This repository has been archived by the owner on Sep 12, 2021. It is now read-only.
-
-
Notifications
You must be signed in to change notification settings - Fork 66
/
other_mobs.dm
232 lines (188 loc) · 6.06 KB
/
other_mobs.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
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
/*
Humans:
Adds an exception for gloves, to allow special glove types like the ninja ones.
Otherwise pretty standard.
*/
/mob/living/carbon/human/UnarmedAttack(atom/A, proximity)
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
return
if(!has_active_hand()) //can't attack without a hand.
var/obj/item/bodypart/check_arm = get_active_hand()
if(check_arm?.bodypart_disabled)
to_chat(src, "<span class='warning'>Your [check_arm.name] is in no condition to be used.</span>")
return
// Special glove functions:
// If the gloves do anything, have them return 1 to stop
// normal attack_hand() here.
var/obj/item/clothing/gloves/G = gloves // not typecast specifically enough in defines
if(proximity && istype(G) && G.Touch(A,1))
return
//This signal is needed to prevent gloves of the north star + hulk.
if(SEND_SIGNAL(src, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, A, proximity) & COMPONENT_NO_ATTACK_HAND)
return
SEND_SIGNAL(src, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, A, proximity)
A.attack_hand(src)
/// Return TRUE to cancel other attack hand effects that respect it.
/atom/proc/attack_hand(mob/user)
. = FALSE
if(!(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND))
add_fingerprint(user)
if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_HAND, user) & COMPONENT_NO_ATTACK_HAND)
. = TRUE
if(interaction_flags_atom & INTERACT_ATOM_ATTACK_HAND)
. = _try_interact(user)
//Return a non FALSE value to cancel whatever called this from propagating, if it respects it.
/atom/proc/_try_interact(mob/user)
if(IsAdminGhost(user)) //admin abuse
return interact(user)
if(can_interact(user))
return interact(user)
return FALSE
/atom/proc/can_interact(mob/user)
if(!user.can_interact_with(src))
return FALSE
if((interaction_flags_atom & INTERACT_ATOM_REQUIRES_DEXTERITY) && !user.IsAdvancedToolUser())
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
return FALSE
if(!(interaction_flags_atom & INTERACT_ATOM_IGNORE_INCAPACITATED) && user.incapacitated((interaction_flags_atom & INTERACT_ATOM_IGNORE_RESTRAINED), !(interaction_flags_atom & INTERACT_ATOM_CHECK_GRAB)))
return FALSE
return TRUE
/atom/ui_status(mob/user)
. = ..()
if(!can_interact(user))
. = min(., UI_UPDATE)
/atom/movable/can_interact(mob/user)
. = ..()
if(!.)
return
if(!anchored && (interaction_flags_atom & INTERACT_ATOM_REQUIRES_ANCHORED))
return FALSE
/atom/proc/interact(mob/user)
if(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_INTERACT)
add_hiddenprint(user)
else
add_fingerprint(user)
if(interaction_flags_atom & INTERACT_ATOM_UI_INTERACT)
return ui_interact(user)
return FALSE
/mob/living/carbon/human/RangedAttack(atom/A, mouseparams)
. = ..()
if(gloves)
var/obj/item/clothing/gloves/G = gloves
if(istype(G) && G.Touch(A,0)) // for magic gloves
return
if(isturf(A) && get_dist(src,A) <= 1)
src.Move_Pulled(A)
return
/*
Animals & All Unspecified
*/
/mob/living/UnarmedAttack(atom/A)
A.attack_animal(src)
/atom/proc/attack_animal(mob/user)
SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_ANIMAL, user)
/*
Monkeys
*/
/mob/living/carbon/monkey/UnarmedAttack(atom/A)
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
if(a_intent != INTENT_HARM || is_muzzled())
return
if(!iscarbon(A))
return
var/mob/living/carbon/victim = A
var/obj/item/bodypart/affecting = null
if(ishuman(victim))
var/mob/living/carbon/human/human_victim = victim
affecting = human_victim.get_bodypart(pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
var/armor = victim.run_armor_check(affecting, "melee")
if(prob(25))
victim.visible_message("<span class='danger'>[src]'s bite misses [victim]!</span>",
"<span class='danger'>You avoid [src]'s bite!</span>", "<span class='hear'>You hear jaws snapping shut!</span>", COMBAT_MESSAGE_RANGE, src)
to_chat(src, "<span class='danger'>Your bite misses [victim]!</span>")
return
victim.apply_damage(rand(1, 3), BRUTE, affecting, armor)
victim.visible_message("<span class='danger'>[name] bites [victim]!</span>",
"<span class='userdanger'>[name] bites you!</span>", "<span class='hear'>You hear a chomp!</span>", COMBAT_MESSAGE_RANGE, name)
to_chat(name, "<span class='danger'>You bite [victim]!</span>")
if(armor >= 2)
return
for(var/d in diseases)
var/datum/disease/bite_infection = d
victim.ForceContractDisease(bite_infection)
return
A.attack_paw(src)
/atom/proc/attack_paw(mob/user)
if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_PAW, user) & COMPONENT_NO_ATTACK_HAND)
return TRUE
return FALSE
/*
Aliens
Defaults to same as monkey in most places
*/
/mob/living/carbon/alien/UnarmedAttack(atom/A)
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
return
A.attack_alien(src)
/atom/proc/attack_alien(mob/living/carbon/alien/user)
attack_paw(user)
return
// Babby aliens
/mob/living/carbon/alien/larva/UnarmedAttack(atom/A)
A.attack_larva(src)
/atom/proc/attack_larva(mob/user)
return
/*
Slimes
Nothing happening here
*/
/mob/living/simple_animal/slime/UnarmedAttack(atom/A)
A.attack_slime(src)
/atom/proc/attack_slime(mob/user)
return
/*
Drones
*/
/mob/living/simple_animal/drone/UnarmedAttack(atom/A)
A.attack_drone(src)
/atom/proc/attack_drone(mob/living/simple_animal/drone/user)
attack_hand(user) //defaults to attack_hand. Override it when you don't want drones to do same stuff as humans.
/*
True Devil
*/
/mob/living/carbon/true_devil/UnarmedAttack(atom/A, proximity)
A.attack_hand(src)
/*
Brain
*/
/mob/living/brain/UnarmedAttack(atom/A)//Stops runtimes due to attack_animal being the default
return
/*
pAI
*/
/mob/living/silicon/pai/UnarmedAttack(atom/A)//Stops runtimes due to attack_animal being the default
return
/*
Simple animals
*/
/mob/living/simple_animal/UnarmedAttack(atom/A, proximity)
if(!dextrous)
return ..()
if(!ismob(A))
A.attack_hand(src)
update_inv_hands()
/*
Hostile animals
*/
/mob/living/simple_animal/hostile/UnarmedAttack(atom/A)
target = A
if(dextrous && !ismob(A))
..()
else
AttackingTarget()
/*
New Players:
Have no reason to click on anything at all.
*/
/mob/dead/new_player/ClickOn()
return