diff --git a/code/game/objects/items/robot/cyborg_gripper.dm b/code/game/objects/items/robot/cyborg_gripper.dm
index cac644d7c839..6bfb28825bca 100644
--- a/code/game/objects/items/robot/cyborg_gripper.dm
+++ b/code/game/objects/items/robot/cyborg_gripper.dm
@@ -16,6 +16,7 @@
icon_state = "gripper"
actions_types = list(/datum/action/item_action/drop_gripped_item)
flags = ABSTRACT
+ new_attack_chain = TRUE
/// Set to TRUE to removal of cells/lights from machine objects containing them.
var/engineering_machine_interaction = FALSE
/// Defines what items the gripper can carry.
@@ -58,39 +59,46 @@
gripped_item = null
return TRUE
-/obj/item/gripper/attack_self__legacy__attackchain(mob/user)
+/obj/item/gripper/activate_self(mob/user)
+ . = ..()
if(!gripped_item)
to_chat(user, "[src] is empty.")
- return
+ return ITEM_INTERACT_COMPLETE
+
if(gripped_item.new_attack_chain)
gripped_item.activate_self(user)
else
gripped_item.attack_self__legacy__attackchain(user)
+ return ITEM_INTERACT_COMPLETE
// This is required to ensure that the forceMove checks on some objects don't rip the gripper out of the borg's inventory and toss it on the floor. That would hurt, a lot!
/obj/item/gripper/forceMove(atom/destination)
return
-
-/obj/item/gripper/afterattack__legacy__attackchain(atom/target, mob/living/user, proximity, params)
- // Target is invalid or we are not adjacent.
- if(!target || !proximity)
- return
+
+/obj/item/gripper/interact_with_atom(atom/target, mob/living/user, list/modifiers)
+ if(!target)
+ return ITEM_INTERACT_COMPLETE
// Does the gripper already have an item?
if(gripped_item)
// Pass the attack on to the target. This might delete/relocate gripped_item. If the attackby doesn't resolve or delete the target or gripped_item, afterattack.
- if(!target.attackby__legacy__attackchain(gripped_item, user, params))
- gripped_item?.afterattack__legacy__attackchain(target, user, 1, params)
+ // We also need to check if it's the old or new attack chain until the migration is complete.
+ if(new_attack_chain)
+ if(!target.item_interaction(user, gripped_item, modifiers))
+ gripped_item.melee_attack_chain(user, target, modifiers)
+ else
+ if(!target.attackby__legacy__attackchain(gripped_item, user, modifiers))
+ gripped_item?.afterattack__legacy__attackchain(target, user, 1, modifiers)
// Check to see if there is still an item in the gripper (stackable items trigger this).
if(!gripped_item && length(contents))
gripped_item = contents[1]
- return
+ return ITEM_INTERACT_COMPLETE
// If the gripper thinks it has something but it actually doesn't, we fix this.
if(gripped_item && !length(contents))
gripped_item = null
- return
+ return ITEM_INTERACT_COMPLETE
- return TRUE
+ return ITEM_INTERACT_COMPLETE
// Is the gripper interacting with an item?
if(isitem(target))
@@ -100,17 +108,14 @@
to_chat(user, "You collect [I].")
I.forceMove(src)
gripped_item = I
- return
+ return ITEM_INTERACT_COMPLETE
to_chat(user, "You hold your gripper over [target], but no matter how hard you try, you cannot make yourself grab it.")
- return
-
- // Attack code will handle this.
- if(ismob(target))
- return
+ return ITEM_INTERACT_COMPLETE
// Everything past this point requires being able to engineer.
if(!engineering_machine_interaction)
+ // Allow attack chain to continue into pre_attack()
return
// Removing cells from APCs.
@@ -128,7 +133,7 @@
"[user] removes the cell from [A]!",
"You remove the cell from [A]."
)
- return
+ return ITEM_INTERACT_COMPLETE
// Removing cells from cell chargers.
if(istype(target, /obj/machinery/cell_charger))
@@ -142,7 +147,7 @@
"[user] removes the cell from [cell_charger].",
"You remove the cell from [cell_charger]."
)
- return
+ return ITEM_INTERACT_COMPLETE
// Removing lights from fixtures.
if(istype(target, /obj/machinery/light))
@@ -154,19 +159,28 @@
"[user] removes [L] from [light].",
"You remove [L] from [light]."
)
+ return ITEM_INTERACT_COMPLETE
/obj/item/gripper/emag_act(mob/user)
emagged = !emagged
..()
return TRUE
-/obj/item/gripper/attack__legacy__attackchain(mob/living/M, mob/living/silicon/robot/user, params)
+/obj/item/gripper/pre_attack(atom/A, mob/living/user, params)
if(gripped_item)
- return
-
+ gripped_item.attack(A, user)
+ return TRUE
+
+ if(!ismob(A))
+ return ..()
+
+ // This is required to avoid hypersonic interaction speed.
+ user.changeNext_move(CLICK_CD_MELEE)
+ . = TRUE
+ var/mob/living/target = A
// If a human target is horizonal, try to help them up. Unless you're trying to kill them.
- if(ishuman(M) && user.a_intent == INTENT_HELP && can_help_up)
- var/mob/living/carbon/human/pickup_target = M
+ if(ishuman(target) && user.a_intent == INTENT_HELP && can_help_up)
+ var/mob/living/carbon/human/pickup_target = target
if(IS_HORIZONTAL(pickup_target))
// Same restorative effects as when a human tries to help someone up.
pickup_target.AdjustSleeping(-10 SECONDS)
@@ -185,7 +199,7 @@
return
if(user.a_intent == INTENT_HELP)
- if(M == user)
+ if(target == user)
user.visible_message(
"[user] gives [user.p_themselves()] a hug to make [user.p_themselves()] feel better.",
"You give yourself a hug to make yourself feel better."
@@ -194,35 +208,36 @@
return
// Checks if holder_type exists to prevent picking up animals like mice, because we're about to use the hands that borgs secretly have.
- if(isanimal(M) && !M.holder_type)
+ if(isanimal(target) && !target.holder_type)
var/list/modifiers = params2list(params)
// This enables borgs to get the floating heart icon and mob emote from simple_animals that have petbonus == TRUE.
- M.attack_hand(user, modifiers)
+ target.attack_hand(user, modifiers)
+ return
if(user.zone_selected == BODY_ZONE_HEAD)
user.visible_message(
- "[user] playfully boops [M] on the head.",
- "You playfully boop [M] on the head."
+ "[user] playfully boops [target] on the head.",
+ "You playfully boop [target] on the head."
)
- user.do_attack_animation(M, ATTACK_EFFECT_BOOP)
+ user.do_attack_animation(target, ATTACK_EFFECT_BOOP)
playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
return
- if(ishuman(M))
+ if(ishuman(target))
user.visible_message(
- "[user] hugs [M] to make [M.p_them()] feel better.",
- "You hug [M] to make [M.p_them()] feel better."
+ "[user] hugs [target] to make [target.p_them()] feel better.",
+ "You hug [target] to make [target.p_them()] feel better."
)
else
user.visible_message(
- "[user] pets [M]!",
- "You pet [M]!"
+ "[user] pets [target]!",
+ "You pet [target]!"
)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
return
if(user.a_intent == INTENT_HARM && !emagged)
- if(M == user)
+ if(target == user)
user.visible_message(
"[user] gives [user.p_themselves()] a firm bear-hug to make [user.p_themselves()] feel better.",
"You give yourself a firm bear-hug to make yourself feel better."
@@ -230,17 +245,17 @@
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
return
- if(!ishuman(M) || user.zone_selected == BODY_ZONE_HEAD)
+ if(!ishuman(target) || user.zone_selected == BODY_ZONE_HEAD)
user.visible_message(
- "[user] bops [M] on the head!",
- "You bop [M] on the head!"
+ "[user] bops [target] on the head!",
+ "You bop [target] on the head!"
)
- user.do_attack_animation(M, ATTACK_EFFECT_PUNCH)
+ user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
playsound(loc, 'sound/weapons/tap.ogg', 50, TRUE, -1)
else
user.visible_message(
- "[user] hugs [M] in a firm bear-hug! [M] looks uncomfortable...",
- "You hug [M] firmly to make [M.p_them()] feel better! [M] looks uncomfortable..."
+ "[user] hugs [target] in a firm bear-hug! [target] looks uncomfortable...",
+ "You hug [target] firmly to make [target.p_them()] feel better! [target] looks uncomfortable..."
)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
return
@@ -249,36 +264,36 @@
if(!emagged)
return
- if(M == user)
+ if(target == user)
user.visible_message(
"[user] punches [user.p_themselves()] in the face!.",
"You punch yourself in the face!"
)
- user.do_attack_animation(M, ATTACK_EFFECT_PUNCH)
+ user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE, -1)
user.adjustBruteLoss(15)
return
- if(ishuman(M))
+ if(ishuman(target))
// Try to punch them in the face... Unless it fell off or something.
- if(user.zone_selected == BODY_ZONE_HEAD && M.get_organ("head"))
+ if(user.zone_selected == BODY_ZONE_HEAD && target.get_organ("head"))
user.visible_message(
- "[user] punches [M] squarely in the face!",
- "You punch [M] in the face!"
+ "[user] punches [target] squarely in the face!",
+ "You punch [target] in the face!"
)
- var/obj/item/organ/external/head/their_face = M.get_organ("head")
- user.do_attack_animation(M, ATTACK_EFFECT_PUNCH)
+ var/obj/item/organ/external/head/their_face = target.get_organ("head")
+ user.do_attack_animation(target, ATTACK_EFFECT_PUNCH)
playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE, -1)
their_face.receive_damage(15)
- M.UpdateDamageIcon()
+ target.UpdateDamageIcon()
return
user.visible_message(
- "[user] crushes [M] in [user.p_their()] grip!",
- "You crush [M] in your grip!"
+ "[user] crushes [target] in [user.p_their()] grip!",
+ "You crush [target] in your grip!"
)
playsound(loc, 'sound/weapons/smash.ogg', 50, TRUE, -1)
- M.adjustBruteLoss(15)
+ target.adjustBruteLoss(15)
// MARK: Gripper Types
diff --git a/code/modules/research/scientific_analyzer.dm b/code/modules/research/scientific_analyzer.dm
index 694a4e00ce28..65c52632f387 100644
--- a/code/modules/research/scientific_analyzer.dm
+++ b/code/modules/research/scientific_analyzer.dm
@@ -49,7 +49,7 @@ Note: Must be placed within 3 tiles of the R&D Console
/obj/machinery/r_n_d/scientific_analyzer/item_interaction(mob/living/user, obj/item/used, list/modifiers)
- if(istype(used, /obj/item/storage/part_replacer))
+ if(istype(used, /obj/item/storage/part_replacer) || istype(used, /obj/item/gripper))
return ..()
if(default_deconstruction_screwdriver(user, "s_analyzer_t", "s_analyzer", used))