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:
Lin
2021-06-27 13:04:29 -07:00
committed by GitHub
76 changed files with 854 additions and 392 deletions

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@@ -63,6 +63,8 @@
#define BLOCK_RETURN_MITIGATION_PERCENT "partial_mitigation"
/// Used internally by run_parry proc, use on an on_active_parry() proc to override parrying efficiency.
#define BLOCK_RETURN_OVERRIDE_PARRY_EFFICIENCY "override_parry_efficiency"
/// Used internally by run_parry proc, use on an on_active_parry() proc to prevent counterattacks
#define BLOCK_RETURN_FORCE_NO_PARRY_COUNTERATTACK "no_parry_counterattack"
/// Always set to 100 by run_block() if BLOCK_SUCCESS is in return value. Otherwise, defaults to mitigation percent if not set. Used by projectile/proc/on_hit().
#define BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE "projectile_block_percentage"

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@@ -570,3 +570,6 @@
// twitch plays
/// Returns direction: (wipe_votes)
#define COMSIG_TWITCH_PLAYS_MOVEMENT_DATA "twitch_plays_movement_data"
// /datum/component/identification signals
#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 @@
#define TEXT_EAST "[EAST]"
#define TEXT_WEST "[WEST]"
/// yeah yeah i'm a lazy asshole who can't debug yeah yeah
#define DEBUG_LINE message_admins("DEBUG: [__FILE__] [__LINE__] executing!")
/// world.icon_size
#define PIXELS 32

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@@ -25,7 +25,11 @@
///Percentage of sound's range where no falloff is applied
#define SOUND_DEFAULT_FALLOFF_DISTANCE 1 //For a normal sound this would be 1 tile of no falloff
///The default exponent of sound falloff
#define SOUND_FALLOFF_EXPONENT 6
#define SOUND_FALLOFF_EXPONENT 7.5
/// Default distance multiplier for sounds
#define SOUND_DEFAULT_DISTANCE_MULTIPLIER 2.5
/// Default range at which sound distance multiplier applies
#define SOUND_DEFAULT_MULTIPLIER_EFFECT_RANGE 7
//THIS SHOULD ALWAYS BE THE LOWEST ONE!
//KEEP IT UPDATED

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@@ -105,8 +105,6 @@
#define STATUS_EFFECT_FAKE_VIRUS /datum/status_effect/fake_virus //gives you fluff messages for cough, sneeze, headache, etc but without an actual virus
#define STATUS_EFFECT_NO_COMBAT_MODE /datum/status_effect/no_combat_mode //Wont allow combat mode and will disable it
#define STATUS_EFFECT_STASIS /datum/status_effect/grouped/stasis //Halts biological functions like bleeding, chemical processing, blood regeneration, walking, etc
#define STATUS_EFFECT_MESMERIZE /datum/status_effect/mesmerize //Just reskinned no_combat_mode

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@@ -1,23 +1,24 @@
/**
* Higher overhead "advanced" version of do_after.
* @params
* - atom/user is the atom doing the action or the "physical" user
* - delay is time in deciseconds
* - atom/target is the atom the action is being done to, defaults to user
* - do_after_flags see __DEFINES/flags/do_after.dm for details.
* - 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).
* Stage can be DO_AFTER_STARTING, DO_AFTER_PROGRESSING, DO_AFTER_FINISHING
* If it returns DO_AFTER_STOP, this breaks.
* If it returns nothing, all other checks are done.
* If it returns DO_AFTER_PROCEED, all other checks are ignored.
* - required_mobility_flags is checked with CHECK_ALL_MOBILITY. Will immediately fail if the user isn't a mob.
* - requried_combat_flags is checked with CHECK_MULTIPLE_BITFIELDS. Will immediately fail if the user isn't a mob.
* - 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.
* - obj/item/tool - The tool we're using. See do_after flags for details.
*/
#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)
* Higher overhead "advanced" version of do_after.
* @params
* - atom/user is the atom doing the action or the "physical" user
* - delay is time in deciseconds
* - atom/target is the atom the action is being done to, defaults to user
* - do_after_flags see __DEFINES/flags/do_after.dm for details.
* - 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).
* Stage can be DO_AFTER_STARTING, DO_AFTER_PROGRESSING, DO_AFTER_FINISHING
* If it returns DO_AFTER_STOP, this breaks.
* If it returns nothing, all other checks are done.
* If it returns DO_AFTER_PROCEED, all other checks are ignored.
* passed_in is a list[PROGRESS_MULTIPLIER], for modification.
* - required_mobility_flags is checked with CHECK_ALL_MOBILITY. Will immediately fail if the user isn't a mob.
* - requried_combat_flags is checked with CHECK_MULTIPLE_BITFIELDS. Will immediately fail if the user isn't a mob.
* - 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.
* - obj/item/tool - The tool we're using. See do_after flags for details.
*/
#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)
#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))))
#define TIMELEFT (world.time - starttime)
#define TIMELEFT (timeleft)
/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)
// CHECK AND SET VARIABLES
if(!user)
@@ -40,8 +41,7 @@
return FALSE
if(!(do_after_flags & DO_AFTER_NO_COEFFICIENT) && living_user)
delay *= living_user.cached_multiplicative_actions_slowdown
var/starttime = world.time
var/endtime = world.time + delay
var/timeleft = delay
var/obj/item/initially_held_item = mob_redirect?.get_active_held_item()
var/atom/movable/AM_user = ismovable(user) && user
var/drifting = AM_user?.Process_Spacemove(NONE) && AM_user.inertia_dir
@@ -51,6 +51,7 @@
var/dy = initial_dy
// DO OUR STARTING CHECKS
var/cb_return
var/list/passed_in = list(1)
INVOKE_CALLBACK
if(cb_return == DO_AFTER_STOP)
return FALSE
@@ -70,13 +71,17 @@
var/locchanged
var/ctu
var/ctt
while(world.time < endtime)
var/tick_time = world.time
while(timeleft > 0)
stoplag(1)
var/timepassed = world.time - tick_time
timepassed = world.time
progbar?.update(TIMELEFT)
if(QDELETED(user) || QDELETED(target) || (user.loc == null) || (target.loc == null))
. = FALSE
break
INVOKE_CALLBACK
timeleft -= timepassed * passed_in[1]
if(cb_return == DO_AFTER_STOP)
. = FALSE
break

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@@ -270,6 +270,20 @@
SEND_SIGNAL(A, COMSIG_ATOM_HEARER_IN_VIEW, processing, .)
processing += A.contents
/proc/get_hearers_in_range(R, atom/source)
var/turf/T = get_turf(source)
. = list()
if(!T)
return
var/list/processing = range(R, source)
var/i = 0
while(i < length(processing))
var/atom/A = processing[++i]
if(A.flags_1 & HEAR_1)
. += A
SEND_SIGNAL(A, COMSIG_ATOM_HEARER_IN_VIEW, processing, .)
processing += A.contents
//viewers() but with a signal, for blacklisting.
/proc/fov_viewers(depth = world.view, atom/center)
if(!center)

150
code/__HELPERS/yelling.dm Normal file
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@@ -0,0 +1,150 @@
/datum/yelling_wavefill
var/stop = FALSE
var/list/atom/collected
/datum/yelling_wavefill/Destroy(force, ...)
stop = TRUE
collected = null // don't cut it, something else is probably using it now!
return ..()
/datum/yelling_wavefill/proc/run_wavefill(atom/source, dist = 50)
collected = list()
do_run(source, dist)
// to_chat(world, "DEBUG: collected [english_list(collected)]")
// blatantly copied from wave explosion code
// check explosion2.dm for what this does and how it works.
/datum/yelling_wavefill/proc/do_run(atom/source, dist)
source = get_turf(source)
var/list/edges = list()
edges[source] = (NORTH|SOUTH|EAST|WEST)
collected += typecache_filter_list(source.contents, GLOB.typecache_living)
var/list/powers = list()
powers[source] = dist
var/list/processed = list()
var/turf/T
var/turf/expanding
var/power
var/dir
var/returned
#define RUN_YELL(_T, _P, _D) \
returned = max(_P - max(_T.get_yelling_resistance(_P), 0) - 1, 0); \
processed[_T] = returned;
// _T.maptext = "[returned]";
var/list/turf/edges_next
var/list/turf/powers_next
var/list/turf/powers_returned
var/list/turf/diagonals
var/list/turf/diagonal_powers
var/list/turf/diagonal_powers_max
var/safety = 1000
#define CALCULATE_DIAGONAL_POWER(existing, adding, maximum) min(maximum, existing + adding)
#define CALCULATE_DIAGONAL_CROSS_POWER(existing, adding) max(existing, adding)
#define CARDINAL_MARK(ndir, cdir, edir) \
if(edir & cdir) { \
expanding = get_step(T,ndir); \
if(expanding && (isnull(processed[expanding]) || (processed[expanding] < (power - 3)))) { \
powers_next[expanding] = max(powers_next[expanding], returned); \
edges_next[expanding] = (cdir | edges_next[expanding]); \
}; \
};
#define DIAGONAL_SUBSTEP(ndir, cdir, edir) \
expanding = get_step(T,ndir); \
if(expanding && (isnull(processed[expanding]) || (processed[expanding] < (power - 3)))) { \
if(!edges_next[expanding]) { \
diagonal_powers_max[expanding] = max(diagonal_powers_max[expanding], returned, powers[T]); \
diagonal_powers[expanding] = CALCULATE_DIAGONAL_POWER(diagonal_powers[expanding], returned, diagonal_powers_max[expanding]); \
diagonals[expanding] = (cdir | diagonals[expanding]); \
}; \
else { \
powers_next[expanding] = CALCULATE_DIAGONAL_CROSS_POWER(powers_next[expanding], returned); \
}; \
};
#define DIAGONAL_MARK(ndir, cdir, edir) \
if(edir & cdir) { \
DIAGONAL_SUBSTEP(turn(ndir, 90), turn(cdir, 90), edir); \
DIAGONAL_SUBSTEP(turn(ndir, -90), turn(cdir, -90), edir); \
};
while(edges.len)
edges_next = list()
powers_next = list()
powers_returned = list()
diagonals = list()
diagonal_powers = list()
diagonal_powers_max = list()
// to_chat(world, "DEBUG: cycle start edges [english_list_assoc(edges)]")
// process cardinals
for(var/i in edges)
T = i
power = powers[T]
dir = edges[T]
RUN_YELL(T, power, dir)
powers_returned[T] = returned
if(returned >= 1)
collected |= typecache_filter_list(T.contents, GLOB.typecache_living)
else
continue
CARDINAL_MARK(NORTH, NORTH, dir)
CARDINAL_MARK(SOUTH, SOUTH, dir)
CARDINAL_MARK(EAST, EAST, dir)
CARDINAL_MARK(WEST, WEST, dir)
// to_chat(world, "DEBUG: cycle mid edges_next [english_list_assoc(edges_next)]")
// Sweep after cardinals for diagonals
for(var/i in edges)
T = i
power = powers[T]
dir = edges[T]
returned = powers_returned[T]
DIAGONAL_MARK(NORTH, NORTH, dir)
DIAGONAL_MARK(SOUTH, SOUTH, dir)
DIAGONAL_MARK(EAST, EAST, dir)
DIAGONAL_MARK(WEST, WEST, dir)
// to_chat(world, "DEBUG: cycle mid diagonals [english_list_assoc(diagonals)]")
// Process diagonals:
for(var/i in diagonals)
T = i
power = diagonal_powers[T]
dir = diagonals[T]
RUN_YELL(T, power, dir)
if(returned >= 1)
collected |= typecache_filter_list(T.contents, GLOB.typecache_living)
else
continue
CARDINAL_MARK(NORTH, NORTH, dir)
CARDINAL_MARK(SOUTH, SOUTH, dir)
CARDINAL_MARK(EAST, EAST, dir)
CARDINAL_MARK(WEST, WEST, dir)
// to_chat(world, "DEBUG: cycle end edges_next [english_list_assoc(edges_next)]")
// flush lists
edges = edges_next
powers = powers_next
// sleep(2.5)
if(!--safety)
CRASH("Yelling ran out of safety.")
#undef RUN_YELL
#undef DIAGONAL_SUBSTEP
#undef CALCULATE_DIAGONAL_POWER
#undef CALCULATE_DIAGONAL_CROSS_POWER
#undef DIAGONAL_MARK
#undef CARDINAL_MARK
/proc/yelling_wavefill(atom/source, dist = 50)
var/datum/yelling_wavefill/Y = new
Y.run_wavefill(source, dist)
. = Y.collected
qdel(Y)

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@@ -288,6 +288,9 @@
return
/atom/proc/ShiftClick(mob/user)
attempt_examinate(user)
/atom/proc/attempt_examinate(mob/user)
var/flags = SEND_SIGNAL(src, COMSIG_CLICK_SHIFT, user) | SEND_SIGNAL(user, COMSIG_MOB_CLICKED_SHIFT_ON, src)
if(!(flags & COMPONENT_DENY_EXAMINATE) && user.client && (user.client.eye == user || user.client.eye == user.loc || flags & COMPONENT_ALLOW_EXAMINATE))
user.examinate(src)

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@@ -94,6 +94,10 @@
mouseControlObject = control
if(mob)
SEND_SIGNAL(mob, COMSIG_MOB_CLIENT_MOUSEMOVE, object, location, control, params)
// god forgive me for i have sinned - used for autoparry. currently at 5 objects.
moused_over_objects[object] = world.time
if(moused_over_objects.len > 7)
moused_over_objects.Cut(1, 2)
..()
/client/MouseDrag(src_object,atom/over_object,src_location,over_location,src_control,over_control,params)
@@ -115,7 +119,6 @@
if(active_mousedown_item)
active_mousedown_item.onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
/obj/item/proc/onMouseDrag(src_object, over_object, src_location, over_location, params, mob)
return

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@@ -257,7 +257,7 @@
if(!isnull(stagger_force))
return stagger_force
/// totally not an untested, arbitrary equation.
return clamp((1.5 + (w_class/5)) * ((force_override || force) / 1.5), 0, 10 SECONDS)
return clamp((1.5 + (w_class/5)) * ((force_override || force) / 1.5), 0, 10 SECONDS) * CONFIG_GET(number/melee_stagger_factor)
/obj/item/proc/do_stagger_action(mob/living/target, mob/living/user, force_override)
if(!CHECK_BITFIELD(target.status_flags, CANSTAGGER))

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@@ -269,6 +269,15 @@
/mob/living/carbon/alien/humanoid/royal/queen = 2
)
/datum/config_entry/number/sprintless_stagger_slowdown
config_entry_value = 0
/datum/config_entry/number/melee_stagger_factor
config_entry_value = 1
/datum/config_entry/number/sprintless_off_balance_slowdown
config_entry_value = 0.85
/datum/config_entry/number/movedelay //Used for modifying movement speed for mobs.
abstract_type = /datum/config_entry/number/movedelay
integer = FALSE

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@@ -12,11 +12,7 @@
/// Base regeneration per second
/datum/config_entry/number/stamina_combat/base_regeneration
config_entry_value = 0.5
/// Combat mode regeneration per second
/datum/config_entry/number/stamina_combat/combat_regeneration
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.
/datum/config_entry/number/stamina_combat/percent_regeneration_out_of_combat

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@@ -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)

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@@ -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)

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@@ -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

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@@ -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)

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@@ -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

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@@ -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"

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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)
. = ..()

View File

@@ -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."

View File

@@ -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))

View File

@@ -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

View File

@@ -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()
. = ..()

View File

@@ -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)
. = ..()

View File

@@ -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

View File

@@ -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)

View File

@@ -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)

View File

@@ -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

View File

@@ -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

View File

@@ -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()

View File

@@ -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(

View File

@@ -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

View File

@@ -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)

View File

@@ -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

View File

@@ -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

View File

@@ -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))

View File

@@ -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

View File

@@ -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()

View File

@@ -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"

View File

@@ -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)

View File

@@ -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

View File

@@ -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,

View File

@@ -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 ////////////////////////////////////

View File

@@ -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

View File

@@ -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)

View File

@@ -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))

View File

@@ -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

View File

@@ -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)

View File

@@ -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)

View File

@@ -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 ..()

View File

@@ -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)

View File

@@ -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.

View File

@@ -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)

View File

@@ -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

View File

@@ -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

View File

@@ -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.

View File

@@ -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

View File

@@ -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))

View File

@@ -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)

View File

@@ -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

View File

@@ -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"

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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)

View File

@@ -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

View File

@@ -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)

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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"