Merge pull request #10451 from kevinz000/mobility_flags

Mobility flags + combat rework stuff refactoring, fixes a few edge cases including the Oh Dreaded Xenomorph Hardstuns, etc etc time to break the game
This commit is contained in:
deathride58
2020-03-05 20:03:56 -05:00
committed by GitHub
290 changed files with 2244 additions and 1819 deletions
@@ -50,17 +50,11 @@
// taken from /mob/living/carbon/human/interactive/
/mob/living/carbon/monkey/proc/IsDeadOrIncap(checkDead = TRUE)
if(!canmove)
return 1
if(!CHECK_MOBILITY(src, MOBILITY_MOVE))
return TRUE
if(health <= 0 && checkDead)
return 1
if(IsUnconscious())
return 1
if(IsStun() || IsKnockdown())
return 1
if(stat)
return 1
return 0
return TRUE
return FALSE
/mob/living/carbon/monkey/proc/battle_screech()
if(next_battle_screech < world.time)
@@ -13,7 +13,7 @@
if(!client)
if(stat == CONSCIOUS)
if(on_fire || buckled || restrained() || (resting && canmove)) //CIT CHANGE - makes it so monkeys attempt to resist if they're resting)
if(on_fire || buckled || restrained() || (!CHECK_MOBILITY(src, MOBILITY_STAND) && CHECK_MOBILITY(src, MOBILITY_MOVE))) //CIT CHANGE - makes it so monkeys attempt to resist if they're resting)
if(!resisting && prob(MONKEY_RESIST_PROB))
resisting = TRUE
walk_to(src,0)
@@ -21,7 +21,7 @@
else if(resisting)
resisting = FALSE
else if((mode == MONKEY_IDLE && !pickupTarget && !prob(MONKEY_SHENANIGAN_PROB)) || !handle_combat())
if(prob(25) && canmove && isturf(loc) && !pulledby)
if(prob(25) && CHECK_MOBILITY(src, MOBILITY_MOVE) && isturf(loc) && !pulledby)
step(src, pick(GLOB.cardinals))
else if(prob(1))
emote(pick("scratch","jump","roll","tail"))
@@ -34,9 +34,9 @@
gorillize()
return
if(radiation > RAD_MOB_KNOCKDOWN && prob(RAD_MOB_KNOCKDOWN_PROB))
if(!IsKnockdown())
if(!recoveringstam)
emote("collapse")
Knockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
DefaultCombatKnockdown(RAD_MOB_KNOCKDOWN_AMOUNT)
to_chat(src, "<span class='danger'>You feel weak.</span>")
if(radiation > RAD_MOB_MUTATE)
if(prob(1))
@@ -82,7 +82,7 @@
if(!IsUnconscious())
M.do_attack_animation(src, ATTACK_EFFECT_DISARM)
if (prob(25))
Knockdown(40)
DefaultCombatKnockdown(40)
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
log_combat(M, src, "pushed")
visible_message("<span class='danger'>[M] has pushed down [src]!</span>", \
@@ -126,7 +126,7 @@
var/obj/item/I = null
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
if(prob(95))
Knockdown(20)
DefaultCombatKnockdown(20)
visible_message("<span class='danger'>[M] has tackled down [name]!</span>", \
"<span class='userdanger'>[M] has tackled down [name]!</span>", null, COMBAT_MESSAGE_RANGE)
else