mirror of
https://github.com/vgstation-coders/vgstation13.git
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215 lines
5.2 KiB
Plaintext
215 lines
5.2 KiB
Plaintext
/*
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Telekinesis
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This needs more thinking out, but I might as well.
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*/
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var/const/tk_maxrange = 15
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/*
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Telekinetic attack:
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By default, emulate the user's unarmed attack
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*/
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/atom/proc/attack_tk(mob/user)
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if(user.stat) return
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user.UnarmedAttack(src,0) // attack_hand, attack_paw, etc
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return
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/*
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This is similar to item attack_self, but applies to anything
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that you can grab with a telekinetic grab.
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It is used for manipulating things at range, for example, opening and closing closets.
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There are not a lot of defaults at this time, add more where appropriate.
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*/
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/atom/proc/attack_self_tk(mob/user)
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return
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/obj/attack_tk(mob/user)
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if(user.stat) return
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if(anchored)
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..()
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return
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var/obj/item/tk_grab/O = new(src)
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user.put_in_active_hand(O)
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O.host = user
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O.focus_object(src)
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return
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/obj/item/attack_tk(mob/user)
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if(user.stat || !isturf(loc)) return
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if((M_TK in user.mutations) && !user.get_active_hand()) // both should already be true to get here
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var/obj/item/tk_grab/O = new(src)
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user.put_in_active_hand(O)
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O.host = user
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O.focus_object(src)
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else
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warning("Strange attack_tk(): TK([M_TK in user.mutations]) empty hand([!user.get_active_hand()])")
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return
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/mob/attack_tk(mob/user)
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return // needs more thinking about
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/*
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TK Grab Item (the workhorse of old TK)
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* If you have not grabbed something, do a normal tk attack
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* If you have something, throw it at the target. If it is already adjacent, do a normal attackby()
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* If you click what you are holding, or attack_self(), do an attack_self_tk() on it.
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* Deletes itself if it is ever not in your hand, or if you should have no access to TK.
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*/
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/obj/item/tk_grab
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name = "Telekinetic Grab"
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desc = "Magic"
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icon = 'icons/obj/magic.dmi'//Needs sprites
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icon_state = "2"
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flags = NOBLUDGEON
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//item_state = null
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w_class = 10.0
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layer = 20
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var/last_throw = 0
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var/atom/movable/focus = null
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var/mob/living/host = null
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dropped(mob/user as mob)
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if(focus && user && loc != user && loc != user.loc) // drop_item(null, ) gets called when you tk-attack a table/closet with an item
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if(focus.Adjacent(loc))
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focus.loc = loc
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del(src)
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return
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//stops TK grabs being equipped anywhere but into hands
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equipped(var/mob/user, var/slot)
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if( (slot == slot_l_hand) || (slot== slot_r_hand) ) return
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del(src)
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return
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attack_self(mob/user as mob)
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if(focus)
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focus.attack_self_tk(user)
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afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, proximity, params)//TODO: go over this
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if(user)
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user.delayNextAttack(8)
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if(!target || !user) return
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if(last_throw+3 > world.time) return
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if(!host || host != user)
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del(src)
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return
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if(!(M_TK in host.mutations))
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del(src)
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return
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if(isobj(target) && !isturf(target.loc))
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return
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var/d = get_dist(user, target)
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if(focus)
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d = max(d,get_dist(user,focus)) // whichever is further
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/*switch(d)
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if(0)
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;
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if(1 to 5) // not adjacent may mean blocked by window
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if(!proximity)
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user.next_move += 2
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if(5 to 7)
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user.next_move += 5
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if(8 to tk_maxrange)
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user.next_move += 10
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else
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to_chat(user, "<span class='notice'>Your mind won't reach that far.</span>")
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return*/
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if(d > tk_maxrange)
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to_chat(user, "<span class='warning'>Your mind won't reach that far.</span>")
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return
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if(!focus)
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focus_object(target, user)
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return
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if(target == focus)
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target.attack_self_tk(user)
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return // todo: something like attack_self not laden with assumptions inherent to attack_self
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if(!istype(target, /turf) && istype(focus,/obj/item) && target.Adjacent(focus))
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var/obj/item/I = focus
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var/resolved = target.attackby(I, user, params)
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if(!resolved && target && I)
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I.afterattack(target,user,1,params) // for splashing with beakers
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else
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apply_focus_overlay()
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focus.throw_at(target, 10, 1)
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last_throw = world.time
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return
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attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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return
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proc/focus_object(var/obj/target, var/mob/living/user)
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if(!istype(target,/obj)) return//Cant throw non objects atm might let it do mobs later
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if(target.anchored || !isturf(target.loc))
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del src
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return
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focus = target
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update_icon()
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apply_focus_overlay()
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return
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proc/apply_focus_overlay()
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if(!focus) return
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var/obj/effect/overlay/O = new /obj/effect/overlay(locate(focus.x,focus.y,focus.z))
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O.name = "sparkles"
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O.anchored = 1
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O.density = 0
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O.layer = FLY_LAYER
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O.dir = pick(cardinal)
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O.icon = 'icons/effects/effects.dmi'
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O.icon_state = "nothing"
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flick("empdisable",O)
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spawn(5)
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qdel(O)
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return
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update_icon()
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overlays.len = 0
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if(focus && focus.icon && focus.icon_state)
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overlays += icon(focus.icon,focus.icon_state)
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return
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/*Not quite done likely needs to use something thats not get_step_to
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proc/check_path()
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var/turf/ref = get_turf(src.loc)
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var/turf/target = get_turf(focus.loc)
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if(!ref || !target) return 0
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var/distance = get_dist(ref, target)
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if(distance >= 10) return 0
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for(var/i = 1 to distance)
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ref = get_step_to(ref, target, 0)
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if(ref != target) return 0
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return 1
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*/
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//equip_to_slot_or_del(obj/item/W, slot, del_on_fail = 1)
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/*
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if(istype(user, /mob/living/carbon))
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if((user:mutations & M_TK) && get_dist(source, user) <= 7)
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if(user:get_active_hand()) return 0
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var/X = source:x
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var/Y = source:y
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var/Z = source:z
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*/
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