removes combat mode effects

This commit is contained in:
silicons
2021-02-28 00:44:56 -07:00
parent 8fc1dc9c29
commit 519c694252
10 changed files with 3 additions and 47 deletions
@@ -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
-5
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@@ -128,11 +128,6 @@
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)
-4
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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)
-2
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@@ -120,8 +120,6 @@
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
-4
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@@ -475,10 +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
@@ -1429,12 +1429,8 @@ 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))
@@ -1578,12 +1574,8 @@ 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))
@@ -1788,9 +1780,6 @@ 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
+1 -2
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@@ -510,9 +510,8 @@ GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put
//this updates all special effects: stun, sleeping, knockdown, druggy, stuttering, etc..
/mob/living/carbon/handle_status_effects()
..()
var/combat_mode = SEND_SIGNAL(src, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)
if(getStaminaLoss() && !HAS_TRAIT(src, TRAIT_NO_STAMINA_REGENERATION))
adjustStaminaLoss((!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? STAM_RECOVERY_STAM_CRIT : STAM_RECOVERY_RESTING) : STAM_RECOVERY_NORMAL) * (combat_mode? 0.25 : 1))
adjustStaminaLoss((!CHECK_MOBILITY(src, MOBILITY_STAND) ? ((combat_flags & COMBAT_FLAG_HARD_STAMCRIT) ? STAM_RECOVERY_STAM_CRIT : STAM_RECOVERY_RESTING) : STAM_RECOVERY_NORMAL))
if(!(combat_flags & COMBAT_FLAG_HARD_STAMCRIT) && incomingstammult != 1)
incomingstammult = max(0.01, incomingstammult)
@@ -48,8 +48,6 @@
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()
@@ -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
@@ -74,11 +74,6 @@
if(!method)
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.
+1 -2
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@@ -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))