[READY FOR MERGE] The Giant Combat Reworks - Part 1: Goodbye stuns, hello staminacrit (#5463)

* part 1 - resist out of resting, move and interact with the world while resting, and stamina regen nerf

* makes beepsky check for stuns instead of knockdowns, adds message for getting up, makes gravity reduce standup time, and more

* sprinting, staminacrit, balance changes, and more

* adds stamina modifier to clickdelay, makes items deal stamina damage to the user when attacking, buffs resting stamina regen

* combat mode, ability to toggle right-click context menu on/off, basic combat mode QOL, lays groundwork for 2-handing any item

combat mode toggle sound is from Interbay.

* commits dme changes

* unarmed combat stamina, ability to right click in combat mode, balance changes

* tosses in the HUD icons for later-ish

* rolls back admin.txt

* lotsa UI stuff

* stamina checks, some balance stuff

* adds support for best ui, adds right click to flush disposals, removes aggressive grab pinning in favor of neckgrab chokeholding

* quick dogborg patch while i figure out what do do with them

* oops - fixes prefbreaking for screenshake

* trying to sprint from an elevated surface onto lower ground will now knock you down

* right click to pull fire alarm, lets you bully people by pulling chairs out form under them, makes attacking objects cost stamina

* makes accidents during slipping less likely to occur while combat mode is active, makes tripping off elevated surfaces cause accidents

* makes pumping shotguns cost a tiiiny bit of stamina

* makes eyestabbing and batoning cost stamina

* makes failing stamina checks error out properly, adds stamina check to shotgun pumping

* adds stamina check for chair pulling

* readds aggressive grab pinning

* fixes bug with being buckled preventing interaction

* adds recoveringstam check to incapacitated

* reduces stamina cost for attacking

* oh this too

* fixes bug where you can get stuck in recoveringstam if your stamina suddenly becomes 0 while you're in staminacrit

* makes monkey transformation inherit staminaloss

* adds the ability to wave or shake your fist at someone via right click

* grammar and span closing

* 99 annoying little bugs on the wall, 99 annoying little bugs. take one down, pass it around, 864 gamebreaking bugs on the wall

* more distant right-click emotes.

* buffs standing stamina regen a tiiiiiiny bit

* adds aiming down sights for guns, makes firing guns cause trace amounts of staminaloss

* crusher powercreep - gives crushers the ability to heal staminaloss

* item throwing buff

* adds 1:1 HUD layout

* hopefully fixes issue with recoveringstamcrit not updating

* giant hipfire nerf

* halves the effect of staminaloss on movement speed

* makes stamina recover faster in staminacrit, makes it easier to get disarmed out of combat mode

* get_weight(), movedelay health_deficiency tweaking, combat and resting checks for item attacking

* makes staminacrit automatically disable combat mode, it's now impossible to enter combat mode while in stamcrit

* adds stamina buffer, halves the time needed to stand up after resting, increases stam penalty for firing weapons, and more

* tweaks stamina buffer drain rate a little

* makes buffered staminaloss redirect stamina to the actual stamloss proc when empty, makes stamina buffer stat() more precise

* removes stamina modifier for clickdelays, makes stunbatons deal extra staminaloss

* makes electrodes deal a lil extra staminaloss

* drones cannot resist a rest, so now only carbons are forced to rest

* restricts aiming down sights to carbon mobs, adds stamina display to stat()

* makes gun accuracy and stamcosts more flexible, decreases base inaccuracy penalty, makes borgs immune to inaccuracy penalties

* nerfs inaccuracy penalties just a lil more, fixes blooddrunk miner eye depleting all your stamina

* getting used to tortoisegit

* readds temp dogborg buff

* stamina and stamina buffer HUD displays. Stamina sprite from hippiestation

* makes afterattack call properly again

* decreases stamina buffer regen time to 3 seconds

* Yknow what? decreases it to 2 seconds. That's 3 entire attacks worth of waiting

* makes stamina buffer influence movespeed a lil

* nerfs compiling errors

* tweaks the icons a little

* adds autostanding, adds delimiters to attempts to stand

* makes automatic standup attempts a little clearer

* rest button now toggles intent to rest, fixes perma rest

* oop - quick fixes

* Makes crushers ignore recoil stamina on lavaland, makes burstfiring weapons deal less staminaloss

* buffs highlander sword

* makes stamina have less of an impact on the health display

* fixes dogborgs shoving other borgs into infinite stuns

* You can no longer shoot over tables or shoot through windows while resting. Also buffs turrets
This commit is contained in:
deathride58
2018-03-11 20:32:44 +00:00
committed by kevinz000
parent b4f5279580
commit 1c0b13ecfb
73 changed files with 936 additions and 63 deletions
+5 -1
View File
@@ -75,7 +75,7 @@
if(modifiers["middle"])
MiddleClickOn(A)
return
if(modifiers["shift"])
if(modifiers["shift"] && (client && client.show_popup_menus || modifiers["right"])) //CIT CHANGE - makes shift-click examine use right click instead of left click in combat mode
ShiftClickOn(A)
return
if(modifiers["alt"]) // alt and alt-gr (rightalt)
@@ -85,6 +85,10 @@
CtrlClickOn(A)
return
if(modifiers["right"]) //CIT CHANGE - allows right clicking to perform actions
RightClickOn(A,params) //CIT CHANGE - ditto
return //CIT CHANGE - ditto
if(incapacitated(ignore_restraints = 1))
return
+4 -4
View File
@@ -82,9 +82,9 @@
#define ui_acti "EAST-3:24,SOUTH:5"
#define ui_zonesel "EAST-1:28,SOUTH:5"
#define ui_acti_alt "EAST-1:28,SOUTH:5" //alternative intent switcher for when the interface is hidden (F12)
#define ui_crafting "EAST-4:22,SOUTH:5"
#define ui_building "EAST-4:22,SOUTH:21"
#define ui_language_menu "EAST-4:6,SOUTH:21"
#define ui_crafting "EAST-5:20,SOUTH:5"//CIT CHANGE - moves this over one tile to accommodate for combat mode toggle
#define ui_building "EAST-5:20,SOUTH:21"//CIT CHANGE - ditto
#define ui_language_menu "EAST-5:4,SOUTH:21"//CIT CHANGE - ditto
#define ui_borg_pull "EAST-2:26,SOUTH+1:7"
#define ui_borg_radio "EAST-1:28,SOUTH+1:7"
@@ -102,7 +102,7 @@
//Middle right (status indicators)
#define ui_healthdoll "EAST-1:28,CENTER-2:13"
#define ui_health "EAST-1:28,CENTER-1:15"
#define ui_internal "EAST-1:28,CENTER:17"
#define ui_internal "EAST-1:28,CENTER+1:19"//CIT CHANGE - moves internal icon up a little bit to accommodate for the stamina meter
#define ui_mood "EAST-1:28,CENTER-3:10"
//borgs
+39 -3
View File
@@ -89,19 +89,29 @@
..()
owner.overlay_fullscreen("see_through_darkness", /obj/screen/fullscreen/see_through_darkness)
var/widescreenlayout = FALSE //CIT CHANGE - adds support for different hud layouts depending on widescreen pref
if(owner.client && owner.client.prefs && owner.client.prefs.widescreenpref) //CIT CHANGE - ditto
widescreenlayout = TRUE // CIT CHANGE - ditto
var/obj/screen/using
var/obj/screen/inventory/inv_box
using = new /obj/screen/craft
using.icon = ui_style
if(!widescreenlayout) // CIT CHANGE
using.screen_loc = ui_boxcraft // CIT CHANGE
static_inventory += using
using = new/obj/screen/language_menu
using.icon = ui_style
if(!widescreenlayout) // CIT CHANGE
using.screen_loc = ui_boxlang // CIT CHANGE
static_inventory += using
using = new /obj/screen/area_creator
using.icon = ui_style
if(!widescreenlayout) // CIT CHANGE
using.screen_loc = ui_boxarea // CIT CHANGE
static_inventory += using
action_intent = new /obj/screen/act_intent/segmented
@@ -109,11 +119,19 @@
static_inventory += action_intent
using = new /obj/screen/mov_intent
using.icon = ui_style
using.icon = tg_ui_icon_to_cit_ui(ui_style) // CIT CHANGE - overrides mov intent icon
using.icon_state = (mymob.m_intent == MOVE_INTENT_RUN ? "running" : "walking")
using.screen_loc = ui_movi
static_inventory += using
//CITADEL CHANGES - sprint button
using = new /obj/screen/sprintbutton
using.icon = tg_ui_icon_to_cit_ui(ui_style)
using.icon_state = (owner.sprinting ? "act_sprint_on" : "act_sprint")
using.screen_loc = ui_movi
static_inventory += using
//END OF CITADEL CHANGES
using = new /obj/screen/drop()
using.icon = ui_style
using.screen_loc = ui_drop_throw
@@ -207,9 +225,21 @@
using = new /obj/screen/resist()
using.icon = ui_style
using.screen_loc = ui_pull_resist
using.screen_loc = ui_overridden_resist // CIT CHANGE - changes this to overridden resist
hotkeybuttons += using
//CIT CHANGES - rest and combat mode buttons
using = new /obj/screen/restbutton()
using.icon = tg_ui_icon_to_cit_ui(ui_style)
using.screen_loc = ui_pull_resist
static_inventory += using
using = new /obj/screen/combattoggle()
using.icon = tg_ui_icon_to_cit_ui(ui_style)
using.screen_loc = ui_combat_toggle
static_inventory += using
//END OF CIT CHANGES
using = new /obj/screen/human/toggle()
using.icon = ui_style
using.screen_loc = ui_inventory
@@ -280,10 +310,16 @@
healths = new /obj/screen/healths()
infodisplay += healths
//CIT CHANGE - adds arousal to hud
//CIT CHANGE - adds arousal and stamina to hud
arousal = new /obj/screen/arousal()
arousal.icon_state = (owner.canbearoused == 1 ? "arousal0" : "")
infodisplay += arousal
staminas = new /obj/screen/staminas()
infodisplay += staminas
staminabuffer = new /obj/screen/staminabuffer()
infodisplay += staminabuffer
//END OF CIT CHANGES
healthdoll = new /obj/screen/healthdoll()
+19 -1
View File
@@ -54,6 +54,10 @@
if(flags_1 & NOBLUDGEON_1)
return
if(user.staminaloss >= STAMINA_SOFTCRIT) // CIT CHANGE - makes it impossible to attack in stamina softcrit
to_chat(user, "<span class='warning'>You're too exhausted.</span>") // CIT CHANGE - ditto
return // CIT CHANGE - ditto
if(force && user.has_trait(TRAIT_PACIFISM))
to_chat(user, "<span class='warning'>You don't want to harm other living beings!</span>")
return
@@ -72,12 +76,17 @@
add_logs(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
add_fingerprint(user)
user.adjustStaminaLossBuffered(getweight())//CIT CHANGE - makes attacking things cause stamina loss
//the equivalent of the standard version of attack() but for object targets.
/obj/item/proc/attack_obj(obj/O, mob/living/user)
SendSignal(COMSIG_ITEM_ATTACK_OBJ, O, user)
if(flags_1 & NOBLUDGEON_1)
return
if(user.staminaloss >= STAMINA_SOFTCRIT) // CIT CHANGE - makes it impossible to attack in stamina softcrit
to_chat(user, "<span class='warning'>You're too exhausted.</span>") // CIT CHANGE - ditto
return // CIT CHANGE - ditto
user.adjustStaminaLossBuffered(getweight()*1.2)//CIT CHANGE - makes attacking things cause stamina loss
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(O)
O.attacked_by(src, user)
@@ -94,7 +103,16 @@
/mob/living/attacked_by(obj/item/I, mob/living/user)
send_item_attack_message(I, user)
if(I.force)
apply_damage(I.force, I.damtype)
//CIT CHANGES START HERE - combatmode and resting checks
var/totitemdamage = I.force
if(iscarbon(user))
var/mob/living/carbon/tempcarb = user
if(!tempcarb.combatmode)
totitemdamage *= 0.5
if(user.resting)
totitemdamage *= 0.5
//CIT CHANGES END HERE
apply_damage(totitemdamage, I.damtype) //CIT CHANGE - replaces I.force with totitemdamage
if(I.damtype == BRUTE)
if(prob(33))
I.add_mob_blood(src)