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:
@@ -168,8 +168,9 @@
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set category = "Object"
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set src in usr
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if(!usr.canmove || usr.stat || usr.restrained())
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return 0
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var/mob/living/L = usr
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if(!istype(L) || !CHECK_MOBILITY(L, MOBILITY_USE))
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return FALSE
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switch(unbuttoned)
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if(0)
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@@ -8,16 +8,6 @@
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//oh no vore time
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var/voremode = FALSE
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/mob/living/carbon/CanPass(atom/movable/mover, turf/target)
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. = ..()
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if(.)
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var/mob/living/mobdude = mover
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if(istype(mobdude))
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if(!resting && mobdude.resting)
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if(!(mobdude.pass_flags & PASSMOB))
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return FALSE
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return .
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/mob/living/carbon/proc/toggle_combat_mode(forced, silent)
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if(!forced)
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if(recoveringstam || stat != CONSCIOUS)
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@@ -4,7 +4,7 @@
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/mob/living/carbon/human/resist_embedded()
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if(handcuffed || legcuffed || (wear_suit && wear_suit.breakouttime))
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return
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if(canmove && !on_fire)
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if(CHECK_MOBILITY(src, MOBILITY_MOVE) && !on_fire)
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for(var/obj/item/bodypart/L in bodyparts)
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if(istype(L) && L.embedded_objects.len)
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for(var/obj/item/I in L.embedded_objects)
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@@ -25,4 +25,3 @@
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if(!has_embedded_objects())
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clear_alert("embeddedobject")
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SEND_SIGNAL(user, COMSIG_CLEAR_MOOD_EVENT, "embedded")
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return
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@@ -1,18 +1,18 @@
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/mob/living/carbon/human/Move(NewLoc, direct)
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var/oldpseudoheight = pseudo_z_axis
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. = ..()
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if(. && sprinting && !(movement_type & FLYING) && canmove && !resting && m_intent == MOVE_INTENT_RUN && has_gravity(loc) && !pulledby)
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if(. && sprinting && !(movement_type & FLYING) && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_MOVE|MOBILITY_STAND) && m_intent == MOVE_INTENT_RUN && has_gravity(loc) && !pulledby)
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if(!HAS_TRAIT(src, TRAIT_FREESPRINT))
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doSprintLossTiles(1)
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if((oldpseudoheight - pseudo_z_axis) >= 8)
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to_chat(src, "<span class='warning'>You trip off of the elevated surface!</span>")
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for(var/obj/item/I in held_items)
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accident(I)
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Knockdown(80)
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DefaultCombatKnockdown(80)
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/mob/living/carbon/human/movement_delay()
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. = 0
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if(!resting && m_intent == MOVE_INTENT_RUN && sprinting)
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if((mobility_flags & MOBILITY_STAND) && m_intent == MOVE_INTENT_RUN && sprinting)
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var/static/datum/config_entry/number/movedelay/sprint_speed_increase/SSI
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if(!SSI)
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SSI = CONFIG_GET_ENTRY(number/movedelay/sprint_speed_increase)
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@@ -23,7 +23,7 @@
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/mob/living/carbon/human/proc/togglesprint() // If you call this proc outside of hotkeys or clicking the HUD button, I'll be disappointed in you.
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sprinting = !sprinting
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if(!resting && m_intent == MOVE_INTENT_RUN && canmove)
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if((m_intent == MOVE_INTENT_RUN) && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE))
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if(sprinting)
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playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
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else
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@@ -25,7 +25,7 @@
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/mob/living/movement_delay(ignorewalk = 0)
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. = ..()
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if(resting)
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if(!CHECK_MOBILITY(src, MOBILITY_STAND))
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. += 6
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/atom
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@@ -53,85 +53,22 @@
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pseudo_z_axis = newloc.get_fake_z()
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pixel_z = pseudo_z_axis
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/mob/living/proc/lay_down()
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set name = "Rest"
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set category = "IC"
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if(client && client.prefs && client.prefs.autostand)
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intentionalresting = !intentionalresting
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to_chat(src, "<span class='notice'>You are now attempting to [intentionalresting ? "[!resting ? "lay down and ": ""]stay down" : "[resting ? "get up and ": ""]stay up"].</span>")
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if(intentionalresting && !resting)
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resting = TRUE
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update_canmove()
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else
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resist_a_rest()
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else
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if(!resting)
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resting = TRUE
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to_chat(src, "<span class='notice'>You are now laying down.</span>")
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update_canmove()
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else
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resist_a_rest()
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/mob/living/proc/resist_a_rest(automatic = FALSE, ignoretimer = FALSE) //Lets mobs resist out of resting. Major QOL change with combat reworks.
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if(!resting || stat || attemptingstandup)
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return FALSE
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if(ignoretimer)
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resting = FALSE
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update_canmove()
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return TRUE
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else
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var/totaldelay = 3 //A little bit less than half of a second as a baseline for getting up from a rest
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if(getStaminaLoss() >= STAMINA_SOFTCRIT)
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to_chat(src, "<span class='warning'>You're too exhausted to get up!")
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return FALSE
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attemptingstandup = TRUE
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var/health_deficiency = max((maxHealth - (health - getStaminaLoss()))*0.5, 0)
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if(!has_gravity())
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health_deficiency = health_deficiency*0.2
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totaldelay += health_deficiency
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var/standupwarning = "[src] and everyone around them should probably yell at the dev team"
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switch(health_deficiency)
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if(-INFINITY to 10)
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standupwarning = "[src] stands right up!"
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if(10 to 35)
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standupwarning = "[src] tries to stand up."
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if(35 to 60)
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standupwarning = "[src] slowly pushes [p_them()]self upright."
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if(60 to 80)
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standupwarning = "[src] weakly attempts to stand up."
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if(80 to INFINITY)
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standupwarning = "[src] struggles to stand up."
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var/usernotice = automatic ? "<span class='notice'>You are now getting up. (Auto)</span>" : "<span class='notice'>You are now getting up.</span>"
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visible_message("<span class='notice'>[standupwarning]</span>", usernotice, vision_distance = 5)
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if(do_after(src, totaldelay, target = src))
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resting = FALSE
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attemptingstandup = FALSE
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update_canmove()
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return TRUE
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else
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visible_message("<span class='notice'>[src] falls right back down.</span>", "<span class='notice'>You fall right back down.</span>")
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attemptingstandup = FALSE
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if(has_gravity())
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playsound(src, "bodyfall", 20, 1)
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return FALSE
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/mob/living/carbon/update_stamina()
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var/total_health = getStaminaLoss()
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if(total_health)
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if(!recoveringstam && total_health >= STAMINA_CRIT && !stat)
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to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
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resting = TRUE
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set_resting(TRUE, FALSE, FALSE)
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if(combatmode)
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toggle_combat_mode(TRUE)
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recoveringstam = TRUE
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filters += CIT_FILTER_STAMINACRIT
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update_canmove()
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update_mobility()
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if(recoveringstam && total_health <= STAMINA_SOFTCRIT)
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to_chat(src, "<span class='notice'>You don't feel nearly as exhausted anymore.</span>")
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recoveringstam = FALSE
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filters -= CIT_FILTER_STAMINACRIT
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update_canmove()
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update_mobility()
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update_health_hud()
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/mob/living/proc/update_hud_sprint_bar()
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@@ -54,8 +54,8 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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var/mob/living/M = A
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var/cachedstam = M.getStaminaLoss()
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var/totalstuntime = cachedstam * stamtostunconversion * (M.lying ? 2 : 1)
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if(!M.resting)
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M.Knockdown(cachedstam*2) //BORK BORK. GET DOWN.
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if(CHECK_MOBILITY(M, MOBILITY_STAND))
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M.DefaultCombatKnockdown(cachedstam*2) //BORK BORK. GET DOWN.
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M.Stun(totalstuntime)
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user.do_attack_animation(A, ATTACK_EFFECT_BITE)
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user.start_pulling(M, TRUE) //Yip yip. Come with.
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@@ -284,7 +284,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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to_chat(R, "Insufficent Power!")
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return
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L.Stun(4) // normal stunbaton is force 7 gimme a break good sir!
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L.Knockdown(80)
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L.DefaultCombatKnockdown(80)
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L.apply_effect(EFFECT_STUTTER, 4)
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L.visible_message("<span class='danger'>[R] has shocked [L] with its tongue!</span>", \
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"<span class='userdanger'>[R] has shocked you with its tongue!</span>")
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@@ -426,13 +426,13 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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var/mob/living/L = hit_atom
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if(!L.check_shields(0, "the [name]", src, attack_type = LEAP_ATTACK))
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L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
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L.Knockdown(iscarbon(L) ? 60 : 45, override_stamdmg = CLAMP(pounce_stamloss, 0, pounce_stamloss_cap-L.getStaminaLoss())) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
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L.DefaultCombatKnockdown(iscarbon(L) ? 60 : 45, override_stamdmg = CLAMP(pounce_stamloss, 0, pounce_stamloss_cap-L.getStaminaLoss())) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
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playsound(src, 'sound/weapons/Egloves.ogg', 50, 1)
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sleep(2)//Runtime prevention (infinite bump() calls on hulks)
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step_towards(src,L)
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log_combat(src, L, "borg pounced")
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else
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Knockdown(15, 1, 1)
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DefaultCombatKnockdown(15, 1, 1)
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pounce_cooldown = !pounce_cooldown
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spawn(pounce_cooldown_time) //3s by default
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@@ -440,10 +440,10 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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else if(hit_atom.density && !hit_atom.CanPass(src))
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visible_message("<span class ='danger'>[src] smashes into [hit_atom]!</span>", "<span class ='userdanger'>You smash into [hit_atom]!</span>")
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playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
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Knockdown(15, 1, 1)
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DefaultCombatKnockdown(15, 1, 1)
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if(leaping)
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leaping = 0
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pixel_y = initial(pixel_y)
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update_icons()
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update_canmove()
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update_mobility()
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@@ -1,6 +1,6 @@
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/mob/living/silicon/robot/Move(NewLoc, direct)
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. = ..()
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if(. && sprinting && !(movement_type & FLYING) && canmove && !resting)
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if(. && sprinting && !(movement_type & FLYING) && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND | MOBILITY_MOVE))
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if(!(cell?.use(25)))
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togglesprint(TRUE)
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@@ -14,7 +14,7 @@
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if(!shutdown && (!cell || cell.charge < 25) || !cansprint)
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return FALSE
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sprinting = shutdown ? FALSE : !sprinting
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if(!resting && canmove)
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if(CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE))
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if(sprinting)
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playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
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else
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@@ -100,7 +100,7 @@
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if(addiction_stage == 11)
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to_chat(M, "<span class='userdanger'>You start to convlse violently as you feel your consciousness split and merge across realities as your possessions fly wildy off your body.</span>")
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M.Jitter(200)
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M.Knockdown(200)
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M.DefaultCombatKnockdown(200)
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M.Stun(80)
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var/items = M.get_contents()
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if(!LAZYLEN(items))
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@@ -154,7 +154,7 @@
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do_sparks(5,FALSE,M)
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M.Sleeping(100, 0)
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M.Jitter(50)
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M.Knockdown(100)
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M.DefaultCombatKnockdown(100)
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to_chat(M, "<span class='userdanger'>You feel your eigenstate settle, snapping an alternative version of yourself into reality. All your previous memories are lost and replaced with the alternative version of yourself. This version of you feels more [pick("affectionate", "happy", "lusty", "radical", "shy", "ambitious", "frank", "voracious", "sensible", "witty")] than your previous self, sent to god knows what universe.</span>")
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M.emote("me",1,"flashes into reality suddenly, gasping as they gaze around in a bewildered and highly confused fashion!",TRUE)
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log_game("FERMICHEM: [M] ckey: [M.key] has become an alternative universe version of themselves.")
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@@ -40,7 +40,7 @@
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M.visible_message("<span class='warning'>A pair of breasts suddenly fly out of the [M]!</b></span>")
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var/T2 = get_random_station_turf()
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M.adjustBruteLoss(25)
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M.Knockdown(50)
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M.DefaultCombatKnockdown(50)
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M.Stun(50)
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B.throw_at(T2, 8, 1)
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M.reagents.del_reagent(type)
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@@ -196,7 +196,7 @@
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M.visible_message("<span class='warning'>A penis suddenly flies out of the [M]!</b></span>")
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var/T2 = get_random_station_turf()
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M.adjustBruteLoss(25)
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M.Knockdown(50)
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M.DefaultCombatKnockdown(50)
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M.Stun(50)
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P.throw_at(T2, 8, 1)
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M.reagents.del_reagent(type)
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@@ -93,7 +93,7 @@
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if(method == INJECT)
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var/turf/T = get_turf(M)
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M.adjustOxyLoss(15)
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M.Knockdown(50)
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M.DefaultCombatKnockdown(50)
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M.Stun(50)
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M.emote("cough")
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var/obj/item/toy/plush/P = pick(subtypesof(/obj/item/toy/plush))
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