diff --git a/code/__DEFINES/citadel_defines.dm b/code/__DEFINES/citadel_defines.dm index 82dc87e465..07f24fd8a3 100644 --- a/code/__DEFINES/citadel_defines.dm +++ b/code/__DEFINES/citadel_defines.dm @@ -101,8 +101,5 @@ #define TOGGLES_CITADEL 0 -//component stuff -#define COMSIG_VORE_TOGGLED "voremode_toggled" // totally not copypasta - //belly sound pref things #define NORMIE_HEARCHECK 4 diff --git a/code/__DEFINES/combat.dm b/code/__DEFINES/combat.dm index 6ef8b07ddd..6e9383326e 100644 --- a/code/__DEFINES/combat.dm +++ b/code/__DEFINES/combat.dm @@ -29,38 +29,27 @@ #define EFFECT_DROWSY "drowsy" #define EFFECT_JITTER "jitter" -// /mob/living/combat_flags -#define CAN_TOGGLE_COMBAT_MODE(mob) FORCE_BOOLEAN((mob.stat == CONSCIOUS) && !(mob.combat_flags & COMBAT_FLAG_HARD_STAMCRIT)) - -/// Default combat flags for those affected by ((stamina combat)) +/// Default combat flags for those affected by sprinting (combat mode has been made into its own component) #define COMBAT_FLAGS_DEFAULT NONE -/// Default combat flags for everyone else (so literally everyone but humans) -#define COMBAT_FLAGS_STAMSYSTEM_EXEMPT (COMBAT_FLAG_SPRINT_ACTIVE | COMBAT_FLAG_COMBAT_ACTIVE | COMBAT_FLAG_SPRINT_TOGGLED | COMBAT_FLAG_COMBAT_TOGGLED | COMBAT_FLAG_SPRINT_FORCED | COMBAT_FLAG_COMBAT_FORCED) -/// Default combat flags for those only affected by sprint (so just silicons) -#define COMBAT_FLAGS_STAMEXEMPT_YESSPRINT (COMBAT_FLAG_COMBAT_ACTIVE | COMBAT_FLAG_COMBAT_TOGGLED | COMBAT_FLAG_COMBAT_FORCED) +/// Default combat flags for everyone else (so literally everyone but humans). +#define COMBAT_FLAGS_SPRINT_EXEMPT (COMBAT_FLAG_SPRINT_ACTIVE | COMBAT_FLAG_SPRINT_TOGGLED | COMBAT_FLAG_SPRINT_FORCED) -/// The user wants combat mode on -#define COMBAT_FLAG_COMBAT_TOGGLED (1<<0) /// The user wants sprint mode on -#define COMBAT_FLAG_SPRINT_TOGGLED (1<<1) -/// Combat mode is currently active -#define COMBAT_FLAG_COMBAT_ACTIVE (1<<2) +#define COMBAT_FLAG_SPRINT_TOGGLED (1<<0) /// Sprint is currently active -#define COMBAT_FLAG_SPRINT_ACTIVE (1<<3) +#define COMBAT_FLAG_SPRINT_ACTIVE (1<<1) /// Currently attempting to crawl under someone -#define COMBAT_FLAG_ATTEMPTING_CRAWL (1<<4) +#define COMBAT_FLAG_ATTEMPTING_CRAWL (1<<2) /// Currently stamcritted -#define COMBAT_FLAG_HARD_STAMCRIT (1<<5) +#define COMBAT_FLAG_HARD_STAMCRIT (1<<3) /// Currently attempting to resist up from the ground -#define COMBAT_FLAG_RESISTING_REST (1<<6) +#define COMBAT_FLAG_RESISTING_REST (1<<4) /// Intentionally resting -#define COMBAT_FLAG_INTENTIONALLY_RESTING (1<<7) +#define COMBAT_FLAG_INTENTIONALLY_RESTING (1<<5) /// Currently stamcritted but not as violently -#define COMBAT_FLAG_SOFT_STAMCRIT (1<<8) -/// Force combat mode on at all times, overrides everything including combat disable traits. -#define COMBAT_FLAG_COMBAT_FORCED (1<<9) +#define COMBAT_FLAG_SOFT_STAMCRIT (1<<6) /// Force sprint mode on at all times, overrides everything including sprint disable traits. -#define COMBAT_FLAG_SPRINT_FORCED (1<<10) +#define COMBAT_FLAG_SPRINT_FORCED (1<<7) // Helpers for getting someone's stamcrit state. Cast to living. #define NOT_STAMCRIT 0 diff --git a/code/__DEFINES/dcs/flags.dm b/code/__DEFINES/dcs/flags.dm index 59c0c58b8d..2dbd4874d9 100644 --- a/code/__DEFINES/dcs/flags.dm +++ b/code/__DEFINES/dcs/flags.dm @@ -75,3 +75,11 @@ #define ID_COMPONENT_KNOWLEDGE_NONE 0 /// Has full knowledge #define ID_COMPONENT_KNOWLEDGE_FULL 1 + +// Combat mode flags. +/// The user wants combat mode on +#define COMBAT_MODE_TOGGLED (1<<0) +/// combat mode is active. +#define COMBAT_MODE_ACTIVE (1<<1) +/// combat mode is not active +#define COMBAT_MODE_INACTIVE (1<<2) \ No newline at end of file diff --git a/code/__DEFINES/dcs/signals.dm b/code/__DEFINES/dcs/signals.dm index 6c68e7ecad..76f4064a84 100644 --- a/code/__DEFINES/dcs/signals.dm +++ b/code/__DEFINES/dcs/signals.dm @@ -192,7 +192,12 @@ #define COMSIG_MOB_SPELL_CAN_CAST "mob_spell_can_cast" //from base of /obj/effect/proc_holder/spell/can_cast(): (spell) -#define COMSIG_ROBOT_UPDATE_ICONS "robot_update_icons" //from base of robot/update_icons(): () +// /client signals +#define COMSIG_MOB_CLIENT_LOGIN "mob_client_login" //sent when a mob/login() finishes: (client) +#define COMSIG_MOB_CLIENT_LOGOUT "mob_client_logout" //sent when a mob/logout() starts: (client) +#define COMSIG_MOB_CLIENT_MOVE "mob_client_move" //sent when client/Move() finishes with no early returns: (client, direction, n, oldloc) +#define COMSIG_MOB_CLIENT_CHANGE_VIEW "mob_client_change_view" //from base of /client/change_view(): (client, old_view, view) +#define COMSIG_MOB_CLIENT_MOUSEMOVE "mob_client_mousemove" //from base of /client/MouseMove(): (object, location, control, params) // /mob/living signals #define COMSIG_LIVING_REGENERATE_LIMBS "living_regenerate_limbs" //from base of /mob/living/regenerate_limbs(): (noheal, excluded_limbs) @@ -204,17 +209,10 @@ #define COMSIG_LIVING_MINOR_SHOCK "living_minor_shock" //sent by stuff like stunbatons and tasers: () #define COMSIG_LIVING_REVIVE "living_revive" //from base of mob/living/revive() (full_heal, admin_revive) -#define COMSIG_MOB_CLIENT_LOGIN "mob_client_login" //sent when a mob/login() finishes: (client) -#define COMSIG_MOB_CLIENT_LOGOUT "mob_client_logout" //sent when a mob/logout() starts: (client) -#define COMSIG_MOB_CLIENT_MOVE "mob_client_move" //sent when client/Move() finishes with no early returns: (client, direction, n, oldloc) -#define COMSIG_MOB_CLIENT_CHANGE_VIEW "mob_client_change_view" //from base of /client/change_view(): (client, old_view, view) - #define COMSIG_MOB_RESET_PERSPECTIVE "mob_reset_perspective" //from base of /mob/reset_perspective(): (atom/target) #define COMSIG_LIVING_GUN_PROCESS_FIRE "living_gun_process_fire" //from base of /obj/item/gun/proc/process_fire(): (atom/target, params, zone_override) // This returns flags as defined for block in __DEFINES/combat.dm! #define COMSIG_LIVING_RUN_BLOCK "living_do_run_block" //from base of mob/living/do_run_block(): (real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone) -#define COMSIG_LIVING_COMBAT_ENABLED "combatmode_enabled" //from base of mob/living/enable_combat_mode() (was_forced) -#define COMSIG_LIVING_COMBAT_DISABLED "combatmode_disabled" //from base of mob/living/disable_combat_mode() (was_forced) #define COMSIG_LIVING_GET_BLOCKING_ITEMS "get_blocking_items" //from base of mob/living/get_blocking_items(): (list/items) //ALL OF THESE DO NOT TAKE INTO ACCOUNT WHETHER AMOUNT IS 0 OR LOWER AND ARE SENT REGARDLESS! @@ -232,6 +230,10 @@ #define COMSIG_CARBON_SOUNDBANG "carbon_soundbang" //from base of mob/living/carbon/soundbang_act(): (list(intensity)) #define COMSIG_CARBON_IDENTITY_TRANSFERRED_TO "carbon_id_transferred_to" //from datum/dna/transfer_identity(): (datum/dna, transfer_SE) #define COMSIG_CARBON_TACKLED "carbon_tackled" //sends from tackle.dm on tackle completion + +// /mob/living/silicon signals +#define COMSIG_ROBOT_UPDATE_ICONS "robot_update_icons" //from base of robot/update_icons(): () + // /mob/living/simple_animal/hostile signals #define COMSIG_HOSTILE_ATTACKINGTARGET "hostile_attackingtarget" #define COMPONENT_HOSTILE_NO_ATTACK 1 @@ -342,6 +344,14 @@ //NTnet #define COMSIG_COMPONENT_NTNET_RECEIVE "ntnet_receive" //called on an object by its NTNET connection component on receive. (sending_id(number), sending_netname(text), data(datum/netdata)) +//Combat mode +#define COMSIG_TOGGLE_COMBAT_MODE "toggle_combat_mode" //safely toggles combat mode. +#define COMSIG_DISABLE_COMBAT_MODE "disable_combat_mode" //safely disables combat mode. +#define COMSIG_ENABLE_COMBAT_MODE "enable_combat_mode" //safely enables combat mode. +#define COMSIG_LIVING_COMBAT_ENABLED "combatmode_enabled" //from base of datum/component/combat_mode/enable_combat_mode() (was_forced) +#define COMSIG_LIVING_COMBAT_DISABLED "combatmode_disabled" //from base of datum/component/combat_mode/disable_combat_mode() (was_forced) +#define COMSIG_COMBAT_MODE_CHECK "combatmode_check" //called when checking the combat mode flags (enabled/disabled/forced) + //Nanites #define COMSIG_HAS_NANITES "has_nanites" //() returns TRUE if nanites are found #define COMSIG_NANITE_IS_STEALTHY "nanite_is_stealthy" //() returns TRUE if nanites have stealth diff --git a/code/__DEFINES/flags.dm b/code/__DEFINES/flags.dm index 9facaf5d70..abc0507bf4 100644 --- a/code/__DEFINES/flags.dm +++ b/code/__DEFINES/flags.dm @@ -74,8 +74,10 @@ GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 204 #define FLYING (1<<1) #define VENTCRAWLING (1<<2) #define FLOATING (1<<3) -#define UNSTOPPABLE (1<<4) //When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped. -#define CRAWLING (1<<5) //Applied if you're crawling around on the ground/resting. +///When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped. +#define UNSTOPPABLE (1<<4) +///Applied if you're crawling around on the ground/resting. +#define CRAWLING (1<<5) //Fire and Acid stuff, for resistance_flags #define LAVA_PROOF (1<<0) diff --git a/code/__HELPERS/unsorted.dm b/code/__HELPERS/unsorted.dm index 919c4c879f..508b737474 100644 --- a/code/__HELPERS/unsorted.dm +++ b/code/__HELPERS/unsorted.dm @@ -15,6 +15,8 @@ var/textb = copytext(HTMLstring, 6, 8) return rgb(255 - hex2num(textr), 255 - hex2num(textg), 255 - hex2num(textb)) +//Better performant than an artisanal proc and more reliable than Turn(). From TGMC. +#define REVERSE_DIR(dir) ( ((dir & 85) << 1) | ((dir & 170) >> 1) ) //Returns location. Returns null if no location was found. /proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = FALSE, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0) /* diff --git a/code/_globalvars/bitfields.dm b/code/_globalvars/bitfields.dm index 1aab96f85e..e038596151 100644 --- a/code/_globalvars/bitfields.dm +++ b/code/_globalvars/bitfields.dm @@ -242,15 +242,14 @@ GLOBAL_LIST_INIT(bitfields, list( "MOBILITY_RESIST" = MOBILITY_RESIST ), "combat_flags" = list( - "COMBAT_FLAG_COMBAT_TOGGLED" = COMBAT_FLAG_COMBAT_TOGGLED, "COMBAT_FLAG_SPRINT_TOGGLED" = COMBAT_FLAG_SPRINT_TOGGLED, - "COMBAT_FLAG_COMBAT_ACTIVE" = COMBAT_FLAG_COMBAT_ACTIVE, "COMBAT_FLAG_SPRINT_ACTIVE" = COMBAT_FLAG_SPRINT_ACTIVE, "COMBAT_FLAG_ATTEMPTING_CRAWL" = COMBAT_FLAG_ATTEMPTING_CRAWL, "COMBAT_FLAG_HARD_STAMCRIT" = COMBAT_FLAG_HARD_STAMCRIT, "COMBAT_FLAG_SOFT_STAMCRIT" = COMBAT_FLAG_SOFT_STAMCRIT, "COMBAT_FLAG_INTENTIONALLY_RESTING" = COMBAT_FLAG_INTENTIONALLY_RESTING, - "COMBAT_FLAG_RESISTING_REST" = COMBAT_FLAG_RESISTING_REST + "COMBAT_FLAG_RESISTING_REST" = COMBAT_FLAG_RESISTING_REST, + "COMBAT_FLAG_SPRINT_FORCED" = COMBAT_FLAG_SPRINT_FORCED ), "shield_flags" = list( "SHIELD_TRANSPARENT" = SHIELD_TRANSPARENT, diff --git a/code/_onclick/drag_drop.dm b/code/_onclick/drag_drop.dm index 779cd66265..8e2e0c3fb5 100644 --- a/code/_onclick/drag_drop.dm +++ b/code/_onclick/drag_drop.dm @@ -92,16 +92,10 @@ mouseLocation = location mouseObject = object mouseControlObject = control - if(mob && LAZYLEN(mob.mousemove_intercept_objects)) - for(var/datum/D in mob.mousemove_intercept_objects) - D.onMouseMove(object, location, control, params) - if(!show_popup_menus && mob) //CIT CHANGE - passes onmousemove() to mobs - mob.onMouseMove(object, location, control, params) //CIT CHANGE - ditto + if(mob) + SEND_SIGNAL(mob, COMSIG_MOB_CLIENT_MOUSEMOVE, object, location, control, params) ..() -/datum/proc/onMouseMove(object, location, control, params) - return - /client/MouseDrag(src_object,atom/over_object,src_location,over_location,src_control,over_control,params) var/list/L = params2list(params) if (L["middle"]) diff --git a/code/_onclick/hud/human.dm b/code/_onclick/hud/human.dm index f281853b0f..9380cf98aa 100644 --- a/code/_onclick/hud/human.dm +++ b/code/_onclick/hud/human.dm @@ -246,13 +246,6 @@ using.screen_loc = ui_pull_resist using.hud = src static_inventory += using - - //CIT CHANGES - combat mode buttons - using = new /obj/screen/combattoggle() - using.icon = tg_ui_icon_to_cit_ui(ui_style) - using.screen_loc = ui_combat_toggle - using.hud = src - static_inventory += using //END OF CIT CHANGES using = new /obj/screen/human/toggle() diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm index 3ad0219391..e2c160503c 100644 --- a/code/_onclick/item_attack.dm +++ b/code/_onclick/item_attack.dm @@ -113,7 +113,7 @@ /obj/attacked_by(obj/item/I, mob/living/user) var/totitemdamage = I.force var/bad_trait - if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && iscarbon(user)) + if(!SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) totitemdamage *= 0.5 bad_trait = SKILL_COMBAT_MODE //blacklist combat skills. if(I.used_skills && user.mind) @@ -155,9 +155,11 @@ /mob/living/proc/pre_attacked_by(obj/item/I, mob/living/user) . = I.force var/bad_trait - if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && iscarbon(user)) + if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) . *= 0.5 bad_trait = SKILL_COMBAT_MODE //blacklist combat skills. + if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) + . *= 1.5 if(!CHECK_MOBILITY(user, MOBILITY_STAND)) . *= 0.5 if(!user.mind || !I.used_skills) @@ -169,10 +171,6 @@ continue user.mind.auto_gain_experience(skill, I.skill_gain) -/mob/living/carbon/pre_attacked_by(obj/item/I, mob/living/user) - . = ..() - if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) - . *= 1.5 // Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person. // Click parameters is the params string from byond Click() code, see that documentation. @@ -212,7 +210,7 @@ if(!user) return var/bad_trait - if(iscarbon(user) && !(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) + if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) . *= STAM_COST_NO_COMBAT_MULT bad_trait = SKILL_COMBAT_MODE if(used_skills && user.mind) diff --git a/code/datums/components/combat_mode.dm b/code/datums/components/combat_mode.dm new file mode 100644 index 0000000000..b53d407162 --- /dev/null +++ b/code/datums/components/combat_mode.dm @@ -0,0 +1,217 @@ +/** + * Combat mode component. It makes the user face whichever atom the mouse pointer is hovering, + * amongst other things designed outside of this file, namely PvP and PvE stuff, hence the name. + * Can be toggled on and off by clicking the screen hud object or by pressing the assigned hotkey (default 'C') + */ +/datum/component/combat_mode + var/mode_flags = COMBAT_MODE_INACTIVE + var/combatmessagecooldown + var/lastmousedir + var/obj/screen/combattoggle/hud_icon + var/hud_loc + +/datum/component/combat_mode/Initialize(hud_loc = ui_combat_toggle) + if(!isliving(parent)) + return COMPONENT_INCOMPATIBLE + var/mob/living/L = parent + + src.hud_loc = hud_loc + + RegisterSignal(L, SIGNAL_TRAIT(TRAIT_COMBAT_MODE_LOCKED), .proc/update_combat_lock) + RegisterSignal(L, COMSIG_TOGGLE_COMBAT_MODE, .proc/user_toggle_intentional_combat_mode) + RegisterSignal(L, COMSIG_DISABLE_COMBAT_MODE, .proc/safe_disable_combat_mode) + RegisterSignal(L, COMSIG_ENABLE_COMBAT_MODE, .proc/safe_enable_combat_mode) + RegisterSignal(L, COMSIG_MOB_DEATH, .proc/on_death) + RegisterSignal(L, COMSIG_MOB_CLIENT_LOGOUT, .proc/on_logout) + RegisterSignal(L, COMSIG_MOB_HUD_CREATED, .proc/on_mob_hud_created) + RegisterSignal(L, COMSIG_COMBAT_MODE_CHECK, .proc/check_flags) + + update_combat_lock() + + if(L.client) + on_mob_hud_created(L) + +/datum/component/combat_mode/Destroy() + if(parent) + safe_disable_combat_mode(parent) + if(hud_icon) + QDEL_NULL(hud_icon) + return ..() + +/// Creates the hud screen object. +/datum/component/combat_mode/proc/on_mob_hud_created(mob/source) + hud_icon = new + hud_icon.hud = source.hud_used + hud_icon.icon = tg_ui_icon_to_cit_ui(source.hud_used.ui_style) + hud_icon.screen_loc = hud_loc + source.hud_used.static_inventory += hud_icon + hud_icon.update_icon() + +/// Combat mode can be locked out, forcibly disabled by a status trait. +/datum/component/combat_mode/proc/update_combat_lock() + var/locked = HAS_TRAIT(parent, TRAIT_COMBAT_MODE_LOCKED) + var/desired = (mode_flags & COMBAT_MODE_TOGGLED) + var/actual = (mode_flags & COMBAT_MODE_ACTIVE) + if(actual) + if(locked) + disable_combat_mode(parent, FALSE, TRUE) + else if(!desired) + disable_combat_mode(parent, TRUE, TRUE) + else + if(desired && !locked) + enable_combat_mode(parent, FALSE, TRUE) + +/// Enables combat mode. Please use 'safe_enable_combat_mode' instead, if you wish to also enable the toggle flag. +/datum/component/combat_mode/proc/enable_combat_mode(mob/living/source, silent = TRUE, forced = TRUE, visible = FALSE, locked = FALSE, playsound = FALSE) + if(locked) + if(hud_icon) + hud_icon.combat_on = TRUE + hud_icon.update_icon() + return + if(mode_flags & COMBAT_MODE_ACTIVE) + return + mode_flags |= COMBAT_MODE_ACTIVE + mode_flags &= ~COMBAT_MODE_INACTIVE + SEND_SIGNAL(source, COMSIG_LIVING_COMBAT_ENABLED, forced) + if(!silent) + var/self_message = forced? "Your muscles reflexively tighten!" : "You drop into a combative stance!" + if(visible && (forced || world.time >= combatmessagecooldown)) + combatmessagecooldown = world.time + 10 SECONDS + if(!forced) + if(source.a_intent != INTENT_HELP) + source.visible_message("[source] [source.resting ? "tenses up" : "drops into a combative stance"].", self_message) + else + source.visible_message("[source] [pick("looks","seems","goes")] [pick("alert","attentive","vigilant")].") + else + source.visible_message("[source] drops into a combative stance!", self_message) + else + to_chat(source, self_message) + if(playsound) + source.playsound_local(source, 'sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay! + RegisterSignal(source, COMSIG_MOB_CLIENT_MOUSEMOVE, .proc/onMouseMove) + RegisterSignal(source, COMSIG_MOVABLE_MOVED, .proc/on_move) + RegisterSignal(source, COMSIG_MOB_CLIENT_MOVE, .proc/on_client_move) + if(hud_icon) + hud_icon.combat_on = TRUE + hud_icon.update_icon() + +/// Disables combat mode. Please use 'safe_disable_combat_mode' instead, if you wish to also disable the toggle flag. +/datum/component/combat_mode/proc/disable_combat_mode(mob/living/source, silent = TRUE, forced = TRUE, visible = FALSE, locked = FALSE, playsound = FALSE) + if(locked) + if(hud_icon) + hud_icon.combat_on = FALSE + hud_icon.update_icon() + return + if(!(mode_flags & COMBAT_MODE_ACTIVE)) + return + mode_flags &= ~COMBAT_MODE_ACTIVE + mode_flags |= COMBAT_MODE_INACTIVE + SEND_SIGNAL(source, COMSIG_LIVING_COMBAT_DISABLED, forced) + if(!silent) + var/self_message = forced? "Your muscles are forcibly relaxed!" : "You relax your stance." + if(visible) + source.visible_message("[source] relaxes [source.p_their()] stance.", self_message) + else + to_chat(source, self_message) + if(playsound) + source.playsound_local(source, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the toggleon sound! + UnregisterSignal(source, list(COMSIG_MOB_CLIENT_MOUSEMOVE, COMSIG_MOVABLE_MOVED, COMSIG_MOB_CLIENT_MOVE)) + if(hud_icon) + hud_icon.combat_on = FALSE + hud_icon.update_icon() + +///Changes the user direction to (try) keep match the pointer. +/datum/component/combat_mode/proc/on_move(atom/movable/source, dir, atom/oldloc, forced) + var/mob/living/L = source + if(mode_flags & COMBAT_MODE_ACTIVE && L.client && lastmousedir && lastmousedir != dir) + L.setDir(lastmousedir, ismousemovement = TRUE) + +/// Added movement delay if moving backward. +/datum/component/combat_mode/proc/on_client_move(mob/source, client/client, direction, n, oldloc, added_delay) + if(oldloc != n && direction == REVERSE_DIR(source.dir)) + client.move_delay += added_delay*0.5 + +///Changes the user direction to (try) match the pointer. +/datum/component/combat_mode/proc/onMouseMove(mob/source, object, location, control, params) + if(source.client.show_popup_menus) + return + source.face_atom(object, TRUE) + lastmousedir = source.dir + +/// Toggles whether the user is intentionally in combat mode. THIS should be the proc you generally use! Has built in visual/to other player feedback, as well as an audible cue to ourselves. +/datum/component/combat_mode/proc/user_toggle_intentional_combat_mode(mob/living/source) + if(mode_flags & COMBAT_MODE_TOGGLED) + safe_disable_combat_mode(source) + else if(source.stat == CONSCIOUS && !(source.combat_flags & COMBAT_FLAG_HARD_STAMCRIT)) + safe_enable_combat_mode(source) + +/// Enables intentionally being in combat mode. Please try to use the COMSIG_COMBAT_MODE_CHECK signal for feedback when possible. +/datum/component/combat_mode/proc/safe_enable_combat_mode(mob/living/source, silent = FALSE, visible = TRUE) + if((mode_flags & COMBAT_MODE_TOGGLED) && (mode_flags & COMBAT_MODE_ACTIVE)) + return TRUE + mode_flags |= COMBAT_MODE_TOGGLED + enable_combat_mode(source, silent, FALSE, visible, HAS_TRAIT(source, TRAIT_COMBAT_MODE_LOCKED), TRUE) + if(source.client) + source.client.show_popup_menus = FALSE + if(iscarbon(source)) //I dislike this typecheck. It probably should be removed once that spoiled apple is componentized too. + var/mob/living/carbon/C = source + if(C.voremode) + C.disable_vore_mode() + return TRUE + +/// Disables intentionally being in combat mode. Please try to use the COMSIG_COMBAT_MODE_CHECK signal for feedback when possible. +/datum/component/combat_mode/proc/safe_disable_combat_mode(mob/living/source, silent = FALSE, visible = FALSE) + if(!(mode_flags & COMBAT_MODE_TOGGLED) && !(mode_flags & COMBAT_MODE_ACTIVE)) + return TRUE + mode_flags &= ~COMBAT_MODE_TOGGLED + disable_combat_mode(source, silent, FALSE, visible, !(mode_flags & COMBAT_MODE_ACTIVE), TRUE) + if(source.client) + source.client.show_popup_menus = TRUE + return TRUE + +/// Returns a field of flags that are contained in both the second arg and our bitfield variable. +/datum/component/combat_mode/proc/check_flags(mob/living/source, flags) + return mode_flags & (flags) + +/// Disables combat mode upon death. +/datum/component/combat_mode/proc/on_death(mob/living/source) + safe_disable_combat_mode(source) + +/// Disables combat mode upon logout +/datum/component/combat_mode/proc/on_logout(mob/living/source) + safe_disable_combat_mode(source) + +/// The screen button. +/obj/screen/combattoggle + name = "toggle combat mode" + icon = 'modular_citadel/icons/ui/screen_midnight.dmi' + icon_state = "combat_off" + var/mutable_appearance/flashy + var/combat_on = FALSE ///Wheter combat mode is enabled or not, so we don't have to store a reference. + +/obj/screen/combattoggle/Click() + if(hud && usr == hud.mymob) + SEND_SIGNAL(hud.mymob, COMSIG_TOGGLE_COMBAT_MODE) + +/obj/screen/combattoggle/update_icon_state() + var/mob/living/user = hud?.mymob + if(!user) + return + if(combat_on) + icon_state = "combat" + else if(HAS_TRAIT(user, TRAIT_COMBAT_MODE_LOCKED)) + icon_state = "combat_locked" + else + icon_state = "combat_off" + +/obj/screen/combattoggle/update_overlays() + . = ..() + var/mob/living/carbon/user = hud?.mymob + if(!(user?.client)) + return + + if(combat_on) + if(!flashy) + flashy = mutable_appearance('icons/mob/screen_gen.dmi', "togglefull_flash") + flashy.color = user.client.prefs.hud_toggle_color + . += flashy //TODO - beg lummox jr for the ability to force mutable appearances or images to be created rendering from their first frame of animation rather than being based entirely around the client's frame count diff --git a/code/datums/components/lockon_aiming.dm b/code/datums/components/lockon_aiming.dm index 045611ab9d..2f4401862d 100644 --- a/code/datums/components/lockon_aiming.dm +++ b/code/datums/components/lockon_aiming.dm @@ -47,14 +47,11 @@ if(icon_state) lock_icon_state = icon_state generate_lock_visuals() - var/mob/M = parent - LAZYOR(M.mousemove_intercept_objects, src) + RegisterSignal(parent, COMSIG_MOB_CLIENT_MOUSEMOVE, .proc/onMouseMove) START_PROCESSING(SSfastprocess, src) /datum/component/lockon_aiming/Destroy() - var/mob/M = parent clear_visuals() - LAZYREMOVE(M.mousemove_intercept_objects, src) STOP_PROCESSING(SSfastprocess, src) return ..() @@ -120,7 +117,7 @@ return LAZYREMOVE(immune_weakrefs, A.weak_reference) -/datum/component/lockon_aiming/onMouseMove(object,location,control,params) +/datum/component/lockon_aiming/proc/onMouseMove(object,location,control,params) var/mob/M = parent if(!istype(M) || !M.client) return diff --git a/code/datums/components/phantomthief.dm b/code/datums/components/phantomthief.dm index 57ab75f7a3..6b7e7221c3 100644 --- a/code/datums/components/phantomthief.dm +++ b/code/datums/components/phantomthief.dm @@ -20,7 +20,7 @@ valid_slots = _valid_slots /datum/component/wearertargeting/phantomthief/proc/handlefilterstuff(mob/living/user, was_forced = FALSE) - if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) + if(!SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) user.remove_filter("phantomthief") else user.add_filter("phantomthief", 4, list(type = "drop_shadow", x = filter_x, y = filter_y, size = filter_size, color = filter_color)) diff --git a/code/datums/martial/_martial.dm b/code/datums/martial/_martial.dm index e54a80bd81..0877e4021a 100644 --- a/code/datums/martial/_martial.dm +++ b/code/datums/martial/_martial.dm @@ -39,11 +39,11 @@ /datum/martial_art/proc/damage_roll(mob/living/carbon/human/A, mob/living/carbon/human/D) //Here we roll for our damage to be added into the damage var in the various attack procs. This is changed depending on whether we are in combat mode, lying down, or if our target is in combat mode. var/damage = rand(A.dna.species.punchdamagelow, A.dna.species.punchdamagehigh) - if(!(D.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) + if(SEND_SIGNAL(D, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) damage *= 1.5 if(!CHECK_MOBILITY(A, MOBILITY_STAND)) damage *= 0.5 - if(!(A.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) + if(SEND_SIGNAL(A, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) damage *= 0.25 return damage @@ -83,7 +83,7 @@ var/datum/martial_art/X = H.mind.default_martial_art X.teach(H) REMOVE_TRAIT(H, TRAIT_PUGILIST, MARTIAL_ARTIST_TRAIT) - + /datum/martial_art/proc/on_remove(mob/living/carbon/human/H) if(help_verb) H.verbs -= help_verb diff --git a/code/datums/mind.dm b/code/datums/mind.dm index b7eac62e83..fb91edb2c9 100644 --- a/code/datums/mind.dm +++ b/code/datums/mind.dm @@ -97,9 +97,6 @@ if(current) // remove ourself from our old body's mind variable current.mind = null SStgui.on_transfer(current, new_character) - if(iscarbon(current)) - var/mob/living/carbon/C = current - C.disable_intentional_combat_mode(TRUE) if(key) if(new_character.key != key) //if we're transferring into a body with a key associated which is not ours diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index 0ee6096699..55549f5fc4 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -423,14 +423,12 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE) return usr.client.Click(src, src_location, src_control, params) var/list/directaccess = usr.DirectAccess() //This, specifically, is what requires the copypaste. If this were after the adjacency check, then it'd be impossible to use items in your inventory, among other things. //If this were before the above checks, then trying to click on items would act a little funky and signal overrides wouldn't work. - if(iscarbon(usr)) - var/mob/living/carbon/C = usr - if((C.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && ((C.CanReach(src) || (src in directaccess)) && (C.CanReach(over) || (over in directaccess)))) - if(!C.get_active_held_item()) - C.UnarmedAttack(src, TRUE) - if(C.get_active_held_item() == src) - melee_attack_chain(C, over) - return TRUE //returning TRUE as a "is this overridden?" flag + if(SEND_SIGNAL(usr, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE) && ((usr.CanReach(src) || (src in directaccess)) && (usr.CanReach(over) || (over in directaccess)))) + if(!usr.get_active_held_item()) + usr.UnarmedAttack(src, TRUE) + if(usr.get_active_held_item() == src) + melee_attack_chain(usr, over) + return TRUE //returning TRUE as a "is this overridden?" flag if(!Adjacent(usr) || !over.Adjacent(usr)) return // should stop you from dragging through windows diff --git a/code/game/objects/items/shields.dm b/code/game/objects/items/shields.dm index 0843838d20..b9cde1664f 100644 --- a/code/game/objects/items/shields.dm +++ b/code/game/objects/items/shields.dm @@ -107,7 +107,7 @@ return TRUE /obj/item/shield/proc/user_shieldbash(mob/living/user, atom/target, harmful) - if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) //Combat mode has to be enabled for shield bashing + if(!SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) //Combat mode has to be enabled for shield bashing return FALSE if(!(shield_flags & SHIELD_CAN_BASH)) to_chat(user, "[src] can't be used to shield bash!") diff --git a/code/modules/clothing/glasses/phantomthief.dm b/code/modules/clothing/glasses/phantomthief.dm index fecf660450..6d209ec695 100644 --- a/code/modules/clothing/glasses/phantomthief.dm +++ b/code/modules/clothing/glasses/phantomthief.dm @@ -24,7 +24,7 @@ . += "[DisplayTimeText(nextadrenalinepop - world.time)] left before the adrenaline injector can be used again." /obj/item/clothing/glasses/phantomthief/syndicate/proc/injectadrenaline(mob/living/user, was_forced = FALSE) - if(user.combat_flags & COMBAT_FLAG_COMBAT_TOGGLED && world.time >= nextadrenalinepop) + if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_TOGGLED) && world.time >= nextadrenalinepop) nextadrenalinepop = world.time + 5 MINUTES user.reagents.add_reagent(/datum/reagent/syndicateadrenals, 5) user.playsound_local(user, 'sound/misc/adrenalinject.ogg', 100, 0, pressure_affected = FALSE) diff --git a/code/modules/keybindings/keybind/living.dm b/code/modules/keybindings/keybind/living.dm index 0408d0889b..38c666e186 100644 --- a/code/modules/keybindings/keybind/living.dm +++ b/code/modules/keybindings/keybind/living.dm @@ -22,12 +22,8 @@ full_name = "Toggle combat mode" description = "Toggles whether or not you're in combat mode." -/datum/keybinding/living/toggle_combat_mode/can_use(client/user) - return iscarbon(user.mob) // for now, only carbons should be using combat mode, although all livings have combat mode implemented. - /datum/keybinding/living/toggle_combat_mode/down(client/user) - var/mob/living/carbon/C = user.mob - C.user_toggle_intentional_combat_mode() + SEND_SIGNAL(user.mob, COMSIG_TOGGLE_COMBAT_MODE) return TRUE /datum/keybinding/living/toggle_resting diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index 0c3a31d990..37b364ea6f 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -443,14 +443,14 @@ //dropItemToGround(I) CIT CHANGE - makes it so the item doesn't drop if the modifier rolls above 100 - var/modifier = 0 + var/modifier = 50 if(HAS_TRAIT(src, TRAIT_CLUMSY)) modifier -= 40 //Clumsy people are more likely to hit themselves -Honk! //CIT CHANGES START HERE - else if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) - modifier += 50 + else if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) + modifier -= 50 if(modifier < 100) dropItemToGround(I) @@ -828,13 +828,13 @@ return if(IsUnconscious() || IsSleeping() || getOxyLoss() > 50 || (HAS_TRAIT(src, TRAIT_DEATHCOMA)) || (health <= HEALTH_THRESHOLD_FULLCRIT && !HAS_TRAIT(src, TRAIT_NOHARDCRIT))) stat = UNCONSCIOUS - disable_intentional_combat_mode(FALSE, FALSE) + SEND_SIGNAL(src, COMSIG_DISABLE_COMBAT_MODE) if(!eye_blind) blind_eyes(1) else if(health <= crit_threshold && !HAS_TRAIT(src, TRAIT_NOSOFTCRIT)) stat = SOFT_CRIT - disable_intentional_combat_mode(FALSE, FALSE) + SEND_SIGNAL(src, COMSIG_DISABLE_COMBAT_MODE) else stat = CONSCIOUS if(eye_blind <= 1) @@ -1124,10 +1124,6 @@ if(mood.sanity < SANITY_UNSTABLE) return TRUE -/mob/living/carbon/transfer_ckey(mob/new_mob, send_signal = TRUE) - disable_intentional_combat_mode(TRUE, FALSE) - return ..() - /mob/living/carbon/can_see_reagents() . = ..() if(.) //No need to run through all of this if it's already true. diff --git a/code/modules/mob/living/carbon/carbon_combat.dm b/code/modules/mob/living/carbon/carbon_combat.dm deleted file mode 100644 index f43d850401..0000000000 --- a/code/modules/mob/living/carbon/carbon_combat.dm +++ /dev/null @@ -1,6 +0,0 @@ -/mob/living/carbon/enable_intentional_combat_mode() - . = ..() - if(.) - if(voremode) - toggle_vore_mode() - diff --git a/code/modules/mob/living/carbon/death.dm b/code/modules/mob/living/carbon/death.dm index 4cf82bb0b4..c3e849efa6 100644 --- a/code/modules/mob/living/carbon/death.dm +++ b/code/modules/mob/living/carbon/death.dm @@ -8,8 +8,6 @@ if(!gibbed) emote("deathgasp") - disable_intentional_combat_mode(TRUE, FALSE) - . = ..() for(var/T in get_traumas()) @@ -62,7 +60,3 @@ var/obj/item/bodypart/BP = X BP.drop_limb() BP.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5) - -/mob/living/carbon/ghostize(can_reenter_corpse = TRUE, special = FALSE, penalize = FALSE, voluntary = FALSE) - disable_intentional_combat_mode(TRUE, FALSE) - return ..() diff --git a/code/modules/mob/living/carbon/examine.dm b/code/modules/mob/living/carbon/examine.dm index 1ee3369701..8dbfba47b1 100644 --- a/code/modules/mob/living/carbon/examine.dm +++ b/code/modules/mob/living/carbon/examine.dm @@ -90,7 +90,7 @@ if(digitalcamo) . += "[t_He] [t_is] moving [t_his] body in an unnatural and blatantly unsimian manner." - if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) + if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) . += "[t_He] [t_is] visibly tense[CHECK_MOBILITY(src, MOBILITY_STAND) ? "." : ", and [t_is] standing in combative stance."]" var/trait_exam = common_trait_examine() diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm index 007bca3518..de703b8ad4 100644 --- a/code/modules/mob/living/carbon/human/human.dm +++ b/code/modules/mob/living/carbon/human/human.dm @@ -39,6 +39,7 @@ . = ..() if(!CONFIG_GET(flag/disable_human_mood)) AddComponent(/datum/component/mood) + AddComponent(/datum/component/combat_mode) AddElement(/datum/element/flavor_text/carbon, _name = "Flavor Text", _save_key = "flavor_text") AddElement(/datum/element/flavor_text, "", "Temporary Flavor Text", "This should be used only for things pertaining to the current round!") AddElement(/datum/element/flavor_text, _name = "OOC Notes", _addendum = "Put information on ERP/vore/lewd-related preferences here. THIS SHOULD NOT CONTAIN REGULAR FLAVORTEXT!!", _always_show = TRUE, _save_key = "ooc_notes", _examine_no_preview = TRUE) diff --git a/code/modules/mob/living/carbon/human/human_movement.dm b/code/modules/mob/living/carbon/human/human_movement.dm index 733f792109..63ca3f372e 100644 --- a/code/modules/mob/living/carbon/human/human_movement.dm +++ b/code/modules/mob/living/carbon/human/human_movement.dm @@ -16,8 +16,6 @@ if(!SSI) SSI = CONFIG_GET_ENTRY(number/movedelay/sprint_speed_increase) . -= SSI.config_entry_value - if(wrongdirmovedelay) - . += 1 if (m_intent == MOVE_INTENT_WALK && HAS_TRAIT(src, TRAIT_SPEEDY_STEP)) . -= 1.5 diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm index a1de0bf532..901232e98f 100644 --- a/code/modules/mob/living/carbon/human/species.dm +++ b/code/modules/mob/living/carbon/human/species.dm @@ -1473,11 +1473,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) var/punchedbrute = target.getBruteLoss() //CITADEL CHANGES - makes resting and disabled combat mode reduce punch damage, makes being out of combat mode result in you taking more damage - if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) + if(!SEND_SIGNAL(target, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) damage *= 1.5 if(!CHECK_MOBILITY(user, MOBILITY_STAND)) damage *= 0.5 - if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) + if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) damage *= 0.25 //END OF CITADEL CHANGES @@ -1625,11 +1625,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) log_combat(user, target, "disarmed out of grab from") return var/randn = rand(1, 100) - if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) // CITADEL CHANGE + if(SEND_SIGNAL(target, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) // CITADEL CHANGE randn += -10 //CITADEL CHANGE - being out of combat mode makes it easier for you to get disarmed if(!CHECK_MOBILITY(user, MOBILITY_STAND)) //CITADEL CHANGE randn += 100 //CITADEL CHANGE - No kosher disarming if you're resting - if(!(target.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) //CITADEL CHANGE + if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) //CITADEL CHANGE randn += 25 //CITADEL CHANGE - Makes it harder to disarm outside of combat mode if(user.pulling == target) randn -= 20 //If you have the time to get someone in a grab, you should have a greater chance at snatching the thing in their hand. Will be made completely obsolete by the grab rework but i've got a poor track record for releasing big projects on time so w/e i guess @@ -1827,7 +1827,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) if(IS_STAMCRIT(user)) to_chat(user, "You're too exhausted for that.") return - if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) + if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) to_chat(user, "You need combat mode to be active to that!") return if(user.IsKnockdown() || user.IsParalyzed() || user.IsStun()) diff --git a/code/modules/mob/living/carbon/life.dm b/code/modules/mob/living/carbon/life.dm index e85769ca12..4e5b033688 100644 --- a/code/modules/mob/living/carbon/life.dm +++ b/code/modules/mob/living/carbon/life.dm @@ -523,7 +523,7 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put //this updates all special effects: stun, sleeping, knockdown, druggy, stuttering, etc.. /mob/living/carbon/handle_status_effects() ..() - if(getStaminaLoss() && !(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) //CIT CHANGE - prevents stamina regen while combat mode is active + if(getStaminaLoss() && !SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) //CIT CHANGE - prevents stamina regen while combat mode is active adjustStaminaLoss(!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? -7.5 : -6) : -3)//CIT CHANGE - decreases adjuststaminaloss to stop stamina damage from being such a joke if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && incomingstammult != 1) diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index 502ebcbe5d..c1038fbb41 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -322,7 +322,7 @@ set_pull_offsets(M, state) /mob/living/proc/set_pull_offsets(mob/living/M, grab_state = GRAB_PASSIVE) - if(M.buckled || M.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) + if(M.buckled || SEND_SIGNAL(M, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) return //don't make them change direction or offset them if they're buckled into something or in combat mode. var/offset = 0 switch(grab_state) diff --git a/code/modules/mob/living/living_combat.dm b/code/modules/mob/living/living_combat.dm deleted file mode 100644 index dbdcd1ea5b..0000000000 --- a/code/modules/mob/living/living_combat.dm +++ /dev/null @@ -1,93 +0,0 @@ -/mob/living/ComponentInitialize() - . = ..() - RegisterSignal(src, SIGNAL_TRAIT(TRAIT_COMBAT_MODE_LOCKED), .proc/update_combat_lock) - -/mob/living/proc/update_combat_lock() - var/locked = HAS_TRAIT(src, TRAIT_COMBAT_MODE_LOCKED) - var/desired = (combat_flags & COMBAT_FLAG_COMBAT_TOGGLED) - var/actual = (combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) - if(actual) - if(locked) - disable_combat_mode(FALSE, TRUE, FALSE, FALSE) - else if(!desired) - disable_combat_mode(TRUE, TRUE, FALSE, FALSE) - else - if(desired && !locked) - enable_combat_mode(FALSE, TRUE, FALSE, FALSE) - update_combat_mode_icon() - -/mob/living/proc/disable_combat_mode(silent = TRUE, was_forced = FALSE, visible = FALSE, update_icon = TRUE) - if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) || (combat_flags & COMBAT_FLAG_COMBAT_FORCED)) - return - DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_ACTIVE) - SEND_SIGNAL(src, COMSIG_LIVING_COMBAT_DISABLED, was_forced) - if(visible) - visible_message("[src] goes limp.", "Your muscles are forcibly relaxed!") - else if(!silent) - to_chat(src, was_forced? "Your muscles are forcibly relaxed!" : "You relax your muscles.") - if(update_icon) - update_combat_mode_icon() - -/mob/living/proc/enable_combat_mode(silent = TRUE, was_forced = FALSE, visible = FALSE, update_icon = TRUE) - if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) - return - ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_ACTIVE) - SEND_SIGNAL(src, COMSIG_LIVING_COMBAT_ENABLED, was_forced) - if(visible) - visible_message("[src] drops into a combative stance!", "You drop into a combative stance!") - else if(!silent) - to_chat(src, was_forced? "Your muscles reflexively tighten!" : "You tighten your muscles.") - if(update_icon) - update_combat_mode_icon() - -/// Updates the combat mode HUD icon. -/mob/living/proc/update_combat_mode_icon() - var/obj/screen/combattoggle/T = locate() in hud_used?.static_inventory - T?.update_icon() - -/// Enables intentionally being in combat mode. Please try not to use this proc for feedback whenever possible. -/mob/living/proc/enable_intentional_combat_mode(silent = TRUE, visible = FALSE) - if((combat_flags & COMBAT_FLAG_COMBAT_TOGGLED) && (combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) - return - ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_TOGGLED) - if(!HAS_TRAIT(src, TRAIT_COMBAT_MODE_LOCKED) && !(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) - enable_combat_mode(silent, FALSE, visible, FALSE) - update_combat_mode_icon() - client?.show_popup_menus = FALSE - return TRUE - -/// Disables intentionally being in combat mode. Please try not to use this proc for feedback whenever possible. -/mob/living/proc/disable_intentional_combat_mode(silent = TRUE, visible = FALSE) - if(!(combat_flags & COMBAT_FLAG_COMBAT_TOGGLED) && !(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) - return - if(combat_flags & COMBAT_FLAG_COMBAT_FORCED) - return - DISABLE_BITFIELD(combat_flags, COMBAT_FLAG_COMBAT_TOGGLED) - if(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) - disable_combat_mode(silent, FALSE, visible, FALSE) - update_combat_mode_icon() - client?.show_popup_menus = TRUE - return TRUE - -/// Toggles whether the user is intentionally in combat mode. THIS should be the proc you generally use! Has built in visual/to other player feedback, as well as an audible cue to ourselves. -/mob/living/proc/user_toggle_intentional_combat_mode(visible = TRUE) - var/old = (combat_flags & COMBAT_FLAG_COMBAT_TOGGLED) - if(old) - if(combat_flags & COMBAT_FLAG_COMBAT_FORCED) - to_chat(src, "You are unable to relax your muscles.") - return - disable_intentional_combat_mode() - playsound_local(src, 'sound/misc/ui_toggleoff.ogg', 50, FALSE, pressure_affected = FALSE) //Slightly modified version of the above! - else if(CAN_TOGGLE_COMBAT_MODE(src)) - enable_intentional_combat_mode() - var/current = (combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) //because we could be locked - if(current != old) //only sound effect if you succeeded. Could have the feedback system be better but shrug, someone else can do it. - if(current) - playsound_local(src, 'sound/misc/ui_toggle.ogg', 50, FALSE, pressure_affected = FALSE) //Sound from interbay! - if(visible) - if(world.time >= combatmessagecooldown) - combatmessagecooldown = world.time + 10 SECONDS - if(a_intent != INTENT_HELP) - visible_message("[src] [resting ? "tenses up" : (prob(95)? "drops into a combative stance" : (prob(95)? "poses aggressively" : "asserts dominance with their pose"))].") - else - visible_message("[src] [pick("looks","seems","goes")] [pick("alert","attentive","vigilant")].") diff --git a/code/modules/mob/living/living_defines.dm b/code/modules/mob/living/living_defines.dm index f8abf94083..282dab79a8 100644 --- a/code/modules/mob/living/living_defines.dm +++ b/code/modules/mob/living/living_defines.dm @@ -122,7 +122,7 @@ //// CITADEL STATION COMBAT //// /// See __DEFINES/combat.dm - var/combat_flags = COMBAT_FLAGS_STAMSYSTEM_EXEMPT + var/combat_flags = COMBAT_FLAGS_SPRINT_EXEMPT /// Next world.time when we will show a visible message on entering combat mode voluntarily again. var/combatmessagecooldown = 0 diff --git a/code/modules/mob/living/silicon/silicon.dm b/code/modules/mob/living/silicon/silicon.dm index a4aeeb2ffc..0d0f7f9c97 100644 --- a/code/modules/mob/living/silicon/silicon.dm +++ b/code/modules/mob/living/silicon/silicon.dm @@ -15,8 +15,6 @@ speech_span = SPAN_ROBOT flags_1 = PREVENT_CONTENTS_EXPLOSION_1 | HEAR_1 vore_flags = NO_VORE - /// Enable sprint system but not stamina - combat_flags = COMBAT_FLAGS_STAMEXEMPT_YESSPRINT var/datum/ai_laws/laws = null//Now... THEY ALL CAN ALL HAVE LAWS var/last_lawchange_announce = 0 diff --git a/code/modules/mob/mob_movement.dm b/code/modules/mob/mob_movement.dm index 2bcfd47344..9867da1ed4 100644 --- a/code/modules/mob/mob_movement.dm +++ b/code/modules/mob/mob_movement.dm @@ -101,10 +101,10 @@ mob.throwing.finalize(FALSE) var/atom/movable/AM = L.pulling - if(AM && AM.density && !(L.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && !ismob(AM)) + if(AM && AM.density && !SEND_SIGNAL(L, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE) && !ismob(AM)) L.setDir(turn(L.dir, 180)) - SEND_SIGNAL(mob, COMSIG_MOB_CLIENT_MOVE, src, direction, n, oldloc) + SEND_SIGNAL(mob, COMSIG_MOB_CLIENT_MOVE, src, direction, n, oldloc, add_delay) /// Process_Grab(): checks for grab, attempts to break if so. Return TRUE to prevent movement. /client/proc/Process_Grab() diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index cb0cc303e4..ef28c76da9 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -215,7 +215,8 @@ var/bonus_spread = 0 var/loop_counter = 0 - bonus_spread += getinaccuracy(user) //CIT CHANGE - adds bonus spread while not aiming + if(user) + bonus_spread += getinaccuracy(user) //CIT CHANGE - adds bonus spread while not aiming if(ishuman(user) && user.a_intent == INTENT_HARM && weapon_weight <= WEAPON_LIGHT) var/mob/living/carbon/human/H = user for(var/obj/item/gun/G in H.held_items) @@ -565,12 +566,7 @@ chambered = null update_icon() -/obj/item/gun/proc/getinaccuracy(mob/living/user) - if(!isliving(user)) - return FALSE - else - var/mob/living/holdingdude = user - if(istype(holdingdude) && (holdingdude.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) - return 0 - else - return ((weapon_weight * 25) * inaccuracy_modifier) +/obj/item/gun/proc/getinaccuracy(mob/user) + if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE)) + return ((weapon_weight * 25) * inaccuracy_modifier) + return 0 diff --git a/code/modules/projectiles/guns/misc/beam_rifle.dm b/code/modules/projectiles/guns/misc/beam_rifle.dm index 2af25971f3..bcb074023f 100644 --- a/code/modules/projectiles/guns/misc/beam_rifle.dm +++ b/code/modules/projectiles/guns/misc/beam_rifle.dm @@ -77,7 +77,6 @@ var/static/image/drained_overlay = image(icon = 'icons/obj/guns/energy.dmi', icon_state = "esniper_empty") var/datum/action/item_action/zoom_lock_action/zoom_lock_action - var/mob/listeningTo /obj/item/gun/energy/beam_rifle/debug delay = 0 @@ -178,7 +177,6 @@ STOP_PROCESSING(SSfastprocess, src) set_user(null) QDEL_LIST(current_tracers) - listeningTo = null return ..() /obj/item/gun/energy/beam_rifle/proc/aiming_beam(force_update = FALSE) @@ -260,17 +258,12 @@ if(user == current_user) return stop_aiming(current_user) - if(listeningTo) - UnregisterSignal(listeningTo, COMSIG_MOVABLE_MOVED) - listeningTo = null - if(istype(current_user)) - LAZYREMOVE(current_user.mousemove_intercept_objects, src) + if(current_user) + UnregisterSignal(current_user, COMSIG_MOVABLE_MOVED) current_user = null if(istype(user)) current_user = user - LAZYOR(current_user.mousemove_intercept_objects, src) RegisterSignal(user, COMSIG_MOVABLE_MOVED, .proc/on_mob_move) - listeningTo = user /obj/item/gun/energy/beam_rifle/onMouseDrag(src_object, over_object, src_location, over_location, params, mob) if(aiming) diff --git a/modular_citadel/code/_onclick/hud/screen_objects.dm b/modular_citadel/code/_onclick/hud/screen_objects.dm index a2fa6ee23c..017f7f3485 100644 --- a/modular_citadel/code/_onclick/hud/screen_objects.dm +++ b/modular_citadel/code/_onclick/hud/screen_objects.dm @@ -1,53 +1,22 @@ -/obj/screen/combattoggle - name = "toggle combat mode" - icon = 'modular_citadel/icons/ui/screen_midnight.dmi' - icon_state = "combat_off" - var/mutable_appearance/flashy - -/obj/screen/combattoggle/Click() - if(iscarbon(usr)) - var/mob/living/carbon/C = usr - C.user_toggle_intentional_combat_mode() - -/obj/screen/combattoggle/update_icon_state() - var/mob/living/carbon/user = hud?.mymob - if(!istype(user)) - return - if((user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) - icon_state = "combat" - else if(HAS_TRAIT(user, TRAIT_COMBAT_MODE_LOCKED)) - icon_state = "combat_locked" - else - icon_state = "combat_off" - -/obj/screen/combattoggle/update_overlays() - . = ..() - var/mob/living/carbon/user = hud?.mymob - if(!istype(user) || !user.client) - return - - if((user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && user.client.prefs.hud_toggle_flash) - if(!flashy) - flashy = mutable_appearance('icons/mob/screen_gen.dmi', "togglefull_flash") - if(flashy.color != user.client.prefs.hud_toggle_color) - flashy.color = user.client.prefs.hud_toggle_color - . += flashy //TODO - beg lummox jr for the ability to force mutable appearances or images to be created rendering from their first frame of animation rather than being based entirely around the client's frame count - /obj/screen/voretoggle name = "toggle vore mode" icon = 'modular_citadel/icons/ui/screen_midnight.dmi' icon_state = "nom_off" /obj/screen/voretoggle/Click() - if(iscarbon(usr)) - var/mob/living/carbon/C = usr - C.toggle_vore_mode() + if(usr != hud.mymob) + return + var/mob/living/carbon/C = usr + if(SEND_SIGNAL(usr, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) + to_chat(usr, "Disable combat mode first.") + return + C.toggle_vore_mode() /obj/screen/voretoggle/update_icon_state() var/mob/living/carbon/user = hud?.mymob if(!istype(user)) return - if(user.voremode && !(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) + if(user.voremode) icon_state = "nom" else icon_state = "nom_off" diff --git a/modular_citadel/code/modules/mob/living/carbon/carbon.dm b/modular_citadel/code/modules/mob/living/carbon/carbon.dm index 0532f59afa..3a683ca2ff 100644 --- a/modular_citadel/code/modules/mob/living/carbon/carbon.dm +++ b/modular_citadel/code/modules/mob/living/carbon/carbon.dm @@ -1,29 +1,16 @@ /mob/living/carbon - var/lastmousedir - var/wrongdirmovedelay - //oh no vore time var/voremode = FALSE /mob/living/carbon/proc/toggle_vore_mode() + if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_TOGGLED)) + return FALSE //let's not override the main draw of the game these days voremode = !voremode var/obj/screen/voretoggle/T = locate() in hud_used?.static_inventory T?.update_icon_state() - if(combat_flags & COMBAT_FLAG_COMBAT_TOGGLED) - return FALSE //let's not override the main draw of the game these days - SEND_SIGNAL(src, COMSIG_VORE_TOGGLED, src, voremode) return TRUE -/mob/living/carbon/Move(atom/newloc, direct = 0) - . = ..() - wrongdirmovedelay = FALSE - if((combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && client && lastmousedir) - if(lastmousedir != dir) - wrongdirmovedelay = TRUE - setDir(lastmousedir, ismousemovement = TRUE) - -/mob/living/carbon/onMouseMove(object, location, control, params) - if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE)) - return - face_atom(object, TRUE) - lastmousedir = dir +/mob/living/carbon/proc/disable_vore_mode() + voremode = FALSE + var/obj/screen/voretoggle/T = locate() in hud_used?.static_inventory + T?.update_icon_state() diff --git a/modular_citadel/code/modules/mob/living/living.dm b/modular_citadel/code/modules/mob/living/living.dm index 3baab2ad86..01867e9dcc 100644 --- a/modular_citadel/code/modules/mob/living/living.dm +++ b/modular_citadel/code/modules/mob/living/living.dm @@ -37,7 +37,7 @@ if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && total_health >= STAMINA_CRIT && !stat) to_chat(src, "You're too exhausted to keep going...") set_resting(TRUE, FALSE, FALSE) - disable_intentional_combat_mode(TRUE, FALSE) + SEND_SIGNAL(src, COMSIG_DISABLE_COMBAT_MODE) ENABLE_BITFIELD(combat_flags, COMBAT_FLAG_HARD_STAMCRIT) filters += CIT_FILTER_STAMINACRIT update_mobility() diff --git a/tgstation.dme b/tgstation.dme index 7386898655..3407da8110 100755 --- a/tgstation.dme +++ b/tgstation.dme @@ -395,6 +395,7 @@ #include "code\datums\components\butchering.dm" #include "code\datums\components\caltrop.dm" #include "code\datums\components\chasm.dm" +#include "code\datums\components\combat_mode.dm" #include "code\datums\components\construction.dm" #include "code\datums\components\decal.dm" #include "code\datums\components\dejavu.dm" @@ -2309,7 +2310,6 @@ #include "code\modules\mob\living\life.dm" #include "code\modules\mob\living\living.dm" #include "code\modules\mob\living\living_block.dm" -#include "code\modules\mob\living\living_combat.dm" #include "code\modules\mob\living\living_defense.dm" #include "code\modules\mob\living\living_defines.dm" #include "code\modules\mob\living\living_mobility.dm" @@ -2332,7 +2332,6 @@ #include "code\modules\mob\living\brain\say.dm" #include "code\modules\mob\living\brain\status_procs.dm" #include "code\modules\mob\living\carbon\carbon.dm" -#include "code\modules\mob\living\carbon\carbon_combat.dm" #include "code\modules\mob\living\carbon\carbon_defense.dm" #include "code\modules\mob\living\carbon\carbon_defines.dm" #include "code\modules\mob\living\carbon\carbon_movement.dm"