-
Notifications
You must be signed in to change notification settings - Fork 505
/
item_attack.dm
100 lines (76 loc) · 4.24 KB
/
item_attack.dm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
/*
=== Item Click Call Sequences ===
These are the default click code call sequences used when clicking on stuff with an item.
Atoms:
mob/ClickOn() calls the item's resolve_attackby() proc.
item/resolve_attackby() calls the target atom's attackby() proc.
Mobs:
mob/living/attackby() after checking for surgery, calls the item's attack() proc.
item/attack() generates attack logs, sets click cooldown and calls the mob's attacked_with_item() proc. If you override this, consider whether you need to set a click cooldown, play attack animations, and generate logs yourself.
mob/attacked_with_item() should then do mob-type specific stuff (like determining hit/miss, handling shields, etc) and then possibly call the item's apply_hit_effect() proc to actually apply the effects of being hit.
Item Hit Effects:
item/apply_hit_effect() can be overriden to do whatever you want. However "standard" physical damage based weapons should make use of the target mob's hit_with_weapon() proc to
avoid code duplication. This includes items that may sometimes act as a standard weapon in addition to having other effects (e.g. stunbatons on harm intent).
*/
// Called when the item is in the active hand, and clicked; alternately, there is an 'activate held object' verb or you can hit pagedown.
/obj/item/proc/attack_self(mob/user)
return
// Called at the start of resolve_attackby(), before the actual attack.
/obj/item/proc/pre_attack(atom/a, mob/user)
return
//I would prefer to rename this to attack(), but that would involve touching hundreds of files.
/obj/item/proc/resolve_attackby(atom/A, mob/user)
pre_attack(A, user)
add_fingerprint(user)
return A.attackby(src, user)
// No comment
/atom/proc/attackby(obj/item/W, mob/user)
return
/atom/movable/attackby(obj/item/W, mob/user)
if(!(W.flags & NOBLUDGEON))
visible_message("<span class='danger'>[src] has been hit by [user] with [W].</span>")
/mob/living/attackby(obj/item/I, mob/user)
if(!ismob(user))
return 0
if(can_operate(src) && do_surgery(src,user,I)) //Surgery
return 1
return I.attack(src, user, user.zone_sel.selecting)
// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
// Click parameters is the params string from byond Click() code, see that documentation.
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
return
//I would prefer to rename this attack_as_weapon(), but that would involve touching hundreds of files.
/obj/item/proc/attack(mob/living/M, mob/living/user, var/target_zone = "chest")
if(!force || (flags & NOBLUDGEON))
return 0
if(M == user && user.a_intent != I_HURT)
return 0
if(user.is_pacified())
return 0
/////////////////////////
user.lastattacked = M
M.lastattacker = user
if(!no_attack_log)
user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)])</font>"
msg_admin_attack("[key_name(user, highlight_special = 1)] attacked [key_name(M, highlight_special = 1)] with [name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(damtype)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)",ckey=key_name(user),ckey_target=key_name(M) )
/////////////////////////
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(M)
var/hit_zone = M.resolve_item_attack(src, user, target_zone)
if(hit_zone)
apply_hit_effect(M, user, hit_zone)
return 1
//Called when a weapon is used to make a successful melee attack on a mob. Returns the blocked result
/obj/item/proc/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)
if(hitsound)
playsound(loc, hitsound, 50, 1, -1)
var/power = force
if(HULK in user.mutations)
power *= 2
//if(istype(user, /mob/living/carbon/human)) //Removed.
// var/mob/living/carbon/human/X = user
// if(X.gloves && istype(X.gloves,/obj/item/clothing/gloves/force))
// var/obj/item/clothing/gloves/force/G = X.gloves
// power *= G.amplification
return target.hit_with_weapon(src, user, power, hit_zone)