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item_attack.dm
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item_attack.dm
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/**
* This is the proc that handles the order of an item_attack.
*
* The order of procs called is:
* * [/atom/proc/tool_act] on the target. If it returns TRUE, the chain will be stopped.
* * [/obj/item/proc/pre_attack] on src. If this returns TRUE, the chain will be stopped.
* * [/atom/proc/attackby] on the target. If it returns TRUE, the chain will be stopped.
* * [/obj/item/proc/afterattack]. The return value does not matter.
*/
/obj/item/proc/melee_attack_chain(mob/user, atom/target, params)
if(tool_behaviour && target.tool_act(user, src, tool_behaviour))
return
if(pre_attack(target, user, params))
return
if(target.attackby(src,user, params))
return
if(QDELETED(src) || QDELETED(target))
attack_qdeleted(target, user, TRUE, params)
return
afterattack(target, user, TRUE, params)
/// 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)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_SELF, user) & COMPONENT_NO_INTERACT)
return
interact(user)
/**
* Called on the item before it hits something
*
* Arguments:
* * atom/A - The atom about to be hit
* * mob/living/user - The mob doing the htting
* * params - click params such as alt/shift etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
/obj/item/proc/pre_attack(atom/A, mob/living/user, params) //do stuff before attackby!
if(SEND_SIGNAL(src, COMSIG_ITEM_PRE_ATTACK, A, user, params) & COMPONENT_NO_ATTACK)
return TRUE
return FALSE //return TRUE to avoid calling attackby after this proc does stuff
/**
* Called on an object being hit by an item
*
* Arguments:
* * obj/item/W - The item hitting this atom
* * mob/user - The wielder of this item
* * params - click params such as alt/shift etc
*
* See: [/obj/item/proc/melee_attack_chain]
*/
/atom/proc/attackby(obj/item/W, mob/user, params)
if(SEND_SIGNAL(src, COMSIG_PARENT_ATTACKBY, W, user, params) & COMPONENT_NO_AFTERATTACK)
return TRUE
return FALSE
/obj/attackby(obj/item/I, mob/living/user, params)
return ..() || ((obj_flags & CAN_BE_HIT) && I.attack_obj(src, user))
/mob/living/attackby(obj/item/I, mob/living/user, params)
if(..())
return TRUE
user.changeNext_move(CLICK_CD_MELEE)
return I.attack(src, user)
/**
* Called from [/mob/living/attackby]
*
* Arguments:
* * mob/living/M - The mob being hit by this item
* * mob/living/user - The mob hitting with this item
*/
/obj/item/proc/attack(mob/living/M, mob/living/user)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK, M, user) & COMPONENT_ITEM_NO_ATTACK)
return
SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK, M, user)
if(item_flags & NOBLUDGEON)
return
if(force && HAS_TRAIT(user, TRAIT_PACIFISM))
to_chat(user, "<span class='warning'>You don't want to harm other living beings!</span>")
return
if(item_flags & EYE_STAB && user.zone_selected == BODY_ZONE_PRECISE_EYES)
if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
M = user
return eyestab(M,user)
if(!force)
playsound(loc, 'sound/weapons/tap.ogg', get_clamped_volume(), TRUE, -1)
else if(hitsound)
playsound(loc, hitsound, get_clamped_volume(), TRUE, -1)
M.lastattacker = user.real_name
M.lastattackerckey = user.ckey
if(force && M == user && user.client)
user.client.give_award(/datum/award/achievement/misc/selfouch, user)
user.do_attack_animation(M)
M.attacked_by(src, user)
log_combat(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
add_fingerprint(user)
/// The equivalent of the standard version of [/obj/item/proc/attack] but for object targets.
/obj/item/proc/attack_obj(obj/O, mob/living/user)
if(SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_OBJ, O, user) & COMPONENT_NO_ATTACK_OBJ)
return
if(item_flags & NOBLUDGEON)
return
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(O)
O.attacked_by(src, user)
/// Called from [/obj/item/proc/attack_obj] and [/obj/item/proc/attack] if the attack succeeds
/atom/movable/proc/attacked_by()
return
/obj/attacked_by(obj/item/I, mob/living/user)
if(I.force)
user.visible_message("<span class='danger'>[user] hits [src] with [I]!</span>", \
"<span class='danger'>You hit [src] with [I]!</span>", null, COMBAT_MESSAGE_RANGE)
//only witnesses close by and the victim see a hit message.
log_combat(user, src, "attacked", I)
take_damage(I.force, I.damtype, "melee", 1)
/mob/living/attacked_by(obj/item/I, mob/living/user)
var/armor_value = run_armor_check(armour_penetration = I.armour_penetration) //WS Edit - Simplemobs can have armor
send_item_attack_message(I, user)
if(I.force)
apply_damage(I.force, I.damtype, blocked = armor_value) //Bone break modifier = item force
if(I.damtype == BRUTE)
if(prob(33))
I.add_mob_blood(src)
var/turf/location = get_turf(src)
add_splatter_floor(location)
if(get_dist(user, src) <= 1) //people with TK won't get smeared with blood
user.add_mob_blood(src)
return TRUE //successful attack
/mob/living/simple_animal/attacked_by(obj/item/I, mob/living/user)
if(I.force < force_threshold || I.damtype == STAMINA)
playsound(loc, 'sound/weapons/tap.ogg', I.get_clamped_volume(), TRUE, -1)
else
return ..()
/**
* Last proc in the [/obj/item/proc/melee_attack_chain]
*
* Arguments:
* * atom/target - The thing that was hit
* * mob/user - The mob doing the hitting
* * 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 [/atom/proc/Click] code, see that documentation.
*/
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
SEND_SIGNAL(src, COMSIG_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters)
SEND_SIGNAL(user, COMSIG_MOB_ITEM_AFTERATTACK, target, user, proximity_flag, click_parameters)
/// Called if the target gets deleted by our attack
/obj/item/proc/attack_qdeleted(atom/target, mob/user, proximity_flag, click_parameters)
SEND_SIGNAL(src, COMSIG_ITEM_ATTACK_QDELETED, target, user, proximity_flag, click_parameters)
SEND_SIGNAL(user, COMSIG_MOB_ITEM_ATTACK_QDELETED, target, user, proximity_flag, click_parameters)
/obj/item/proc/get_clamped_volume()
if(w_class)
if(force)
return clamp((force + w_class) * 4, 30, 100)// Add the item's force to its weight class and multiply by 4, then clamp the value between 30 and 100
else
return clamp(w_class * 6, 10, 100) // Multiply the item's weight class by 6, then clamp the value between 10 and 100
/mob/living/proc/send_item_attack_message(obj/item/I, mob/living/user, hit_area, obj/item/bodypart/hit_bodypart)
var/message_verb = "attacked"
if(length(I.attack_verb))
message_verb = "[pick(I.attack_verb)]"
else if(!I.force)
return
var/message_hit_area = ""
if(hit_area)
message_hit_area = " in the [hit_area]"
var/attack_message = "[src] is [message_verb][message_hit_area] with [I]!"
var/attack_message_local = "You're [message_verb][message_hit_area] with [I]!"
if(user in viewers(src, null))
attack_message = "[user] [message_verb] [src][message_hit_area] with [I]!"
attack_message_local = "[user] [message_verb] you[message_hit_area] with [I]!"
if(user == src)
attack_message_local = "You [message_verb] yourself[message_hit_area] with [I]"
visible_message("<span class='danger'>[attack_message]</span>",\
"<span class='userdanger'>[attack_message_local]</span>", null, COMBAT_MESSAGE_RANGE)
return 1