Merge pull request #14482 from silicons/combat_v7
Combat v7 - Sprint removal, automatic block/parry, turns combat mode into a pure UI/interaction toggle with no side effects, and a truckload of other stuff.
This commit is contained in:
@@ -63,6 +63,8 @@
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#define BLOCK_RETURN_MITIGATION_PERCENT "partial_mitigation"
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/// Used internally by run_parry proc, use on an on_active_parry() proc to override parrying efficiency.
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#define BLOCK_RETURN_OVERRIDE_PARRY_EFFICIENCY "override_parry_efficiency"
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/// Used internally by run_parry proc, use on an on_active_parry() proc to prevent counterattacks
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#define BLOCK_RETURN_FORCE_NO_PARRY_COUNTERATTACK "no_parry_counterattack"
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/// 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().
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#define BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE "projectile_block_percentage"
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@@ -570,3 +570,6 @@
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// twitch plays
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/// Returns direction: (wipe_votes)
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#define COMSIG_TWITCH_PLAYS_MOVEMENT_DATA "twitch_plays_movement_data"
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// /datum/component/identification signals
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#define COMSIG_IDENTIFICATION_KNOWLEDGE_CHECK "id_knowledge_check" // (mob/user) - returns a value from ID_COMPONENT_KNOWLEDGE_NONE to ID_COMPONENT_KNOWLEDGE_FULL
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@@ -9,6 +9,9 @@
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#define TEXT_EAST "[EAST]"
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#define TEXT_WEST "[WEST]"
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/// yeah yeah i'm a lazy asshole who can't debug yeah yeah
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#define DEBUG_LINE message_admins("DEBUG: [__FILE__] [__LINE__] executing!")
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/// world.icon_size
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#define PIXELS 32
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@@ -25,7 +25,11 @@
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///Percentage of sound's range where no falloff is applied
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#define SOUND_DEFAULT_FALLOFF_DISTANCE 1 //For a normal sound this would be 1 tile of no falloff
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///The default exponent of sound falloff
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#define SOUND_FALLOFF_EXPONENT 6
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#define SOUND_FALLOFF_EXPONENT 7.5
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/// Default distance multiplier for sounds
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#define SOUND_DEFAULT_DISTANCE_MULTIPLIER 2.5
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/// Default range at which sound distance multiplier applies
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#define SOUND_DEFAULT_MULTIPLIER_EFFECT_RANGE 7
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//THIS SHOULD ALWAYS BE THE LOWEST ONE!
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//KEEP IT UPDATED
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@@ -105,8 +105,6 @@
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#define STATUS_EFFECT_FAKE_VIRUS /datum/status_effect/fake_virus //gives you fluff messages for cough, sneeze, headache, etc but without an actual virus
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#define STATUS_EFFECT_NO_COMBAT_MODE /datum/status_effect/no_combat_mode //Wont allow combat mode and will disable it
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#define STATUS_EFFECT_STASIS /datum/status_effect/grouped/stasis //Halts biological functions like bleeding, chemical processing, blood regeneration, walking, etc
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#define STATUS_EFFECT_MESMERIZE /datum/status_effect/mesmerize //Just reskinned no_combat_mode
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@@ -1,23 +1,24 @@
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/**
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* Higher overhead "advanced" version of do_after.
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* @params
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* - atom/user is the atom doing the action or the "physical" user
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* - delay is time in deciseconds
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* - atom/target is the atom the action is being done to, defaults to user
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* - do_after_flags see __DEFINES/flags/do_after.dm for details.
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* - datum/callback/extra_checks - Every time this ticks, extra_checks() is invoked with (user, delay, target, time_left, do_after_flags, required_mobility_flags, required_combat_flags, mob_redirect, stage, initially_held_item, tool).
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* Stage can be DO_AFTER_STARTING, DO_AFTER_PROGRESSING, DO_AFTER_FINISHING
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* If it returns DO_AFTER_STOP, this breaks.
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* If it returns nothing, all other checks are done.
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* If it returns DO_AFTER_PROCEED, all other checks are ignored.
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* - required_mobility_flags is checked with CHECK_ALL_MOBILITY. Will immediately fail if the user isn't a mob.
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* - requried_combat_flags is checked with CHECK_MULTIPLE_BITFIELDS. Will immediately fail if the user isn't a mob.
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* - mob/living/mob_redirect - advanced option: If this is specified, movement and mobility/combat flag checks will use this instead of user. Progressbars will also go to this.
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* - obj/item/tool - The tool we're using. See do_after flags for details.
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*/
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#define INVOKE_CALLBACK cb_return = extra_checks?.Invoke(user, delay, target, world.time - starttime, do_after_flags, required_mobility_flags, required_combat_flags, mob_redirect, stage, initially_held_item, tool)
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* Higher overhead "advanced" version of do_after.
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* @params
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* - atom/user is the atom doing the action or the "physical" user
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* - delay is time in deciseconds
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* - atom/target is the atom the action is being done to, defaults to user
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* - do_after_flags see __DEFINES/flags/do_after.dm for details.
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* - datum/callback/extra_checks - Every time this ticks, extra_checks() is invoked with (user, delay, target, time_left, do_after_flags, required_mobility_flags, required_combat_flags, mob_redirect, stage, initially_held_item, tool, passed_in).
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* Stage can be DO_AFTER_STARTING, DO_AFTER_PROGRESSING, DO_AFTER_FINISHING
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* If it returns DO_AFTER_STOP, this breaks.
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* If it returns nothing, all other checks are done.
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* If it returns DO_AFTER_PROCEED, all other checks are ignored.
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* passed_in is a list[PROGRESS_MULTIPLIER], for modification.
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* - required_mobility_flags is checked with CHECK_ALL_MOBILITY. Will immediately fail if the user isn't a mob.
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* - requried_combat_flags is checked with CHECK_MULTIPLE_BITFIELDS. Will immediately fail if the user isn't a mob.
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* - mob/living/mob_redirect - advanced option: If this is specified, movement and mobility/combat flag checks will use this instead of user. Progressbars will also go to this.
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* - obj/item/tool - The tool we're using. See do_after flags for details.
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*/
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#define INVOKE_CALLBACK cb_return = extra_checks?.Invoke(user, delay, target, timeleft, do_after_flags, required_mobility_flags, required_combat_flags, mob_redirect, stage, initially_held_item, tool, passed_in)
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#define CHECK_FLAG_FAILURE ((required_mobility_flags || required_combat_flags) && (!living_user || (required_mobility_flags && !CHECK_ALL_MOBILITY(living_user, required_mobility_flags)) || (required_combat_flags && !CHECK_MULTIPLE_BITFIELDS(living_user.combat_flags, required_combat_flags))))
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#define TIMELEFT (world.time - starttime)
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#define TIMELEFT (timeleft)
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/proc/do_after_advanced(atom/user, delay, atom/target, do_after_flags, datum/callback/extra_checks, required_mobility_flags, required_combat_flags, mob/living/mob_redirect, obj/item/tool)
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// CHECK AND SET VARIABLES
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if(!user)
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@@ -40,8 +41,7 @@
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return FALSE
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if(!(do_after_flags & DO_AFTER_NO_COEFFICIENT) && living_user)
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delay *= living_user.cached_multiplicative_actions_slowdown
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var/starttime = world.time
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var/endtime = world.time + delay
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var/timeleft = delay
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var/obj/item/initially_held_item = mob_redirect?.get_active_held_item()
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var/atom/movable/AM_user = ismovable(user) && user
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var/drifting = AM_user?.Process_Spacemove(NONE) && AM_user.inertia_dir
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@@ -51,6 +51,7 @@
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var/dy = initial_dy
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// DO OUR STARTING CHECKS
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var/cb_return
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var/list/passed_in = list(1)
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INVOKE_CALLBACK
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if(cb_return == DO_AFTER_STOP)
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return FALSE
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@@ -70,13 +71,17 @@
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var/locchanged
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var/ctu
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var/ctt
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while(world.time < endtime)
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var/tick_time = world.time
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while(timeleft > 0)
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stoplag(1)
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var/timepassed = world.time - tick_time
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timepassed = world.time
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progbar?.update(TIMELEFT)
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if(QDELETED(user) || QDELETED(target) || (user.loc == null) || (target.loc == null))
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. = FALSE
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break
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INVOKE_CALLBACK
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timeleft -= timepassed * passed_in[1]
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if(cb_return == DO_AFTER_STOP)
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. = FALSE
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break
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@@ -270,6 +270,20 @@
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SEND_SIGNAL(A, COMSIG_ATOM_HEARER_IN_VIEW, processing, .)
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processing += A.contents
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/proc/get_hearers_in_range(R, atom/source)
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var/turf/T = get_turf(source)
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. = list()
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if(!T)
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return
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var/list/processing = range(R, source)
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var/i = 0
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while(i < length(processing))
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var/atom/A = processing[++i]
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if(A.flags_1 & HEAR_1)
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. += A
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SEND_SIGNAL(A, COMSIG_ATOM_HEARER_IN_VIEW, processing, .)
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processing += A.contents
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//viewers() but with a signal, for blacklisting.
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/proc/fov_viewers(depth = world.view, atom/center)
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if(!center)
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150
code/__HELPERS/yelling.dm
Normal file
150
code/__HELPERS/yelling.dm
Normal file
@@ -0,0 +1,150 @@
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/datum/yelling_wavefill
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var/stop = FALSE
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var/list/atom/collected
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/datum/yelling_wavefill/Destroy(force, ...)
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stop = TRUE
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collected = null // don't cut it, something else is probably using it now!
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return ..()
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/datum/yelling_wavefill/proc/run_wavefill(atom/source, dist = 50)
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collected = list()
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do_run(source, dist)
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// to_chat(world, "DEBUG: collected [english_list(collected)]")
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// blatantly copied from wave explosion code
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// check explosion2.dm for what this does and how it works.
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/datum/yelling_wavefill/proc/do_run(atom/source, dist)
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source = get_turf(source)
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var/list/edges = list()
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edges[source] = (NORTH|SOUTH|EAST|WEST)
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collected += typecache_filter_list(source.contents, GLOB.typecache_living)
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var/list/powers = list()
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powers[source] = dist
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var/list/processed = list()
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var/turf/T
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var/turf/expanding
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var/power
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var/dir
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var/returned
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#define RUN_YELL(_T, _P, _D) \
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returned = max(_P - max(_T.get_yelling_resistance(_P), 0) - 1, 0); \
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processed[_T] = returned;
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// _T.maptext = "[returned]";
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var/list/turf/edges_next
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var/list/turf/powers_next
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var/list/turf/powers_returned
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var/list/turf/diagonals
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var/list/turf/diagonal_powers
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var/list/turf/diagonal_powers_max
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var/safety = 1000
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#define CALCULATE_DIAGONAL_POWER(existing, adding, maximum) min(maximum, existing + adding)
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#define CALCULATE_DIAGONAL_CROSS_POWER(existing, adding) max(existing, adding)
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#define CARDINAL_MARK(ndir, cdir, edir) \
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if(edir & cdir) { \
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expanding = get_step(T,ndir); \
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if(expanding && (isnull(processed[expanding]) || (processed[expanding] < (power - 3)))) { \
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powers_next[expanding] = max(powers_next[expanding], returned); \
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edges_next[expanding] = (cdir | edges_next[expanding]); \
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}; \
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};
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#define DIAGONAL_SUBSTEP(ndir, cdir, edir) \
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expanding = get_step(T,ndir); \
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if(expanding && (isnull(processed[expanding]) || (processed[expanding] < (power - 3)))) { \
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if(!edges_next[expanding]) { \
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diagonal_powers_max[expanding] = max(diagonal_powers_max[expanding], returned, powers[T]); \
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diagonal_powers[expanding] = CALCULATE_DIAGONAL_POWER(diagonal_powers[expanding], returned, diagonal_powers_max[expanding]); \
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diagonals[expanding] = (cdir | diagonals[expanding]); \
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}; \
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else { \
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powers_next[expanding] = CALCULATE_DIAGONAL_CROSS_POWER(powers_next[expanding], returned); \
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}; \
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};
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#define DIAGONAL_MARK(ndir, cdir, edir) \
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if(edir & cdir) { \
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DIAGONAL_SUBSTEP(turn(ndir, 90), turn(cdir, 90), edir); \
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DIAGONAL_SUBSTEP(turn(ndir, -90), turn(cdir, -90), edir); \
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};
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while(edges.len)
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edges_next = list()
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powers_next = list()
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powers_returned = list()
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diagonals = list()
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diagonal_powers = list()
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diagonal_powers_max = list()
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// to_chat(world, "DEBUG: cycle start edges [english_list_assoc(edges)]")
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// process cardinals
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for(var/i in edges)
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T = i
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power = powers[T]
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dir = edges[T]
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RUN_YELL(T, power, dir)
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powers_returned[T] = returned
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if(returned >= 1)
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collected |= typecache_filter_list(T.contents, GLOB.typecache_living)
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else
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continue
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CARDINAL_MARK(NORTH, NORTH, dir)
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CARDINAL_MARK(SOUTH, SOUTH, dir)
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CARDINAL_MARK(EAST, EAST, dir)
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CARDINAL_MARK(WEST, WEST, dir)
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// to_chat(world, "DEBUG: cycle mid edges_next [english_list_assoc(edges_next)]")
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// Sweep after cardinals for diagonals
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for(var/i in edges)
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T = i
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power = powers[T]
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dir = edges[T]
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returned = powers_returned[T]
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DIAGONAL_MARK(NORTH, NORTH, dir)
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DIAGONAL_MARK(SOUTH, SOUTH, dir)
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DIAGONAL_MARK(EAST, EAST, dir)
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DIAGONAL_MARK(WEST, WEST, dir)
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// to_chat(world, "DEBUG: cycle mid diagonals [english_list_assoc(diagonals)]")
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// Process diagonals:
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for(var/i in diagonals)
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T = i
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power = diagonal_powers[T]
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dir = diagonals[T]
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RUN_YELL(T, power, dir)
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if(returned >= 1)
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collected |= typecache_filter_list(T.contents, GLOB.typecache_living)
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else
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continue
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CARDINAL_MARK(NORTH, NORTH, dir)
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CARDINAL_MARK(SOUTH, SOUTH, dir)
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CARDINAL_MARK(EAST, EAST, dir)
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CARDINAL_MARK(WEST, WEST, dir)
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// to_chat(world, "DEBUG: cycle end edges_next [english_list_assoc(edges_next)]")
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// flush lists
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edges = edges_next
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powers = powers_next
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// sleep(2.5)
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if(!--safety)
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CRASH("Yelling ran out of safety.")
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#undef RUN_YELL
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#undef DIAGONAL_SUBSTEP
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#undef CALCULATE_DIAGONAL_POWER
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#undef CALCULATE_DIAGONAL_CROSS_POWER
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#undef DIAGONAL_MARK
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#undef CARDINAL_MARK
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/proc/yelling_wavefill(atom/source, dist = 50)
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var/datum/yelling_wavefill/Y = new
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Y.run_wavefill(source, dist)
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. = Y.collected
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qdel(Y)
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@@ -288,6 +288,9 @@
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return
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/atom/proc/ShiftClick(mob/user)
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attempt_examinate(user)
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/atom/proc/attempt_examinate(mob/user)
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var/flags = SEND_SIGNAL(src, COMSIG_CLICK_SHIFT, user) | SEND_SIGNAL(user, COMSIG_MOB_CLICKED_SHIFT_ON, src)
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if(!(flags & COMPONENT_DENY_EXAMINATE) && user.client && (user.client.eye == user || user.client.eye == user.loc || flags & COMPONENT_ALLOW_EXAMINATE))
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user.examinate(src)
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@@ -94,6 +94,10 @@
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mouseControlObject = control
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if(mob)
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SEND_SIGNAL(mob, COMSIG_MOB_CLIENT_MOUSEMOVE, object, location, control, params)
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// god forgive me for i have sinned - used for autoparry. currently at 5 objects.
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moused_over_objects[object] = world.time
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if(moused_over_objects.len > 7)
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moused_over_objects.Cut(1, 2)
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..()
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/client/MouseDrag(src_object,atom/over_object,src_location,over_location,src_control,over_control,params)
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@@ -115,7 +119,6 @@
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if(active_mousedown_item)
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active_mousedown_item.onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
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/obj/item/proc/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
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return
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@@ -257,7 +257,7 @@
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if(!isnull(stagger_force))
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return stagger_force
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/// totally not an untested, arbitrary equation.
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return clamp((1.5 + (w_class/5)) * ((force_override || force) / 1.5), 0, 10 SECONDS)
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return clamp((1.5 + (w_class/5)) * ((force_override || force) / 1.5), 0, 10 SECONDS) * CONFIG_GET(number/melee_stagger_factor)
|
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/obj/item/proc/do_stagger_action(mob/living/target, mob/living/user, force_override)
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if(!CHECK_BITFIELD(target.status_flags, CANSTAGGER))
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@@ -269,6 +269,15 @@
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/mob/living/carbon/alien/humanoid/royal/queen = 2
|
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)
|
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/datum/config_entry/number/sprintless_stagger_slowdown
|
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config_entry_value = 0
|
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/datum/config_entry/number/melee_stagger_factor
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config_entry_value = 1
|
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|
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/datum/config_entry/number/sprintless_off_balance_slowdown
|
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config_entry_value = 0.85
|
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|
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/datum/config_entry/number/movedelay //Used for modifying movement speed for mobs.
|
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abstract_type = /datum/config_entry/number/movedelay
|
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integer = FALSE
|
||||
|
||||
@@ -12,11 +12,7 @@
|
||||
|
||||
/// Base regeneration per second
|
||||
/datum/config_entry/number/stamina_combat/base_regeneration
|
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config_entry_value = 0.5
|
||||
|
||||
/// Combat mode regeneration per second
|
||||
/datum/config_entry/number/stamina_combat/combat_regeneration
|
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config_entry_value = 5
|
||||
config_entry_value = 3.5
|
||||
|
||||
/// After out_of_combat_timer elapses, additionally regenerate this percent of total stamina per second. Unaffected by combat mode.
|
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/datum/config_entry/number/stamina_combat/percent_regeneration_out_of_combat
|
||||
|
||||
@@ -90,7 +90,6 @@
|
||||
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()
|
||||
@@ -115,7 +114,7 @@
|
||||
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))
|
||||
UnregisterSignal(source, list(COMSIG_MOB_CLIENT_MOUSEMOVE, COMSIG_MOVABLE_MOVED))
|
||||
if(hud_icon)
|
||||
hud_icon.combat_on = FALSE
|
||||
hud_icon.update_icon()
|
||||
@@ -128,11 +127,6 @@
|
||||
if((mode_flags & COMBAT_MODE_ACTIVE) && L.client)
|
||||
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)
|
||||
|
||||
@@ -24,6 +24,7 @@
|
||||
identification_method_flags = id_method_flags
|
||||
|
||||
/datum/component/identification/RegisterWithParent()
|
||||
RegisterSignal(parent, COMSIG_IDENTIFICATION_KNOWLEDGE_CHECK, .proc/check_knowledge)
|
||||
RegisterSignal(parent, COMSIG_PARENT_EXAMINE, .proc/on_examine)
|
||||
if(identification_effect_flags & ID_COMPONENT_EFFECT_NO_ACTIONS)
|
||||
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
|
||||
|
||||
@@ -283,14 +283,11 @@
|
||||
// insanity define to mark the next set of cardinals.
|
||||
#define CARDINAL_MARK(ndir, cdir, edir) \
|
||||
if(edir & cdir) { \
|
||||
CARDINAL_MARK_NOCHECK(ndir, cdir, edir); \
|
||||
};
|
||||
|
||||
#define CARDINAL_MARK_NOCHECK(ndir, cdir, edir) \
|
||||
expanding = get_step(T,ndir); \
|
||||
if(expanding && !exploded_last[expanding] && !edges[expanding]) { \
|
||||
powers_next[expanding] = max(powers_next[expanding], returned); \
|
||||
edges_next[expanding] = (cdir | edges_next[expanding]); \
|
||||
expanding = get_step(T,ndir); \
|
||||
if(expanding && !exploded_last[expanding] && !edges[expanding]) { \
|
||||
powers_next[expanding] = max(powers_next[expanding], returned); \
|
||||
edges_next[expanding] = (cdir | edges_next[expanding]); \
|
||||
}; \
|
||||
};
|
||||
|
||||
// insanity define to do diagonal marking as 2 substeps
|
||||
@@ -308,24 +305,15 @@
|
||||
};
|
||||
|
||||
// insanity define to mark the diagonals that would otherwise be missed
|
||||
#define DIAGONAL_MARK(ndir, cdir, edir) \
|
||||
if(edir & cdir) { \
|
||||
DIAGONAL_MARK_NOCHECK(ndir, cdir, edir); \
|
||||
};
|
||||
|
||||
// this only works because right now, WEX_DIR_X is the same as a byond dir
|
||||
// and we know we're only passing in one dir at a time.
|
||||
// if this ever stops being the case, and explosions break when you touch this, now you know why.
|
||||
#define DIAGONAL_MARK_NOCHECK(ndir, cdir, edir) \
|
||||
DIAGONAL_SUBSTEP(turn(ndir, 90), turn(cdir, 90), edir); \
|
||||
DIAGONAL_SUBSTEP(turn(ndir, -90), turn(cdir, -90), edir);
|
||||
|
||||
// mark
|
||||
#define MARK(ndir, cdir, edir) \
|
||||
#define DIAGONAL_MARK(ndir, cdir, edir) \
|
||||
if(edir & cdir) { \
|
||||
CARDINAL_MARK_NOCHECK(ndir, cdir, edir); \
|
||||
DIAGONAL_MARK_NOCHECK(ndir, cdir, edir); \
|
||||
DIAGONAL_SUBSTEP(turn(ndir, 90), turn(cdir, 90), edir); \
|
||||
DIAGONAL_SUBSTEP(turn(ndir, -90), turn(cdir, -90), edir); \
|
||||
};
|
||||
|
||||
CARDINAL_MARK(NORTH, WEX_DIR_NORTH, dir)
|
||||
CARDINAL_MARK(SOUTH, WEX_DIR_SOUTH, dir)
|
||||
CARDINAL_MARK(EAST, WEX_DIR_EAST, dir)
|
||||
@@ -372,7 +360,9 @@
|
||||
|
||||
#undef WEX_ACT
|
||||
|
||||
#undef CALCULATE_DIAGONAL_POWER
|
||||
#undef CALCULATE_DIAGONAL_CROSS_POWER
|
||||
|
||||
#undef DIAGONAL_SUBSTEP
|
||||
#undef DIAGONAL_MARK
|
||||
#undef CARDINAL_MARK
|
||||
#undef MARK
|
||||
|
||||
@@ -43,12 +43,8 @@
|
||||
/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(SEND_SIGNAL(D, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
damage *= 1.2
|
||||
if(!CHECK_MOBILITY(A, MOBILITY_STAND))
|
||||
damage *= 0.7
|
||||
if(SEND_SIGNAL(A, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
damage *= 0.8
|
||||
return damage
|
||||
|
||||
/datum/martial_art/proc/teach(mob/living/carbon/human/H, make_temporary = FALSE)
|
||||
|
||||
@@ -144,14 +144,16 @@
|
||||
parry_time_active_visual_override = 3
|
||||
parry_time_spindown_visual_override = 12
|
||||
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK //can attack while
|
||||
parry_time_perfect = 2.5 // first ds isn't perfect
|
||||
parry_time_perfect_leeway = 1.5
|
||||
parry_time_perfect = 2.5
|
||||
parry_time_perfect_leeway = 2.5
|
||||
parry_imperfect_falloff_percent = 5
|
||||
parry_efficiency_to_counterattack = 100
|
||||
parry_efficiency_considered_successful = 65 // VERY generous
|
||||
parry_efficiency_perfect = 100
|
||||
parry_failed_stagger_duration = 4 SECONDS
|
||||
parry_failed_cooldown_duration = 2 SECONDS
|
||||
parry_cooldown = 0.5 SECONDS
|
||||
parry_flags = NONE
|
||||
|
||||
/mob/living/carbon/human/UseStaminaBuffer(amount, warn = FALSE, considered_action = TRUE)
|
||||
amount *= physiology? physiology.stamina_buffer_mod : 1
|
||||
|
||||
@@ -95,21 +95,31 @@
|
||||
/datum/status_effect/staggered/on_creation(mob/living/new_owner, set_duration)
|
||||
if(isnum(set_duration))
|
||||
duration = set_duration
|
||||
if(!CONFIG_GET(flag/sprint_enabled))
|
||||
new_owner.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/status_effect/stagger, TRUE, CONFIG_GET(number/sprintless_stagger_slowdown))
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/staggered/on_remove()
|
||||
owner.remove_movespeed_modifier(/datum/movespeed_modifier/status_effect/stagger)
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/off_balance
|
||||
id = "offbalance"
|
||||
blocks_sprint = TRUE
|
||||
alert_type = null
|
||||
|
||||
/datum/status_effect/off_balance/on_creation(mob/living/new_owner, set_duration)
|
||||
if(isnum(set_duration))
|
||||
duration = set_duration
|
||||
if(!CONFIG_GET(flag/sprint_enabled))
|
||||
new_owner.add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/status_effect/off_balance, TRUE, CONFIG_GET(number/sprintless_off_balance_slowdown))
|
||||
return ..()
|
||||
|
||||
/datum/status_effect/off_balance/on_remove()
|
||||
var/active_item = owner.get_active_held_item()
|
||||
if(active_item)
|
||||
owner.visible_message("<span class='warning'>[owner.name] regains their grip on \the [active_item]!</span>", "<span class='warning'>You regain your grip on \the [active_item]</span>", null, COMBAT_MESSAGE_RANGE)
|
||||
owner.remove_movespeed_modifier(/datum/movespeed_modifier/status_effect/off_balance)
|
||||
return ..()
|
||||
|
||||
/obj/screen/alert/status_effect/asleep
|
||||
@@ -117,24 +127,14 @@
|
||||
desc = "You've fallen asleep. Wait a bit and you should wake up. Unless you don't, considering how helpless you are."
|
||||
icon_state = "asleep"
|
||||
|
||||
|
||||
/datum/status_effect/grouped/stasis
|
||||
id = "stasis"
|
||||
duration = -1
|
||||
tick_interval = 10
|
||||
var/last_dead_time
|
||||
|
||||
/datum/status_effect/no_combat_mode
|
||||
id = "no_combat_mode"
|
||||
alert_type = null
|
||||
status_type = STATUS_EFFECT_REPLACE
|
||||
blocks_combatmode = TRUE
|
||||
|
||||
/datum/status_effect/no_combat_mode/on_creation(mob/living/new_owner, set_duration)
|
||||
if(isnum(set_duration))
|
||||
duration = set_duration
|
||||
. = ..()
|
||||
|
||||
/datum/status_effect/no_combat_mode/robotic_emp
|
||||
/datum/status_effect/robotic_emp
|
||||
id = "emp_no_combat_mode"
|
||||
|
||||
/datum/status_effect/mesmerize
|
||||
@@ -144,13 +144,11 @@
|
||||
/datum/status_effect/mesmerize/on_creation(mob/living/new_owner, set_duration)
|
||||
. = ..()
|
||||
ADD_TRAIT(owner, TRAIT_MUTE, "mesmerize")
|
||||
ADD_TRAIT(owner, TRAIT_COMBAT_MODE_LOCKED, "mesmerize")
|
||||
owner.add_movespeed_modifier(/datum/movespeed_modifier/status_effect/mesmerize)
|
||||
|
||||
/datum/status_effect/mesmerize/on_remove()
|
||||
. = ..()
|
||||
REMOVE_TRAIT(owner, TRAIT_MUTE, "mesmerize")
|
||||
REMOVE_TRAIT(owner, TRAIT_COMBAT_MODE_LOCKED, "mesmerize")
|
||||
owner.remove_movespeed_modifier(/datum/movespeed_modifier/status_effect/mesmerize)
|
||||
|
||||
/datum/status_effect/mesmerize/on_creation(mob/living/new_owner, set_duration)
|
||||
@@ -168,7 +166,7 @@
|
||||
id = "tased"
|
||||
alert_type = null
|
||||
var/movespeed_mod = /datum/movespeed_modifier/status_effect/tased
|
||||
var/stamdmg_per_ds = 0 //a 20 duration would do 20 stamdmg, disablers do 24 or something
|
||||
var/stamdmg_per_ds = 1 //a 20 duration would do 20 stamdmg, disablers do 24 or something
|
||||
var/last_tick = 0 //fastprocess processing speed is a goddamn sham, don't trust it.
|
||||
|
||||
/datum/status_effect/electrode/on_creation(mob/living/new_owner, set_duration)
|
||||
@@ -199,9 +197,9 @@
|
||||
/datum/status_effect/electrode/no_combat_mode
|
||||
id = "tased_strong"
|
||||
movespeed_mod = /datum/movespeed_modifier/status_effect/tased/no_combat_mode
|
||||
blocks_combatmode = TRUE
|
||||
stamdmg_per_ds = 1
|
||||
|
||||
|
||||
//OTHER DEBUFFS
|
||||
/datum/status_effect/his_wrath //does minor damage over time unless holding His Grace
|
||||
id = "his_wrath"
|
||||
|
||||
@@ -11,8 +11,6 @@
|
||||
var/on_remove_on_mob_delete = FALSE //if we call on_remove() when the mob is deleted
|
||||
var/examine_text //If defined, this text will appear when the mob is examined - to use he, she etc. use "SUBJECTPRONOUN" and replace it in the examines themselves
|
||||
var/alert_type = /obj/screen/alert/status_effect //the alert thrown by the status effect, contains name and description
|
||||
/// If this is TRUE, the user will have combt mode forcefully disabled while this is active.
|
||||
var/blocks_combatmode = FALSE
|
||||
/// If this is TRUE, the user will have sprint forcefully disabled while this is active.
|
||||
var/blocks_sprint = FALSE
|
||||
var/obj/screen/alert/status_effect/linked_alert = null //the alert itself, if it exists
|
||||
@@ -61,8 +59,6 @@
|
||||
|
||||
/datum/status_effect/proc/on_apply() //Called whenever the buff is applied; returning FALSE will cause it to autoremove itself.
|
||||
SHOULD_CALL_PARENT(TRUE)
|
||||
if(blocks_combatmode)
|
||||
ADD_TRAIT(owner, TRAIT_COMBAT_MODE_LOCKED, src)
|
||||
if(blocks_sprint)
|
||||
ADD_TRAIT(owner, TRAIT_SPRINT_LOCKED, src)
|
||||
return TRUE
|
||||
@@ -74,8 +70,6 @@
|
||||
|
||||
/datum/status_effect/proc/on_remove() //Called whenever the buff expires or is removed; do note that at the point this is called, it is out of the owner's status_effects but owner is not yet null
|
||||
SHOULD_CALL_PARENT(TRUE)
|
||||
if(blocks_combatmode)
|
||||
REMOVE_TRAIT(owner, TRAIT_COMBAT_MODE_LOCKED, src)
|
||||
if(blocks_sprint)
|
||||
REMOVE_TRAIT(owner, TRAIT_SPRINT_LOCKED, src)
|
||||
return TRUE
|
||||
@@ -83,8 +77,6 @@
|
||||
/datum/status_effect/proc/be_replaced() //Called instead of on_remove when a status effect is replaced by itself or when a status effect with on_remove_on_mob_delete = FALSE has its mob deleted
|
||||
owner.clear_alert(id)
|
||||
LAZYREMOVE(owner.status_effects, src)
|
||||
if(blocks_combatmode)
|
||||
REMOVE_TRAIT(owner, TRAIT_COMBAT_MODE_LOCKED, src)
|
||||
if(blocks_sprint)
|
||||
REMOVE_TRAIT(owner, TRAIT_SPRINT_LOCKED, src)
|
||||
owner = null
|
||||
|
||||
@@ -128,7 +128,7 @@
|
||||
initial_flow = 1.5
|
||||
gauzed_clot_rate = 0.8
|
||||
internal_bleeding_chance = 30
|
||||
internal_bleeding_coefficient = 1.25
|
||||
internal_bleeding_coefficient = 1
|
||||
threshold_minimum = 40
|
||||
threshold_penalty = 15
|
||||
status_effect_type = /datum/status_effect/wound/pierce/moderate
|
||||
@@ -142,10 +142,10 @@
|
||||
occur_text = "looses a violent spray of blood, revealing a pierced wound"
|
||||
sound_effect = 'sound/effects/wounds/pierce2.ogg'
|
||||
severity = WOUND_SEVERITY_SEVERE
|
||||
initial_flow = 2.25
|
||||
initial_flow = 2
|
||||
gauzed_clot_rate = 0.6
|
||||
internal_bleeding_chance = 60
|
||||
internal_bleeding_coefficient = 1.5
|
||||
internal_bleeding_coefficient = 1.25
|
||||
threshold_minimum = 60
|
||||
threshold_penalty = 25
|
||||
status_effect_type = /datum/status_effect/wound/pierce/severe
|
||||
@@ -159,10 +159,10 @@
|
||||
occur_text = "blasts apart, sending chunks of viscera flying in all directions"
|
||||
sound_effect = 'sound/effects/wounds/pierce3.ogg'
|
||||
severity = WOUND_SEVERITY_CRITICAL
|
||||
initial_flow = 3
|
||||
initial_flow = 2.7
|
||||
gauzed_clot_rate = 0.4
|
||||
internal_bleeding_chance = 80
|
||||
internal_bleeding_coefficient = 1.75
|
||||
internal_bleeding_coefficient = 1.5
|
||||
threshold_minimum = 110
|
||||
threshold_penalty = 40
|
||||
status_effect_type = /datum/status_effect/wound/pierce/critical
|
||||
|
||||
@@ -253,7 +253,7 @@
|
||||
occur_text = "is cut open, slowly leaking blood"
|
||||
sound_effect = 'sound/effects/wounds/blood1.ogg'
|
||||
severity = WOUND_SEVERITY_MODERATE
|
||||
initial_flow = 1.5
|
||||
initial_flow = 1.25
|
||||
minimum_flow = 0.375
|
||||
max_per_type = 3
|
||||
clot_rate = 0.12
|
||||
@@ -270,8 +270,8 @@
|
||||
occur_text = "is ripped open, veins spurting blood"
|
||||
sound_effect = 'sound/effects/wounds/blood2.ogg'
|
||||
severity = WOUND_SEVERITY_SEVERE
|
||||
initial_flow = 2.4375
|
||||
minimum_flow = 2.0625
|
||||
initial_flow = 2
|
||||
minimum_flow = 1.75
|
||||
clot_rate = 0.07
|
||||
max_per_type = 4
|
||||
threshold_minimum = 60
|
||||
@@ -288,8 +288,8 @@
|
||||
occur_text = "is torn open, spraying blood wildly"
|
||||
sound_effect = 'sound/effects/wounds/blood3.ogg'
|
||||
severity = WOUND_SEVERITY_CRITICAL
|
||||
initial_flow = 3.1875
|
||||
minimum_flow = 3
|
||||
initial_flow = 2.75
|
||||
minimum_flow = 2.5
|
||||
clot_rate = -0.05 // critical cuts actively get worse instead of better
|
||||
max_per_type = 5
|
||||
threshold_minimum = 90
|
||||
|
||||
@@ -57,7 +57,10 @@
|
||||
|
||||
/// Should we use tooltips, if the thing does not have the code implemented `get_tooltip_data()`, it will default to examine(src)
|
||||
var/tooltips = FALSE
|
||||
|
||||
/// How loudly we yell
|
||||
var/yell_power = 50
|
||||
/// last time we yelled
|
||||
var/last_yell = 0
|
||||
|
||||
/atom/movable/Initialize(mapload)
|
||||
. = ..()
|
||||
|
||||
@@ -19,10 +19,62 @@
|
||||
icon = 'icons/obj/chempuff.dmi'
|
||||
pass_flags = PASSTABLE | PASSGRILLE
|
||||
layer = FLY_LAYER
|
||||
var/stream = FALSE
|
||||
var/speed = 1
|
||||
var/range = 3
|
||||
var/hits_left = 3
|
||||
var/range_left = 3
|
||||
|
||||
/obj/effect/decal/chempuff/blob_act(obj/structure/blob/B)
|
||||
return
|
||||
|
||||
/obj/effect/decal/chempuff/Initialize(mapload, stream_mode, speed, range, hits_left)
|
||||
. = ..()
|
||||
stream = stream_mode
|
||||
src.speed = speed
|
||||
src.range = src.range_left = range
|
||||
src.hits_left = hits_left
|
||||
|
||||
/obj/effect/decal/chempuff/proc/hit_thing(atom/A)
|
||||
if(A == src || A.invisibility)
|
||||
return
|
||||
if(!hits_left)
|
||||
return
|
||||
if(stream)
|
||||
if(ismob(A))
|
||||
var/mob/M = A
|
||||
if(!M.lying || !range_left)
|
||||
reagents.reaction(M, VAPOR)
|
||||
hits_left--
|
||||
else
|
||||
if(!range_left)
|
||||
reagents.reaction(A, VAPOR)
|
||||
else
|
||||
reagents.reaction(A)
|
||||
if(ismob(A))
|
||||
hits_left--
|
||||
|
||||
/obj/effect/decal/chempuff/Crossed(atom/movable/AM, oldloc)
|
||||
. = ..()
|
||||
hit_thing(AM)
|
||||
|
||||
/obj/effect/decal/chempuff/proc/run_puff(atom/target)
|
||||
set waitfor = FALSE
|
||||
for(var/i in 1 to range)
|
||||
range_left--
|
||||
if(!isturf(loc))
|
||||
break
|
||||
for(var/atom/T in loc)
|
||||
hit_thing(T)
|
||||
if(!hits_left || !isturf(loc))
|
||||
break
|
||||
if(hits_left && isturf(loc) && (!stream || !range_left))
|
||||
reagents.reaction(loc, VAPOR)
|
||||
hits_left--
|
||||
if(!hits_left)
|
||||
break
|
||||
qdel(src)
|
||||
|
||||
/obj/effect/decal/fakelattice
|
||||
name = "lattice"
|
||||
desc = "A lightweight support lattice."
|
||||
|
||||
@@ -461,6 +461,21 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
|
||||
SHOULD_CALL_PARENT(TRUE)
|
||||
SEND_SIGNAL(src, COMSIG_ITEM_PICKUP, user)
|
||||
item_flags |= IN_INVENTORY
|
||||
if(item_flags & (ITEM_CAN_BLOCK | ITEM_CAN_PARRY) && user.client && !(type in user.client.block_parry_hinted))
|
||||
var/list/dat = list("<span class='boldnotice'>You have picked up an item that can be used to block and/or parry:</span>")
|
||||
// cit change - parry/block feedback
|
||||
var/datum/block_parry_data/data = return_block_parry_datum(block_parry_data)
|
||||
if(item_flags & ITEM_CAN_BLOCK)
|
||||
dat += "[src] can be used to block damage using directional block. Press your active block keybind to use it."
|
||||
if(data.block_automatic_enabled)
|
||||
dat += "[src] is also capable of automatically blocking damage, if you are facing the right direction (usually towards your attacker)!"
|
||||
if(item_flags & ITEM_CAN_PARRY)
|
||||
dat += "[src] can be used to parry damage using active parry. Pressed your active parry keybind to initiate a timed parry sequence."
|
||||
if(data.parry_automatic_enabled)
|
||||
dat += "[src] is also capable of automatically parrying an incoming attack, if your mouse is over your attacker at the time if you being hit in a direct, melee attack."
|
||||
dat += "Examine [src] to get a full readout of its block/parry stats."
|
||||
to_chat(user, dat.Join("<br>"))
|
||||
user.client.block_parry_hinted |= type
|
||||
|
||||
// called when "found" in pockets and storage items. Returns 1 if the search should end.
|
||||
/obj/item/proc/on_found(mob/finder)
|
||||
@@ -504,12 +519,13 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
|
||||
*/
|
||||
/obj/item/proc/equipped(mob/user, slot, initial = FALSE)
|
||||
SHOULD_CALL_PARENT(TRUE)
|
||||
SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
|
||||
var/signal_flags = SEND_SIGNAL(src, COMSIG_ITEM_EQUIPPED, user, slot)
|
||||
current_equipped_slot = slot
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
if(item_action_slot_check(slot, user, A)) //some items only give their actions buttons when in a specific slot.
|
||||
A.Grant(user)
|
||||
if(!(signal_flags & COMPONENT_NO_GRANT_ACTIONS))
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
if(item_action_slot_check(slot, user, A)) //some items only give their actions buttons when in a specific slot.
|
||||
A.Grant(user)
|
||||
item_flags |= IN_INVENTORY
|
||||
// if(!initial)
|
||||
// if(equip_sound && (slot_flags & slot))
|
||||
|
||||
@@ -78,22 +78,29 @@ effective or pretty fucking useless.
|
||||
var/ui_x = 320
|
||||
var/ui_y = 335
|
||||
|
||||
/obj/item/healthanalyzer/rad_laser/Initialize()
|
||||
. = ..()
|
||||
AddComponent(/datum/component/identification/syndicate, ID_COMPONENT_DEL_ON_IDENTIFY, ID_COMPONENT_EFFECT_NO_ACTIONS, ID_COMPONENT_IDENTIFY_WITH_DECONSTRUCTOR)
|
||||
|
||||
/obj/item/healthanalyzer/rad_laser/attack(mob/living/M, mob/living/user)
|
||||
if(!stealth || !irradiate)
|
||||
..()
|
||||
return ..()
|
||||
var/knowledge = SEND_SIGNAL(src, COMSIG_IDENTIFICATION_KNOWLEDGE_CHECK, user) == ID_COMPONENT_KNOWLEDGE_FULL
|
||||
if(!irradiate)
|
||||
return
|
||||
if(!used)
|
||||
log_combat(user, M, "irradiated", src)
|
||||
log_combat(user, M, "[knowledge? "" : "unknowingly "]irradiated", src)
|
||||
var/cooldown = get_cooldown()
|
||||
used = TRUE
|
||||
icon_state = "health1"
|
||||
addtimer(VARSET_CALLBACK(src, used, FALSE), cooldown)
|
||||
addtimer(VARSET_CALLBACK(src, icon_state, "health"), cooldown)
|
||||
to_chat(user, "<span class='warning'>Successfully irradiated [M].</span>")
|
||||
if(knowledge)
|
||||
to_chat(user, "<span class='warning'>Successfully irradiated [M].</span>")
|
||||
addtimer(CALLBACK(src, .proc/radiation_aftereffect, M, intensity), (wavelength+(intensity*4))*5)
|
||||
else
|
||||
to_chat(user, "<span class='warning'>The radioactive microlaser is still recharging.</span>")
|
||||
if(knowledge)
|
||||
to_chat(user, "<span class='warning'>The radioactive microlaser is still recharging.</span>")
|
||||
|
||||
/obj/item/healthanalyzer/rad_laser/proc/radiation_aftereffect(mob/living/M, passed_intensity)
|
||||
if(QDELETED(M) || !ishuman(M) || HAS_TRAIT(M, TRAIT_RADIMMUNE))
|
||||
@@ -109,7 +116,9 @@ effective or pretty fucking useless.
|
||||
interact(user)
|
||||
|
||||
/obj/item/healthanalyzer/rad_laser/interact(mob/user)
|
||||
ui_interact(user)
|
||||
var/knowledge = SEND_SIGNAL(src, COMSIG_IDENTIFICATION_KNOWLEDGE_CHECK, user) == ID_COMPONENT_KNOWLEDGE_FULL
|
||||
if(knowledge)
|
||||
ui_interact(user)
|
||||
|
||||
/obj/item/healthanalyzer/rad_laser/ui_state(mob/user)
|
||||
return GLOB.hands_state
|
||||
|
||||
@@ -41,7 +41,7 @@
|
||||
|
||||
/datum/block_parry_data/dual_esword // please run at the man going apeshit with his funny doublesword
|
||||
can_block_directions = BLOCK_DIR_NORTH | BLOCK_DIR_NORTHEAST | BLOCK_DIR_NORTHWEST | BLOCK_DIR_WEST | BLOCK_DIR_EAST
|
||||
block_damage_absorption = 2
|
||||
block_damage_absorption = 5
|
||||
block_damage_multiplier = 0.15
|
||||
block_damage_multiplier_override = list(
|
||||
ATTACK_TYPE_MELEE = 0.25
|
||||
@@ -59,7 +59,7 @@
|
||||
)
|
||||
|
||||
parry_time_windup = 0
|
||||
parry_time_active = 8
|
||||
parry_time_active = 12
|
||||
parry_time_spindown = 0
|
||||
// we want to signal to players the most dangerous phase, the time when automatic counterattack is a thing.
|
||||
parry_time_windup_visual_override = 1
|
||||
@@ -69,12 +69,10 @@
|
||||
parry_time_perfect = 2 // first ds isn't perfect
|
||||
parry_time_perfect_leeway = 1
|
||||
parry_imperfect_falloff_percent = 10
|
||||
parry_efficiency_to_counterattack = 100
|
||||
parry_efficiency_considered_successful = 25 // VERY generous
|
||||
parry_failed_stagger_duration = 3 SECONDS
|
||||
parry_failed_clickcd_duration = CLICK_CD_MELEE
|
||||
|
||||
/obj/item/dualsaber/active_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
|
||||
/obj/item/dualsaber/directional_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
|
||||
if((attack_type & ATTACK_TYPE_PROJECTILE) && is_energy_reflectable_projectile(object))
|
||||
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_RETURN_TO_SENDER
|
||||
return BLOCK_SUCCESS | BLOCK_REDIRECTED | BLOCK_SHOULD_REDIRECT
|
||||
@@ -83,7 +81,7 @@
|
||||
/obj/item/dualsaber/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time)
|
||||
. = ..()
|
||||
if(parry_efficiency >= 90) // perfect parry
|
||||
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_RETURN_TO_SENDER
|
||||
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_DEFLECT
|
||||
. |= BLOCK_SHOULD_REDIRECT
|
||||
|
||||
/obj/item/dualsaber/Initialize()
|
||||
@@ -369,14 +367,12 @@
|
||||
parry_time_perfect = 1
|
||||
parry_time_perfect_leeway = 1
|
||||
parry_imperfect_falloff_percent = 7.5
|
||||
parry_efficiency_to_counterattack = 100
|
||||
parry_efficiency_considered_successful = 80
|
||||
parry_efficiency_perfect = 120
|
||||
parry_efficiency_perfect_override = list(
|
||||
TEXT_ATTACK_TYPE_PROJECTILE = 30,
|
||||
)
|
||||
parry_failed_stagger_duration = 3 SECONDS
|
||||
parry_failed_clickcd_duration = 2 SECONDS
|
||||
|
||||
/obj/item/dualsaber/hypereutactic/chaplain/ComponentInitialize()
|
||||
. = ..()
|
||||
|
||||
@@ -45,15 +45,15 @@
|
||||
// no attacking while blocking
|
||||
block_lock_attacking = TRUE
|
||||
|
||||
parry_time_windup = 1
|
||||
parry_time_active = 5
|
||||
parry_time_windup = 0
|
||||
parry_time_active = 7
|
||||
parry_time_spindown = 0
|
||||
parry_time_spindown_visual_override = 1
|
||||
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING // no attacking while parrying
|
||||
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK // no attacking while parrying
|
||||
parry_time_perfect = 0
|
||||
parry_time_perfect_leeway = 0.5
|
||||
parry_efficiency_perfect = 100
|
||||
parry_imperfect_falloff_percent = 1
|
||||
parry_efficiency_perfect = 85
|
||||
parry_imperfect_falloff_percent = 10
|
||||
parry_imperfect_falloff_percent_override = list(
|
||||
TEXT_ATTACK_TYPE_PROJECTILE = 45 // really crappy vs projectiles
|
||||
)
|
||||
@@ -61,9 +61,7 @@
|
||||
TEXT_ATTACK_TYPE_PROJECTILE = 1 // extremely harsh window for projectiles
|
||||
)
|
||||
// not extremely punishing to fail, but no spamming the parry.
|
||||
parry_cooldown = 2.5 SECONDS
|
||||
parry_failed_stagger_duration = 1.5 SECONDS
|
||||
parry_failed_clickcd_duration = 1 SECONDS
|
||||
|
||||
/obj/item/electrostaff/Initialize(mapload)
|
||||
. = ..()
|
||||
|
||||
@@ -121,11 +121,14 @@
|
||||
parry_time_perfect = 2.5 // first ds isn't perfect
|
||||
parry_time_perfect_leeway = 1.5
|
||||
parry_imperfect_falloff_percent = 5
|
||||
parry_efficiency_to_counterattack = 100
|
||||
parry_efficiency_to_counterattack = INFINITY
|
||||
parry_efficiency_considered_successful = 65 // VERY generous
|
||||
parry_efficiency_perfect = 100
|
||||
parry_failed_stagger_duration = 4 SECONDS
|
||||
parry_cooldown = 0.5 SECONDS
|
||||
parry_automatic_enabled = TRUE
|
||||
autoparry_single_efficiency = 65
|
||||
autoparry_cooldown_absolute = 3 SECONDS
|
||||
|
||||
/obj/item/melee/transforming/energy/sword/Initialize(mapload)
|
||||
. = ..()
|
||||
@@ -149,8 +152,8 @@
|
||||
|
||||
/obj/item/melee/transforming/energy/sword/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time)
|
||||
. = ..()
|
||||
if(parry_efficiency >= 80) // perfect parry
|
||||
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_RETURN_TO_SENDER
|
||||
if(parry_efficiency >= 100) // perfect parry
|
||||
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_DEFLECT
|
||||
. |= BLOCK_SHOULD_REDIRECT
|
||||
|
||||
/obj/item/melee/transforming/energy/sword/cyborg
|
||||
|
||||
@@ -72,15 +72,17 @@
|
||||
block_parry_data = /datum/block_parry_data/captain_saber
|
||||
|
||||
/datum/block_parry_data/captain_saber
|
||||
parry_time_windup = 0.5
|
||||
parry_time_active = 4
|
||||
parry_time_spindown = 1
|
||||
parry_time_windup = 0
|
||||
parry_time_active = 6
|
||||
parry_time_spindown = 0
|
||||
parry_time_perfect = 0.75
|
||||
parry_time_perfect_leeway = 0.75
|
||||
parry_imperfect_falloff_percent = 30
|
||||
parry_efficiency_perfect = 100
|
||||
parry_failed_stagger_duration = 3 SECONDS
|
||||
parry_failed_clickcd_duration = 2 SECONDS
|
||||
parry_failed_clickcd_duration = 1 SECONDS
|
||||
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK
|
||||
parry_automatic_enabled = TRUE
|
||||
|
||||
/obj/item/melee/sabre/Initialize()
|
||||
. = ..()
|
||||
@@ -176,30 +178,24 @@
|
||||
|
||||
// Fast, efficient parry.
|
||||
/datum/block_parry_data/traitor_rapier
|
||||
parry_time_windup = 0.5
|
||||
parry_time_active = 5
|
||||
parry_time_windup = 0
|
||||
parry_time_active = 6
|
||||
parry_time_spindown = 0
|
||||
parry_time_active_visual_override = 3
|
||||
parry_time_spindown_visual_override = 2
|
||||
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING
|
||||
parry_time_perfect = 0
|
||||
parry_time_perfect_leeway = 3
|
||||
parry_time_perfect = 1
|
||||
parry_time_perfect_leeway = 1
|
||||
parry_time_perfect_leeway_override = list(
|
||||
TEXT_ATTACK_TYPE_PROJECTILE = 1
|
||||
)
|
||||
parry_imperfect_falloff_percent_override = list(
|
||||
TEXT_ATTACK_TYPE_PROJECTILE = 50 // useless after 3rd decisecond
|
||||
)
|
||||
parry_imperfect_falloff_percent = 30
|
||||
parry_efficiency_to_counterattack = 100
|
||||
parry_efficiency_to_counterattack = INFINITY
|
||||
parry_efficiency_considered_successful = 1
|
||||
parry_efficiency_perfect = 100
|
||||
parry_data = list(
|
||||
PARRY_DISARM_ATTACKER = TRUE,
|
||||
PARRY_KNOCKDOWN_ATTACKER = 10
|
||||
)
|
||||
parry_stamina_cost = 5
|
||||
parry_failed_stagger_duration = 2 SECONDS
|
||||
parry_failed_clickcd_duration = CLICK_CD_RANGE
|
||||
parry_automatic_enabled = TRUE
|
||||
parry_cooldown = 0
|
||||
|
||||
/obj/item/melee/rapier/active_parry_reflex_counter(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list, parry_efficiency, list/effect_text)
|
||||
@@ -259,6 +255,8 @@
|
||||
var/stam_dmg = 30
|
||||
var/cooldown_check = 0 // Used internally, you don't want to modify
|
||||
var/cooldown = 13 // Default wait time until can stun again.
|
||||
/// block mitigation needed to prevent knockdown/disarms
|
||||
var/block_percent_to_counter = 50
|
||||
var/stun_time_silicon = 60 // How long it stuns silicons for - 6 seconds.
|
||||
var/affect_silicon = FALSE // Does it stun silicons.
|
||||
var/on_sound // "On" sound, played when switching between able to stun or not.
|
||||
@@ -356,7 +354,8 @@
|
||||
if(cooldown_check < world.time)
|
||||
if(!UseStaminaBufferStandard(user, STAM_COST_BATON_MOB_MULT, warn = TRUE))
|
||||
return DISCARD_LAST_ACTION
|
||||
if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, null) & BLOCK_SUCCESS)
|
||||
var/list/block_return = list()
|
||||
if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, block_return) & BLOCK_SUCCESS)
|
||||
playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
|
||||
return
|
||||
if(ishuman(target))
|
||||
@@ -367,7 +366,8 @@
|
||||
if(stun_animation)
|
||||
user.do_attack_animation(target)
|
||||
playsound(get_turf(src), on_stun_sound, 75, 1, -1)
|
||||
target.DefaultCombatKnockdown(softstun_ds, TRUE, FALSE, hardstun_ds, stam_dmg)
|
||||
var/countered = block_return[BLOCK_RETURN_MITIGATION_PERCENT] > block_percent_to_counter
|
||||
target.DefaultCombatKnockdown(softstun_ds, TRUE, FALSE, countered? 0 : hardstun_ds, stam_dmg, !countered)
|
||||
additional_effects_carbon(target, user)
|
||||
log_combat(user, target, "stunned", src)
|
||||
add_fingerprint(user)
|
||||
|
||||
@@ -681,7 +681,7 @@ as performing this in action() will cause the upgrade to end up in the borg inst
|
||||
action_icon_state = "Chevron_State_0"
|
||||
|
||||
var/currentState = 0
|
||||
var/maxReduction = 1
|
||||
var/maxReduction = 0.5
|
||||
|
||||
|
||||
/obj/effect/proc_holder/silicon/cyborg/vtecControl/Trigger(mob/living/silicon/robot/user)
|
||||
|
||||
@@ -34,6 +34,10 @@
|
||||
block_damage_absorption = 5
|
||||
block_resting_stamina_penalty_multiplier = 2
|
||||
block_projectile_mitigation = 75
|
||||
block_damage_absorption_override = list(
|
||||
TEXT_ATTACK_TYPE_TACKLE = INFINITY,
|
||||
TEXT_ATTACK_TYPE_THROWN = 10
|
||||
)
|
||||
|
||||
/obj/item/shield/examine(mob/user)
|
||||
. = ..()
|
||||
@@ -120,8 +124,6 @@
|
||||
return TRUE
|
||||
|
||||
/obj/item/shield/proc/user_shieldbash(mob/living/user, atom/target, harmful)
|
||||
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, "<span class='warning'>[src] can't be used to shield bash!</span>")
|
||||
return FALSE
|
||||
@@ -376,11 +378,10 @@
|
||||
|
||||
/obj/item/shield/riot/flash/on_shield_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
. = ..()
|
||||
if (. && !embedded_flash.crit_fail)
|
||||
if (. && damage && !embedded_flash.crit_fail)
|
||||
embedded_flash.activate()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/shield/riot/flash/attackby(obj/item/W, mob/user)
|
||||
if(istype(W, /obj/item/assembly/flash/handheld))
|
||||
var/obj/item/assembly/flash/handheld/flash = W
|
||||
@@ -564,7 +565,7 @@
|
||||
return BLOCK_SUCCESS | BLOCK_REDIRECTED | BLOCK_SHOULD_REDIRECT
|
||||
return ..()
|
||||
|
||||
/obj/item/shield/energy/active_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
|
||||
/obj/item/shield/energy/directional_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
|
||||
if((attack_type & ATTACK_TYPE_PROJECTILE) && is_energy_reflectable_projectile(object))
|
||||
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_DEFLECT
|
||||
return BLOCK_SUCCESS | BLOCK_REDIRECTED | BLOCK_SHOULD_REDIRECT
|
||||
|
||||
@@ -19,6 +19,8 @@
|
||||
var/stamina_loss_amount = 35
|
||||
var/turned_on = FALSE
|
||||
var/knockdown = TRUE
|
||||
/// block percent needed to prevent knockdown/disarm
|
||||
var/block_percent_to_counter = 50
|
||||
var/obj/item/stock_parts/cell/cell
|
||||
var/hitcost = 750
|
||||
var/throw_hit_chance = 35
|
||||
|
||||
@@ -332,6 +332,12 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
|
||||
bare_wound_bonus = 0
|
||||
wound_bonus = 0
|
||||
|
||||
/obj/item/melee/bokken/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time)
|
||||
. = ..()
|
||||
if(!istype(object, /obj/item/melee/bokken))
|
||||
// no counterattack.
|
||||
block_return[BLOCK_RETURN_FORCE_NO_PARRY_COUNTERATTACK] = TRUE
|
||||
|
||||
/datum/block_parry_data/bokken // fucked up parry data, emphasizing quicker, shorter parries
|
||||
parry_stamina_cost = 10 // be wise about when you parry, though, else you won't be able to fight enough to make it count
|
||||
parry_time_windup = 0
|
||||
@@ -358,7 +364,6 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
|
||||
parry_time_perfect = 2.5 // however...
|
||||
parry_time_perfect_leeway = 2 // the entire time, the parry is perfect
|
||||
parry_failed_stagger_duration = 1 SECONDS
|
||||
parry_failed_clickcd_duration = 1 SECONDS // more forgiving punishments for missed parries
|
||||
// still, don't fucking miss your parries or you're down stamina and staggered to shit
|
||||
|
||||
/datum/block_parry_data/bokken/quick_parry/proj
|
||||
@@ -475,7 +480,6 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
|
||||
parry_time_perfect = 1
|
||||
parry_time_perfect_leeway = 1
|
||||
parry_failed_stagger_duration = 1 SECONDS
|
||||
parry_failed_clickcd_duration = 1 SECONDS
|
||||
|
||||
/datum/block_parry_data/bokken/waki/quick_parry/proj
|
||||
parry_efficiency_perfect_override = list()
|
||||
|
||||
@@ -348,7 +348,7 @@
|
||||
parry_time_perfect = 1.5
|
||||
parry_time_perfect_leeway = 1
|
||||
parry_imperfect_falloff_percent = 7.5
|
||||
parry_efficiency_to_counterattack = 100
|
||||
parry_efficiency_to_counterattack = INFINITY
|
||||
parry_efficiency_considered_successful = 50
|
||||
parry_efficiency_perfect = 120
|
||||
parry_efficiency_perfect_override = list(
|
||||
|
||||
@@ -43,7 +43,8 @@ falloff_distance - Distance at which falloff begins. Sound is at peak volume (in
|
||||
|
||||
*/
|
||||
|
||||
/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff_exponent = SOUND_FALLOFF_EXPONENT, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE, falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE, envwet = -10000, envdry = 0)
|
||||
/proc/playsound(atom/source, soundin, vol as num, vary, extrarange as num, falloff_exponent = SOUND_FALLOFF_EXPONENT, frequency = null, channel = 0, pressure_affected = TRUE, ignore_walls = TRUE,
|
||||
falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE, envwet = -10000, envdry = 0, distance_multiplier = SOUND_DEFAULT_DISTANCE_MULTIPLIER, distance_multiplier_min_range = SOUND_DEFAULT_MULTIPLIER_EFFECT_RANGE)
|
||||
if(isarea(source))
|
||||
CRASH("playsound(): source is an area")
|
||||
|
||||
@@ -83,11 +84,11 @@ falloff_distance - Distance at which falloff begins. Sound is at peak volume (in
|
||||
for(var/P in listeners)
|
||||
var/mob/M = P
|
||||
if(get_dist(M, turf_source) <= maxdistance)
|
||||
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff_exponent, channel, pressure_affected, S, maxdistance, falloff_distance, null, envwet, envdry)
|
||||
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff_exponent, channel, pressure_affected, S, maxdistance, falloff_distance, get_dist(M, turf_source) <= distance_multiplier_min_range? 1 : distance_multiplier, envwet, envdry)
|
||||
for(var/P in SSmobs.dead_players_by_zlevel[source_z])
|
||||
var/mob/M = P
|
||||
if(get_dist(M, turf_source) <= maxdistance)
|
||||
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff_exponent, channel, pressure_affected, S, maxdistance, falloff_distance, null, envwet, envdry)
|
||||
M.playsound_local(turf_source, soundin, vol, vary, frequency, falloff_exponent, channel, pressure_affected, S, maxdistance, falloff_distance, get_dist(M, turf_source) <= distance_multiplier_min_range? 1 : distance_multiplier, envwet, envdry)
|
||||
|
||||
/*! playsound
|
||||
|
||||
@@ -108,7 +109,8 @@ distance_multiplier - Can be used to multiply the distance at which the sound is
|
||||
|
||||
*/
|
||||
|
||||
/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff_exponent = SOUND_FALLOFF_EXPONENT, channel = 0, pressure_affected = TRUE, sound/S, max_distance, falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE, distance_multiplier = 1, envwet = -10000, envdry = 0)
|
||||
/mob/proc/playsound_local(turf/turf_source, soundin, vol as num, vary, frequency, falloff_exponent = SOUND_FALLOFF_EXPONENT, channel = 0, pressure_affected = TRUE, sound/S, max_distance,
|
||||
falloff_distance = SOUND_DEFAULT_FALLOFF_DISTANCE, distance_multiplier = SOUND_DEFAULT_DISTANCE_MULTIPLIER, envwet = -10000, envdry = 0)
|
||||
if(!client || !can_hear())
|
||||
return
|
||||
|
||||
|
||||
@@ -8,6 +8,10 @@
|
||||
rad_insulation = RAD_MEDIUM_INSULATION
|
||||
wave_explosion_block = 10
|
||||
wave_explosion_multiply = 0.75
|
||||
/// How much we block yelling
|
||||
var/yelling_resistance = 10
|
||||
/// how much of inbound yelling to dampen
|
||||
var/yelling_dampen = 0.5
|
||||
|
||||
/turf/closed/Initialize()
|
||||
. = ..()
|
||||
@@ -212,3 +216,6 @@
|
||||
icon = 'icons/turf/walls.dmi'
|
||||
icon_state = "ice"
|
||||
canSmoothWith = list(/turf/closed/indestructible/rock/glacierrock/blue)
|
||||
|
||||
/turf/closed/get_yelling_resistance(power)
|
||||
return yelling_resistance + (power * yelling_dampen)
|
||||
|
||||
@@ -276,6 +276,8 @@
|
||||
destination_y = dest_y
|
||||
destination_z = dest_z
|
||||
|
||||
/turf/open/space/get_yelling_resistance(power)
|
||||
return INFINITY // no sound through space for crying out loud
|
||||
|
||||
/turf/open/space/transparent
|
||||
baseturfs = /turf/open/space/transparent/openspace
|
||||
|
||||
@@ -625,3 +625,16 @@ GLOBAL_LIST_EMPTY(station_turfs)
|
||||
. = ..()
|
||||
if(. != BULLET_ACT_FORCE_PIERCE)
|
||||
. = BULLET_ACT_TURF
|
||||
|
||||
/turf/proc/get_yelling_resistance(power)
|
||||
. = 0
|
||||
// don't bother checking fulltile, we don't need accuracy
|
||||
var/obj/window = locate(/obj/structure/window) in src
|
||||
if(!window)
|
||||
window = locate(/obj/machinery/door/window) in src
|
||||
if(window)
|
||||
. += 4 // windows are minimally resistant
|
||||
// if there's more than one someone fucked up as that shouldn't happen
|
||||
var/obj/machinery/door/D = locate() in src
|
||||
if(D?.density)
|
||||
. += D.opacity? 29 : 19 // glass doors are slightly more resistant to screaming
|
||||
|
||||
@@ -466,7 +466,7 @@
|
||||
block_return[BLOCK_RETURN_BLOCK_CAPACITY] = (block_return[BLOCK_RETURN_BLOCK_CAPACITY] || 0) + remaining_uses
|
||||
return ..()
|
||||
|
||||
/obj/item/shield/changeling/active_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
/obj/item/shield/changeling/directional_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
. = ..()
|
||||
if(--remaining_uses < 1)
|
||||
if(ishuman(loc))
|
||||
|
||||
@@ -90,7 +90,6 @@
|
||||
parry_time_perfect = 2
|
||||
parry_efficiency_perfect = 110 //Very low leeway for counterattacks...
|
||||
parry_efficiency_considered_successful = 0.8
|
||||
parry_efficiency_to_counterattack = 1
|
||||
parry_efficiency_to_counterattack = 110
|
||||
parry_cooldown = 15 //But also very low cooldown..
|
||||
parry_failed_stagger_duration = 2 SECONDS //And relatively small penalties for failing.
|
||||
parry_failed_clickcd_duration = 1 SECONDS
|
||||
|
||||
@@ -183,3 +183,7 @@
|
||||
//world.time of when the crew manifest can be accessed
|
||||
var/crew_manifest_delay
|
||||
|
||||
/// Should go in persistent round player data sometime. This tracks what items have already warned the user on pickup that they can block/parry.
|
||||
var/list/block_parry_hinted = list()
|
||||
/// moused over objects, currently capped at 7. this is awful, and should be replaced with a component to track it using signals for parrying at some point.
|
||||
var/list/moused_over_objects = list()
|
||||
|
||||
@@ -236,10 +236,9 @@
|
||||
parry_efficiency_considered_successful = 0.01
|
||||
parry_efficiency_to_counterattack = INFINITY // no auto counter
|
||||
parry_max_attacks = INFINITY
|
||||
parry_failed_cooldown_duration = 2.25 SECONDS
|
||||
parry_failed_stagger_duration = 2.25 SECONDS
|
||||
parry_failed_cooldown_duration = 1.5 SECONDS
|
||||
parry_failed_stagger_duration = 1.5 SECONDS
|
||||
parry_cooldown = 0
|
||||
parry_failed_clickcd_duration = 0
|
||||
|
||||
/obj/item/clothing/gloves/fingerless/pugilist/mauler
|
||||
name = "mauler gauntlets"
|
||||
|
||||
@@ -76,3 +76,15 @@
|
||||
else
|
||||
user.mob.dropItemToGround(I)
|
||||
return TRUE
|
||||
|
||||
/datum/keybinding/mob/examine_immediate
|
||||
hotkey_keys = list()
|
||||
classic_keys = list()
|
||||
name = "examine_immediate"
|
||||
full_name = "Examine (Immediate)"
|
||||
description = "Immediately examine anything you're hovering your mouse over."
|
||||
|
||||
/datum/keybinding/mob/examine_immediate/down(client/user)
|
||||
var/atom/A = user.mouseObject
|
||||
if(A)
|
||||
A.attempt_examinate(user.mob)
|
||||
|
||||
@@ -196,7 +196,6 @@
|
||||
parry_imperfect_falloff_percent = 20
|
||||
parry_efficiency_to_counterattack = 100 // perfect parry or you're cringe
|
||||
parry_failed_stagger_duration = 1.5 SECONDS // a good time to reconsider your actions...
|
||||
parry_failed_clickcd_duration = 1.5 SECONDS // or your failures
|
||||
|
||||
/obj/item/kinetic_crusher/glaive/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time) // if you're dumb enough to go for a parry...
|
||||
var/turf/proj_turf = owner.loc // destabilizer bolt, ignoring cooldown
|
||||
|
||||
@@ -307,7 +307,7 @@
|
||||
/obj/item/energy_katana,
|
||||
/obj/item/hierophant_club,
|
||||
/obj/item/his_grace,
|
||||
/obj/item/gun/ballistic/minigun,
|
||||
/obj/item/gun/energy/minigun,
|
||||
/obj/item/gun/ballistic/automatic/l6_saw,
|
||||
/obj/item/gun/magic/staff/chaos,
|
||||
/obj/item/gun/magic/staff/spellblade,
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
//The effects include: stun, knockdown, unconscious, sleeping, resting, jitteriness, dizziness, ear damage,
|
||||
// eye damage, eye_blind, eye_blurry, druggy, TRAIT_BLIND trait, and TRAIT_NEARSIGHT trait.
|
||||
|
||||
/mob/living/carbon/alien/DefaultCombatKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE, override_hardstun, override_stamdmg)
|
||||
/mob/living/carbon/alien/DefaultCombatKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE, override_hardstun, override_stamdmg, knocktofloor)
|
||||
return //no
|
||||
|
||||
/////////////////////////////////// STUN ////////////////////////////////////
|
||||
|
||||
@@ -358,10 +358,11 @@
|
||||
return
|
||||
I.item_flags |= BEING_REMOVED
|
||||
breakouttime = I.breakouttime
|
||||
var/datum/cuffbreak_checker/cuffbreak_checker = new(get_turf(src))
|
||||
if(!cuff_break)
|
||||
visible_message("<span class='warning'>[src] attempts to remove [I]!</span>")
|
||||
to_chat(src, "<span class='notice'>You attempt to remove [I]... (This will take around [DisplayTimeText(breakouttime)] and you need to stand still.)</span>")
|
||||
if(do_after(src, breakouttime, 0, target = src, required_mobility_flags = MOBILITY_RESIST))
|
||||
if(do_after_advanced(src, breakouttime, src, NONE, CALLBACK(cuffbreak_checker, /datum/cuffbreak_checker.proc/check_movement), required_mobility_flags = MOBILITY_RESIST))
|
||||
clear_cuffs(I, cuff_break)
|
||||
else
|
||||
to_chat(src, "<span class='warning'>You fail to remove [I]!</span>")
|
||||
@@ -370,15 +371,30 @@
|
||||
breakouttime = 50
|
||||
visible_message("<span class='warning'>[src] is trying to break [I]!</span>")
|
||||
to_chat(src, "<span class='notice'>You attempt to break [I]... (This will take around 5 seconds and you need to stand still.)</span>")
|
||||
if(do_after(src, breakouttime, 0, target = src, required_mobility_flags = MOBILITY_RESIST))
|
||||
if(do_after_advanced(src, breakouttime, src, NONE, CALLBACK(cuffbreak_checker, /datum/cuffbreak_checker.proc/check_movement), required_mobility_flags = MOBILITY_RESIST))
|
||||
clear_cuffs(I, cuff_break)
|
||||
else
|
||||
to_chat(src, "<span class='warning'>You fail to break [I]!</span>")
|
||||
|
||||
else if(cuff_break == INSTANT_CUFFBREAK)
|
||||
clear_cuffs(I, cuff_break)
|
||||
|
||||
QDEL_NULL(cuffbreak_checker)
|
||||
I.item_flags &= ~BEING_REMOVED
|
||||
|
||||
/datum/cuffbreak_checker
|
||||
var/turf/last
|
||||
|
||||
/datum/cuffbreak_checker/New(turf/initial_turf)
|
||||
last = initial_turf
|
||||
|
||||
/datum/cuffbreak_checker/proc/check_movement(atom/user, delay, atom/target, time_left, do_after_flags, required_mobility_flags, required_combat_flags, mob_redirect, stage, initially_held_item, tool, list/passed_in)
|
||||
if(get_turf(user) != last)
|
||||
last = get_turf(user)
|
||||
passed_in[1] = 0.5
|
||||
else
|
||||
passed_in[1] = 1
|
||||
|
||||
/mob/living/carbon/proc/uncuff()
|
||||
if (handcuffed)
|
||||
var/obj/item/W = handcuffed
|
||||
@@ -459,10 +475,6 @@
|
||||
if(HAS_TRAIT(src, TRAIT_CLUMSY))
|
||||
modifier -= 40 //Clumsy people are more likely to hit themselves -Honk!
|
||||
|
||||
//CIT CHANGES START HERE
|
||||
else if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
modifier -= 50
|
||||
|
||||
if(modifier < 100)
|
||||
dropItemToGround(I)
|
||||
//END OF CIT CHANGES
|
||||
|
||||
@@ -1055,10 +1055,10 @@
|
||||
return
|
||||
if(!HAS_TRAIT(src, TRAIT_IGNOREDAMAGESLOWDOWN)) //if we want to ignore slowdown from damage, but not from equipment
|
||||
var/scaling = maxHealth / 100
|
||||
var/health_deficiency = ((maxHealth / scaling) - (health / scaling) + (getStaminaLoss()*0.75))//CIT CHANGE - reduces the impact of staminaloss and makes stamina buffer influence it
|
||||
var/health_deficiency = max(((maxHealth / scaling) - (health / scaling)), (getStaminaLoss()*0.75))
|
||||
if(health_deficiency >= 40)
|
||||
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown, TRUE, (health_deficiency-39) / 75)
|
||||
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown_flying, TRUE, (health_deficiency-39) / 25)
|
||||
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown, TRUE, (health_deficiency - 15) / 75)
|
||||
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown_flying, TRUE, (health_deficiency - 15) / 25)
|
||||
else
|
||||
remove_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown)
|
||||
remove_movespeed_modifier(/datum/movespeed_modifier/damage_slowdown_flying)
|
||||
|
||||
@@ -409,7 +409,7 @@
|
||||
return
|
||||
var/informed = FALSE
|
||||
if(isrobotic(src))
|
||||
apply_status_effect(/datum/status_effect/no_combat_mode/robotic_emp, severity / 20)
|
||||
apply_status_effect(/datum/status_effect/robotic_emp, severity / 20)
|
||||
severity *= 0.5
|
||||
var/do_not_stun = FALSE
|
||||
if(HAS_TRAIT(src, TRAIT_ROBOTIC_ORGANISM))
|
||||
|
||||
@@ -143,7 +143,7 @@
|
||||
)
|
||||
|
||||
parry_efficiency_considered_successful = 0.01
|
||||
parry_efficiency_to_counterattack = 0.01
|
||||
parry_efficiency_to_counterattack = INFINITY // no counterattacks
|
||||
parry_max_attacks = INFINITY
|
||||
parry_failed_cooldown_duration = 1.5 SECONDS
|
||||
parry_failed_stagger_duration = 1 SECONDS
|
||||
|
||||
@@ -56,7 +56,6 @@
|
||||
ADD_TRAIT(H, TRAIT_MOBILITY_NOPICKUP, SLIMEPUDDLE_TRAIT)
|
||||
ADD_TRAIT(H, TRAIT_MOBILITY_NOUSE, SLIMEPUDDLE_TRAIT)
|
||||
ADD_TRAIT(H, TRAIT_SPRINT_LOCKED, SLIMEPUDDLE_TRAIT)
|
||||
ADD_TRAIT(H, TRAIT_COMBAT_MODE_LOCKED, SLIMEPUDDLE_TRAIT)
|
||||
ADD_TRAIT(H, TRAIT_MOBILITY_NOREST, SLIMEPUDDLE_TRAIT)
|
||||
ADD_TRAIT(H, TRAIT_ARMOR_BROKEN, SLIMEPUDDLE_TRAIT)
|
||||
H.update_disabled_bodyparts(silent = TRUE) //silently update arms to be paralysed
|
||||
@@ -99,7 +98,6 @@
|
||||
REMOVE_TRAIT(H, TRAIT_MOBILITY_NOPICKUP, SLIMEPUDDLE_TRAIT)
|
||||
REMOVE_TRAIT(H, TRAIT_MOBILITY_NOUSE, SLIMEPUDDLE_TRAIT)
|
||||
REMOVE_TRAIT(H, TRAIT_SPRINT_LOCKED, SLIMEPUDDLE_TRAIT)
|
||||
REMOVE_TRAIT(H, TRAIT_COMBAT_MODE_LOCKED, SLIMEPUDDLE_TRAIT)
|
||||
REMOVE_TRAIT(H, TRAIT_MOBILITY_NOREST, SLIMEPUDDLE_TRAIT)
|
||||
REMOVE_TRAIT(H, TRAIT_ARMOR_BROKEN, SLIMEPUDDLE_TRAIT)
|
||||
REMOVE_TRAIT(H, TRAIT_HUMAN_NO_RENDER, SLIMEPUDDLE_TRAIT)
|
||||
|
||||
@@ -1589,12 +1589,8 @@ 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(!SEND_SIGNAL(target, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
damage *= 1.2
|
||||
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
|
||||
damage *= 0.65
|
||||
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
damage *= 0.8
|
||||
//END OF CITADEL CHANGES
|
||||
|
||||
var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))
|
||||
@@ -1718,12 +1714,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
else
|
||||
user.do_attack_animation(target, ATTACK_EFFECT_DISARM)
|
||||
|
||||
if(HAS_TRAIT(user, TRAIT_PUGILIST))//CITADEL CHANGE - makes disarmspam cause staminaloss, pugilists can do it almost effortlessly
|
||||
if(!user.UseStaminaBuffer(1, warn = TRUE))
|
||||
return
|
||||
else
|
||||
if(!user.UseStaminaBuffer(1, warn = TRUE))
|
||||
return
|
||||
if(!user.UseStaminaBuffer(1, warn = TRUE))
|
||||
return
|
||||
|
||||
if(attacker_style && attacker_style.disarm_act(user,target))
|
||||
return TRUE
|
||||
@@ -1741,12 +1733,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
log_combat(user, target, "disarmed out of grab from")
|
||||
return
|
||||
var/randn = rand(1, 100)
|
||||
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(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
|
||||
if(HAS_TRAIT(user, TRAIT_PUGILIST))
|
||||
@@ -1951,9 +1939,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
if(IS_STAMCRIT(user))
|
||||
to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")
|
||||
return
|
||||
if(SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
to_chat(user, "<span class='warning'>You need combat mode to be active to that!</span>")
|
||||
return
|
||||
if(user.IsKnockdown() || user.IsParalyzed() || user.IsStun())
|
||||
to_chat(user, "<span class='warning'>You can't seem to force yourself up right now!</span>")
|
||||
return
|
||||
@@ -1993,6 +1978,8 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
|
||||
if(CHECK_MOBILITY(target, MOBILITY_STAND))
|
||||
target.adjustStaminaLoss(5)
|
||||
else
|
||||
target.adjustStaminaLoss(target.getStaminaLoss() > 75? 5 : 75)
|
||||
|
||||
if(target.is_shove_knockdown_blocked())
|
||||
return
|
||||
@@ -2035,7 +2022,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
|
||||
target.visible_message("<span class='danger'>[user.name] shoves [target.name]!</span>",
|
||||
"<span class='danger'>[user.name] shoves you!</span>", null, COMBAT_MESSAGE_RANGE, null,
|
||||
user, "<span class='danger'>You shove [target.name]!</span>")
|
||||
target.Stagger(SHOVE_STAGGER_DURATION)
|
||||
var/obj/item/target_held_item = target.get_active_held_item()
|
||||
if(!target.has_status_effect(STATUS_EFFECT_OFF_BALANCE))
|
||||
if(target_held_item)
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
amount = dna.species.spec_stun(src,amount)
|
||||
return ..()
|
||||
|
||||
/mob/living/carbon/human/DefaultCombatKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE, override_hardstun, override_stamdmg)
|
||||
/mob/living/carbon/human/DefaultCombatKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE, override_hardstun, override_stamdmg, knocktofloor)
|
||||
amount = dna.species.spec_stun(src,amount)
|
||||
return ..()
|
||||
|
||||
|
||||
@@ -512,9 +512,8 @@ 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()
|
||||
..()
|
||||
var/combat_mode = SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)
|
||||
if(getStaminaLoss() && !HAS_TRAIT(src, TRAIT_NO_STAMINA_REGENERATION))
|
||||
adjustStaminaLoss((!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? STAM_RECOVERY_STAM_CRIT : STAM_RECOVERY_RESTING) : STAM_RECOVERY_NORMAL) * (combat_mode? 0.25 : 1))
|
||||
adjustStaminaLoss((!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? STAM_RECOVERY_STAM_CRIT : STAM_RECOVERY_RESTING) : STAM_RECOVERY_NORMAL))
|
||||
|
||||
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && incomingstammult != 1)
|
||||
incomingstammult = max(0.01, incomingstammult)
|
||||
|
||||
@@ -48,25 +48,23 @@
|
||||
animate(src, pixel_x = get_standard_pixel_x_offset(), pixel_y = get_standard_pixel_y_offset(), time = 2.5, FALSE, SINE_EASING | EASE_IN)
|
||||
|
||||
/mob/living/proc/continue_starting_active_block()
|
||||
if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
return DO_AFTER_STOP
|
||||
return (combat_flags & COMBAT_FLAG_ACTIVE_BLOCK_STARTING)? DO_AFTER_CONTINUE : DO_AFTER_STOP
|
||||
|
||||
/mob/living/get_standard_pixel_x_offset()
|
||||
. = ..()
|
||||
if(combat_flags & (COMBAT_FLAG_ACTIVE_BLOCK_STARTING | COMBAT_FLAG_ACTIVE_BLOCKING))
|
||||
if(dir & EAST)
|
||||
. += 8
|
||||
. += 4
|
||||
if(dir & WEST)
|
||||
. -= 8
|
||||
. -= 4
|
||||
|
||||
/mob/living/get_standard_pixel_y_offset()
|
||||
. = ..()
|
||||
if(combat_flags & (COMBAT_FLAG_ACTIVE_BLOCK_STARTING | COMBAT_FLAG_ACTIVE_BLOCKING))
|
||||
if(dir & NORTH)
|
||||
. += 8
|
||||
. += 4
|
||||
if(dir & SOUTH)
|
||||
. -= 8
|
||||
. -= 4
|
||||
|
||||
/**
|
||||
* Proc called by keybindings to toggle active blocking.
|
||||
@@ -100,11 +98,6 @@
|
||||
if(!I.can_active_block())
|
||||
to_chat(src, "<span class='warning'>[I] is either not capable of being used to actively block, or is not currently in a state that can! (Try wielding it if it's twohanded, for example.)</span>")
|
||||
return
|
||||
// QOL: Attempt to toggle on combat mode if it isn't already
|
||||
SEND_SIGNAL(src, COMSIG_ENABLE_COMBAT_MODE)
|
||||
if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
to_chat(src, "<span class='warning'>You must be in combat mode to actively block!</span>")
|
||||
return FALSE
|
||||
var/datum/block_parry_data/data = I.get_block_parry_data()
|
||||
var/delay = data.block_start_delay
|
||||
combat_flags |= COMBAT_FLAG_ACTIVE_BLOCK_STARTING
|
||||
@@ -147,7 +140,7 @@
|
||||
/**
|
||||
* Calculates FINAL ATTACK DAMAGE after mitigation
|
||||
*/
|
||||
/obj/item/proc/active_block_calculate_final_damage(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
/obj/item/proc/active_block_calculate_final_damage(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, passive = FALSE)
|
||||
var/datum/block_parry_data/data = get_block_parry_data()
|
||||
var/absorption = data.attack_type_list_scan(data.block_damage_absorption_override, attack_type)
|
||||
var/efficiency = data.attack_type_list_scan(data.block_damage_multiplier_override, attack_type)
|
||||
@@ -156,7 +149,7 @@
|
||||
if(isnull(absorption))
|
||||
absorption = data.block_damage_absorption
|
||||
if(isnull(efficiency))
|
||||
efficiency = data.block_damage_multiplier
|
||||
efficiency = data.block_damage_multiplier * (passive? (1 / data.block_automatic_mitigation_multiplier) : 1)
|
||||
if(isnull(limit))
|
||||
limit = data.block_damage_limit
|
||||
// now we calculate damage to reduce.
|
||||
@@ -172,7 +165,7 @@
|
||||
return final_damage
|
||||
|
||||
/// Amount of stamina from damage blocked. Note that the damage argument is damage_blocked.
|
||||
/obj/item/proc/active_block_stamina_cost(mob/living/owner, atom/object, damage_blocked, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
/obj/item/proc/active_block_stamina_cost(mob/living/owner, atom/object, damage_blocked, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, passive = FALSE)
|
||||
var/datum/block_parry_data/data = get_block_parry_data()
|
||||
var/efficiency = data.attack_type_list_scan(data.block_stamina_efficiency_override, attack_type)
|
||||
if(isnull(efficiency))
|
||||
@@ -182,7 +175,7 @@
|
||||
multiplier = data.attack_type_list_scan(data.block_resting_stamina_penalty_multiplier_override, attack_type)
|
||||
if(isnull(multiplier))
|
||||
multiplier = data.block_resting_stamina_penalty_multiplier
|
||||
return (damage_blocked / efficiency) * multiplier
|
||||
return (damage_blocked / efficiency) * multiplier * (passive? data.block_automatic_stamina_multiplier : 1)
|
||||
|
||||
/// Apply the stamina damage to our user, notice how damage argument is stamina_amount.
|
||||
/obj/item/proc/active_block_do_stamina_damage(mob/living/owner, atom/object, stamina_amount, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
|
||||
@@ -214,6 +207,18 @@
|
||||
return
|
||||
|
||||
/obj/item/proc/active_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
|
||||
return directional_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return, override_direction)
|
||||
|
||||
/obj/item/proc/can_passive_block()
|
||||
if(!block_parry_data || !(item_flags & ITEM_CAN_BLOCK))
|
||||
return FALSE
|
||||
var/datum/block_parry_data/data = return_block_parry_datum(block_parry_data)
|
||||
return data.block_automatic_enabled
|
||||
|
||||
/obj/item/proc/passive_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
|
||||
return directional_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return, override_direction, TRUE)
|
||||
|
||||
/obj/item/proc/directional_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction, passive = FALSE)
|
||||
if(!can_active_block())
|
||||
return BLOCK_NONE
|
||||
var/datum/block_parry_data/data = get_block_parry_data()
|
||||
@@ -228,12 +233,12 @@
|
||||
incoming_direction = get_dir(get_turf(attacker) || get_turf(object), src)
|
||||
if(!CHECK_MOBILITY(owner, MOBILITY_STAND) && !(data.block_resting_attack_types_anydir & attack_type) && (!(data.block_resting_attack_types_directional & attack_type) || !can_block_direction(owner.dir, incoming_direction)))
|
||||
return BLOCK_NONE
|
||||
else if(!can_block_direction(owner.dir, incoming_direction))
|
||||
else if(!can_block_direction(owner.dir, incoming_direction, passive))
|
||||
return BLOCK_NONE
|
||||
block_return[BLOCK_RETURN_ACTIVE_BLOCK] = TRUE
|
||||
var/final_damage = active_block_calculate_final_damage(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
|
||||
var/final_damage = active_block_calculate_final_damage(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return, passive)
|
||||
var/damage_blocked = damage - final_damage
|
||||
var/stamina_cost = active_block_stamina_cost(owner, object, damage_blocked, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
|
||||
var/stamina_cost = active_block_stamina_cost(owner, object, damage_blocked, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return, passive)
|
||||
active_block_do_stamina_damage(owner, object, stamina_cost, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
|
||||
block_return[BLOCK_RETURN_ACTIVE_BLOCK_DAMAGE_MITIGATED] = damage - final_damage
|
||||
block_return[BLOCK_RETURN_SET_DAMAGE_TO] = final_damage
|
||||
@@ -261,9 +266,9 @@
|
||||
/**
|
||||
* Gets the block direction bitflags of what we can block.
|
||||
*/
|
||||
/obj/item/proc/blockable_directions()
|
||||
/obj/item/proc/blockable_directions(passive = FALSE)
|
||||
var/datum/block_parry_data/data = get_block_parry_data()
|
||||
return data.can_block_directions
|
||||
return (!isnull(data.block_automatic_directions) && passive)? data.block_automatic_directions : data.can_block_directions
|
||||
|
||||
/**
|
||||
* Checks if we can block from a specific direction from our direction.
|
||||
@@ -272,14 +277,14 @@
|
||||
* * our_dir - our direction.
|
||||
* * their_dir - their direction. Must be a single direction, or NONE for an attack from the same tile. This is incoming direction.
|
||||
*/
|
||||
/obj/item/proc/can_block_direction(our_dir, their_dir)
|
||||
/obj/item/proc/can_block_direction(our_dir, their_dir, passive = FALSE)
|
||||
their_dir = turn(their_dir, 180)
|
||||
if(our_dir != NORTH)
|
||||
var/turn_angle = dir2angle(our_dir)
|
||||
// dir2angle(), ss13 proc is clockwise so dir2angle(EAST) == 90
|
||||
// turn(), byond proc is counterclockwise so turn(NORTH, 90) == WEST
|
||||
their_dir = turn(their_dir, turn_angle)
|
||||
return (DIR2BLOCKDIR(their_dir) & blockable_directions())
|
||||
return (DIR2BLOCKDIR(their_dir) & blockable_directions(passive))
|
||||
|
||||
/**
|
||||
* can_block_direction but for "compound" directions to check all of them and return the number of directions that were blocked.
|
||||
|
||||
@@ -14,18 +14,58 @@
|
||||
/**
|
||||
* Initiates a parrying sequence.
|
||||
*/
|
||||
/mob/living/proc/initiate_parry_sequence()
|
||||
/mob/living/proc/initiate_parry_sequence(silent = FALSE, list/override_method_data)
|
||||
if(parrying)
|
||||
return // already parrying
|
||||
return FALSE // already parrying
|
||||
if(!(mobility_flags & MOBILITY_USE))
|
||||
to_chat(src, "<span class='warning'>You can't move your arms!</span>")
|
||||
return
|
||||
if(!silent)
|
||||
to_chat(src, "<span class='warning'>You can't move your arms!</span>")
|
||||
return FALSE
|
||||
if(!(combat_flags & COMBAT_FLAG_PARRY_CAPABLE))
|
||||
to_chat(src, "<span class='warning'>You are not something that can parry attacks.</span>")
|
||||
return
|
||||
if(!silent)
|
||||
to_chat(src, "<span class='warning'>You are not something that can parry attacks.</span>")
|
||||
return FALSE
|
||||
if(!(mobility_flags & MOBILITY_STAND))
|
||||
to_chat(src, "<span class='warning'>You aren't able to parry without solid footing!</span>")
|
||||
return
|
||||
if(!silent)
|
||||
to_chat(src, "<span class='warning'>You aren't able to parry without solid footing!</span>")
|
||||
return FALSE
|
||||
var/datum/block_parry_data/data
|
||||
var/list/determined = override_method_data || determine_parry_method(FALSE, FALSE)
|
||||
if(!islist(determined))
|
||||
return FALSE
|
||||
var/method = determined[1]
|
||||
data = return_block_parry_datum(determined[2])
|
||||
var/datum/tool = determined[3]
|
||||
var/full_parry_duration = data.parry_time_windup + data.parry_time_active + data.parry_time_spindown
|
||||
// no system in place to "fallback" if out of the 3 the top priority one can't parry due to constraints but something else can.
|
||||
// can always implement it later, whatever.
|
||||
if((data.parry_respect_clickdelay && !CheckActionCooldown()) || ((parry_end_time_last + data.parry_cooldown) > world.time))
|
||||
if(!silent)
|
||||
to_chat(src, "<span class='warning'>You are not ready to parry (again)!</span>")
|
||||
return FALSE
|
||||
// Point of no return, make sure everything is set.
|
||||
parrying = method
|
||||
if(method == ITEM_PARRY)
|
||||
active_parry_item = tool
|
||||
if(!UseStaminaBuffer(data.parry_stamina_cost, TRUE))
|
||||
return FALSE
|
||||
parry_start_time = world.time
|
||||
successful_parries = list()
|
||||
successful_parry_counterattacks = list()
|
||||
addtimer(CALLBACK(src, .proc/end_parry_sequence), full_parry_duration)
|
||||
if(data.parry_flags & PARRY_LOCK_ATTACKING)
|
||||
ADD_TRAIT(src, TRAIT_MOBILITY_NOUSE, ACTIVE_PARRY_TRAIT)
|
||||
if(data.parry_flags & PARRY_LOCK_SPRINTING)
|
||||
ADD_TRAIT(src, TRAIT_SPRINT_LOCKED, ACTIVE_PARRY_TRAIT)
|
||||
handle_parry_starting_effects(data)
|
||||
return TRUE
|
||||
|
||||
/**
|
||||
* Massive snowflake proc for getting something to parry with.
|
||||
*
|
||||
* @return list of [method, data, tool], where method is the parry method define, data is the block_parry_data var that must be run through return_block_parry_data, and tool is the concept/object/martial art/etc used.
|
||||
*/
|
||||
/mob/living/proc/determine_parry_method(silent = TRUE, autoparry = FALSE)
|
||||
// Prioritize item, then martial art, then unarmed.
|
||||
// yanderedev else if time
|
||||
var/obj/item/using_item = get_active_held_item()
|
||||
@@ -55,7 +95,8 @@
|
||||
var/list/other_items = list()
|
||||
var/list/override = list()
|
||||
if(SEND_SIGNAL(src, COMSIG_LIVING_ACTIVE_PARRY_START, method, tool, other_items, override) & COMPONENT_PREVENT_PARRY_START)
|
||||
to_chat(src, "<span class='warning'>Something is preventing you from parrying!</span>")
|
||||
if(!silent)
|
||||
to_chat(src, "<span class='warning'>Something is preventing you from parrying!</span>")
|
||||
return
|
||||
if(length(override))
|
||||
var/datum/thing = override[1]
|
||||
@@ -72,35 +113,10 @@
|
||||
method = ITEM_PARRY
|
||||
data = using_item.block_parry_data
|
||||
if(!method)
|
||||
to_chat(src, "<span class='warning'>You have nothing to parry with!</span>")
|
||||
if(!silent)
|
||||
to_chat(src, "<span class='warning'>You have nothing to parry with!</span>")
|
||||
return FALSE
|
||||
//QOL: Try to enable combat mode if it isn't already
|
||||
SEND_SIGNAL(src, COMSIG_ENABLE_COMBAT_MODE)
|
||||
if(SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
to_chat(src, "<span class='warning'>You must be in combat mode to parry!</span>")
|
||||
return FALSE
|
||||
data = return_block_parry_datum(data)
|
||||
var/full_parry_duration = data.parry_time_windup + data.parry_time_active + data.parry_time_spindown
|
||||
// no system in place to "fallback" if out of the 3 the top priority one can't parry due to constraints but something else can.
|
||||
// can always implement it later, whatever.
|
||||
if((data.parry_respect_clickdelay && !CheckActionCooldown()) || ((parry_end_time_last + data.parry_cooldown) > world.time))
|
||||
to_chat(src, "<span class='warning'>You are not ready to parry (again)!</span>")
|
||||
return FALSE
|
||||
// Point of no return, make sure everything is set.
|
||||
parrying = method
|
||||
if(method == ITEM_PARRY)
|
||||
active_parry_item = using_item
|
||||
if(!UseStaminaBuffer(data.parry_stamina_cost, TRUE))
|
||||
return FALSE
|
||||
parry_start_time = world.time
|
||||
successful_parries = list()
|
||||
addtimer(CALLBACK(src, .proc/end_parry_sequence), full_parry_duration)
|
||||
if(data.parry_flags & PARRY_LOCK_ATTACKING)
|
||||
ADD_TRAIT(src, TRAIT_MOBILITY_NOUSE, ACTIVE_PARRY_TRAIT)
|
||||
if(data.parry_flags & PARRY_LOCK_SPRINTING)
|
||||
ADD_TRAIT(src, TRAIT_SPRINT_LOCKED, ACTIVE_PARRY_TRAIT)
|
||||
handle_parry_starting_effects(data)
|
||||
return TRUE
|
||||
return list(method, data, tool)
|
||||
|
||||
/**
|
||||
* Tries to find a backup parry item.
|
||||
@@ -146,6 +162,7 @@
|
||||
parry_start_time = 0
|
||||
parry_end_time_last = world.time + (successful? 0 : data.parry_failed_cooldown_duration)
|
||||
successful_parries = null
|
||||
successful_parry_counterattacks = null
|
||||
|
||||
/**
|
||||
* Handles starting effects for parrying.
|
||||
@@ -178,17 +195,17 @@
|
||||
/**
|
||||
* Called when an attack is parried using this, whether or not the parry was successful.
|
||||
*/
|
||||
/obj/item/proc/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time)
|
||||
/obj/item/proc/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time, autoparry = FALSE)
|
||||
|
||||
/**
|
||||
* Called when an attack is parried innately, whether or not the parry was successful.
|
||||
*/
|
||||
/mob/living/proc/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time)
|
||||
/mob/living/proc/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time, autoparry = FALSE)
|
||||
|
||||
/**
|
||||
* Called when an attack is parried using this, whether or not the parry was successful.
|
||||
*/
|
||||
/datum/martial_art/proc/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time)
|
||||
/datum/martial_art/proc/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time, autoparry = FALSE)
|
||||
|
||||
/**
|
||||
* Called when an attack is parried and block_parra_data indicates to use a proc to handle counterattack.
|
||||
@@ -205,6 +222,94 @@
|
||||
*/
|
||||
/datum/martial_art/proc/active_parry_reflex_counter(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list, parry_efficiency, list/effect_text)
|
||||
|
||||
/**
|
||||
* Attempts to automatically parry an attacker.
|
||||
*/
|
||||
/mob/living/proc/attempt_auto_parry(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list())
|
||||
// determine how we'll parry
|
||||
var/list/determined = determine_parry_method(TRUE, TRUE)
|
||||
if(!islist(determined))
|
||||
return BLOCK_NONE
|
||||
var/datum/block_parry_data/data = return_block_parry_datum(determined[2])
|
||||
if(!data.parry_automatic_enabled || (last_autoparry > (world.time - data.autoparry_cooldown_absolute)))
|
||||
return BLOCK_NONE
|
||||
if(attack_type && !(attack_type & data.parry_attack_types))
|
||||
return BLOCK_NONE
|
||||
// before doing anything, check if the user moused over them properly
|
||||
if(!client)
|
||||
return BLOCK_NONE
|
||||
var/found = attacker == client.mouseObject
|
||||
if(!found)
|
||||
for(var/i in client.moused_over_objects)
|
||||
if(i == object)
|
||||
if((client.moused_over_objects[i] + (data.autoparry_mouse_delay_maximum)) >= world.time)
|
||||
found = TRUE
|
||||
break
|
||||
if(!found)
|
||||
return BLOCK_NONE
|
||||
|
||||
// if that works, try to start parry
|
||||
// first, check cooldowns
|
||||
|
||||
// now, depending on if we're doing a single simulation or a full sequence
|
||||
last_autoparry = world.time
|
||||
if(data.autoparry_sequence_simulation)
|
||||
// for full sequence simulation
|
||||
initiate_parry_sequence(TRUE, determined)
|
||||
if(data.autoparry_sequence_start_time == -1)
|
||||
parry_start_time = world.time - data.parry_time_windup
|
||||
else
|
||||
parry_start_time = world.time - data.autoparry_sequence_start_time
|
||||
// recurse back to original
|
||||
return run_parry(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, FALSE)
|
||||
else
|
||||
// yes, this is mostly a copypaste of run_parry.
|
||||
var/efficiency = data.attack_type_list_scan(data.autoparry_single_efficiency_override, attack_type)
|
||||
if(isnull(efficiency))
|
||||
efficiency = data.autoparry_single_efficiency
|
||||
var/method = determined[1]
|
||||
switch(method)
|
||||
if(ITEM_PARRY)
|
||||
var/obj/item/I = determined[3]
|
||||
. = I.on_active_parry(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, null, TRUE)
|
||||
if(UNARMED_PARRY)
|
||||
. = on_active_parry(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, null, TRUE)
|
||||
if(MARTIAL_PARRY)
|
||||
. = mind.martial_art.on_active_parry(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, null, TRUE)
|
||||
if(!isnull(return_list[BLOCK_RETURN_OVERRIDE_PARRY_EFFICIENCY])) // one of our procs overrode
|
||||
efficiency = return_list[BLOCK_RETURN_OVERRIDE_PARRY_EFFICIENCY]
|
||||
if(efficiency <= 0) // Do not allow automatically handled/standardized parries that increase damage for now.
|
||||
return
|
||||
. |= BLOCK_SHOULD_PARTIAL_MITIGATE
|
||||
if(efficiency >= data.parry_efficiency_perfect)
|
||||
. |= data.perfect_parry_block_return_flags
|
||||
if(data.perfect_parry_block_return_list)
|
||||
return_list |= data.perfect_parry_block_return_list
|
||||
else if(efficiency >= data.parry_efficiency_considered_successful)
|
||||
. |= data.imperfect_parry_block_return_flags
|
||||
if(data.imperfect_parry_block_return_list)
|
||||
return_list |= data.imperfect_parry_block_return_list
|
||||
else
|
||||
. |= data.failed_parry_block_return_flags
|
||||
if(data.failed_parry_block_return_list)
|
||||
return_list |= data.failed_parry_block_return_list
|
||||
if(isnull(return_list[BLOCK_RETURN_MITIGATION_PERCENT])) // if one of the on_active_parry procs overrode. We don't have to worry about interference since parries are the first thing checked in the [do_run_block()] sequence.
|
||||
return_list[BLOCK_RETURN_MITIGATION_PERCENT] = clamp(efficiency, 0, 100) // do not allow > 100% or < 0% for now.
|
||||
if((return_list[BLOCK_RETURN_MITIGATION_PERCENT] >= 100) || (damage <= 0))
|
||||
. |= BLOCK_SUCCESS
|
||||
var/list/effect_text
|
||||
var/pacifist_counter_check = TRUE
|
||||
if(HAS_TRAIT(src, TRAIT_PACIFISM))
|
||||
switch(parrying)
|
||||
if(ITEM_PARRY)
|
||||
pacifist_counter_check = (!active_parry_item.force || active_parry_item.damtype == STAMINA)
|
||||
else
|
||||
pacifist_counter_check = FALSE //Both martial and unarmed counter attacks generally are harmful, so no need to have the same line twice.
|
||||
if(efficiency >= data.parry_efficiency_to_counterattack && pacifist_counter_check && !return_list[BLOCK_RETURN_FORCE_NO_PARRY_COUNTERATTACK] && (!(attacker in successful_parry_counterattacks) && !data.parry_allow_repeated_counterattacks))
|
||||
effect_text = run_parry_countereffects(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, data)
|
||||
if(data.parry_flags & PARRY_DEFAULT_HANDLE_FEEDBACK)
|
||||
handle_parry_feedback(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, effect_text, data)
|
||||
|
||||
/**
|
||||
* Gets the stage of our parry sequence we're currently in.
|
||||
*/
|
||||
@@ -235,12 +340,20 @@
|
||||
return world.time - parry_start_time
|
||||
|
||||
/// same return values as normal blocking, called with absolute highest priority in the block "chain".
|
||||
/mob/living/proc/run_parry(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list())
|
||||
/mob/living/proc/run_parry(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list(), allow_auto = TRUE)
|
||||
var/stage = get_parry_stage()
|
||||
if(attack_type & ATTACK_TYPE_PARRY_COUNTERATTACK)
|
||||
return BLOCK_NONE // don't infinite loop
|
||||
if(stage != PARRY_ACTIVE)
|
||||
return BLOCK_NONE
|
||||
// If they're not currently parrying, attempt auto parry
|
||||
if(stage == NOT_PARRYING)
|
||||
if(!allow_auto || SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
return BLOCK_NONE
|
||||
return attempt_auto_parry(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)
|
||||
else
|
||||
return BLOCK_NONE
|
||||
var/datum/block_parry_data/data = get_parry_data()
|
||||
if(attack_type && (!(attack_type & data.parry_attack_types) || (attack_type & ATTACK_TYPE_PARRY_COUNTERATTACK))) // if this attack is from a parry do not parry it lest we infinite loop.
|
||||
if(attack_type && !(attack_type & data.parry_attack_types))
|
||||
return BLOCK_NONE
|
||||
var/efficiency = data.get_parry_efficiency(attack_type, get_parry_time())
|
||||
switch(parrying)
|
||||
@@ -281,7 +394,7 @@
|
||||
pacifist_counter_check = (!active_parry_item.force || active_parry_item.damtype == STAMINA)
|
||||
else
|
||||
pacifist_counter_check = FALSE //Both martial and unarmed counter attacks generally are harmful, so no need to have the same line twice.
|
||||
if(efficiency >= data.parry_efficiency_to_counterattack && pacifist_counter_check)
|
||||
if(efficiency >= data.parry_efficiency_to_counterattack && pacifist_counter_check && !return_list[BLOCK_RETURN_FORCE_NO_PARRY_COUNTERATTACK] && (!(attacker in successful_parry_counterattacks) && !data.parry_allow_repeated_counterattacks))
|
||||
effect_text = run_parry_countereffects(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency)
|
||||
if(data.parry_flags & PARRY_DEFAULT_HANDLE_FEEDBACK)
|
||||
handle_parry_feedback(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, effect_text)
|
||||
@@ -289,8 +402,9 @@
|
||||
if(length(successful_parries) >= data.parry_max_attacks)
|
||||
end_parry_sequence()
|
||||
|
||||
/mob/living/proc/handle_parry_feedback(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list(), parry_efficiency, list/effect_text)
|
||||
var/datum/block_parry_data/data = get_parry_data()
|
||||
/mob/living/proc/handle_parry_feedback(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list(), parry_efficiency, list/effect_text, datum/block_parry_data/data)
|
||||
if(!data)
|
||||
data = get_parry_data()
|
||||
var/knockdown_check = FALSE
|
||||
if(data.parry_data[PARRY_KNOCKDOWN_ATTACKER] && parry_efficiency >= data.parry_efficiency_to_counterattack)
|
||||
knockdown_check = TRUE
|
||||
@@ -299,12 +413,14 @@
|
||||
visible_message("<span class='danger'>[src] parries [attack_text][length(effect_text)? ", [english_list(effect_text)] [attacker]" : ""][length(effect_text) && knockdown_check? " and" : ""][knockdown_check? " knocking them to the ground" : ""]!</span>")
|
||||
|
||||
/// Run counterattack if any
|
||||
/mob/living/proc/run_parry_countereffects(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list(), parry_efficiency)
|
||||
/mob/living/proc/run_parry_countereffects(atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list(), parry_efficiency, datum/block_parry_data/data)
|
||||
if(!isliving(attacker))
|
||||
return
|
||||
var/mob/living/L = attacker
|
||||
var/datum/block_parry_data/data = get_parry_data()
|
||||
if(!data)
|
||||
data = get_parry_data()
|
||||
var/list/effect_text = list()
|
||||
successful_parry_counterattacks |= attacker
|
||||
// Always proc so items can override behavior easily
|
||||
switch(parrying)
|
||||
if(ITEM_PARRY)
|
||||
|
||||
@@ -37,6 +37,8 @@
|
||||
var/results
|
||||
if(I == active_block_item)
|
||||
results = I.active_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list, attack_direction)
|
||||
else if(I.can_passive_block() && !SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))
|
||||
results = I.passive_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list, attack_direction)
|
||||
else
|
||||
results = I.run_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
|
||||
. |= results
|
||||
|
||||
@@ -75,7 +75,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
|
||||
var/block_stamina_buffer_ratio = 1
|
||||
|
||||
/// Stamina dealt directly via UseStaminaBuffer() per SECOND of block.
|
||||
var/block_stamina_cost_per_second = 1.5
|
||||
var/block_stamina_cost_per_second = 1
|
||||
/// Prevent stamina buffer regeneration while block?
|
||||
var/block_no_stambuffer_regeneration = TRUE
|
||||
/// Prevent stamina regeneration while block?
|
||||
@@ -93,20 +93,31 @@ GLOBAL_LIST_EMPTY(block_parry_data)
|
||||
/// Sounds for blocking
|
||||
var/list/block_sounds = list('sound/block_parry/block_metal1.ogg' = 1, 'sound/block_parry/block_metal1.ogg' = 1)
|
||||
|
||||
// Autoblock
|
||||
// Other than for overrides, this mostly just reads from the above vars
|
||||
/// Can this item automatically block?
|
||||
var/block_automatic_enabled = TRUE
|
||||
/// Directions that you can autoblock in. Null to default to normal directions.
|
||||
var/block_automatic_directions = null
|
||||
/// Effectiveness multiplier for automated block. Only applies to efficiency, absorption and limits stay the same!
|
||||
var/block_automatic_mitigation_multiplier = 0.33
|
||||
/// Stamina cost multiplier for automated block
|
||||
var/block_automatic_stamina_multiplier = 1
|
||||
|
||||
/////////// PARRYING ////////////
|
||||
/// Prioriry for [mob/do_run_block()] while we're being used to parry.
|
||||
/// Priority for [mob/do_run_block()] while we're being used to parry.
|
||||
// None - Parry is always highest priority!
|
||||
/// Parry doesn't work if you aren't able to otherwise attack due to clickdelay
|
||||
var/parry_respect_clickdelay = TRUE
|
||||
var/parry_respect_clickdelay = FALSE
|
||||
/// Parry stamina cost
|
||||
var/parry_stamina_cost = 5
|
||||
/// Attack types we can block
|
||||
var/parry_attack_types = ALL
|
||||
/// Parry flags
|
||||
var/parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING
|
||||
var/parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK
|
||||
|
||||
/// Parry windup duration in deciseconds. 0 to this is windup, afterwards is main stage.
|
||||
var/parry_time_windup = 2
|
||||
var/parry_time_windup = 0
|
||||
/// Parry spindown duration in deciseconds. main stage end to this is the spindown stage, afterwards the parry fully ends.
|
||||
var/parry_time_spindown = 3
|
||||
/// Main parry window in deciseconds. This is between [parry_time_windup] and [parry_time_spindown]
|
||||
@@ -139,7 +150,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
|
||||
/// Efficiency must be at least this to be considered successful
|
||||
var/parry_efficiency_considered_successful = 0.1
|
||||
/// Efficiency must be at least this to run automatic counterattack
|
||||
var/parry_efficiency_to_counterattack = 0.1
|
||||
var/parry_efficiency_to_counterattack = INFINITY
|
||||
/// Maximum attacks to parry successfully or unsuccessfully (but not efficiency < 0) during active period, hitting this immediately ends the sequence.
|
||||
var/parry_max_attacks = INFINITY
|
||||
/// Visual icon state override for parrying
|
||||
@@ -153,7 +164,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
|
||||
/// Stagger duration post-parry if you fail to parry an attack
|
||||
var/parry_failed_stagger_duration = 3.5 SECONDS
|
||||
/// Clickdelay duration post-parry if you fail to parry an attack
|
||||
var/parry_failed_clickcd_duration = 2 SECONDS
|
||||
var/parry_failed_clickcd_duration = 0 SECONDS
|
||||
/// Parry cooldown post-parry if failed. This is ADDED to parry_cooldown!!!
|
||||
var/parry_failed_cooldown_duration = 0 SECONDS
|
||||
|
||||
@@ -166,6 +177,29 @@ GLOBAL_LIST_EMPTY(block_parry_data)
|
||||
var/perfect_parry_block_return_list
|
||||
var/imperfect_parry_block_return_list
|
||||
var/failed_parry_block_return_list
|
||||
/// Allow multiple counterattacks per parry sequence. Bad idea.
|
||||
var/parry_allow_repeated_counterattacks = FALSE
|
||||
|
||||
// Auto parry
|
||||
// Anything not specified like cooldowns/clickdelay respecting is pulled from above.
|
||||
/// Can this data automatically parry? This is off by default because this is something that requires thought to balance.
|
||||
var/parry_automatic_enabled = FALSE
|
||||
/// Hard autoparry cooldown
|
||||
var/autoparry_cooldown_absolute = 7.5 SECONDS
|
||||
/// Autoparry : Simulate a parry sequence starting at a certain tick, or simply simulate a single attack parry?
|
||||
var/autoparry_sequence_simulation = FALSE
|
||||
// Single attack simulation:
|
||||
/// Single attack autoparry - efficiency
|
||||
var/autoparry_single_efficiency = 75
|
||||
/// Single attack autoparry - efficiency overrides by attack type, see above
|
||||
var/list/autoparry_single_efficiency_override
|
||||
// Parry sequence simulation:
|
||||
/// Decisecond of sequence to start on. -1 to start to 0th tick of active parry window.
|
||||
var/autoparry_sequence_start_time = -1
|
||||
// Clickdelay/cooldown settings not included, as well as whether or not to lock attack/sprinting/etc. They will be pulled from the above.
|
||||
|
||||
/// ADVANCED - Autoparry requirement for time since last moused over for a specific object
|
||||
var/autoparry_mouse_delay_maximum = 0.35 SECONDS
|
||||
|
||||
/**
|
||||
* Quirky proc to get average of flags in list that are in attack_type because why is attack_type a flag.
|
||||
@@ -308,6 +342,7 @@ GLOBAL_LIST_EMPTY(block_parry_data)
|
||||
RENDER_VARIABLE_SIMPLE(parry_cooldown, "Deciseconds it has to be since the last time a parry sequence <b>ended</b> for you before you can parry again.")
|
||||
RENDER_VARIABLE_SIMPLE(parry_failed_stagger_duration, "Deciseconds you are staggered for at the of the parry sequence if you do not successfully parry anything.")
|
||||
RENDER_VARIABLE_SIMPLE(parry_failed_clickcd_duration, "Deciseconds you are put on attack cooldown at the end of the parry sequence if you do not successfully parry anything.")
|
||||
dat += ""
|
||||
dat += "</div></table>"
|
||||
return dat.Join("")
|
||||
#undef RENDER_VARIABLE_SIMPLE
|
||||
|
||||
@@ -50,8 +50,12 @@
|
||||
var/obj/effect/abstract/parry/parry_visual_effect
|
||||
/// world.time of last parry end
|
||||
var/parry_end_time_last = 0
|
||||
/// Last autoparry
|
||||
var/last_autoparry = 0
|
||||
/// Successful parries within the current parry cycle. It's a list of efficiency percentages.
|
||||
var/list/successful_parries
|
||||
/// Current parry counterattacks. Makes sure we can only counterattack someone once per parry.
|
||||
var/list/successful_parry_counterattacks
|
||||
|
||||
var/confused = 0 //Makes the mob move in random directions.
|
||||
|
||||
|
||||
@@ -267,16 +267,10 @@ GLOBAL_LIST_INIT(department_radio_keys, list(
|
||||
eavesdrop_range = EAVESDROP_EXTRA_RANGE
|
||||
var/list/listening = get_hearers_in_view(message_range+eavesdrop_range, source)
|
||||
var/list/the_dead = list()
|
||||
var/list/yellareas //CIT CHANGE - adds the ability for yelling to penetrate walls and echo throughout areas
|
||||
if(!eavesdrop_range && say_test(message) == "2") //CIT CHANGE - ditto
|
||||
yellareas = get_areas_in_range(message_range*0.5, source) //CIT CHANGE - ditto
|
||||
|
||||
for(var/_M in GLOB.player_list)
|
||||
var/mob/M = _M
|
||||
if(M.stat != DEAD) //not dead, not important
|
||||
if(yellareas) //CIT CHANGE - see above. makes yelling penetrate walls
|
||||
var/area/A = get_area(M) //CIT CHANGE - ditto
|
||||
if(istype(A) && A.ambientsounds != SPACE && (A in yellareas)) //CIT CHANGE - ditto
|
||||
listening |= M //CIT CHANGE - ditto
|
||||
continue
|
||||
if(!M.client || !client) //client is so that ghosts don't have to listen to mice
|
||||
continue
|
||||
@@ -303,6 +297,9 @@ GLOBAL_LIST_INIT(department_radio_keys, list(
|
||||
AM.Hear(rendered, src, message_language, message, null, spans, message_mode, source)
|
||||
SEND_GLOBAL_SIGNAL(COMSIG_GLOB_LIVING_SAY_SPECIAL, src, message)
|
||||
|
||||
if(!eavesdrop_range && say_test(message) == "2") // Yell hook
|
||||
process_yelling(listening, rendered, src, message_language, message, spans, message_mode, source)
|
||||
|
||||
//speech bubble
|
||||
var/list/speech_bubble_recipients = list()
|
||||
for(var/mob/M in listening)
|
||||
@@ -312,6 +309,30 @@ GLOBAL_LIST_INIT(department_radio_keys, list(
|
||||
I.appearance_flags = APPEARANCE_UI_IGNORE_ALPHA
|
||||
INVOKE_ASYNC(GLOBAL_PROC, /.proc/flick_overlay, I, speech_bubble_recipients, 30)
|
||||
|
||||
/atom/movable/proc/process_yelling(list/already_heard, rendered, atom/movable/speaker, datum/language/message_language, message, list/spans, message_mode, obj/source)
|
||||
if(last_yell > (world.time - 10))
|
||||
to_chat(src, "<span class='warning'>Your voice doesn't project as far as you try to yell in such quick succession.") // yeah no, no spamming an expensive floodfill.
|
||||
return
|
||||
last_yell = world.time
|
||||
var/list/overhearing = list()
|
||||
var/list/overhearing_text = list()
|
||||
overhearing = yelling_wavefill(src, yell_power)
|
||||
if(!overhearing.len)
|
||||
overhearing_text = "none"
|
||||
else
|
||||
for(var/mob/M as anything in overhearing)
|
||||
overhearing_text += key_name(M)
|
||||
overhearing_text = english_list(overhearing_text)
|
||||
log_say("YELL: [ismob(src)? key_name(src) : src] yelled [message] with overhearing mobs [overhearing_text]")
|
||||
// overhearing = get_hearers_in_view(35, src) | get_hearers_in_range(5, src)
|
||||
overhearing -= already_heard
|
||||
if(!overhearing.len)
|
||||
return
|
||||
// to_chat(world, "DEBUG: overhearing [english_list(overhearing)]")
|
||||
for(var/_AM in overhearing)
|
||||
var/atom/movable/AM = _AM
|
||||
AM.Hear(rendered, speaker, message_language, message, null, spans, message_mode, source)
|
||||
|
||||
/mob/proc/binarycheck()
|
||||
return FALSE
|
||||
|
||||
|
||||
@@ -35,11 +35,10 @@
|
||||
return
|
||||
CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/out_of_combat_timer, out_of_combat_timer)
|
||||
CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/base_regeneration, base_regeneration)
|
||||
CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/combat_regeneration, combat_regeneration)
|
||||
CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/percent_regeneration_out_of_combat, percent_regeneration_out_of_combat)
|
||||
CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/post_action_penalty_delay, post_action_penalty_delay)
|
||||
CONFIG_CACHE_ENTRY_AND_FETCH_VALUE(number/stamina_combat/post_action_penalty_factor, post_action_penalty_factor)
|
||||
var/base_regen = (SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_INACTIVE))? base_regeneration : combat_regeneration
|
||||
var/base_regen = base_regeneration
|
||||
var/time_since_last_action = world.time - stamina_buffer_last_use
|
||||
var/action_penalty = ((time_since_last_action) < (post_action_penalty_delay * 10))? post_action_penalty_factor : 1
|
||||
var/out_of_combat_bonus = (time_since_last_action < (out_of_combat_timer * 10))? 0 : ((buffer_max * percent_regeneration_out_of_combat * 0.01))
|
||||
|
||||
@@ -4,7 +4,8 @@
|
||||
// ignore_castun = same logic as Paralyze() in general
|
||||
// override_duration = If this is set, does Paralyze() for this duration.
|
||||
// override_stam = If this is set, does this amount of stamina damage.
|
||||
/mob/living/proc/DefaultCombatKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE, override_hardstun, override_stamdmg)
|
||||
// knocktofloor - whether to knock them to the ground
|
||||
/mob/living/proc/DefaultCombatKnockdown(amount, updating = TRUE, ignore_canknockdown = FALSE, override_hardstun, override_stamdmg, knocktofloor = TRUE)
|
||||
if(!iscarbon(src))
|
||||
return Paralyze(amount, updating, ignore_canknockdown)
|
||||
if(!ignore_canknockdown && !(status_flags & CANKNOCKDOWN))
|
||||
@@ -13,7 +14,8 @@
|
||||
buckled.unbuckle_mob(src)
|
||||
var/drop_items = amount > 80 //80 is cutoff for old item dropping behavior
|
||||
var/stamdmg = isnull(override_stamdmg)? (amount * 0.25) : override_stamdmg
|
||||
KnockToFloor(drop_items, TRUE, updating)
|
||||
if(knocktofloor)
|
||||
KnockToFloor(drop_items, TRUE, updating)
|
||||
adjustStaminaLoss(stamdmg)
|
||||
if(!isnull(override_hardstun))
|
||||
Paralyze(override_hardstun)
|
||||
|
||||
@@ -45,3 +45,9 @@
|
||||
/datum/movespeed_modifier/status_effect/mkultra
|
||||
multiplicative_slowdown = -2
|
||||
blacklisted_movetypes= FLYING|FLOATING
|
||||
|
||||
/datum/movespeed_modifier/status_effect/stagger
|
||||
variable = TRUE
|
||||
|
||||
/datum/movespeed_modifier/status_effect/off_balance
|
||||
variable = TRUE
|
||||
|
||||
@@ -118,7 +118,7 @@ Contents:
|
||||
ADD_TRAIT(n_hood, TRAIT_NODROP, NINJA_SUIT_TRAIT)
|
||||
n_shoes = H.shoes
|
||||
ADD_TRAIT(n_shoes, TRAIT_NODROP, NINJA_SUIT_TRAIT)
|
||||
n_shoes.slowdown--
|
||||
n_shoes.slowdown -= 0.5
|
||||
n_gloves = H.gloves
|
||||
ADD_TRAIT(n_gloves, TRAIT_NODROP, NINJA_SUIT_TRAIT)
|
||||
return TRUE
|
||||
@@ -139,7 +139,7 @@ Contents:
|
||||
REMOVE_TRAIT(n_hood, TRAIT_NODROP, NINJA_SUIT_TRAIT)
|
||||
if(n_shoes)
|
||||
REMOVE_TRAIT(n_shoes, TRAIT_NODROP, NINJA_SUIT_TRAIT)
|
||||
n_shoes.slowdown++
|
||||
n_shoes.slowdown += 0.5
|
||||
if(n_gloves)
|
||||
n_gloves.icon_state = "s-ninja"
|
||||
n_gloves.item_state = "s-ninja"
|
||||
|
||||
@@ -2,6 +2,9 @@
|
||||
projectile_type = /obj/item/projectile/beam/laser
|
||||
select_name = "kill"
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/minigun
|
||||
click_cooldown_override = 2
|
||||
|
||||
/obj/item/ammo_casing/energy/lasergun
|
||||
projectile_type = /obj/item/projectile/beam/laser
|
||||
e_cost = 83
|
||||
|
||||
@@ -9,6 +9,10 @@
|
||||
projectile_type = /obj/item/projectile/energy/electrode/security
|
||||
e_cost = 100
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/hos
|
||||
projectile_type = /obj/item/projectile/energy/electrode/security/hos
|
||||
e_cost = 100
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/spec
|
||||
e_cost = 100
|
||||
|
||||
@@ -16,7 +20,6 @@
|
||||
fire_sound = 'sound/weapons/gunshot.ogg'
|
||||
e_cost = 100
|
||||
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/old
|
||||
e_cost = 1000
|
||||
|
||||
|
||||
@@ -3,9 +3,3 @@
|
||||
ammo_type = /obj/item/ammo_casing/caseless/magspear
|
||||
caliber = "speargun"
|
||||
max_ammo = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/minigun
|
||||
name = "gatling gun fusion core"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/laser/gatling
|
||||
caliber = "gatling"
|
||||
max_ammo = 5000
|
||||
|
||||
@@ -48,12 +48,24 @@
|
||||
|
||||
/obj/item/gun/energy/e_gun/hos
|
||||
name = "\improper X-01 MultiPhase Energy Gun"
|
||||
desc = "This is an expensive, modern recreation of an antique laser gun. This gun has several unique firemodes, but lacks the ability to recharge over time in exchange for inbuilt advanced firearm EMP shielding."
|
||||
desc = "This is an expensive, modern recreation of an antique laser gun. This gun has several unique firemodes, but lacks the ability to recharge over time in exchange for inbuilt advanced firearm EMP shielding. <span class='boldnotice'>Right click in combat mode to fire a taser shot with a cooldown.</span>"
|
||||
icon_state = "hoslaser"
|
||||
force = 10
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser/hos, /obj/item/ammo_casing/energy/ion/hos)
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser/hos, /obj/item/ammo_casing/energy/ion/hos, /obj/item/ammo_casing/energy/electrode/hos)
|
||||
ammo_x_offset = 4
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
|
||||
var/last_altfire = 0
|
||||
var/altfire_delay = 0
|
||||
|
||||
/obj/item/gun/energy/e_gun/hos/altafterattack(atom/target, mob/user, proximity_flag, params)
|
||||
. = TRUE
|
||||
if(last_altfire + altfire_delay > world.time)
|
||||
return
|
||||
var/current_index = current_firemode_index
|
||||
set_firemode_to_type(/obj/item/ammo_casing/energy/electrode)
|
||||
process_afterattack(target, user, proximity_flag, params)
|
||||
set_firemode_index(current_index)
|
||||
last_altfire = world.time
|
||||
|
||||
/obj/item/gun/energy/e_gun/hos/emp_act(severity)
|
||||
return
|
||||
|
||||
@@ -11,19 +11,19 @@
|
||||
righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
|
||||
slot_flags = ITEM_SLOT_BACK
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
var/obj/item/gun/ballistic/minigun/gun
|
||||
var/obj/item/gun/energy/minigun/gun
|
||||
var/armed = 0 //whether the gun is attached, 0 is attached, 1 is the gun is wielded.
|
||||
var/overheat = 0
|
||||
var/overheat_max = 40
|
||||
var/overheat_max = 50
|
||||
var/heat_diffusion = 1
|
||||
|
||||
/obj/item/minigunpack/Initialize()
|
||||
. = ..()
|
||||
gun = new(src)
|
||||
START_PROCESSING(SSobj, src)
|
||||
START_PROCESSING(SSfastprocess, src)
|
||||
|
||||
/obj/item/minigunpack/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
STOP_PROCESSING(SSfastprocess, src)
|
||||
return ..()
|
||||
|
||||
/obj/item/minigunpack/process()
|
||||
@@ -72,7 +72,6 @@
|
||||
var/obj/screen/inventory/hand/H = over_object
|
||||
M.putItemFromInventoryInHandIfPossible(src, H.held_index)
|
||||
|
||||
|
||||
/obj/item/minigunpack/update_icon_state()
|
||||
if(armed)
|
||||
icon_state = "notholstered"
|
||||
@@ -91,8 +90,7 @@
|
||||
update_icon()
|
||||
user.update_inv_back()
|
||||
|
||||
|
||||
/obj/item/gun/ballistic/minigun
|
||||
/obj/item/gun/energy/minigun
|
||||
name = "laser gatling gun"
|
||||
desc = "An advanced laser cannon with an incredible rate of fire. Requires a bulky backpack power source to use."
|
||||
icon = 'icons/obj/guns/minigun.dmi'
|
||||
@@ -103,17 +101,20 @@
|
||||
slot_flags = null
|
||||
w_class = WEIGHT_CLASS_HUGE
|
||||
custom_materials = null
|
||||
burst_size = 3
|
||||
automatic = 0
|
||||
fire_delay = 1
|
||||
automatic = 0.5
|
||||
fire_delay = 2
|
||||
ammo_type = list(
|
||||
/obj/item/ammo_casing/energy/laser
|
||||
)
|
||||
|
||||
weapon_weight = WEAPON_HEAVY
|
||||
fire_sound = 'sound/weapons/laser.ogg'
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/minigun
|
||||
casing_ejector = FALSE
|
||||
charge_sections = 0
|
||||
shaded_charge = 0
|
||||
item_flags = NEEDS_PERMIT | SLOWS_WHILE_IN_HAND
|
||||
var/obj/item/minigunpack/ammo_pack
|
||||
|
||||
/obj/item/gun/ballistic/minigun/Initialize()
|
||||
/obj/item/gun/energy/minigun/Initialize()
|
||||
if(istype(loc, /obj/item/minigunpack)) //We should spawn inside an ammo pack so let's use that one.
|
||||
ammo_pack = loc
|
||||
else
|
||||
@@ -121,29 +122,29 @@
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/item/gun/ballistic/minigun/attack_self(mob/living/user)
|
||||
/obj/item/gun/energy/minigun/attack_self(mob/living/user)
|
||||
return
|
||||
|
||||
/obj/item/gun/ballistic/minigun/dropped(mob/user)
|
||||
/obj/item/gun/energy/minigun/dropped(mob/user)
|
||||
. = ..()
|
||||
if(ammo_pack)
|
||||
ammo_pack.attach_gun(user)
|
||||
else
|
||||
qdel(src)
|
||||
|
||||
/obj/item/gun/ballistic/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
|
||||
/obj/item/gun/energy/minigun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0, stam_cost = 0)
|
||||
if(ammo_pack)
|
||||
if(ammo_pack.overheat < ammo_pack.overheat_max)
|
||||
ammo_pack.overheat += burst_size
|
||||
ammo_pack.overheat++
|
||||
..()
|
||||
else
|
||||
to_chat(user, "The gun's heat sensor locked the trigger to prevent lens damage.")
|
||||
|
||||
/obj/item/gun/ballistic/minigun/afterattack(atom/target, mob/living/user, flag, params)
|
||||
/obj/item/gun/energy/minigun/afterattack(atom/target, mob/living/user, flag, params)
|
||||
if(!ammo_pack || ammo_pack.loc != user)
|
||||
to_chat(user, "You need the backpack power source to fire the gun!")
|
||||
. = ..()
|
||||
|
||||
/obj/item/gun/ballistic/minigun/dropped(mob/living/user)
|
||||
/obj/item/gun/energy/minigun/dropped(mob/living/user)
|
||||
. = ..()
|
||||
ammo_pack.attach_gun(user)
|
||||
@@ -37,15 +37,17 @@
|
||||
..()
|
||||
|
||||
/obj/item/projectile/energy/electrode/security
|
||||
tase_duration = 30
|
||||
tase_duration = 40
|
||||
knockdown = 0
|
||||
stamina = 10
|
||||
stamina = 0
|
||||
knockdown_stamoverride = 0
|
||||
knockdown_stam_max = 0
|
||||
strong_tase = FALSE
|
||||
|
||||
/obj/item/projectile/energy/electrode/security/hos
|
||||
knockdown = 100
|
||||
knockdown_stamoverride = 30
|
||||
knockdown_stam_max = null
|
||||
tase_duration = 10
|
||||
tase_duration = 40
|
||||
knockdown = 0
|
||||
stamina = 0
|
||||
knockdown_stamoverride = 0
|
||||
knockdown_stam_max = 0
|
||||
strong_tase = FALSE
|
||||
|
||||
@@ -18,7 +18,8 @@
|
||||
var/spray_range = 3 //the range of tiles the sprayer will reach when in spray mode.
|
||||
var/stream_range = 1 //the range of tiles the sprayer will reach when in stream mode.
|
||||
var/stream_amount = 10 //the amount of reagents transfered when in stream mode.
|
||||
var/spray_delay = 3 //The amount of sleep() delay between each chempuff step.
|
||||
/// Amount of time it takes for a spray to completely travel.
|
||||
var/spray_delay = 8
|
||||
/// Last world.time of spray
|
||||
var/last_spray = 0
|
||||
/// Spray cooldown
|
||||
@@ -72,58 +73,20 @@
|
||||
if((last_spray + spray_cooldown) > world.time)
|
||||
return
|
||||
var/range = clamp(get_dist(src, A), 1, current_range)
|
||||
var/obj/effect/decal/chempuff/D = new /obj/effect/decal/chempuff(get_turf(src))
|
||||
D.create_reagents(amount_per_transfer_from_this, NONE, NO_REAGENTS_VALUE)
|
||||
var/puff_reagent_left = range //how many turf, mob or dense objet we can react with before we consider the chem puff consumed
|
||||
if(stream_mode)
|
||||
reagents.trans_to(D, amount_per_transfer_from_this)
|
||||
puff_reagent_left = 1
|
||||
else
|
||||
reagents.trans_to(D, amount_per_transfer_from_this, 1/range)
|
||||
D.color = mix_color_from_reagents(D.reagents.reagent_list)
|
||||
var/wait_step = CEILING(spray_delay * INVERSE(range), world.tick_lag)
|
||||
var/obj/effect/decal/chempuff/D = new /obj/effect/decal/chempuff(get_turf(src), stream_mode, wait_step, range, stream_mode? 1 : range)
|
||||
var/turf/T = get_turf(src)
|
||||
if(!T)
|
||||
return
|
||||
log_reagent("SPRAY: [key_name(usr)] fired [src] ([REF(src)]) [COORD(T)] at [A] ([REF(A)]) [COORD(A)] (chempuff: [D.reagents.log_list()])")
|
||||
var/wait_step = max(round(2+ spray_delay * INVERSE(range)), 2)
|
||||
D.create_reagents(amount_per_transfer_from_this, NONE, NO_REAGENTS_VALUE)
|
||||
if(stream_mode)
|
||||
reagents.trans_to(D, amount_per_transfer_from_this)
|
||||
else
|
||||
reagents.trans_to(D, amount_per_transfer_from_this, 1/range)
|
||||
D.color = mix_color_from_reagents(D.reagents.reagent_list)
|
||||
last_spray = world.time
|
||||
INVOKE_ASYNC(src, .proc/do_spray, A, wait_step, D, range, puff_reagent_left)
|
||||
return TRUE
|
||||
|
||||
/obj/item/reagent_containers/spray/proc/do_spray(atom/A, wait_step, obj/effect/decal/chempuff/D, range, puff_reagent_left)
|
||||
var/range_left = range
|
||||
for(var/i=0, i<range, i++)
|
||||
range_left--
|
||||
step_towards(D,A)
|
||||
sleep(wait_step)
|
||||
|
||||
for(var/atom/T in get_turf(D))
|
||||
if(T == D || T.invisibility) //we ignore the puff itself and stuff below the floor
|
||||
continue
|
||||
if(puff_reagent_left <= 0)
|
||||
break
|
||||
|
||||
if(stream_mode)
|
||||
if(ismob(T))
|
||||
var/mob/M = T
|
||||
if(!M.lying || !range_left)
|
||||
D.reagents.reaction(M, VAPOR)
|
||||
puff_reagent_left -= 1
|
||||
else if(!range_left)
|
||||
D.reagents.reaction(T, VAPOR)
|
||||
else
|
||||
D.reagents.reaction(T, VAPOR)
|
||||
if(ismob(T))
|
||||
puff_reagent_left -= 1
|
||||
|
||||
if(puff_reagent_left > 0 && (!stream_mode || !range_left))
|
||||
D.reagents.reaction(get_turf(D), VAPOR)
|
||||
puff_reagent_left -= 1
|
||||
|
||||
if(puff_reagent_left <= 0) // we used all the puff so we delete it.
|
||||
qdel(D)
|
||||
return
|
||||
qdel(D)
|
||||
D.run_puff(A)
|
||||
|
||||
/obj/item/reagent_containers/spray/attack_self(mob/user)
|
||||
stream_mode = !stream_mode
|
||||
@@ -207,7 +170,7 @@
|
||||
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
|
||||
volume = 40
|
||||
stream_range = 4
|
||||
spray_delay = 1
|
||||
spray_delay = 2
|
||||
amount_per_transfer_from_this = 5
|
||||
list_reagents = list(/datum/reagent/consumable/condensedcapsaicin = 40)
|
||||
|
||||
|
||||
@@ -209,7 +209,7 @@
|
||||
parry_time_perfect = 2
|
||||
parry_time_perfect_leeway = 0.75
|
||||
parry_imperfect_falloff_percent = 7.5
|
||||
parry_efficiency_to_counterattack = 100
|
||||
parry_efficiency_to_counterattack = INFINITY
|
||||
parry_efficiency_considered_successful = 80
|
||||
parry_efficiency_perfect = 120
|
||||
parry_failed_stagger_duration = 3 SECONDS
|
||||
@@ -266,14 +266,15 @@
|
||||
parry_time_perfect = 2
|
||||
parry_time_perfect_leeway = 2
|
||||
parry_failed_stagger_duration = 3 SECONDS
|
||||
parry_failed_clickcd_duration = 3 SECONDS
|
||||
parry_time_windup = 0
|
||||
parry_time_spindown = 0
|
||||
parry_imperfect_falloff_percent = 0
|
||||
parry_efficiency_to_counterattack = 100
|
||||
parry_efficiency_to_counterattack = INFINITY
|
||||
parry_efficiency_considered_successful = 120
|
||||
parry_efficiency_perfect = 120
|
||||
parry_data = list(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 4)
|
||||
parry_automatic_enabled = TRUE
|
||||
autoparry_single_efficiency = 75
|
||||
|
||||
//unique hammers
|
||||
/obj/item/melee/smith/hammer/toolbox
|
||||
|
||||
@@ -32,6 +32,8 @@
|
||||
var/max_stamina_damage = 0
|
||||
var/incoming_stam_mult = 1 //Multiplier for incoming staminaloss, decreases when taking staminaloss when the limb is disabled, resets back to 1 when limb is no longer disabled.
|
||||
var/max_damage = 0
|
||||
/// Threshold at which we are disabled. Defaults to max_damage if unset.
|
||||
var/disable_threshold
|
||||
var/stam_heal_tick = 0 //per Life(). Defaults to 0 due to citadel changes
|
||||
|
||||
var/brute_reduction = 0 //Subtracted to brute damage taken
|
||||
@@ -505,6 +507,12 @@
|
||||
return
|
||||
set_disabled(is_disabled(silent), silent)
|
||||
|
||||
/**
|
||||
* Gets the damage at which point we're disabled.
|
||||
*/
|
||||
/obj/item/bodypart/proc/get_disable_threshold()
|
||||
return isnull(disable_threshold)? max_damage : disable_threshold
|
||||
|
||||
/obj/item/bodypart/proc/is_disabled(silent = FALSE)
|
||||
if(!owner)
|
||||
return
|
||||
@@ -514,15 +522,16 @@
|
||||
var/datum/wound/W = i
|
||||
if(W.disabling)
|
||||
return BODYPART_DISABLED_WOUND
|
||||
var/disable_threshold = get_disable_threshold()
|
||||
if(can_dismember() && !HAS_TRAIT(owner, TRAIT_NODISMEMBER))
|
||||
. = disabled //inertia, to avoid limbs healing 0.1 damage and being re-enabled
|
||||
if(get_damage(TRUE) >= max_damage * (HAS_TRAIT(owner, TRAIT_EASYLIMBDISABLE) ? 0.6 : 1)) //Easy limb disable disables the limb at 40% health instead of 0%
|
||||
if(get_damage(TRUE) >= disable_threshold * (HAS_TRAIT(owner, TRAIT_EASYLIMBDISABLE) ? 0.6 : 1)) //Easy limb disable disables the limb at 40% health instead of 0%
|
||||
if(!last_maxed && !silent)
|
||||
owner.emote("scream")
|
||||
last_maxed = TRUE
|
||||
if(!is_organic_limb(FALSE) || stamina_dam >= max_damage)
|
||||
if(!is_organic_limb(FALSE) || stamina_dam >= disable_threshold)
|
||||
return BODYPART_DISABLED_DAMAGE
|
||||
else if(disabled && (get_damage(TRUE) <= (max_damage * 0.8))) // reenabled at 80% now instead of 50% as of wounds update
|
||||
else if(disabled && (get_damage(TRUE) <= (disable_threshold * 0.8))) // reenabled at 80% now instead of 50% as of wounds update
|
||||
last_maxed = FALSE
|
||||
return BODYPART_NOT_DISABLED
|
||||
else
|
||||
|
||||
@@ -59,12 +59,13 @@
|
||||
one though."
|
||||
icon_state = "default_human_l_arm"
|
||||
attack_verb = list("slapped", "punched")
|
||||
max_damage = 50
|
||||
max_damage = 150
|
||||
disable_threshold = 75
|
||||
max_stamina_damage = 50
|
||||
body_zone = BODY_ZONE_L_ARM
|
||||
body_part = ARM_LEFT
|
||||
aux_icons = list(BODY_ZONE_PRECISE_L_HAND = HANDS_PART_LAYER, "l_hand_behind" = BODY_BEHIND_LAYER)
|
||||
body_damage_coeff = 0.75
|
||||
body_damage_coeff = 0.25
|
||||
held_index = 1
|
||||
px_x = -6
|
||||
px_y = 0
|
||||
@@ -120,11 +121,12 @@
|
||||
among humans missing their right arm."
|
||||
icon_state = "default_human_r_arm"
|
||||
attack_verb = list("slapped", "punched")
|
||||
max_damage = 50
|
||||
max_damage = 150
|
||||
disable_threshold = 75
|
||||
body_zone = BODY_ZONE_R_ARM
|
||||
body_part = ARM_RIGHT
|
||||
aux_icons = list(BODY_ZONE_PRECISE_R_HAND = HANDS_PART_LAYER, "r_hand_behind" = BODY_BEHIND_LAYER)
|
||||
body_damage_coeff = 0.75
|
||||
body_damage_coeff = 0.25
|
||||
held_index = 2
|
||||
px_x = 6
|
||||
px_y = 0
|
||||
@@ -182,10 +184,11 @@
|
||||
luck. In this instance, it probably would not have helped."
|
||||
icon_state = "default_human_l_leg"
|
||||
attack_verb = list("kicked", "stomped")
|
||||
max_damage = 50
|
||||
max_damage = 150
|
||||
disable_threshold = 75
|
||||
body_zone = BODY_ZONE_L_LEG
|
||||
body_part = LEG_LEFT
|
||||
body_damage_coeff = 0.75
|
||||
body_damage_coeff = 0.25
|
||||
px_x = -2
|
||||
px_y = 12
|
||||
stam_heal_tick = STAM_RECOVERY_LIMB
|
||||
@@ -240,10 +243,11 @@
|
||||
// alternative spellings of 'pokey' are availible
|
||||
icon_state = "default_human_r_leg"
|
||||
attack_verb = list("kicked", "stomped")
|
||||
max_damage = 50
|
||||
max_damage = 150
|
||||
disable_threshold = 75
|
||||
body_zone = BODY_ZONE_R_LEG
|
||||
body_part = LEG_RIGHT
|
||||
body_damage_coeff = 0.75
|
||||
body_damage_coeff = 0.25
|
||||
px_x = 2
|
||||
px_y = 12
|
||||
max_stamina_damage = 50
|
||||
|
||||
@@ -201,6 +201,7 @@
|
||||
#include "code\__HELPERS\vector.dm"
|
||||
#include "code\__HELPERS\verbs.dm"
|
||||
#include "code\__HELPERS\view.dm"
|
||||
#include "code\__HELPERS\yelling.dm"
|
||||
#include "code\__HELPERS\sorts\__main.dm"
|
||||
#include "code\__HELPERS\sorts\InsertSort.dm"
|
||||
#include "code\__HELPERS\sorts\MergeSort.dm"
|
||||
@@ -3127,7 +3128,6 @@
|
||||
#include "code\modules\projectiles\guns\ballistic\automatic.dm"
|
||||
#include "code\modules\projectiles\guns\ballistic\bow.dm"
|
||||
#include "code\modules\projectiles\guns\ballistic\derringer.dm"
|
||||
#include "code\modules\projectiles\guns\ballistic\laser_gatling.dm"
|
||||
#include "code\modules\projectiles\guns\ballistic\launchers.dm"
|
||||
#include "code\modules\projectiles\guns\ballistic\magweapon.dm"
|
||||
#include "code\modules\projectiles\guns\ballistic\pistol.dm"
|
||||
@@ -3138,6 +3138,7 @@
|
||||
#include "code\modules\projectiles\guns\energy\energy_gun.dm"
|
||||
#include "code\modules\projectiles\guns\energy\kinetic_accelerator.dm"
|
||||
#include "code\modules\projectiles\guns\energy\laser.dm"
|
||||
#include "code\modules\projectiles\guns\energy\laser_gatling.dm"
|
||||
#include "code\modules\projectiles\guns\energy\megabuster.dm"
|
||||
#include "code\modules\projectiles\guns\energy\mounted.dm"
|
||||
#include "code\modules\projectiles\guns\energy\plasma_cit.dm"
|
||||
|
||||
Reference in New Issue
Block a user