/
other_mobs.dm
233 lines (186 loc) · 6.39 KB
/
other_mobs.dm
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/*
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_flag, list/modifiers)
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
if(src == A)
check_self_for_injuries()
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
to_chat(src, "<span class='notice'>You look at your arm and sigh.</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_flag && istype(G) && G.Touch(A,1,modifiers))
return
//This signal is needed to prevent gloves of the north star + hulk.
if(SEND_SIGNAL(src, COMSIG_HUMAN_EARLY_UNARMED_ATTACK, A, proximity_flag, modifiers) & COMPONENT_CANCEL_ATTACK_CHAIN)
return
SEND_SIGNAL(src, COMSIG_HUMAN_MELEE_UNARMED_ATTACK, A, proximity_flag, modifiers)
if(dna?.species?.spec_unarmedattack(src, A, modifiers)) //Because species like monkeys dont use attack hand
return
if (LAZYACCESS(modifiers, RIGHT_CLICK))
var/secondary_result = A.attack_hand_secondary(src, modifiers)
if (secondary_result == SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN || secondary_result == SECONDARY_ATTACK_CONTINUE_CHAIN)
return
else if (secondary_result != SECONDARY_ATTACK_CALL_NORMAL)
CRASH("attack_hand_secondary did not return a SECONDARY_ATTACK_* define.")
A.attack_hand(src, modifiers)
/// Return TRUE to cancel other attack hand effects that respect it. Modifiers is the assoc list for click info such as if it was a right click.
/atom/proc/attack_hand(mob/user, list/modifiers)
. = FALSE
if(!(interaction_flags_atom & INTERACT_ATOM_NO_FINGERPRINT_ATTACK_HAND))
add_fingerprint(user)
if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_HAND, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
. = TRUE
if(interaction_flags_atom & INTERACT_ATOM_ATTACK_HAND)
. = _try_interact(user)
/// When the user uses their hand on an item while holding right-click
/// Returns a SECONDARY_ATTACK_* value.
/atom/proc/attack_hand_secondary(mob/user, modifiers)
return SECONDARY_ATTACK_CALL_NORMAL
//Return a non FALSE value to cancel whatever called this from propagating, if it respects it.
/atom/proc/_try_interact(mob/user)
if(isAdminGhostAI(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) && !ISADVANCEDTOOLUSER(user))
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)
SEND_SIGNAL(src, COMSIG_ATOM_UI_INTERACT, user)
return ui_interact(user)
return FALSE
/mob/living/carbon/human/RangedAttack(atom/A, modifiers)
. = ..()
if(.)
return
if(gloves)
var/obj/item/clothing/gloves/G = gloves
if(istype(G) && G.Touch(A,0,modifiers)) // for magic gloves
return TRUE
if(isturf(A) && get_dist(src,A) <= 1)
Move_Pulled(A)
return TRUE
/*
Animals & All Unspecified
*/
/mob/living/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
return
A.attack_animal(src, modifiers)
/atom/proc/attack_animal(mob/user, list/modifiers)
SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_ANIMAL, user)
///Attacked by monkey
/atom/proc/attack_paw(mob/user, list/modifiers)
if(SEND_SIGNAL(src, COMSIG_ATOM_ATTACK_PAW, user) & COMPONENT_CANCEL_ATTACK_CHAIN)
return TRUE
return FALSE
/*
Aliens
Defaults to same as monkey in most places
*/
/mob/living/carbon/alien/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
return
A.attack_alien(src, modifiers)
/atom/proc/attack_alien(mob/living/carbon/alien/user, list/modifiers)
attack_paw(user, modifiers)
return
// Babby aliens
/mob/living/carbon/alien/larva/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
return
A.attack_larva(src)
/atom/proc/attack_larva(mob/user)
return
/*
Slimes
Nothing happening here
*/
/mob/living/simple_animal/slime/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
return
if(isturf(A))
return ..()
A.attack_slime(src)
/atom/proc/attack_slime(mob/user)
return
/*
Drones
*/
/mob/living/simple_animal/drone/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
return
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.
/*
Brain
*/
/mob/living/brain/UnarmedAttack(atom/A, proximity_flag, list/modifiers)//Stops runtimes due to attack_animal being the default
return
/*
pAI
*/
/mob/living/silicon/pai/UnarmedAttack(atom/A, proximity_flag, list/modifiers)//Stops runtimes due to attack_animal being the default
return
/*
Simple animals
*/
/mob/living/simple_animal/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
return
if(!dextrous)
return ..()
if(!ismob(A))
A.attack_hand(src, modifiers)
update_inv_hands()
/*
Hostile animals
*/
/mob/living/simple_animal/hostile/UnarmedAttack(atom/A, proximity_flag, list/modifiers)
if(HAS_TRAIT(src, TRAIT_HANDS_BLOCKED))
return
target = A
if(dextrous && !ismob(A))
..()
else
AttackingTarget(A)
/*
New Players:
Have no reason to click on anything at all.
*/
/mob/dead/new_player/ClickOn()
return