/
telekinesis.dm
297 lines (236 loc) · 7.79 KB
/
telekinesis.dm
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/*
Telekinesis
This needs more thinking out, but I might as well.
*/
#define TK_MAXRANGE 15
/**
* Telekinesis attack act, happens when the TK user clicks on a non-adjacent target in range.
*
* * By default, emulates the user's unarmed attack.
* * Called indirectly by the `COMSIG_MOB_ATTACK_RANGED` signal.
* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
*/
/atom/proc/attack_tk(mob/user)
if(user.stat || !tkMaxRangeCheck(user, src))
return
new /obj/effect/temp_visual/telekinesis(get_turf(src))
add_hiddenprint(user)
user.UnarmedAttack(src, FALSE) // attack_hand, attack_paw, etc
return COMPONENT_CANCEL_ATTACK_CHAIN
/obj/attack_tk(mob/user)
if(user.stat)
return
if(anchored)
return ..()
return attack_tk_grab(user)
/obj/item/attack_tk(mob/user)
if(user.stat)
return
return attack_tk_grab(user)
/**
* Telekinesis object grab act.
*
* * Called by `/obj/attack_tk()`.
* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
*/
/obj/proc/attack_tk_grab(mob/user)
var/obj/item/tk_grab/O = new(src)
O.tk_user = user
if(!O.focus_object(src))
return
user.put_in_active_hand(O)
add_hiddenprint(user)
return COMPONENT_CANCEL_ATTACK_CHAIN
/mob/attack_tk(mob/user)
return
/**
* Telekinesis item attack_self act.
*
* * This is similar to item attack_self, but applies to anything that you can grab with a telekinetic grab.
* * It is used for manipulating things at range, for example, opening and closing closets..
* * Defined at the `/atom` level but only used at the `/obj/item` one.
* * Returns `COMPONENT_CANCEL_ATTACK_CHAIN` when it performs any action, to further acts on the attack chain.
*/
/atom/proc/attack_self_tk(mob/user)
return
/obj/item/attack_self_tk(mob/user)
if(attack_self(user))
return COMPONENT_CANCEL_ATTACK_CHAIN
/atom/proc/attack_self_secondary_tk(mob/user)
return
/obj/item/attack_self_secondary_tk(mob/user)
if(attack_self_secondary(user))
return COMPONENT_CANCEL_ATTACK_CHAIN
/*
TK Grab Item (the workhorse of old TK)
* If you have not grabbed something, do a normal tk attack
* If you have something, throw it at the target. If it is already adjacent, do a normal attackby()
* If you click what you are holding, or attack_self(), do an attack_self_tk() on it.
* Deletes itself if it is ever not in your hand, or if you should have no access to TK.
*/
/obj/item/tk_grab
name = "Telekinetic Grab"
desc = "Magic"
icon = 'icons/effects/magic.dmi'//Needs sprites
icon_state = "2"
item_flags = NOBLUDGEON | ABSTRACT | DROPDEL
//inhand_icon_state = null
w_class = WEIGHT_CLASS_GIGANTIC
plane = ABOVE_HUD_PLANE
///Object focused / selected by the TK user
var/atom/movable/focus
var/mob/living/carbon/tk_user
/obj/item/tk_grab/Initialize(mapload)
. = ..()
START_PROCESSING(SSfastprocess, src)
/obj/item/tk_grab/Destroy()
STOP_PROCESSING(SSfastprocess, src)
if(!QDELETED(focus))
REMOVE_TRAIT(focus, TRAIT_TELEKINESIS_CONTROLLED, REF(tk_user))
focus = null
tk_user = null
return ..()
/obj/item/tk_grab/process()
if(check_if_focusable(focus)) //if somebody grabs your thing, no waiting for them to put it down and hitting them again.
update_appearance()
/obj/item/tk_grab/dropped(mob/user)
if(focus && user && loc != user && loc != user.loc) // drop_item() gets called when you tk-attack a table/closet with an item
if(focus.Adjacent(loc))
focus.forceMove(loc)
. = ..()
//stops TK grabs being equipped anywhere but into hands
/obj/item/tk_grab/equipped(mob/user, slot)
. = ..()
if(slot & ITEM_SLOT_HANDS)
return
qdel(src)
/obj/item/tk_grab/examine(user)
if (focus)
return focus.examine(user)
else
return ..()
/obj/item/tk_grab/attack_self(mob/user)
if(!focus)
return
if(QDELING(focus))
qdel(src)
return
if(focus.attack_self_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN)
. = TRUE
update_appearance()
/obj/item/tk_grab/afterattack(atom/target, mob/living/carbon/user, proximity, params)//TODO: go over this
. = ..()
if(.)
return
if(!target || !user)
return
if(!focus)
focus_object(target)
return TRUE
if(!check_if_focusable(focus))
return
if(target == focus)
if(target.attack_self_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN)
. = TRUE
update_appearance()
return
if(isitem(focus))
var/obj/item/I = focus
apply_focus_overlay()
if(target.Adjacent(focus))
. = I.melee_attack_chain(tk_user, target, params) //isn't copying the attack chain fun. we should do it more often.
if(check_if_focusable(focus))
focus.do_attack_animation(target, null, focus)
else if(isgun(I)) //I've only tested this with guns, and it took some doing to make it work
. = I.afterattack(target, tk_user, 0, params)
. |= AFTERATTACK_PROCESSED_ITEM
user.changeNext_move(CLICK_CD_MELEE)
update_appearance()
return .
/obj/item/tk_grab/afterattack_secondary(atom/target, mob/user, proximity_flag, click_parameters)
. = ..()
if(. == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN)
return
if(!target || !user)
return
if(!focus)
focus_object(target)
return TRUE
if(!check_if_focusable(focus))
return
if(target == focus)
if(target.attack_self_secondary_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN)
. = TRUE
update_appearance()
return
if(isitem(focus))
var/obj/item/I = focus
apply_focus_overlay()
if(target.Adjacent(focus))
. = I.melee_attack_chain(tk_user, target, click_parameters) //isn't copying the attack chain fun. we should do it more often.
if(check_if_focusable(focus))
focus.do_attack_animation(target, null, focus)
else if(isgun(I)) //I've only tested this with guns, and it took some doing to make it work
. = I.afterattack_secondary(target, tk_user, 0, click_parameters)
user.changeNext_move(CLICK_CD_MELEE)
update_appearance()
/obj/item/tk_grab/on_thrown(mob/living/carbon/user, atom/target)
if(!target || !user)
return
if(!focus)
return
if(!check_if_focusable(focus))
return
if(target == focus)
if(target.attack_self_tk(user) & COMPONENT_CANCEL_ATTACK_CHAIN)
return
update_appearance()
return
apply_focus_overlay()
//Only items can be thrown 10 tiles everything else only 1 tile
focus.throw_at(target, focus.tk_throw_range, 1,user)
var/turf/start_turf = get_turf(focus)
var/turf/end_turf = get_turf(target)
user.log_message("has thrown [focus] from [AREACOORD(start_turf)] towards [AREACOORD(end_turf)] using Telekinesis.", LOG_ATTACK)
user.changeNext_move(CLICK_CD_MELEE)
update_appearance()
/proc/tkMaxRangeCheck(mob/user, atom/target)
var/d = get_dist(user, target)
if(d > TK_MAXRANGE)
user.balloon_alert(user, "can't TK, too far!")
return
return TRUE
/obj/item/tk_grab/attack(mob/living/M, mob/living/user, def_zone)
return
/obj/item/tk_grab/proc/focus_object(obj/target)
if(!check_if_focusable(target))
return
focus = target
ADD_TRAIT(focus, TRAIT_TELEKINESIS_CONTROLLED, REF(tk_user))
update_appearance()
apply_focus_overlay()
return TRUE
/obj/item/tk_grab/proc/check_if_focusable(obj/target)
if(!tk_user || !istype(tk_user) || QDELETED(target) || !istype(target) || !tk_user.dna.check_mutation(/datum/mutation/human/telekinesis))
qdel(src)
return
if(!tkMaxRangeCheck(tk_user, target) || target.anchored || !isturf(target.loc))
qdel(src)
return
return TRUE
/obj/item/tk_grab/proc/apply_focus_overlay()
if(!focus)
return
new /obj/effect/temp_visual/telekinesis(get_turf(focus))
/obj/item/tk_grab/update_overlays()
. = ..()
if(!focus)
return
var/mutable_appearance/focus_overlay = new(focus)
focus_overlay.layer = layer + 0.01
SET_PLANE_EXPLICIT(focus_overlay, ABOVE_HUD_PLANE, focus)
. += focus_overlay
/obj/item/tk_grab/suicide_act(mob/living/user)
user.visible_message(span_suicide("[user] is using [user.p_their()] telekinesis to choke [user.p_them()]self! It looks like [user.p_theyre()] trying to commit suicide!"))
return OXYLOSS
#undef TK_MAXRANGE