Adds Variable Click Delay

Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
This commit is contained in:
Neerti
2017-11-28 16:11:56 -05:00
parent 034d5391d7
commit 2f7db506eb
48 changed files with 142 additions and 72 deletions

View File

@@ -125,7 +125,7 @@
if(user.species.can_shred(user))
set_status(0)
user.do_attack_animation(src)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed())
visible_message("<span class='warning'>\The [user] slashes at [src]!</span>")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, 1)
add_hiddenprint(user)
@@ -205,7 +205,7 @@
src.bugged = 1
else if(W.damtype == BRUTE || W.damtype == BURN) //bashing cameras
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
if (W.force >= src.toughness)
user.do_attack_animation(src)
visible_message("<span class='warning'><b>[src] has been [W.attack_verb.len? pick(W.attack_verb) : "attacked"] with [W] by [user]!</b></span>")

View File

@@ -96,7 +96,7 @@ for reference:
return
return
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
switch(W.damtype)
if("fire")
health -= W.force * 1
@@ -214,7 +214,7 @@ for reference:
if(health <= 0)
explode()
return
/obj/machinery/deployable/barrier/emp_act(severity)
if(stat & (BROKEN|NOPOWER))
return

View File

@@ -132,7 +132,7 @@
else if(src.density && (user.a_intent == I_HURT)) //If we can't pry it open and it's a weapon, let's hit it.
var/obj/item/weapon/W = C
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
if(W.damtype == BRUTE || W.damtype == BURN)
user.do_attack_animation(src)
if(W.force < min_force)
@@ -162,7 +162,7 @@
else if(src.density && (user.a_intent == I_HURT)) //If we can't pry it open and it's not a weapon.... Eh, let's attack it anyway.
var/obj/item/weapon/W = C
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
if(W.damtype == BRUTE || W.damtype == BURN)
user.do_attack_animation(src)
if(W.force < min_force) //No actual non-weapon item shouls have a force greater than the min_force, but let's include this just in case.

View File

@@ -260,7 +260,7 @@
//psa to whoever coded this, there are plenty of objects that need to call attack() on doors without bludgeoning them.
if(src.density && istype(I, /obj/item/weapon) && user.a_intent == I_HURT && !istype(I, /obj/item/weapon/card))
var/obj/item/weapon/W = I
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
if(W.damtype == BRUTE || W.damtype == BURN)
user.do_attack_animation(src)
if(W.force < min_force)

View File

@@ -161,7 +161,7 @@
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
visible_message("<span class='danger'>[user] smashes against the [src.name].</span>", 1)
user.do_attack_animation(src)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed())
take_damage(25)
return
return src.attackby(user, user)
@@ -246,7 +246,7 @@
//If it's a weapon, smash windoor. Unless it's an id card, agent card, ect.. then ignore it (Cards really shouldnt damage a door anyway)
if(src.density && istype(I, /obj/item/weapon) && !istype(I, /obj/item/weapon/card))
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(I))
var/aforce = I.force
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
visible_message("<span class='danger'>[src] was hit by [I].</span>")

View File

@@ -381,7 +381,7 @@ var/list/turret_icons
else
//if the turret was attacked with the intention of harming it:
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(I))
take_damage(I.force * 0.5)
if(I.force * 0.5 > 1) //if the force of impact dealt at least 1 damage, the turret gets pissed off
if(!attacked && !emagged)

View File

@@ -505,7 +505,7 @@
return
/obj/mecha/attack_hand(mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed())
src.log_message("Attack by hand/paw. Attacker - [user].",1)
if(istype(user,/mob/living/carbon/human))
@@ -513,7 +513,6 @@
if(H.species.can_shred(user))
if(!prob(src.deflect_chance))
src.take_damage(15)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
src.check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
playsound(src.loc, 'sound/weapons/slash.ogg', 50, 1, -1)
user << "<span class='danger'>You slash at the armored suit!</span>"
@@ -666,7 +665,7 @@
return
/obj/mecha/proc/dynattackby(obj/item/weapon/W as obj, mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
src.log_message("Attacked by [W]. Attacker - [user]")
if(prob(src.deflect_chance))
user << "<span class='danger'>\The [W] bounces off [src.name].</span>"
@@ -1763,7 +1762,7 @@
/obj/mecha/attack_generic(var/mob/user, var/damage, var/attack_message)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed())
if(!damage)
return 0

View File

@@ -120,7 +120,7 @@
/obj/effect/alien/resin/attackby(obj/item/weapon/W as obj, mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
var/aforce = W.force
health = max(0, health - aforce)
playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
@@ -227,7 +227,7 @@ Alien plants should do something if theres a lot of poison
return
/obj/effect/alien/weeds/attackby(var/obj/item/weapon/W, var/mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
if(W.attack_verb.len)
visible_message("<span class='danger'>\The [src] have been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]</span>")
else

View File

@@ -21,7 +21,7 @@
return
/obj/effect/spider/attackby(var/obj/item/weapon/W, var/mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
if(W.attack_verb.len)
visible_message("<span class='warning'>\The [src] have been [pick(W.attack_verb)] with \the [W][(user ? " by [user]." : ".")]</span>")

View File

@@ -80,6 +80,7 @@
var/list/sprite_sheets_obj = list()
var/toolspeed = 1.0 // This is a multipler on how 'fast' a tool works. e.g. setting this to 0.5 will make the tool work twice as fast.
var/attackspeed = DEFAULT_ATTACK_COOLDOWN // How long click delay will be when using this, in 1/10ths of a second. Checked in the user's get_attack_speed().
var/addblends // Icon overlay for ADD highlights when applicable.
/obj/item/New()
@@ -457,7 +458,7 @@ var/list/global/slot_flags_enumeration = list(
M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
msg_admin_attack("[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)") //BS12 EDIT ALG
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed())
user.do_attack_animation(M)
src.add_fingerprint(user)

View File

@@ -62,7 +62,7 @@
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to flash [M.name] ([M.ckey])</font>")
msg_admin_attack("[user.name] ([user.ckey]) Used the [src.name] to flash [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(src))
user.do_attack_animation(M)
if(!clown_check(user)) return
@@ -75,9 +75,6 @@
if(!check_capacitor(user))
return
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(M)
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
var/flashfail = 0
@@ -147,7 +144,7 @@
/obj/item/device/flash/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
if(!user || !clown_check(user)) return
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(src))
if(broken)
user.show_message("<span class='warning'>The [src.name] is broken</span>", 2)

View File

@@ -163,7 +163,7 @@
else
user << "<span class='notice'>\The [M]'s pupils narrow.</span>"
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) //can be used offensively
user.setClickCooldown(user.get_attack_speed(src)) //can be used offensively
M.flash_eyes()
else
return ..()

View File

@@ -34,7 +34,7 @@
if(!S.get_damage())
user << "<span class='notice'>Nothing to fix here.</span>"
else if(can_use(1))
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(src))
if(S.open >= 2)
if(do_after(user,5 * toolspeed))
S.heal_damage(20, 20, robo_repair = 1)

View File

@@ -81,7 +81,7 @@
msg_admin_attack("[key_name(user)] attempted to handcuff [key_name(H)]")
feedback_add_details("handcuffs","H")
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(src))
user.do_attack_animation(H)
user.visible_message("<span class='danger'>\The [user] has put [cuff_type] on \the [H]!</span>")
@@ -286,7 +286,7 @@ var/last_chew = 0
msg_admin_attack("[key_name(user)] attempted to legcuff [key_name(H)]")
feedback_add_details("legcuffs","H")
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(src))
user.do_attack_animation(H)
user.visible_message("<span class='danger'>\The [user] has put [cuff_type] on \the [H]!</span>")

View File

@@ -217,7 +217,7 @@
var/obj/O = AM
O.emp_act(3) // A weaker severity is used because this has infinite uses.
playsound(get_turf(O), 'sound/effects/EMPulse.ogg', 100, 1)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) // A lot of objects don't set click delay.
user.setClickCooldown(user.get_attack_speed(src)) // A lot of objects don't set click delay.
return ..()
/obj/item/weapon/melee/energy/sword/ionic_rapier/apply_hit_effect(mob/living/target, mob/living/user, var/hit_zone)

View File

@@ -17,7 +17,7 @@
var/max_carry = 10
/obj/item/weapon/tray/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(src))
// Drop all the things. All of them.
overlays.Cut()
for(var/obj/item/I in carrying)

View File

@@ -21,7 +21,7 @@
msg_admin_attack("[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(src))
user.do_attack_animation(M)
if (!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
@@ -134,7 +134,7 @@
qdel(src)
/obj/effect/energy_net/user_unbuckle_mob(mob/user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed())
visible_message("<span class='danger'>[user] begins to tear at \the [src]!</span>")
if(do_after(usr, escape_time, src, incapacitation_flags = INCAPACITATION_DEFAULT & ~(INCAPACITATION_RESTRAINED | INCAPACITATION_BUCKLED_FULLY)))
if(!buckled_mob)

View File

@@ -81,7 +81,7 @@
health = maxhealth
else
take_damage(C.force)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(C))
return ..()
/obj/structure/catwalk/Crossed()

View File

@@ -55,7 +55,7 @@
/obj/structure/displaycase/attackby(obj/item/weapon/W as obj, mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
user.do_attack_animation(src)
playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
src.health -= W.force

View File

@@ -18,7 +18,7 @@
to_chat(user, "<span class='warning'>You need more energy to use the punching bag. Go eat something.</span>")
else
if(user.a_intent == I_HURT)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed())
flick("[icon_state]_hit", src)
playsound(src.loc, 'sound/effects/woodhit.ogg', 25, 1, -1)
user.do_attack_animation(src)

View File

@@ -36,7 +36,7 @@
to_chat(user, "<span class='warning'>\The [W] is ineffective at harming \the [src].</span>")
hit_animation()
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
user.do_attack_animation(src)
// Shakes the tree slightly, more or less stolen from lockers.

View File

@@ -27,7 +27,7 @@
/obj/structure/grille/attack_hand(mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed())
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
user.do_attack_animation(src)
@@ -151,7 +151,7 @@
//window placing end
else if(!(W.flags & CONDUCT) || !shock(user, 70))
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
user.do_attack_animation(src)
playsound(loc, 'sound/effects/grillehit.ogg', 80, 1)
switch(W.damtype)

View File

@@ -258,7 +258,7 @@
else
playsound(loc, 'sound/effects/grillehit.ogg', 50, 1)
take_damage(W.force)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
return ..()

View File

@@ -72,7 +72,7 @@ var/global/list/stool_cache = list() //haha stool
/obj/item/weapon/stool/attack(mob/M as mob, mob/user as mob)
if (prob(5) && istype(M,/mob/living))
user.visible_message("<span class='danger'>[user] breaks [src] over [M]'s back!</span>")
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed())
user.do_attack_animation(M)
user.drop_from_inventory(src)

View File

@@ -18,7 +18,7 @@
/obj/structure/toilet/attack_hand(mob/living/user as mob)
if(swirlie)
usr.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
usr.setClickCooldown(user.get_attack_speed())
usr.visible_message("<span class='danger'>[user] slams the toilet seat onto [swirlie.name]'s head!</span>", "<span class='notice'>You slam the toilet seat onto [swirlie.name]'s head!</span>", "You hear reverberating porcelain.")
swirlie.adjustBruteLoss(5)
return
@@ -54,7 +54,7 @@
return
if(istype(I, /obj/item/weapon/grab))
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(I))
var/obj/item/weapon/grab/G = I
if(isliving(G.affecting))

View File

@@ -172,7 +172,7 @@
playsound(loc, 'sound/effects/Glasshit.ogg', 50, 1)
/obj/structure/window/attack_hand(mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed())
if(HULK in user.mutations)
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!"))
user.visible_message("<span class='danger'>[user] smashes through [src]!</span>")
@@ -200,7 +200,7 @@
return
/obj/structure/window/attack_generic(var/mob/user, var/damage)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed())
if(!damage)
return
if(damage >= 10)
@@ -295,7 +295,7 @@
var/obj/item/frame/F = W
F.try_build(src)
else
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
if(W.damtype == BRUTE || W.damtype == BURN)
user.do_attack_animation(src)
hit(W.force)

View File

@@ -90,7 +90,7 @@
radiate()
add_fingerprint(user)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed())
var/rotting = (locate(/obj/effect/overlay/wallrot) in src)
if (HULK in user.mutations)
if (rotting || !prob(material.hardness))
@@ -104,7 +104,7 @@
/turf/simulated/wall/attack_generic(var/mob/user, var/damage, var/attack_message, var/wallbreaker)
radiate()
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed())
var/rotting = (locate(/obj/effect/overlay/wallrot) in src)
if(!damage || !wallbreaker)
try_touch(user, rotting)
@@ -122,7 +122,7 @@
/turf/simulated/wall/attackby(obj/item/weapon/W as obj, mob/user as mob)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.setClickCooldown(user.get_attack_speed(W))
if (!user.)
user << "<span class='warning'>You don't have the dexterity to do this!</span>"
return