Merge pull request #9380 from Ghommie/Ghommie_cit212
refactoring and fixing altdisarm() exploits (ergo pushing people over directional windows etc).
This commit is contained in:
@@ -10,6 +10,7 @@
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#define UNIQUE_RENAME (1<<6) // can you customize the description/name of the thing?
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#define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI.
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#define FROZEN (1<<8)
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#define SHOVABLE_ONTO (1<<9) //called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check.
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// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
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@@ -235,6 +235,11 @@
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SEND_SIGNAL(src, COMSIG_ATOM_BULLET_ACT, P, def_zone)
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. = P.on_hit(src, 0, def_zone)
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//used on altdisarm() for special interactions between the shoved victim (target) and the src, with user being the one shoving the target on it.
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// IMPORTANT: if you wish to add a new own shove_act() to a certain object, remember to add SHOVABLE_ONTO to its obj_flags bitfied var first.
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/atom/proc/shove_act(mob/living/target, mob/living/user)
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return FALSE
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/atom/proc/in_contents_of(container)//can take class or object instance as argument
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if(ispath(container))
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if(istype(src.loc, container))
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@@ -21,6 +21,7 @@
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anchored = TRUE
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layer = TABLE_LAYER
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climbable = TRUE
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obj_flags = CAN_BE_HIT|SHOVABLE_ONTO
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pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.")
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var/frame = /obj/structure/table_frame
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var/framestack = /obj/item/stack/rods
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@@ -136,6 +137,15 @@
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var/mob/living/carbon/human/H = pushed_mob
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SEND_SIGNAL(H, COMSIG_ADD_MOOD_EVENT, "table", /datum/mood_event/table)
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/obj/structure/table/shove_act(mob/living/target, mob/living/user)
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if(!target.resting)
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target.Knockdown(SHOVE_KNOCKDOWN_TABLE)
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user.visible_message("<span class='danger'>[user.name] shoves [target.name] onto \the [src]!</span>",
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"<span class='danger'>You shove [target.name] onto \the [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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target.forceMove(src.loc)
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log_combat(user, target, "shoved", "onto [src] (table)")
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return TRUE
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/obj/structure/table/attackby(obj/item/I, mob/user, params)
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if(!(flags_1 & NODECONSTRUCT_1))
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if(istype(I, /obj/item/screwdriver) && deconstruction_ready)
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@@ -382,6 +382,19 @@
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if(ismob(A) || .)
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A.ratvar_act()
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//called on /datum/species/proc/altdisarm()
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/turf/shove_act(mob/living/target, mob/living/user, pre_act = FALSE)
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var/list/possibilities
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for(var/obj/O in contents)
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if(CHECK_BITFIELD(O.obj_flags, SHOVABLE_ONTO))
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LAZYADD(possibilities, O)
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else if(!O.CanPass(target, src))
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return FALSE
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if(possibilities)
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var/obj/O = pick(possibilities)
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return O.shove_act(target, user)
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return FALSE
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/turf/proc/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
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underlay_appearance.icon = icon
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underlay_appearance.icon_state = icon_state
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@@ -1821,67 +1821,36 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(!target.resting)
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target.adjustStaminaLoss(5)
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if(target.is_shove_knockdown_blocked())
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return
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var/turf/target_oldturf = target.loc
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var/shove_dir = get_dir(user.loc, target_oldturf)
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var/turf/target_shove_turf = get_step(target.loc, shove_dir)
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var/mob/living/carbon/human/target_collateral_human
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var/obj/structure/table/target_table
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var/shove_blocked = FALSE //Used to check if a shove is blocked so that if it is knockdown logic can be applied
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//Thank you based whoneedsspace
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target_collateral_human = locate(/mob/living/carbon/human) in target_shove_turf.contents
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if(target_collateral_human)
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if(target_collateral_human && target_collateral_human.resting)
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shove_blocked = TRUE
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else
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target_collateral_human = null
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target.Move(target_shove_turf, shove_dir)
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if(get_turf(target) == target_oldturf)
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if(target_shove_turf.density)
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shove_blocked = TRUE
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else
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var/thoushallnotpass = FALSE
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for(var/obj/O in target_shove_turf)
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if(istype(O, /obj/structure/table))
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target_table = O
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else if(!O.CanPass(src, target_shove_turf))
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shove_blocked = TRUE
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thoushallnotpass = TRUE
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if(thoushallnotpass)
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target_table = null
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shove_blocked = TRUE
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if(target.is_shove_knockdown_blocked())
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return
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if(shove_blocked || target_table)
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var/directional_blocked = FALSE
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if(shove_dir in GLOB.cardinals) //Directional checks to make sure that we're not shoving through a windoor or something like that
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var/target_turf = get_turf(target)
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for(var/obj/O in target_turf)
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if(O.flags_1 & ON_BORDER_1 && O.dir == shove_dir && O.density)
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directional_blocked = TRUE
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break
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if(target_turf != target_shove_turf) //Make sure that we don't run the exact same check twice on the same tile
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for(var/obj/O in target_shove_turf)
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if(O.flags_1 & ON_BORDER_1 && O.dir == turn(shove_dir, 180) && O.density)
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directional_blocked = TRUE
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break
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if(shove_blocked && !target.buckled)
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var/directional_blocked = !target.Adjacent(target_shove_turf)
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var/targetatrest = target.resting
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if(((!target_table && !target_collateral_human) || directional_blocked) && !targetatrest)
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if((directional_blocked || (!target_collateral_human && !target_shove_turf.shove_act(target, user))) && !targetatrest)
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target.Knockdown(SHOVE_KNOCKDOWN_SOLID)
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user.visible_message("<span class='danger'>[user.name] shoves [target.name], knocking them down!</span>",
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"<span class='danger'>You shove [target.name], knocking them down!</span>", null, COMBAT_MESSAGE_RANGE)
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log_combat(user, target, "shoved", "knocking them down")
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else if(target_table)
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if(!targetatrest)
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target.Knockdown(SHOVE_KNOCKDOWN_TABLE)
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user.visible_message("<span class='danger'>[user.name] shoves [target.name] onto \the [target_table]!</span>",
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"<span class='danger'>You shove [target.name] onto \the [target_table]!</span>", null, COMBAT_MESSAGE_RANGE)
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target.forceMove(target_shove_turf)
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log_combat(user, target, "shoved", "onto [target_table]")
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else if(target_collateral_human && !targetatrest)
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target.Knockdown(SHOVE_KNOCKDOWN_HUMAN)
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if(!target_collateral_human.resting)
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target_collateral_human.Knockdown(SHOVE_KNOCKDOWN_COLLATERAL)
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target_collateral_human.Knockdown(SHOVE_KNOCKDOWN_COLLATERAL)
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user.visible_message("<span class='danger'>[user.name] shoves [target.name] into [target_collateral_human.name]!</span>",
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"<span class='danger'>You shove [target.name] into [target_collateral_human.name]!</span>", null, COMBAT_MESSAGE_RANGE)
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log_combat(user, target, "shoved", "into [target_collateral_human.name]")
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@@ -111,14 +111,7 @@
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stuff_mob_in(target, user)
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/obj/machinery/disposal/proc/stuff_mob_in(mob/living/target, mob/living/user)
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if(!iscarbon(user) && !user.ventcrawler) //only carbon and ventcrawlers can climb into disposal by themselves.
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return
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if(!isturf(user.loc)) //No magically doing it from inside closets
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return
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if(target.buckled || target.has_buckled_mobs())
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return
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if(target.mob_size > MOB_SIZE_HUMAN)
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to_chat(user, "<span class='warning'>[target] doesn't fit inside [src]!</span>")
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if(!can_stuff_mob_in(target, user))
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return
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add_fingerprint(user)
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if(user == target)
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@@ -137,6 +130,19 @@
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target.LAssailant = user
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update_icon()
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/obj/machinery/disposal/proc/can_stuff_mob_in(mob/living/target, mob/living/user, pushing = FALSE)
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if(!pushing && !iscarbon(user) && !user.ventcrawler) //only carbon and ventcrawlers can climb into disposal by themselves.
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return FALSE
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if(!isturf(user.loc)) //No magically doing it from inside closets
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return FALSE
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if(target.buckled || target.has_buckled_mobs())
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return FALSE
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if(target.mob_size > MOB_SIZE_HUMAN)
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if(!pushing)
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to_chat(user, "<span class='warning'>[target] doesn't fit inside [src]!</span>")
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return FALSE
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return TRUE
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/obj/machinery/disposal/relaymove(mob/user)
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attempt_escape(user)
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@@ -265,6 +271,7 @@
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desc = "A pneumatic waste disposal unit."
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icon_state = "disposal"
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var/datum/oracle_ui/themed/nano/ui
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obj_flags = CAN_BE_HIT | USES_TGUI | SHOVABLE_ONTO
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/obj/machinery/disposal/bin/Initialize(mapload, obj/structure/disposalconstruct/make_from)
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. = ..()
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@@ -305,7 +312,7 @@
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if(Adjacent(user))
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return TRUE
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return ..()
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/obj/machinery/disposal/bin/oui_data(mob/user)
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var/list/data = list()
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@@ -360,6 +367,17 @@
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else
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return ..()
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/obj/machinery/disposal/bin/shove_act(mob/living/target, mob/living/user)
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if(can_stuff_mob_in(target, user, TRUE))
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target.Knockdown(SHOVE_KNOCKDOWN_SOLID)
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target.forceMove(src)
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user.visible_message("<span class='danger'>[user.name] shoves [target.name] into \the [src]!</span>",
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"<span class='danger'>You shove [target.name] into \the [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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log_combat(user, target, "shoved", "into [src] (disposal bin)")
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return TRUE
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return FALSE
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/obj/machinery/disposal/bin/flush()
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..()
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full_pressure = FALSE
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