Files
Paradise/code/datums/components/parry.dm
Qwertytoforty f86374a504 Adds the vortex feedback inversion arm. (#19821)
* start of mess

* reflect/parries works

* more pog-ress

* temp icons, .33 to 0.4

* more work, sound, rnd, fixes me breaking shields

* removes this since open pr fixes

* better codee

* attack log

* Final changes / sprites by ramon

* fixes issue

* shoot ramon for the white pixel :^)

* But what if it was a purple glass shard

* Fixes the throw parry

* sorry for so many commits, lower callback

* Apply suggestions from code review

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>

* Early return, no need to typecast

Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
2022-12-27 10:45:59 -05:00

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/datum/component/parry
/// the world.time we last parried at
var/time_parried
/// the max time since `time_parried` that the shield is still considered "active"
var/parry_time_out_time
/// the flat amount of damage the shield user takes per non-perfect parry
var/stamina_constant
/// stamina_coefficient * damage * time_since_time_parried = stamina damage taken per non perfect parry
var/stamina_coefficient
/// the attack types that are considered for parrying
var/parryable_attack_types
/// the time between parry attempts
var/parry_cooldown
///Do we wish to mute the parry sound?
var/no_parry_sound
/datum/component/parry/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(equipped))
RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(dropped))
RegisterSignal(parent, COMSIG_ITEM_HIT_REACT, PROC_REF(attempt_parry))
/datum/component/parry/UnregisterFromParent()
UnregisterSignal(parent, COMSIG_ITEM_EQUIPPED)
UnregisterSignal(parent, COMSIG_ITEM_DROPPED)
UnregisterSignal(parent, COMSIG_ITEM_HIT_REACT)
var/obj/item/I = parent
if(ismob(I.loc))
UnregisterSignal(I.loc, COMSIG_LIVING_RESIST)
/datum/component/parry/Initialize(_stamina_constant = 0, _stamina_coefficient = 0, _parry_time_out_time = PARRY_DEFAULT_TIMEOUT, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = 2 SECONDS, _no_parry_sound = FALSE)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
parry_time_out_time = _parry_time_out_time
stamina_constant = _stamina_constant
stamina_coefficient = _stamina_coefficient
parry_cooldown = _parry_cooldown
no_parry_sound = _no_parry_sound
if(islist(_parryable_attack_types))
parryable_attack_types = _parryable_attack_types
else
parryable_attack_types = list(_parryable_attack_types)
/datum/component/parry/proc/equipped(datum/source, mob/user, slot)
SIGNAL_HANDLER
if(slot in list(slot_l_hand, slot_r_hand))
RegisterSignal(user, COMSIG_LIVING_RESIST, PROC_REF(start_parry))
else
UnregisterSignal(user, COMSIG_LIVING_RESIST)
/datum/component/parry/proc/dropped(datum/source, mob/user)
SIGNAL_HANDLER
UnregisterSignal(user, COMSIG_LIVING_RESIST)
/datum/component/parry/proc/start_parry(mob/living/L)
SIGNAL_HANDLER
var/time_since_parry = world.time - time_parried
if(time_since_parry < parry_cooldown) // stops spam
return
time_parried = world.time
L.do_attack_animation(L, used_item = parent)
/datum/component/parry/proc/attempt_parry(datum/source, mob/living/carbon/human/owner, atom/movable/hitby, damage = 0, attack_type = MELEE_ATTACK)
SIGNAL_HANDLER
var/was_perfect = FALSE
if(!(attack_type in parryable_attack_types))
return
var/time_since_parry = world.time - time_parried
if(time_since_parry > parry_time_out_time)
return
var/armour_penetration_percentage = 0
var/armour_penetration_flat = 0
if(isitem(hitby))
var/obj/item/I = hitby
armour_penetration_percentage = I.armour_penetration_percentage
armour_penetration_flat = I.armour_penetration_flat
if(armour_penetration_flat + armour_penetration_percentage >= 100)
return
var/stamina_damage = stamina_coefficient * (((time_since_parry / parry_time_out_time) + armour_penetration_percentage / 100) * (damage + armour_penetration_flat)) + stamina_constant
if(!no_parry_sound)
var/sound_to_play
if(attack_type == PROJECTILE_ATTACK)
sound_to_play = pick('sound/weapons/effects/ric1.ogg', 'sound/weapons/effects/ric2.ogg', 'sound/weapons/effects/ric3.ogg', 'sound/weapons/effects/ric4.ogg', 'sound/weapons/effects/ric5.ogg')
else
sound_to_play = 'sound/weapons/parry.ogg'
playsound(owner, sound_to_play, clamp(stamina_damage, 40, 120))
if(time_since_parry <= parry_time_out_time * 0.5) // a perfect parry
was_perfect = TRUE
owner.adjustStaminaLoss(stamina_damage)
if(owner.getStaminaLoss() < 100)
if(!was_perfect)
return COMPONENT_BLOCK_SUCCESSFUL
return (COMPONENT_BLOCK_SUCCESSFUL | COMPONENT_BLOCK_PERFECT)