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SandPoot b7a1e1e0b2 Upstream merge (#169)
* changes

* changes

* changes

* changes

* changes

* changes

* removes combat mode effects

* changes

* changes

* changes

* changes

* changes

* changes

* changes

* less awful

* baton change

* whew

* okay

* math fix

* framework

* Oh Boy

* fixes

* conflict gone

* whew

* yell wip

* ripping off my own code

* fixes

* almost compiling

* e

* auto

* hacky

* local testing time

* modifications

* sigh

* Yelling works

* attempt examinate

* fix

* yelling

* ok

* it works

* it works.

* woo

* let's make this work

* Update PubbyStation.dmm

* Incinerator mapping tweak

* qm can announce to station

* blue airlocks (maybe will remove that)

* changes to HoP access

he couldn't access cargo already, now it's just polished so they don't have weird cargo access that they can't use

* changes Box HoP console to request only (like in the other maps)

* wtf why is this here

* and WHY is this here too???

* Revert "and WHY is this here too???"

This reverts commit 424a53773296eaf261c97992c618c580449f6031.

* Revert "wtf why is this here"

This reverts commit 59fdca38b55ce97ab5bdf28cbea7fb3b9915474e.

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Update PubbyStation.dmm

* Adds plushies from various sources/custom made.

A patch you didn't know you needed.

* More code. Shouldn't break anything.

We'll see if it does.

* Adds a rolled up newspaper sprite

* Adds a child item to the telebaton

identical stats for the future but different looks.

* And a recipe.

You attach a newspaper to a telebaton with tape.

* all the stuff to add pod to code

* The actual map

* Automatic changelog compile [ci skip]

* A

* Automatic changelog generation for PR #14822 [ci skip]

* Automatic changelog generation for PR #14895 [ci skip]

* Automatic changelog generation for PR #14861 [ci skip]

* Automatic changelog generation for PR #14893 [ci skip]

* Automatic changelog generation for PR #14899 [ci skip]

* Automatic changelog generation for PR #14883 [ci skip]

* Okay, let's try this again.

I don't like you, you don't like me,
can we please just get along?

* e

* Automatic changelog generation for PR #14904 [ci skip]

* Automatic changelog compile [ci skip]

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: bunny232 <bunnyracer23@yahoo.com>
Co-authored-by: qweq12yt <45515587+qweq12yt@users.noreply.github.com>
Co-authored-by: Changelogs <action@github.com>
Co-authored-by: WanderingFox95 <75953558+WanderingFox95@users.noreply.github.com>
Co-authored-by: shellspeed1 <46614774+shellspeed1@users.noreply.github.com>
Co-authored-by: Lin <linzolle@gmail.com>
Co-authored-by: CitadelStationBot <citadelstationcommunity@gmail.com>
2021-06-30 12:12:52 -03:00

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/// Check whether or not we can block, without "triggering" a block. Basically run checks without effects like depleting shields.
/// Wrapper for do_run_block(). The arguments on that means the same as for this.
#define mob_check_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
do_run_block(FALSE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
/// Runs a block "sequence", effectively checking and then doing effects if necessary.
/// Wrapper for do_run_block(). The arguments on that means the same as for this.
#define mob_run_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
do_run_block(TRUE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
// Don't ask why there's block_parry.dm and this. This is for the run_block() system, which is the "parent" system of the directional block and parry systems.
/// Bitflags for check_block() and handle_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
/// Attack was not blocked
#define BLOCK_NONE NONE
/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
#define BLOCK_SUCCESS (1<<1)
/// The below are for "metadata" on "how" the attack was blocked.
/// Attack was and should be redirected according to list argument REDIRECT_METHOD (NOTE: the SHOULD here is important, as it says "the thing blocking isn't handling the reflecting for you so do it yourself"!)
#define BLOCK_SHOULD_REDIRECT (1<<2)
/// Attack was redirected (whether by us or by SHOULD_REDIRECT flagging for automatic handling)
#define BLOCK_REDIRECTED (1<<3)
/// Attack was blocked by something like a shield.
#define BLOCK_PHYSICAL_EXTERNAL (1<<4)
/// Attack was blocked by something worn on you.
#define BLOCK_PHYSICAL_INTERNAL (1<<5)
/// Attack outright missed because the target dodged. Should usually be combined with redirection passthrough or something (see martial arts)
#define BLOCK_TARGET_DODGED (1<<7)
/// Meta-flag for run_block/do_run_block : By default, BLOCK_SUCCESS tells do_run_block() to assume the attack is completely blocked and not continue the block chain. If this is present, it will continue to check other items in the chain rather than stopping.
#define BLOCK_CONTINUE_CHAIN (1<<8)
/// Attack should change the amount of damage incurred. This means something calling run_block() has to handle it!
#define BLOCK_SHOULD_CHANGE_DAMAGE (1<<9)
/// Attack should scale by this percent, 0 for no block and 100 for full blocked
#define BLOCK_SHOULD_PARTIAL_MITIGATE (1<<10)
/// For keys in associative list/block_return as we don't want to saturate our (somewhat) limited flags.
#define BLOCK_RETURN_REDIRECT_METHOD "REDIRECT_METHOD"
/// Pass through victim
#define REDIRECT_METHOD_PASSTHROUGH "passthrough"
/// Deflect at randomish angle
#define REDIRECT_METHOD_DEFLECT "deflect"
/// reverse 180 angle, basically (as opposed to "realistic" wall reflections)
#define REDIRECT_METHOD_REFLECT "reflect"
/// "do not taser the bad man with the desword" - actually aims at the firer/attacker rather than just reversing
#define REDIRECT_METHOD_RETURN_TO_SENDER "no_you"
/// These keys are generally only applied to the list if real_attack is FALSE. Used incase we want to make "smarter" mob AI in the future or something.
/// Tells the caller how likely from 0 (none) to 100 (always) we are to reflect energy projectiles
#define BLOCK_RETURN_REFLECT_PROJECTILE_CHANCE "reflect_projectile_chance"
/// Tells the caller how likely we are to block attacks from 0 to 100 in general
#define BLOCK_RETURN_NORMAL_BLOCK_CHANCE "normal_block_chance"
/// Tells the caller about how many hits we can soak on average before our blocking fails.
#define BLOCK_RETURN_BLOCK_CAPACITY "block_capacity"
/// Tells the caller we got blocked by active directional block.
#define BLOCK_RETURN_ACTIVE_BLOCK "active_block"
/// Tells the caller our damage mitigation for their attack.
#define BLOCK_RETURN_ACTIVE_BLOCK_DAMAGE_MITIGATED "damage_mitigated"
/// For [BLOCK_CHANGE_DAMAGE]. Set damage to this.
#define BLOCK_RETURN_SET_DAMAGE_TO "set_damage_to"
/// For [BLOCK_SHOULD_PARTIAL_MITIGATE]. Percentage mitigation.
#define BLOCK_RETURN_MITIGATION_PERCENT "partial_mitigation"
/// Used internally by run_parry proc, use on an on_active_parry() proc to override parrying efficiency.
#define BLOCK_RETURN_OVERRIDE_PARRY_EFFICIENCY "override_parry_efficiency"
/// Used internally by run_parry proc, use on an on_active_parry() proc to prevent counterattacks
#define BLOCK_RETURN_FORCE_NO_PARRY_COUNTERATTACK "no_parry_counterattack"
/// Always set to 100 by run_block() if BLOCK_SUCCESS is in return value. Otherwise, defaults to mitigation percent if not set. Used by projectile/proc/on_hit().
#define BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE "projectile_block_percentage"
/// Default if the above isn't set in the list.
#define DEFAULT_REDIRECT_METHOD_PROJECTILE REDIRECT_METHOD_DEFLECT
/// Block priorities. Higher means it's checked sooner.
// THESE MUST NEVER BE 0! Block code uses ! instead of isnull for the speed boost.
#define BLOCK_PRIORITY_ACTIVE_BLOCK 200
#define BLOCK_PRIORITY_HELD_ITEM 100
#define BLOCK_PRIORITY_WEAR_SUIT 75
//SKYRAT EDIT
#define BLOCK_PRIORITY_CLOTHING 50
#define BLOCK_PRIORITY_UNIFORM 25
#define BLOCK_PRIORITY_UNDERWEAR 20
//SKYRAT EDIT END
#define BLOCK_PRIORITY_DEFAULT BLOCK_PRIORITY_HELD_ITEM