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* undo all of it * flags * back * head/mask * left * right * Cuffs * other name changes * ID and PDA * idk about calling them SLOT_HUD now * glasses, gloves, and shoes, oh my! * the rest * comment
125 lines
4.7 KiB
Plaintext
125 lines
4.7 KiB
Plaintext
/datum/component/parry
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/// the world.time we last parried at
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var/time_parried
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/// the max time since `time_parried` that the shield is still considered "active"
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var/parry_time_out_time
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/// the flat amount of damage the shield user takes per non-perfect parry
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var/stamina_constant
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/// stamina_coefficient * damage * time_since_time_parried = stamina damage taken per non perfect parry
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var/stamina_coefficient
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/// the attack types that are considered for parrying
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var/parryable_attack_types
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/// the time between parry attempts
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var/parry_cooldown
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///Do we wish to mute the parry sound?
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var/no_parry_sound
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/// Text to be shown to users who examine the parent. Will list which type of attacks it can parry.
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var/examine_text
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/datum/component/parry/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(equipped))
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(dropped))
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RegisterSignal(parent, COMSIG_ITEM_HIT_REACT, PROC_REF(attempt_parry))
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RegisterSignal(parent, COMSIG_PARENT_EXAMINE, PROC_REF(on_parent_examined))
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/datum/component/parry/UnregisterFromParent()
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UnregisterSignal(parent, COMSIG_ITEM_EQUIPPED)
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UnregisterSignal(parent, COMSIG_ITEM_DROPPED)
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UnregisterSignal(parent, COMSIG_ITEM_HIT_REACT)
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UnregisterSignal(parent, COMSIG_PARENT_EXAMINE)
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var/obj/item/I = parent
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if(ismob(I.loc))
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UnregisterSignal(I.loc, COMSIG_HUMAN_PARRY)
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/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)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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parry_time_out_time = _parry_time_out_time
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stamina_constant = _stamina_constant
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stamina_coefficient = _stamina_coefficient
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parry_cooldown = _parry_cooldown
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no_parry_sound = _no_parry_sound
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if(islist(_parryable_attack_types))
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parryable_attack_types = _parryable_attack_types
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else
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parryable_attack_types = list(_parryable_attack_types)
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var/static/list/attack_types_english = list(
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MELEE_ATTACK = "melee attacks",
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UNARMED_ATTACK = "unarmed attacks",
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PROJECTILE_ATTACK = "projectiles",
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THROWN_PROJECTILE_ATTACK = "thrown projectiles",
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LEAP_ATTACK = "leap attacks"
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)
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var/list/attack_list = list()
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for(var/attack_type in parryable_attack_types)
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attack_list += attack_types_english[attack_type]
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examine_text = "<span class='notice'>It's able to <b>parry</b> [english_list(attack_list)].</span>"
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/datum/component/parry/proc/equipped(datum/source, mob/user, slot)
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SIGNAL_HANDLER
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if(slot in list(SLOT_HUD_LEFT_HAND, SLOT_HUD_RIGHT_HAND))
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RegisterSignal(user, COMSIG_HUMAN_PARRY, PROC_REF(start_parry))
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else
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UnregisterSignal(user, COMSIG_HUMAN_PARRY)
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/datum/component/parry/proc/dropped(datum/source, mob/user)
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SIGNAL_HANDLER
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UnregisterSignal(user, COMSIG_HUMAN_PARRY)
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/datum/component/parry/proc/start_parry(mob/living/L)
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SIGNAL_HANDLER
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var/time_since_parry = world.time - time_parried
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if(time_since_parry < parry_cooldown + parry_time_out_time) // stops spam
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return
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time_parried = world.time
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L.changeNext_move(CLICK_CD_PARRY)
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L.do_attack_animation(L, used_item = parent)
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/datum/component/parry/proc/attempt_parry(datum/source, mob/living/carbon/human/owner, atom/movable/hitby, damage = 0, attack_type = MELEE_ATTACK)
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SIGNAL_HANDLER
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var/was_perfect = FALSE
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if(!(attack_type in parryable_attack_types))
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return
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var/time_since_parry = world.time - time_parried
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if(time_since_parry > parry_time_out_time)
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return
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var/armour_penetration_percentage = 0
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var/armour_penetration_flat = 0
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if(isitem(hitby))
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var/obj/item/I = hitby
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armour_penetration_percentage = I.armour_penetration_percentage
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armour_penetration_flat = I.armour_penetration_flat
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if(armour_penetration_flat + armour_penetration_percentage >= 100)
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return
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var/stamina_damage = stamina_coefficient * (((time_since_parry / parry_time_out_time) + armour_penetration_percentage / 100) * (damage + armour_penetration_flat)) + stamina_constant
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if(!no_parry_sound)
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var/sound_to_play
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if(attack_type == PROJECTILE_ATTACK)
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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')
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else
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sound_to_play = 'sound/weapons/parry.ogg'
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playsound(owner, sound_to_play, clamp(stamina_damage, 40, 120))
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if(time_since_parry <= parry_time_out_time * 0.5) // a perfect parry
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was_perfect = TRUE
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owner.adjustStaminaLoss(stamina_damage)
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if(owner.getStaminaLoss() < 100)
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if(!was_perfect)
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return COMPONENT_BLOCK_SUCCESSFUL
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return (COMPONENT_BLOCK_SUCCESSFUL | COMPONENT_BLOCK_PERFECT)
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/datum/component/parry/proc/on_parent_examined(datum/source, mob/user, list/examine_list)
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SIGNAL_HANDLER
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examine_list += examine_text
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