom/A)
return
// Babby aliens
/mob/living/carbon/alien/larva/UnarmedAttack(var/atom/A)
if(ismob(A))
delayNextAttack(10)
A.attack_larva(src)
return
/atom/proc/attack_larva(mob/user as mob)
return
/*
Slimes
Nothing happening here
*/
/mob/living/carbon/slime/UnarmedAttack(var/atom/A)
A.attack_slime(src)
return
/atom/proc/attack_slime(mob/user as mob)
return
/mob/living/carbon/slime/RestrainedClickOn(var/atom/A)
return
/*
New Players:
Have no reason to click on anything at all.
*/
/mob/new_player/ClickOn()
return
/*
Constructs
*/
/mob/living/simple_animal/construct/UnarmedAttack(atom/A)
if(ismob(A))
delayNextAttack(10)
if(!A.attack_construct(src))//does attack_construct do something to that atom? if no, just do attack_animal
A.attack_animal(src)
/mob/living/simple_animal/construct/RangedAttack(atom/A)
A.attack_construct(src)
/atom/proc/attack_construct(mob/user as mob,var/dist = null)
return 0
//Martians
/mob/living/carbon/complex/martian/UnarmedAttack(atom/A)
if(ismob(A))
delayNextAttack(10)
A.attack_martian(src)
/mob/living/carbon/complex/martian/RangedAttack(atom/A)
if(mutations.len)
if((M_LASER in mutations) && a_intent == I_HURT)
LaserEyes(A) // moved into a proc below
else if(M_TK in mutations)
A.attack_tk(src)
/atom/proc/attack_martian(mob/user)
return attack_hand(user)