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Several months worth of updates. --------- Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com> Co-authored-by: Pepsilawn <reisenrui@gmail.com> Co-authored-by: Ray <64306407+OneAsianTortoise@users.noreply.github.com> Co-authored-by: Cure221 <106662180+Cure221@users.noreply.github.com>
446 lines
19 KiB
Plaintext
446 lines
19 KiB
Plaintext
/*ALL DEFINES RELATED TO COMBAT GO HERE*/
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//Damage and status effect defines
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//Damage defines //TODO: merge these down to reduce on defines
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/// Physical fracturing and warping of the material.
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#define BRUTE "brute"
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/// Scorching and charring of the material.
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#define BURN "burn"
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/// Poisoning. Mostly caused by reagents.
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#define TOX "toxin"
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/// Suffocation.
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#define OXY "oxygen"
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/// Exhaustion and nonlethal damage.
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#define STAMINA "stamina"
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/// Brain damage. Should probably be decommissioned and replaced with proper organ damage.
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#define BRAIN "brain"
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//Damage flag defines //
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/// Involves corrosive substances.
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#define ACID "acid"
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/// Involved in checking whether a disease can infect or spread. Also involved in xeno neurotoxin.
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#define BIO "bio"
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/// Involves a shockwave, usually from an explosion.
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#define BOMB "bomb"
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/// Involves a solid projectile.
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#define BULLET "bullet"
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/// Involves being eaten
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#define CONSUME "consume"
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/// Involves an EMP or energy-based projectile.
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#define ENERGY "energy"
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/// Involves fire or temperature extremes.
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#define FIRE "fire"
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/// Involves a laser.
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#define LASER "laser"
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/// Involves a melee attack or a thrown object.
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#define MELEE "melee"
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/// Involved in checking the likelihood of applying a wound to a mob.
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#define WOUND "wound"
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#define ARMOR_ALL "all_damage_types"
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/// Armor values that are used for damage
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#define ARMOR_LIST_DAMAGE(...) list(BIO, BOMB, BULLET, ENERGY, LASER, MELEE, WOUND)
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/// Armor values that are used for durability
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#define ARMOR_LIST_DURABILITY(...) list(ACID, FIRE)
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/// All armors, preferable in the order as seen above
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#define ARMOR_LIST_ALL(...) list(ACID, BIO, BOMB, BULLET, CONSUME, ENERGY, FIRE, LASER, MELEE, WOUND)
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//bitflag damage defines used for suicide_act
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#define BRUTELOSS (1<<0)
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#define FIRELOSS (1<<1)
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#define TOXLOSS (1<<2)
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#define OXYLOSS (1<<3)
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#define STAMINALOSS (1<<4)
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#define SHAME (1<<5)
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#define MANUAL_SUICIDE (1<<6) //suicide_act will do the actual killing.
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#define MANUAL_SUICIDE_NONLETHAL (1<<7) //when the suicide is conditionally lethal
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#define EFFECT_STUN "stun"
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#define EFFECT_KNOCKDOWN "knockdown"
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#define EFFECT_UNCONSCIOUS "unconscious"
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#define EFFECT_PARALYZE "paralyze"
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#define EFFECT_IMMOBILIZE "immobilize"
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//Bitflags defining which status effects could be or are inflicted on a mob
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/// If set, this mob can be stunned.
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#define CANSTUN (1<<0)
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/// If set, this mob can be knocked down
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#define CANKNOCKDOWN (1<<1)
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/// If set, this mob can be knocked unconscious via status effect.
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/// NOTE, does not mean immune to sleep. Unconscious and sleep are two different things.
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/// NOTE, does not relate to the unconscious stat either. Only the status effect.
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#define CANUNCONSCIOUS (1<<2)
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/// If set, this mob can be grabbed or pushed when bumped into
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#define CANPUSH (1<<3)
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DEFINE_BITFIELD(status_flags, list(
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"CAN STUN" = CANSTUN,
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"CAN KNOCKDOWN" = CANKNOCKDOWN,
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"CAN UNCONSCIOUS" = CANUNCONSCIOUS,
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"CAN PUSH" = CANPUSH,
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))
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//Health Defines
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#define HEALTH_THRESHOLD_CRIT 0
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#define HEALTH_THRESHOLD_FULLCRIT -30
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#define HEALTH_THRESHOLD_DEAD -100
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#define HEALTH_THRESHOLD_NEARDEATH -90 //Not used mechanically, but to determine if someone is so close to death they hear the other side
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//Actual combat defines
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//click cooldowns, in tenths of a second, used for various combat actions
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#define CLICK_CD_MELEE 8
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#define CLICK_CD_RAPID 2
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#define CLICK_CD_HYPER_RAPID 1
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#define CLICK_CD_SLOW 10
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#define CLICK_CD_ACTIVATE_ABILITY 1
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#define CLICK_CD_THROW 8
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#define CLICK_CD_RANGE 4
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#define CLICK_CD_CLICK_ABILITY 6
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#define CLICK_CD_BREAKOUT 100
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#define CLICK_CD_HANDCUFFED 10
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#define CLICK_CD_RESIST 20
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#define CLICK_CD_GRABBING 10
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#define CLICK_CD_LOOK_UP 5
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//Cuff resist speeds
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#define FAST_CUFFBREAK 1
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#define INSTANT_CUFFBREAK 2
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//Grab levels
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#define GRAB_PASSIVE 0
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#define GRAB_AGGRESSIVE 1
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#define GRAB_NECK 2
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#define GRAB_KILL 3
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//Grab breakout odds
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#define BASE_GRAB_RESIST_CHANCE 60 //base chance for whether or not you can escape from a grab
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//slowdown when in softcrit. Note that crawling slowdown will also apply at the same time!
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#define SOFTCRIT_ADD_SLOWDOWN 2
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//slowdown when crawling
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#define CRAWLING_ADD_SLOWDOWN 4
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//Attack types for checking block reactions
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/// Attack was made with a melee weapon
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#define MELEE_ATTACK 1
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/// Attack is a punch or kick.
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/// Mob attacks are not classified as unarmed (currently).
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#define UNARMED_ATTACK 2
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/// A projectile is hitting us.
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#define PROJECTILE_ATTACK 3
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/// A thrown item is hitting us.
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#define THROWN_PROJECTILE_ATTACK 4
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/// We're being tackled or leaped at.
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#define LEAP_ATTACK 5
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/// We're being attacked with an oversized object, perhaps a road roller. Not that anyone use such a thing as a waepon. So only relevant for certain mech based attacks.
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#define OVERWHELMING_ATTACK 6
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/// Used in check block to get what mob is attacking the blocker.
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#define GET_ASSAILANT(weapon) (get(weapon, /mob/living))
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//attack visual effects
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#define ATTACK_EFFECT_PUNCH "punch"
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#define ATTACK_EFFECT_KICK "kick"
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#define ATTACK_EFFECT_SMASH "smash"
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#define ATTACK_EFFECT_CLAW "claw"
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#define ATTACK_EFFECT_SLASH "slash"
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#define ATTACK_EFFECT_DISARM "disarm"
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#define ATTACK_EFFECT_BITE "bite"
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#define ATTACK_EFFECT_MECHFIRE "mech_fire"
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#define ATTACK_EFFECT_MECHTOXIN "mech_toxin"
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#define ATTACK_EFFECT_BOOP "boop" //Honk
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#define ATTACK_EFFECT_VOID "void"
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/// Attack animation for sharp items
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#define ATTACK_ANIMATION_SLASH "slash"
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/// Attack animation for pointy items
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#define ATTACK_ANIMATION_PIERCE "pierce"
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/// Animation for blunt attacks
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#define ATTACK_ANIMATION_BLUNT "blunt"
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//the define for visible message range in combat
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#define SAMETILE_MESSAGE_RANGE 1
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#define COMBAT_MESSAGE_RANGE 3
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#define DEFAULT_MESSAGE_RANGE 7
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//Shove knockdown lengths (deciseconds)
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#define SHOVE_KNOCKDOWN_SOLID 2 SECONDS
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#define SHOVE_KNOCKDOWN_HUMAN 2 SECONDS
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#define SHOVE_KNOCKDOWN_TABLE 2 SECONDS
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#define SHOVE_KNOCKDOWN_COLLATERAL 1
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#define SHOVE_CHAIN_PARALYZE 3 SECONDS
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//Staggered slowdown, an effect caused by shoving and a few other features, such as tackling
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#define STAGGERED_SLOWDOWN_LENGTH 3 SECONDS
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#define STAGGERED_SLOWDOWN_STRENGTH 0.85 //multiplier
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//Shove disarming item list
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GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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/obj/item/gun)))
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//The define for base unarmed miss chance
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#define UNARMED_MISS_CHANCE_BASE 20
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#define UNARMED_MISS_CHANCE_MAX 80
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//Minimum value used to determine if a punched target can be affected by a stagger combo from a punch
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#define UNARMED_COMBO_HIT_HEALTH_BASE 40
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//Combat object defines
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/// The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)
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#define EMBED_THROWSPEED_THRESHOLD 4
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/// For thrown embedding weapons, every extra speed it's thrown at above its normal throwspeed will add this to the embed chance
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#define EMBED_CHANCE_SPEED_BONUS 10
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//Gun weapon weight
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/// Default normal ol' gun. Akimboable, one handed.
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#define WEAPON_LIGHT 1
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/// Can't be used akimbo, but only needs one hand to fire
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#define WEAPON_MEDIUM 2
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/// Can't be used akimbo, and needs two hands to fire
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#define WEAPON_HEAVY 3
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//Gun trigger guards
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#define TRIGGER_GUARD_ALLOW_ALL -1
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#define TRIGGER_GUARD_NONE 0
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#define TRIGGER_GUARD_NORMAL 1
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//Gun bolt types
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///Gun has a bolt, it stays closed while not cycling. The gun must be racked to have a bullet chambered when a mag is inserted.
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/// Example: c20, shotguns, m90
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#define BOLT_TYPE_STANDARD 1
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///Gun has a bolt, it is open when ready to fire. The gun can never have a chambered bullet with no magazine, but the bolt stays ready when a mag is removed.
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/// Example: Tomson, Uzi, the L6 SAW
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#define BOLT_TYPE_OPEN 2
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///Gun has no moving bolt mechanism, it cannot be racked. Also dumps the entire contents when emptied instead of a magazine.
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/// Example: Break action shotguns, revolvers
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#define BOLT_TYPE_NO_BOLT 3
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///Gun has a bolt, it locks back when empty. It can be released to chamber a round if a magazine is in.
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/// Example: Pistols with a slide lock, some SMGs
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#define BOLT_TYPE_LOCKING 4
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//Sawn off nerfs
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///accuracy penalty of sawn off guns
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#define SAWN_OFF_ACC_PENALTY 25
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///added recoil of sawn off guns
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#define SAWN_OFF_RECOIL 1
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//ammo box sprite defines
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///ammo box will always use provided icon state
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#define AMMO_BOX_ONE_SPRITE 0
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///ammo box will have a different state for each bullet; <icon_state>-<bullets left>
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#define AMMO_BOX_PER_BULLET 1
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/// Ammo box will have a different sprite for any ammo at all, and no ammo, <icon_state>-full <icon_state>-empty
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#define AMMO_BOX_FULL_EMPTY 2
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// Ammo box multiload defines
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/// Ammo box does not accept multiload in or out, e.g. ammo box CANNOT transfer multiple casings in one action, either IN or OUT.
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#define AMMO_BOX_MULTILOAD_NONE 0
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/// Ammo box accepts multiload going in, e.g. a magazine being fed from a stripper clip.
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#define AMMO_BOX_MULTILOAD_IN (1 << 0)
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/// Ammo box can multiload going out to other ammo boxes, but not loaded magazines, e.g. an ammo box feeding into an unloaded magazine.
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#define AMMO_BOX_MULTILOAD_OUT (1 << 1)
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/// Ammo box can multiload going out into loaded magazines, e.g. a speedloader feeding into a revolver's cylinder or a stripper clip feeding into a loaded magazine.
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#define AMMO_BOX_MULTILOAD_OUT_LOADED (1 << 2)
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/// Ammo box accepts multiload in AND out, e.g. ammo box can transfer multiple casings IN at once *and* OUT at once.
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/// Ammo boxes are assumed to have some variety of magazine loading assistance.
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#define AMMO_BOX_MULTILOAD_BOTH (AMMO_BOX_MULTILOAD_IN | AMMO_BOX_MULTILOAD_OUT)
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/// Ammo box can accept multiloads, AND can give multiloads to boxes that are loaded or not loaded. Individual stripper clips would count for this.
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#define AMMO_BOX_MULTILOAD_ALL (AMMO_BOX_MULTILOAD_IN | AMMO_BOX_MULTILOAD_OUT | AMMO_BOX_MULTILOAD_OUT_LOADED)
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DEFINE_BITFIELD(ammo_box_multiload, list(
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"LOAD_IN" = AMMO_BOX_MULTILOAD_IN,
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"LOAD_OUT" = AMMO_BOX_MULTILOAD_OUT,
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"LOAD_OUT_LOADED" = AMMO_BOX_MULTILOAD_OUT_LOADED,
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))
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#define SUPPRESSED_NONE 0
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#define SUPPRESSED_QUIET 1 ///standard suppressed
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#define SUPPRESSED_VERY 2 /// no message
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//His Grace.
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#define HIS_GRACE_SATIATED 0 //He hungers not. If bloodthirst is set to this, His Grace is asleep.
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#define HIS_GRACE_PECKISH 20 //Slightly hungry.
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#define HIS_GRACE_HUNGRY 60 //Getting closer. Increases damage up to a minimum of 20.
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#define HIS_GRACE_FAMISHED 100 //Dangerous. Increases damage up to a minimum of 25 and cannot be dropped.
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#define HIS_GRACE_STARVING 120 //Incredibly close to breaking loose. Increases damage up to a minimum of 30.
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#define HIS_GRACE_CONSUME_OWNER 140 //His Grace consumes His owner at this point and becomes aggressive.
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#define HIS_GRACE_FALL_ASLEEP 160 //If it reaches this point, He falls asleep and resets.
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#define HIS_GRACE_FORCE_BONUS 4 //How much force is gained per kill.
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/// ex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor
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#define EXPLODE_GIB_THRESHOLD 50
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#define EMP_LIGHT 2
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#define EMP_HEAVY 1
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#define GRENADE_CLUMSY_FUMBLE 1
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#define GRENADE_NONCLUMSY_FUMBLE 2
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#define BODY_ZONE_HEAD "head"
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#define BODY_ZONE_CHEST "chest"
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#define BODY_ZONE_L_ARM "l_arm"
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#define BODY_ZONE_R_ARM "r_arm"
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#define BODY_ZONE_L_LEG "l_leg"
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#define BODY_ZONE_R_LEG "r_leg"
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GLOBAL_LIST_INIT(all_body_zones, list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
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GLOBAL_LIST_INIT(limb_zones, list(BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
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GLOBAL_LIST_INIT(arm_zones, list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
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GLOBAL_LIST_INIT(leg_zones, list(BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
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#define BODY_ZONE_PRECISE_EYES "eyes"
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#define BODY_ZONE_PRECISE_MOUTH "mouth"
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#define BODY_ZONE_PRECISE_GROIN "groin"
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#define BODY_ZONE_PRECISE_L_HAND "l_hand"
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#define BODY_ZONE_PRECISE_R_HAND "r_hand"
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#define BODY_ZONE_PRECISE_L_FOOT "l_foot"
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#define BODY_ZONE_PRECISE_R_FOOT "r_foot"
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//We will round to this value in damage calculations.
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#define DAMAGE_PRECISION 0.1
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//bullet_act() return values
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#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
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#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
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#define NICE_SHOT_RICOCHET_BONUS 10 //if the shooter has the NICE_SHOT trait and they fire a ricocheting projectile, add this to the ricochet chance and auto aim angle
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/// If a carbon is thrown at a speed faster than normal and impacts something solid, they take extra damage for every extra speed up to this number (see [/mob/living/carbon/proc/throw_impact])
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#define CARBON_MAX_IMPACT_SPEED_BONUS 5
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/// Alternate attack defines. Return these at the end of procs like afterattack_secondary.
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/// Calls the normal attack proc. For example, if returned in afterattack_secondary, will call afterattack.
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/// Will continue the chain depending on the return value of the non-alternate proc, like with normal attacks.
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#define SECONDARY_ATTACK_CALL_NORMAL 1
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/// Cancels the attack chain entirely.
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#define SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN 2
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/// Proceed with the attack chain, but don't call the normal methods.
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#define SECONDARY_ATTACK_CONTINUE_CHAIN 3
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//Autofire component
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/// Compatible firemode is in the gun. Wait until it's held in the user hands.
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#define AUTOFIRE_STAT_IDLE (1<<0)
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/// Gun is active and in the user hands. Wait until user does a valid click.
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#define AUTOFIRE_STAT_ALERT (1<<1)
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/// Gun is shooting.
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#define AUTOFIRE_STAT_FIRING (1<<2)
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#define COMSIG_AUTOFIRE_ONMOUSEDOWN "autofire_onmousedown"
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#define COMPONENT_AUTOFIRE_ONMOUSEDOWN_BYPASS (1<<0)
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#define COMSIG_AUTOFIRE_SHOT "autofire_shot"
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#define COMPONENT_AUTOFIRE_SHOT_SUCCESS (1<<0)
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/// Martial arts attack requested but is not available, allow a check for a regular attack.
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#define MARTIAL_ATTACK_INVALID NONE
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/// Martial arts attack happened but failed, do not allow a check for a regular attack.
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#define MARTIAL_ATTACK_FAIL COMPONENT_SKIP_ATTACK
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/// Martial arts attack happened and succeeded, do not allow a check for a regular attack.
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#define MARTIAL_ATTACK_SUCCESS COMPONENT_CANCEL_ATTACK_CHAIN
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/// Get the active martial art of a mob.
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#define GET_ACTIVE_MARTIAL_ART(goku) (LAZYACCESS(goku.martial_arts, 1))
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/// Get what martial art will be used after cycling through the active martial art.
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#define GET_NEXT_MARTIAL_ART(goku) (LAZYACCESS(goku.martial_arts, 2))
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/// IF an object is weak against armor, this is the value that any present armor is multiplied by
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#define ARMOR_WEAKENED_MULTIPLIER 2
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/// Armor can't block more than this as a percentage
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#define ARMOR_MAX_BLOCK 90
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/// Calculates the new armour value after armour penetration. Can return negative values, and those must be caught.
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#define PENETRATE_ARMOUR(armour, penetration) (penetration == 100 ? 0 : 100 * (armour - penetration) / (100 - penetration))
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// Defines for combo attack component
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/// LMB Attack
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#define LEFT_ATTACK "Left Attack"
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/// RMB Attack
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#define RIGHT_ATTACK "Right Attack"
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/// Steps for the combo
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#define COMBO_STEPS "steps"
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/// The proc the combo calls
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#define COMBO_PROC "proc"
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///Checks If the target can be moved at all by shoving them
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#define SHOVE_CAN_MOVE (1<<0)
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///If the target can be shoved into something something with perhaps special interactions.
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#define SHOVE_CAN_HIT_SOMETHING (1<<1)
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///Keeps knockdowns at bay for the target
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#define SHOVE_KNOCKDOWN_BLOCKED (1<<2)
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///If the target can be briefly paralized by shoving them once again after knocking them down.
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#define SHOVE_CAN_KICK_SIDE (1<<3)
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///Whether the staggered status effect can be applied on the target
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#define SHOVE_CAN_STAGGER (1<<4)
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///If the target could move, but didn't because there's an obstacle in the path.
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#define SHOVE_BLOCKED (1<<5)
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///If the obstacle is an object at the border of the turf (so no signal from being sent to the other turf)
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#define SHOVE_DIRECTIONAL_BLOCKED (1<<6)
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///Bitfield returned by listeners for COMSIG_LIVING_ENTER_STAMCRIT when they perform some action that prevents a mob going into stamcrit.
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#define STAMCRIT_CANCELLED (1<<0)
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///Deathmatch lobby current status
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#define DEATHMATCH_NOT_PLAYING 0
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#define DEATHMATCH_PRE_PLAYING 1
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#define DEATHMATCH_PLAYING 2
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/// The amount of energy needed to increase the burn force by 1 damage during electrocution.
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#define JOULES_PER_DAMAGE (25 KILO JOULES)
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/// Calculates the amount of burn force when applying this much energy to a mob via electrocution from an energy source.
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#define ELECTROCUTE_DAMAGE(energy) (energy >= 1 KILO JOULES ? clamp(20 + round(energy / JOULES_PER_DAMAGE), 20, 195) + rand(-5,5) : 0)
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// Attack chain attack_modifier modifiers
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/// Sets the weapon's base force to this. Use carefully (as multiple overrides may collide). Set via [SET_ATTACK_FORCE]
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#define FORCE_OVERRIDE "force_override"
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/// Flat addition or subtration to the weapon's force. Set via [MODIFY_ATTACK_FORCE]
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#define FORCE_MODIFIER "force_modifier"
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/// Multiplication of the weapon's force. Applied AFTER [FORCE_MODIFIER]. Set via [MODIFY_ATTACK_FORCE_MULTIPLIER]
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#define FORCE_MULTIPLIER "force_multiplier"
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/// If set in modifiers, default messages ("You hit the thing with the thing") are silenced
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#define SILENCE_DEFAULT_MESSAGES "silence_default_messages"
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/// If set in modifiers, default hitsound is silenced
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#define SILENCE_HITSOUND "silence_hitsound"
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/// Used in attack chain to set the force of the attack without changing the base force of the item.
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#define SET_ATTACK_FORCE(atk_mods, value) \
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if(!islist(atk_mods)) { atk_mods = list() }; \
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atk_mods[FORCE_OVERRIDE] = value;
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/// Used in attack chain to add or remove force from the attack without changing the base force of the item.
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#define MODIFY_ATTACK_FORCE(atk_mods, amount) \
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if(!islist(atk_mods)) { atk_mods = list() }; \
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atk_mods[FORCE_MODIFIER] += amount;
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/// Used in attack chain to multiply the force of the attack without changing the base force of the item.
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#define MODIFY_ATTACK_FORCE_MULTIPLIER(atk_mods, amount) \
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if(!islist(atk_mods)) { atk_mods = list() }; \
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if(!(FORCE_MULTIPLIER in atk_mods)) { atk_mods[FORCE_MULTIPLIER] = 1 }; \
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atk_mods[FORCE_MULTIPLIER] *= amount;
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/// Used in attack chain to prevent hitsounds on attack (to allow for custom sounds)
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#define MUTE_ATTACK_HITSOUND(atk_mods) \
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if(!islist(atk_mods)) { atk_mods = list() }; \
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atk_mods[SILENCE_HITSOUND] = TRUE;
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/// Used in attack chain to prevent default visible messages from being sent (to allow for custom messages)
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#define HIDE_ATTACK_MESSAGES(atk_mods) \
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if(!islist(atk_mods)) { atk_mods = list() }; \
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atk_mods[SILENCE_DEFAULT_MESSAGES] = TRUE;
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/// Calculates the final force of some item based on atk_mods
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/// Needs to have support for force overrides and multipliers of 0 (hence why we ternaries are used over 'or's)
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#define CALCULATE_FORCE(some_item, atk_mods) \
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((((FORCE_OVERRIDE in atk_mods) ? atk_mods[FORCE_OVERRIDE] : some_item.force) + (atk_mods?[FORCE_MODIFIER] || 0)) * ((FORCE_MULTIPLIER in atk_mods) ? atk_mods[FORCE_MULTIPLIER] : 1))
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/// Return from attacked_by to indicate the attack did not connect
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/// A negative number is used here to people can easily check "attacks that failed or did 0 damage" with <= 0
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#define ATTACK_FAILED -1
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///Do we block carbon-level flash_act() from performing its default stamina damage/knockdown?
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#define FLASH_COMPLETED "flash_completed"
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