Merge branch 'embed-changes' of https://github.com/timothyteakettle/Citadel-Station-13 into embed-changes

This commit is contained in:
timothyteakettle
2020-06-15 23:50:35 +01:00
182 changed files with 4987 additions and 1877 deletions
+70 -45
View File
@@ -346,7 +346,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
//print the key
if(islist(key))
recursive_list_print(output, key, datum_handler, atom_handler)
else if(is_proper_datum(key) && (datum_handler || (isatom(key) && atom_handler)))
else if(is_object_datatype(key) && (datum_handler || (isatom(key) && atom_handler)))
if(isatom(key) && atom_handler)
output += atom_handler.Invoke(key)
else
@@ -360,7 +360,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
var/value = input[key]
if(islist(value))
recursive_list_print(output, value, datum_handler, atom_handler)
else if(is_proper_datum(value) && (datum_handler || (isatom(value) && atom_handler)))
else if(is_object_datatype(value) && (datum_handler || (isatom(value) && atom_handler)))
if(isatom(value) && atom_handler)
output += atom_handler.Invoke(value)
else
@@ -498,7 +498,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
if(length(select_text))
var/text = islist(select_text)? select_text.Join() : select_text
var/static/result_offset = 0
showmob << browse(text, "window=SDQL-result-[result_offset++]")
showmob << browse(text, "window=SDQL-result-[result_offset++];size=800x1200")
show_next_to_key = null
if(qdel_on_finish)
qdel(src)
@@ -646,7 +646,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
switch(query_tree[1])
if("call")
for(var/i in found)
if(!is_proper_datum(i))
if(!is_object_datatype(i))
continue
world.SDQL_var(i, query_tree["call"][1], null, i, superuser, src)
obj_count_finished++
@@ -664,7 +664,10 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
var/list/text_list = list()
var/print_nulls = !(options & SDQL2_OPTION_SELECT_OUTPUT_SKIP_NULLS)
obj_count_finished = select_refs
var/n = 0
for(var/i in found)
if(++n == 20000)
text_list += "<br><font color='red'><b>TRUNCATED - 20000 OBJECT LIMIT HIT</b></font>"
SDQL_print(i, text_list, print_nulls)
select_refs[REF(i)] = TRUE
SDQL2_TICK_CHECK
@@ -675,7 +678,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
if("set" in query_tree)
var/list/set_list = query_tree["set"]
for(var/d in found)
if(!is_proper_datum(d))
if(!is_object_datatype(d))
continue
SDQL_internal_vv(d, set_list)
obj_count_finished++
@@ -685,47 +688,72 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
obj_count_finished = length(obj_count_finished)
state = SDQL2_STATE_SWITCHING
/datum/SDQL2_query/proc/SDQL_print(object, list/text_list, print_nulls = TRUE)
if(is_proper_datum(object))
text_list += "<A HREF='?_src_=vars;[HrefToken(TRUE)];Vars=[REF(object)]'>[REF(object)]</A> : [object]"
if(istype(object, /atom))
var/atom/A = object
var/turf/T = A.loc
var/area/a
if(istype(T))
text_list += " <font color='gray'>at</font> [T] [ADMIN_COORDJMP(T)]"
a = T.loc
else
var/turf/final = get_turf(T) //Recursive, hopefully?
if(istype(final))
text_list += " <font color='gray'>at</font> [final] [ADMIN_COORDJMP(final)]"
a = final.loc
/**
* Recursively prints out an object to text list for SDQL2 output to admins, with VV links and all.
* Recursion limit: 50
* Limit imposed by callers should be around 10000 objects
* Seriously, if you hit those limits, you're doing something wrong.
*/
/datum/SDQL2_query/proc/SDQL_print(datum/object, list/text_list, print_nulls = TRUE, recursion = 1, linebreak = TRUE)
if(recursion > 50)
text_list += "<br><font color='red'><b>RECURSION LIMIT REACHED.</font></b><br>"
return
if(is_object_datatype(object))
if(!islist(object))
text_list += "<A HREF='?_src_=vars;[HrefToken(TRUE)];Vars=[REF(object)]'>[object.type] [REF(object)]</A>: [object]"
if(istype(object, /atom))
if(istype(object, /turf))
var/turf/T = object
text_list += " [ADMIN_COORDJMP(T)] <font color='gray'>at</font> [T.loc]"
else
text_list += " <font color='gray'>at</font> nonexistant location"
if(a)
text_list += " <font color='gray'>in</font> area [a]"
if(T.loc != a)
text_list += " <font color='gray'>inside</font> [T]"
text_list += "<br>"
else if(islist(object))
var/list/L = object
var/first = TRUE
text_list += "\["
for (var/x in L)
if (!first)
text_list += ", "
first = FALSE
SDQL_print(x, text_list)
if (!isnull(x) && !isnum(x) && L[x] != null)
text_list += " -> "
SDQL_print(L[L[x]], text_list)
text_list += "]<br>"
var/atom/A = object
var/atom/container = A.loc
if(isturf(container))
text_list += " <font color='gray'>in</font> [container] [ADMIN_COORDJMP(container)] <font color='gray'>at</font> [container.loc]"
else if(container)
var/turf/T = get_turf(container)
var/cref = REF(container)
text_list += " <font color='gray'>in</font> <A HREF='?_src_=vars;[HrefToken(TRUE)];Vars=[cref]'>[container]([cref])</A>"
if(T)
text_list += " <font color='gray'>on</font> [T] [ADMIN_COORDJMP(T)] <font color='gray'>at</font>[T.loc]"
else
text_list += " <font color='gray'>in</font> nullspace"
else // lists are snowflake and get special treatment.
text_list += "<A HREF='?_src_=vars;[HrefToken(TRUE)];Vars=[REF(object)]'>/list [REF(object)]</A> \[<br>"
var/list/L = object
if(length(L))
for(var/key in object)
if(islist(key))
text_list += "<span style='margin-left: [min(10, recursion) * 2]em;'>"
SDQL_print(key, text_list, TRUE, recursion + 1, FALSE)
text_list += "</span>"
else
SDQL_print(key, text_list, TRUE, recursion, FALSE)
if(IS_VALID_ASSOC_KEY(key) && !isnull(L[key]))
var/value = L[key]
text_list += " --> "
if(islist(value))
text_list += "<span style='margin-left: [min(10, recursion) * 2]em;'>"
SDQL_print(value, text_list, TRUE, recursion + 1, FALSE)
text_list += "</span>"
else
SDQL_print(value, text_list, TRUE, recursion, FALSE)
text_list += "<br>"
text_list += "\]"
if(linebreak)
text_list += "<br>"
else
if(isnull(object))
if(print_nulls)
text_list += "NULL<br>"
text_list += "NULL"
else if(istext(object))
text_list += "\"[object]\""
else if(isnum(object) || ispath(object))
text_list += "[object]"
else
text_list += "[object]<br>"
text_list += "UNKNOWN: [object]"
if(linebreak)
text_list += "<br>"
/datum/SDQL2_query/CanProcCall()
if(!allow_admin_interact)
@@ -957,7 +985,7 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
var/static/list/exclude = list("usr", "src", "marked", "global")
var/long = start < expression.len
var/datum/D
if(is_proper_datum(object))
if(is_object_datatype(object))
D = object
if (object == world && (!long || expression[start + 1] == ".") && !(expression[start] in exclude)) //3 == length("SS") + 1
@@ -1161,9 +1189,6 @@ GLOBAL_DATUM_INIT(sdql2_vv_statobj, /obj/effect/statclick/SDQL2_VV_all, new(null
query_list += word
return query_list
/proc/is_proper_datum(thing)
return istype(thing, /datum) || istype(thing, /client)
/obj/effect/statclick/SDQL2_delete/Click()
var/datum/SDQL2_query/Q = target
Q.delete_click()
@@ -16,11 +16,19 @@
header = "<li>"
var/item
var/name_part = VV_HTML_ENCODE(name)
if(level > 0 || islist(D)) //handling keys in assoc lists
if(istype(name,/datum))
name_part = "<a href='?_src_=vars;[HrefToken()];Vars=[REF(name)]'>[VV_HTML_ENCODE(name)] [REF(name)]</a>"
else if(islist(name))
var/list/L = name
name_part = "<a href='?_src_=vars;[HrefToken()];Vars=[REF(name)]'> /list ([length(L)]) [REF(name)]</a>"
if (isnull(value))
item = "[VV_HTML_ENCODE(name)] = <span class='value'>null</span>"
item = "[name_part] = <span class='value'>null</span>"
else if (istext(value))
item = "[VV_HTML_ENCODE(name)] = <span class='value'>\"[VV_HTML_ENCODE(value)]\"</span>"
item = "[name_part] = <span class='value'>\"[VV_HTML_ENCODE(value)]\"</span>"
else if (isicon(value))
#ifdef VARSICON
@@ -28,33 +36,31 @@
var/rnd = rand(1,10000)
var/rname = "tmp[REF(I)][rnd].png"
usr << browse_rsc(I, rname)
item = "[VV_HTML_ENCODE(name)] = (<span class='value'>[value]</span>) <img class=icon src=\"[rname]\">"
item = "[name_part] = (<span class='value'>[value]</span>) <img class=icon src=\"[rname]\">"
#else
item = "[VV_HTML_ENCODE(name)] = /icon (<span class='value'>[value]</span>)"
item = "[name_part] = /icon (<span class='value'>[value]</span>)"
#endif
else if (isfile(value))
item = "[VV_HTML_ENCODE(name)] = <span class='value'>'[value]'</span>"
item = "[name_part] = <span class='value'>'[value]'</span>"
else if(istype(value, /matrix)) // Needs to be before datum
else if(istype(value,/matrix)) // Needs to be before datum
var/matrix/M = value
item = {"[VV_HTML_ENCODE(name)] = <span class='value'>
<table class='matrixbrak'><tbody><tr>
<td class='lbrak'>&nbsp;</td>
<td><table class='matrix'><tbody>
<tr><td>[M.a]</td><td>[M.d]</td><td>0</td></tr>
<tr><td>[M.b]</td><td>[M.e]</td><td>0</td></tr>
<tr><td>[M.c]</td><td>[M.f]</td><td>1</td></tr>
</tbody></table></td>
<td class='rbrak'>&nbsp;</td>
</tr></tbody></table></span>"} //TODO link to modify_transform wrapper for all matrices
item = {"[name_part] = <span class='value'>
<table class='matrixbrak'><tbody><tr><td class='lbrak'>&nbsp;</td><td>
<table class='matrix'>
<tbody>
<tr><td>[M.a]</td><td>[M.d]</td><td>0</td></tr>
<tr><td>[M.b]</td><td>[M.e]</td><td>0</td></tr>
<tr><td>[M.c]</td><td>[M.f]</td><td>1</td></tr>
</tbody>
</table></td><td class='rbrak'>&nbsp;</td></tr></tbody></table></span>"} //TODO link to modify_transform wrapper for all matrices
else if (istype(value, /datum))
var/datum/DV = value
if ("[DV]" != "[DV.type]") //if the thing as a name var, lets use it.
item = "<a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>[VV_HTML_ENCODE(name)] [REF(value)]</a> = [DV] [DV.type]"
item = "[name_part] = <a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>[DV] [DV.type] [REF(value)]</a>"
else
item = "<a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>[VV_HTML_ENCODE(name)] [REF(value)]</a> = [DV.type]"
item = "[name_part] = <a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>[DV.type] [REF(value)]</a>"
else if (islist(value))
var/list/L = value
@@ -72,19 +78,19 @@
items += debug_variable(key, val, level + 1, sanitize = sanitize)
item = "<a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>[VV_HTML_ENCODE(name)] = /list ([L.len])</a><ul>[items.Join()]</ul>"
item = "[name_part] = <a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>/list ([L.len])</a><ul>[items.Join()]</ul>"
else
item = "<a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>[VV_HTML_ENCODE(name)] = /list ([L.len])</a>"
item = "[name_part] = <a href='?_src_=vars;[HrefToken()];Vars=[REF(value)]'>/list ([L.len])</a>"
else if (name in GLOB.bitfields)
var/list/flags = list()
for (var/i in GLOB.bitfields[name])
if (value & GLOB.bitfields[name][i])
flags += i
item = "[VV_HTML_ENCODE(name)] = [VV_HTML_ENCODE(jointext(flags, ", "))]"
item = "[name_part] = [VV_HTML_ENCODE(jointext(flags, ", "))]"
else
item = "[VV_HTML_ENCODE(name)] = <span class='value'>[VV_HTML_ENCODE(value)]</span>"
item = "[name_part] = <span class='value'>[VV_HTML_ENCODE(value)]</span>"
return "[header][item]</li>"
#undef VV_HTML_ENCODE
#undef VV_HTML_ENCODE
@@ -45,8 +45,11 @@
desc = "A solid wall of slightly twitching tendrils with a reflective glow."
damaged_desc = "A wall of twitching tendrils with a reflective glow."
icon_state = "blob_glow"
flags_ricochet = RICOCHET_SHINY
point_return = 8
max_integrity = 100
brute_resist = 1
explosion_block = 2
/obj/structure/blob/shield/reflective/check_projectile_ricochet(obj/item/projectile/P)
return PROJECTILE_RICOCHET_FORCE
@@ -167,4 +167,4 @@
///obj/item/pipe = 2)
time = 80
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
subcategory = CAT_MELEE
@@ -432,15 +432,18 @@
/obj/item/shield/changeling
name = "shield-like mass"
desc = "A mass of tough, boney tissue. You can still see the fingers as a twisted pattern in the shield."
item_flags = ABSTRACT | DROPDEL
item_flags = ABSTRACT | DROPDEL | ITEM_CAN_BLOCK
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "ling_shield"
lefthand_file = 'icons/mob/inhands/antag/changeling_lefthand.dmi'
righthand_file = 'icons/mob/inhands/antag/changeling_righthand.dmi'
block_chance = 50
block_parry_data = /datum/block_parry_data/shield/changeling
var/remaining_uses //Set by the changeling ability.
/datum/block_parry_data/shield/changeling
block_slowdown = 0
/obj/item/shield/changeling/Initialize(mapload)
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, CHANGELING_TRAIT)
@@ -451,7 +454,7 @@
block_return[BLOCK_RETURN_BLOCK_CAPACITY] = (block_return[BLOCK_RETURN_BLOCK_CAPACITY] || 0) + remaining_uses
return ..()
/obj/item/shield/changeling/run_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/active_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))
@@ -101,7 +101,7 @@
return 1
return ..()
/obj/structure/destructible/clockwork/attacked_by(obj/item/I, mob/living/user)
/obj/structure/destructible/clockwork/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
if(is_servant_of_ratvar(user) && immune_to_servant_attacks)
return FALSE
return ..()
@@ -273,6 +273,7 @@
knockdown = 20
/obj/item/restraints/legcuffs/bola/cult/pickup(mob/living/user)
. = ..()
if(!iscultist(user))
to_chat(user, "<span class='warning'>The bola seems to take on a life of its own!</span>")
ensnare(user)
@@ -116,8 +116,7 @@
/mob/living/carbon/true_devil/get_ear_protection()
return 2
/mob/living/carbon/true_devil/attacked_by(obj/item/I, mob/living/user, def_zone)
/mob/living/carbon/true_devil/attacked_by(obj/item/I, mob/living/user, def_zone, attackchain_flags = NONE, damage_multiplier = 1)
var/totitemdamage = pre_attacked_by(I, user)
totitemdamage *= check_weakness(I, user)
apply_damage(totitemdamage, I.damtype, def_zone)
@@ -162,6 +162,9 @@
to_chat(user, "<span class='danger'>Access denied.</span>")
return UI_CLOSE
/obj/machinery/atmospherics/components/attack_ghost(mob/dead/observer/O)
. = ..()
atmosanalyzer_scan(airs, O, src, FALSE)
// Tool acts
@@ -111,3 +111,10 @@
pipe_color = paint_color
update_node_icon()
return TRUE
/obj/machinery/atmospherics/pipe/attack_ghost(mob/dead/observer/O)
. = ..()
if(parent)
atmosanalyzer_scan(parent.air, O, src, FALSE)
else
to_chat(O, "<span class='warning'>[src] doesn't have a pipenet, which is probably a bug.</span>")
@@ -147,10 +147,14 @@
/obj/machinery/portable_atmospherics/analyzer_act(mob/living/user, obj/item/I)
atmosanalyzer_scan(air_contents, user, src)
/obj/machinery/portable_atmospherics/attacked_by(obj/item/I, mob/user)
/obj/machinery/portable_atmospherics/attacked_by(obj/item/I, mob/user, attackchain_flags = NONE, damage_multiplier = 1)
if(I.force < 10 && !(stat & BROKEN))
take_damage(0)
else
investigate_log("was smacked with \a [I] by [key_name(user)].", INVESTIGATE_ATMOS)
add_fingerprint(user)
..()
/obj/machinery/portable_atmospherics/attack_ghost(mob/dead/observer/O)
. = ..()
atmosanalyzer_scan(air_contents, O, src, FALSE)
+3
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@@ -133,3 +133,6 @@
var/parallax_movedir = 0
var/parallax_layers_max = 3
var/parallax_animate_timer
//world.time of when the crew manifest can be accessed
var/crew_manifest_delay
+6 -6
View File
@@ -1638,19 +1638,19 @@ GLOBAL_LIST_EMPTY(preferences_datums)
age = max(min( round(text2num(new_age)), AGE_MAX),AGE_MIN)
if("flavor_text")
var/msg = stripped_multiline_input(usr, "Set the flavor text in your 'examine' verb. This can also be used for OOC notes and preferences!", "Flavor Text", features["flavor_text"], MAX_FLAVOR_LEN, TRUE)
var/msg = stripped_multiline_input(usr, "Set the flavor text in your 'examine' verb. This can also be used for OOC notes and preferences!", "Flavor Text", html_decode(features["flavor_text"]), MAX_FLAVOR_LEN, TRUE)
if(!isnull(msg))
features["flavor_text"] = html_decode(msg)
features["flavor_text"] = msg
if("silicon_flavor_text")
var/msg = stripped_multiline_input(usr, "Set the silicon flavor text in your 'examine' verb. This can also be used for OOC notes and preferences!", "Silicon Flavor Text", features["silicon_flavor_text"], MAX_FLAVOR_LEN, TRUE)
var/msg = stripped_multiline_input(usr, "Set the silicon flavor text in your 'examine' verb. This can also be used for OOC notes and preferences!", "Silicon Flavor Text", html_decode(features["silicon_flavor_text"]), MAX_FLAVOR_LEN, TRUE)
if(!isnull(msg))
features["silicon_flavor_text"] = html_decode(msg)
features["silicon_flavor_text"] = msg
if("ooc_notes")
var/msg = stripped_multiline_input(usr, "Set always-visible OOC notes related to content preferences. THIS IS NOT FOR CHARACTER DESCRIPTIONS!", "OOC notes", features["ooc_notes"], MAX_FLAVOR_LEN, TRUE)
var/msg = stripped_multiline_input(usr, "Set always-visible OOC notes related to content preferences. THIS IS NOT FOR CHARACTER DESCRIPTIONS!", "OOC notes", html_decode(features["ooc_notes"]), MAX_FLAVOR_LEN, TRUE)
if(!isnull(msg))
features["ooc_notes"] = html_decode(msg)
features["ooc_notes"] = msg
if("hair")
var/new_hair = input(user, "Choose your character's hair colour:", "Character Preference","#"+hair_color) as color|null
+6 -1
View File
@@ -5,7 +5,7 @@
// You do not need to raise this if you are adding new values that have sane defaults.
// Only raise this value when changing the meaning/format/name/layout of an existing value
// where you would want the updater procs below to run
#define SAVEFILE_VERSION_MAX 32
#define SAVEFILE_VERSION_MAX 33
/*
SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Carn
@@ -194,6 +194,11 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
if(current_version < 31)
S["wing_color"] >> features["wings_color"]
S["horn_color"] >> features["horns_color"]
if(current_version < 33)
features["flavor_text"] = html_encode(features["flavor_text"])
features["silicon_flavor_text"] = html_encode(features["silicon_flavor_text"])
features["ooc_notes"] = html_encode(features["ooc_notes"])
/datum/preferences/proc/load_path(ckey,filename="preferences.sav")
if(!ckey)
+28 -11
View File
@@ -13,21 +13,38 @@ GLOBAL_VAR_INIT(normal_aooc_colour, "#ce254f")
if(!mob)
return
if(!(prefs.toggles & CHAT_OOC))
to_chat(src, "<span class='danger'> You have OOC muted.</span>")
return
if(jobban_isbanned(mob, "OOC"))
to_chat(src, "<span class='danger'>You have been banned from OOC.</span>")
return
if(!holder)
if(mob.stat == DEAD)
to_chat(usr, "<span class='danger'>You cannot use AOOC while dead.</span>")
return
if(!is_special_character(mob))
to_chat(usr, "<span class='danger'>You aren't an antagonist!</span>")
if(prefs.muted & MUTE_OOC)
to_chat(src, "<span class='danger'>You cannot use AOOC (muted).</span>")
return
if(jobban_isbanned(src.mob, "OOC"))
to_chat(src, "<span class='danger'>You are banned from OOC.</span>")
return
if(!GLOB.aooc_allowed)
to_chat(src, "<span class='danger'>AOOC is currently muted.</span>")
return
if(prefs.muted & MUTE_OOC)
to_chat(src, "<span class='danger'>You cannot use AOOC (muted).</span>")
return
if(!is_special_character(mob))
to_chat(usr, "<span class='danger'>You aren't an antagonist!</span>")
if(handle_spam_prevention(msg,MUTE_OOC))
return
if(findtext(msg, "byond://"))
to_chat(src, "<B>Advertising other servers is not allowed.</B>")
log_admin("[key_name(src)] has attempted to advertise in LOOC: [msg]")
return
if(mob.stat)
to_chat(usr, "<span class='danger'>You cannot use AOOC while unconscious or dead.</span>")
return
if(isdead(mob))
to_chat(src, "<span class='danger'>You cannot use AOOC while ghosting.</span>")
return
if(HAS_TRAIT(mob, TRAIT_AOOC_MUTE))
to_chat(src, "<span class='danger'>You cannot use AOOC right now.</span>")
return
if(QDELETED(src))
return
+6 -2
View File
@@ -38,11 +38,15 @@ GLOBAL_VAR_INIT(normal_looc_colour, "#6699CC")
log_admin("[key_name(src)] has attempted to advertise in LOOC: [msg]")
return
if(mob.stat)
to_chat(src, "<span class='danger'>You cannot salt in LOOC while unconscious or dead.</span>")
to_chat(src, "<span class='danger'>You cannot use LOOC while unconscious or dead.</span>")
return
if(istype(mob, /mob/dead))
if(isdead(mob))
to_chat(src, "<span class='danger'>You cannot use LOOC while ghosting.</span>")
return
if(HAS_TRAIT(mob, TRAIT_LOOC_MUTE))
to_chat(src, "<span class='danger'>You cannot use LOOC right now.</span>")
return
msg = emoji_parse(msg)
@@ -469,7 +469,7 @@ Contains:
desc = "Voices echo from the hardsuit, driving the user insane. This one is pretty battle-worn, but still fearsome."
armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60)
slowdown = 0.8
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor/old
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker/old
charges = 6
/obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker/old
+2 -2
View File
@@ -330,8 +330,8 @@
if(!override)
qdel(src)
/obj/structure/spacevine/attacked_by(obj/item/I, mob/living/user)
var/damage_dealt = I.force
/obj/structure/spacevine/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
var/damage_dealt = I.force * damage_multiplier
if(I.get_sharpness())
damage_dealt *= 4
if(I.damtype == BURN)
@@ -54,6 +54,15 @@
tastes = list("fish" = 1, "chips" = 1)
foodtype = MEAT | VEGETABLES | FRIED
/obj/item/reagent_containers/food/snacks/fishfry
name = "fish fry"
desc = "All that and no bag of chips..."
icon_state = "fish_fry"
list_reagents = list (/datum/reagent/consumable/nutriment = 6, /datum/reagent/consumable/nutriment/vitamin = 3)
filling_color = "#ee7676"
tastes = list("fish" = 1, "pan seared vegtables" = 1)
foodtype = MEAT | VEGETABLES | FRIED
/obj/item/reagent_containers/food/snacks/sushi_basic
name = "funa hosomaki"
desc = "A small cylindrical kudzu skin, filled with rice and fish."
@@ -144,6 +144,15 @@
is_decorated = TRUE
filling_color = "#879630"
/obj/item/reagent_containers/food/snacks/donut/laugh
name = "sweet pea donut"
desc = "Goes great with a glass of Bastion Burbon!"
icon_state = "donut_laugh"
bonus_reagents = list(/datum/reagent/consumable/laughter = 3)
tastes = list("donut" = 3, "fizzy tutti frutti" = 1,)
is_decorated = TRUE
filling_color = "#803280"
//////////////////////JELLY DONUTS/////////////////////////
/obj/item/reagent_containers/food/snacks/donut/jelly
@@ -234,6 +243,15 @@
is_decorated = TRUE
filling_color = "#879630"
/obj/item/reagent_containers/food/snacks/donut/jelly/laugh
name = "sweet pea jelly donut"
desc = "Goes great with a glass of Bastion Burbon!"
icon_state = "jelly_laugh"
bonus_reagents = list(/datum/reagent/consumable/laughter = 3)
tastes = list("jelly" = 3, "donut" = 1, "fizzy tutti frutti" = 1)
is_decorated = TRUE
filling_color = "#803280"
//////////////////////////SLIME DONUTS/////////////////////////
/obj/item/reagent_containers/food/snacks/donut/jelly/slimejelly
@@ -315,6 +333,15 @@
is_decorated = TRUE
filling_color = "#879630"
/obj/item/reagent_containers/food/snacks/donut/jelly/slimejelly/laugh
name = "sweet pea jelly donut"
desc = "Goes great with a glass of Bastion Burbon!"
icon_state = "jelly_laugh"
bonus_reagents = list(/datum/reagent/consumable/laughter = 3)
tastes = list("jelly" = 3, "donut" = 1, "fizzy tutti frutti" = 1)
is_decorated = TRUE
filling_color = "#803280"
/obj/item/reagent_containers/food/snacks/donut/glaze
name = "glazed donut"
desc = "A sugar glazed donut."
@@ -124,4 +124,22 @@
trash = /obj/item/kitchen/knife
bonus_reagents = list(/datum/reagent/medicine/earthsblood = 1, /datum/reagent/iron = 4)
tastes = list("iron" = 1, "conspiracy" = 1)
foodtype = VEGETABLES
foodtype = VEGETABLES
/obj/item/reagent_containers/food/snacks/salad/edensalad
name = "\improper Salad of Eden"
desc = "A salad brimming with untapped potential."
icon_state = "eden_salad"
trash = /obj/item/reagent_containers/glass/bowl
list_reagents = list(/datum/reagent/consumable/nutriment = 7, /datum/reagent/consumable/nutriment/vitamin = 5, /datum/reagent/medicine/earthsblood = 3, /datum/reagent/medicine/omnizine = 5, /datum/reagent/drug/happiness = 2)
tastes = list("hope" = 1)
foodtype = VEGETABLES
/obj/item/reagent_containers/food/snacks/salad/gumbo
name = "black eyed gumbo"
desc = "A spicy and savory meat and rice dish."
icon_state = "gumbo"
trash = /obj/item/reagent_containers/glass/bowl
list_reagents = list(/datum/reagent/consumable/capsaicin = 2, /datum/reagent/consumable/nutriment/vitamin = 3, /datum/reagent/consumable/nutriment = 5)
tastes = list("building heat" = 2, "savory meat and vegtables" = 1)
foodtype = GRAIN | MEAT | VEGETABLES
@@ -262,3 +262,13 @@
tastes = list("bungo" = 2, "hot curry" = 4, "tropical sweetness" = 1)
filling_color = "#E6A625"
foodtype = VEGETABLES | FRUIT | DAIRY
/obj/item/reagent_containers/food/snacks/soup/peasoup
name = "pea soup"
desc = "A humble split pea soup."
icon_state = "peasoup"
bonus_reagents = list (/datum/reagent/consumable/nutriment/vitamin = 6, /datum/reagent/medicine/oculine = 2)
list_reagents = list (/datum/reagent/consumable/nutriment = 8)
tastes = list("creamy peas"= 2, "parsnip" = 1)
filling_color = "#9dc530"
foodtype = VEGETABLES
@@ -1,5 +1,5 @@
#define STORAGE_CAPACITY 30
#define LIQUID_CAPACIY 200
#define LIQUID_CAPACITY 200
#define MIXER_CAPACITY 100
/obj/machinery/food_cart
@@ -19,7 +19,7 @@
/obj/machinery/food_cart/Initialize()
. = ..()
create_reagents(LIQUID_CAPACIY, OPENCONTAINER | NO_REACT)
create_reagents(LIQUID_CAPACITY, OPENCONTAINER | NO_REACT)
mixer = new /obj/item/reagent_containers(src, MIXER_CAPACITY)
mixer.name = "Mixer"
@@ -60,6 +60,9 @@
return food_stored >= STORAGE_CAPACITY
/obj/machinery/food_cart/attackby(obj/item/O, mob/user, params)
if(O.tool_behaviour == TOOL_WRENCH)
default_unfasten_wrench(user, O, 0)
return TRUE
if(istype(O, /obj/item/reagent_containers/food/drinks/drinkingglass))
var/obj/item/reagent_containers/food/drinks/drinkingglass/DG = O
if(!DG.reagents.total_volume) //glass is empty
@@ -106,7 +109,7 @@
return
if(href_list["disposeI"])
reagents.del_reagent(href_list["disposeI"])
reagents.del_reagent(text2path(href_list["disposeI"]))
if(href_list["dispense"])
if(stored_food[href_list["dispense"]]-- <= 0)
@@ -116,9 +119,13 @@
if(sanitize(O.name) == href_list["dispense"])
O.forceMove(drop_location())
break
log_combat(usr, src, "dispensed [O] from", null, "with [stored_food[href_list["dispense"]]] remaining")
if(href_list["portion"])
portion = clamp(input("How much drink do you want to dispense per glass?") as num, 0, 50)
portion = clamp(input("How much drink do you want to dispense per glass?") as num|null, 0, 50)
if (isnull(portion))
return
if(href_list["pour"] || href_list["m_pour"])
if(glasses-- <= 0)
@@ -127,16 +134,16 @@
else
var/obj/item/reagent_containers/food/drinks/drinkingglass/DG = new(loc)
if(href_list["pour"])
reagents.trans_id_to(DG, href_list["pour"], portion)
reagents.trans_id_to(DG, text2path(href_list["pour"]), portion)
if(href_list["m_pour"])
mixer.reagents.trans_id_to(DG, href_list["m_pour"], portion)
mixer.reagents.trans_id_to(DG, text2path(href_list["m_pour"]), portion)
if(href_list["mix"])
if(reagents.trans_id_to(mixer, href_list["mix"], portion) == 0)
if(reagents.trans_id_to(mixer, text2path(href_list["mix"]), portion) == 0)
to_chat(usr, "<span class='warning'>[mixer] is full!</span>")
if(href_list["transfer"])
if(mixer.reagents.trans_id_to(src, href_list["transfer"], portion) == 0)
if(mixer.reagents.trans_id_to(src, text2path(href_list["transfer"]), portion) == 0)
to_chat(usr, "<span class='warning'>[src] is full!</span>")
updateDialog()
@@ -152,5 +159,5 @@
qdel(src)
#undef STORAGE_CAPACITY
#undef LIQUID_CAPACIY
#undef LIQUID_CAPACITY
#undef MIXER_CAPACITY
@@ -121,6 +121,15 @@ datum/crafting_recipe/food/donut/meat
)
result = /obj/item/reagent_containers/food/snacks/donut/matcha
/datum/crafting_recipe/food/donut/laugh
name = "Sweet Pea Donut"
reqs = list(
/datum/reagent/consumable/laughsyrup = 3,
/obj/item/reagent_containers/food/snacks/donut/plain = 1
)
result = /obj/item/reagent_containers/food/snacks/donut/laugh
////////////////////////////////////////////////////JELLY DONUTS///////////////////////////////////////////////////////
/datum/crafting_recipe/food/donut/jelly/apple
@@ -187,6 +196,14 @@ datum/crafting_recipe/food/donut/meat
)
result = /obj/item/reagent_containers/food/snacks/donut/jelly/trumpet
/datum/crafting_recipe/food/donut/jelly/laugh
name = "Sweet Pea Jelly Donut"
reqs = list(
/datum/reagent/consumable/laughsyrup = 3,
/obj/item/reagent_containers/food/snacks/donut/jelly/plain = 1
)
result = /obj/item/reagent_containers/food/snacks/donut/jelly/laugh
////////////////////////////////////////////////////SLIME DONUTS///////////////////////////////////////////////////////
/datum/crafting_recipe/food/donut/slimejelly/apple
@@ -253,3 +270,11 @@ datum/crafting_recipe/food/donut/meat
/obj/item/reagent_containers/food/snacks/donut/jelly/slimejelly/plain = 1
)
result = /obj/item/reagent_containers/food/snacks/donut/jelly/slimejelly/matcha
/datum/crafting_recipe/food/donut/slimejelly/laugh
name = "Sweet Pea Jelly Donut"
reqs = list(
/datum/reagent/consumable/laughsyrup = 3,
/obj/item/reagent_containers/food/snacks/donut/jelly/slimejelly/plain = 1
)
result = /obj/item/reagent_containers/food/snacks/donut/jelly/slimejelly/laugh
@@ -171,3 +171,14 @@
)
result = /obj/item/reagent_containers/food/snacks/salad/ricepork
subcategory = CAT_MEAT
/datum/crafting_recipe/food/gumbo
name = "Black eyed gumbo"
reqs = list(
/obj/item/reagent_containers/food/snacks/salad/boiledrice = 1,
/obj/item/reagent_containers/food/snacks/grown/peas = 1,
/obj/item/reagent_containers/food/snacks/grown/chili = 1,
/obj/item/reagent_containers/food/snacks/meat/cutlet = 1
)
result = /obj/item/reagent_containers/food/snacks/salad/gumbo
subcategory = CAT_MEAT
@@ -93,4 +93,17 @@
/obj/item/reagent_containers/food/snacks/grown/cabbage = 1
)
result = /obj/item/reagent_containers/food/snacks/salad/caesar
subcategory = CAT_SALAD
subcategory = CAT_SALAD
/datum/crafting_recipe/food/edensalad
name = "Salad of Eden"
reqs = list(
/obj/item/reagent_containers/glass/bowl =1,
/obj/item/reagent_containers/food/snacks/grown/ambrosia/vulgaris = 1,
/obj/item/reagent_containers/food/snacks/grown/ambrosia/deus = 1,
/obj/item/reagent_containers/food/snacks/grown/ambrosia/gaia = 1,
/obj/item/reagent_containers/food/snacks/grown/peace = 1
)
result = /obj/item/reagent_containers/food/snacks/salad/edensalad
subcategory = CAT_SALAD
@@ -135,4 +135,14 @@
/obj/item/reagent_containers/food/snacks/carpmeat = 1
)
result = /obj/item/reagent_containers/food/snacks/fishandchips
subcategory = CAT_SEAFOOD
subcategory = CAT_SEAFOOD
/datum/crafting_recipe/food/fishfry
name = "Fish fry"
reqs = list(
/obj/item/reagent_containers/food/snacks/grown/corn = 1,
/obj/item/reagent_containers/food/snacks/grown/peas =1,
/obj/item/reagent_containers/food/snacks/carpmeat = 1
)
result = /obj/item/reagent_containers/food/snacks/fishfry
subcategory = CAT_SEAFOOD
@@ -255,4 +255,16 @@
/obj/item/reagent_containers/glass/bowl = 1
)
result= /obj/item/reagent_containers/food/snacks/soup/wish
subcategory = CAT_SOUP
subcategory = CAT_SOUP
/datum/crafting_recipe/food/peasoup
name = "Pea soup"
reqs = list(
/datum/reagent/water = 10,
/obj/item/reagent_containers/food/snacks/grown/peas = 2,
/obj/item/reagent_containers/food/snacks/grown/parsnip = 1,
/obj/item/reagent_containers/food/snacks/grown/carrot = 1
)
result = /obj/item/reagent_containers/food/snacks/soup/peasoup
subcategory = CAT_SOUP
+86 -1
View File
@@ -189,6 +189,14 @@
begin_day = 22
begin_month = APRIL
/datum/holiday/lesbianvisibility
name = "Lesbian Visibility Day"
begin_day = 26
begin_month = APRIL
/datum/holiday/lesbianvisibility/greet()
return "Today is Lesbian Visibility Day!"
/datum/holiday/labor
name = "Labor Day"
begin_day = 1
@@ -292,6 +300,14 @@
/datum/holiday/programmers/getStationPrefix()
return pick("span>","DEBUG: ","null","/list","EVENT PREFIX NOT FOUND") //Portability
/datum/holiday/bivisibility
name = "Bisexual Visibility Day"
begin_day = 23
begin_month = SEPTEMBER
/datum/holiday/bivisibility/greet()
return "Today is Bisexual Visibility Day!"
/datum/holiday/questions
name = "Stupid-Questions Day"
begin_day = 28
@@ -314,12 +330,25 @@
begin_month = OCTOBER
drone_hat = /obj/item/clothing/head/papersack/smiley
/datum/holiday/comingoutday
name = "Coming Out Day"
begin_day = 11
begin_month = OCTOBER
/datum/holiday/boss
name = "Boss' Day"
begin_day = 16
begin_month = OCTOBER
drone_hat = /obj/item/clothing/head/that
/datum/holiday/intersexawareness
name = "Intersex Awareness Day"
begin_day = 26
begin_month = OCTOBER
/datum/holiday/intersexawareness/greet()
return "Today is Intersex Awareness Day! It has been [text2num(time2text(world.timeofday, "YYYY")) - 1996] years since the first public protest speaking out against the human rights issues faced by intersex people."
/datum/holiday/halloween
name = HALLOWEEN
begin_day = 28
@@ -359,6 +388,23 @@
begin_month = NOVEMBER
drone_hat = /obj/item/reagent_containers/food/snacks/grown/moonflower
/datum/holiday/transawareness
name = "Transgender Awareness Week"
begin_day = 13
begin_month = NOVEMBER
end_day = 19
/datum/holiday/transawareness/greet()
return "This week is Transgender Awareness Week!"
/datum/holiday/transremembrance
name = "Transgender Day of Remembrance"
begin_day = 20
begin_month = NOVEMBER
/datum/holiday/transremembrance/greet()
return "Today is the Transgender Day of Remembrance."
/datum/holiday/hello
name = "Saying-'Hello' Day"
begin_day = 21
@@ -397,6 +443,26 @@
begin_month = OCTOBER
begin_weekday = MONDAY
/datum/holiday/aceawareness
name = "Asexual Awareness Week"
begin_month = OCTOBER
/datum/holiday/aceawareness/greet()
return "This week is Asexual Awareness Week!"
/datum/holiday/aceawareness/shouldCelebrate(dd, mm, yy, ww, ddd) //Ace awareness week falls on the last full week of October.
if(mm != begin_month)
return FALSE //it's not even the right month
var/daypointer = world.timeofday - ((WEEKDAY2NUM(ddd) - 1) * 24 HOURS)
if(text2num(time2text(daypointer, "MM")) != mm)
return FALSE //it's the beginning of the month and it isn't even a full week
daypointer += (24 HOURS * 6)
if(text2num(time2text(daypointer, "MM")) != mm)
return FALSE //this is the end of the month, and it is not a full week.
daypointer += (24 HOURS * 7)
if(text2num(time2text(daypointer, "MM")) != mm)
return TRUE //the end of next week falls on a different month, meaning that the current week is the last full week
/datum/holiday/mother
name = "Mother's Day"
begin_week = 2
@@ -421,11 +487,30 @@
/datum/holiday/pride/getStationPrefix()
return pick("Pride", "Gay", "Bi", "Trans", "Lesbian", "Ace", "Aro", "Agender", pick("Enby", "Enbie"), "Pan", "Intersex", "Demi", "Poly", "Closeted", "Genderfluid")
/datum/holiday/stonewall
name = "Stonewall Riots Anniversary"
begin_day = 28
begin_month = JUNE
/datum/holiday/stonewall/greet() //Not gonna lie, I was fairly tempted to make this use the IC year instead of the IRL year, but I was worried that it would have caused too much confusion.
return "Today marks the [text2num(time2text(world.timeofday, "YYYY")) - 1969]\th anniversary of the riots at the Stonewall Inn!"
/datum/holiday/moth
name = "Moth Week"
begin_month = JULY
/datum/holiday/moth/shouldCelebrate(dd, mm, yy, ww, ddd) //National Moth Week falls on the last full week of July
return mm == JULY && (ww == 4 || (ww == 5 && ddd == SUNDAY))
if(mm != begin_month)
return FALSE //it's not even the right month
var/daypointer = world.timeofday - ((WEEKDAY2NUM(ddd) - 1) * 24 HOURS)
if(text2num(time2text(daypointer, "MM")) != mm)
return FALSE //it's the beginning of the month and it isn't even a full week
daypointer += (24 HOURS * 6)
if(text2num(time2text(daypointer, "MM")) != mm)
return FALSE //this is the end of the month, and it is not a full week.
daypointer += (24 HOURS * 7)
if(text2num(time2text(daypointer, "MM")) != mm)
return TRUE //the end of next week falls on a different month, meaning that the current week is the last full week
/datum/holiday/moth/getStationPrefix()
return pick("Mothball","Lepidopteran","Lightbulb","Moth","Giant Atlas","Twin-spotted Sphynx","Madagascan Sunset","Luna","Death's Head","Emperor Gum","Polyphenus","Oleander Hawk","Io","Rosy Maple","Cecropia","Noctuidae","Giant Leopard","Dysphania Militaris","Garden Tiger")
@@ -8,6 +8,7 @@
#define CATEGORY_MISC "MISC"
#define CATEGORY_MOVEMENT "MOVEMENT"
#define CATEGORY_TARGETING "TARGETING"
#define CATEGORY_COMBAT "COMBAT"
#define WEIGHT_HIGHEST 0
#define WEIGHT_ADMIN 10
@@ -0,0 +1,38 @@
/datum/keybinding/living/toggle_combat_mode
hotkey_keys = list("C")
name = "toggle_combat_mode"
full_name = "Toggle combat mode"
category = CATEGORY_COMBAT
description = "Toggles whether or not you're in combat mode."
/datum/keybinding/living/toggle_combat_mode/down(client/user)
SEND_SIGNAL(user.mob, COMSIG_TOGGLE_COMBAT_MODE)
return TRUE
/datum/keybinding/living/active_block
hotkey_keys = list("Northwest", "F") // HOME
name = "active_block"
full_name = "Block (Hold)"
category = CATEGORY_COMBAT
description = "Hold down to actively block with your currently in-hand object."
/datum/keybinding/living/active_block/down(client/user)
var/mob/living/L = user.mob
L.keybind_start_active_blocking()
return TRUE
/datum/keybinding/living/active_block/up(client/user)
var/mob/living/L = user.mob
L.keybind_stop_active_blocking()
/datum/keybinding/living/active_parry
hotkey_keys = list("Insert", "G")
name = "active_parry"
full_name = "Parry"
category = CATEGORY_COMBAT
description = "Press to initiate a parry sequence with your currently in-hand object."
/datum/keybinding/living/active_parry/down(client/user)
var/mob/living/L = user.mob
L.keybind_parry()
return TRUE
@@ -16,16 +16,6 @@
L.resist()
return TRUE
/datum/keybinding/living/toggle_combat_mode
hotkey_keys = list("C")
name = "toggle_combat_mode"
full_name = "Toggle combat mode"
description = "Toggles whether or not you're in combat mode."
/datum/keybinding/living/toggle_combat_mode/down(client/user)
SEND_SIGNAL(user.mob, COMSIG_TOGGLE_COMBAT_MODE)
return TRUE
/datum/keybinding/living/toggle_resting
hotkey_keys = list("V")
name = "toggle_resting"
+2 -2
View File
@@ -17,7 +17,7 @@
return TRUE
/datum/keybinding/mob/cycle_intent_right
hotkey_keys = list("Northwest", "F") // HOME
hotkey_keys = list("Unbound")
name = "cycle_intent_right"
full_name = "Cycle Action Intent Right"
description = ""
@@ -28,7 +28,7 @@
return TRUE
/datum/keybinding/mob/cycle_intent_left
hotkey_keys = list("Insert", "G")
hotkey_keys = list("Unbound")
name = "cycle_intent_left"
full_name = "Cycle Action Intent Left"
description = ""
@@ -11,6 +11,7 @@
plane = EMISSIVE_BLOCKER_PLANE
layer = EMISSIVE_BLOCKER_LAYER
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
rad_flags = RAD_NO_CONTAMINATE | RAD_PROTECT_CONTENTS
//Why?
//render_targets copy the transform of the target as well, but vis_contents also applies the transform
//to what's in it. Applying RESET_TRANSFORM here makes vis_contents not apply the transform.
@@ -176,9 +176,6 @@
SSticker.queue_delay = 4
qdel(src)
if(!ready && href_list["preference"])
if(client)
client.prefs.process_link(src, href_list)
else if(!href_list["late_join"])
new_player_panel()
@@ -582,6 +579,12 @@
qdel(src)
/mob/dead/new_player/proc/ViewManifest()
if(!client)
return
if(world.time < client.crew_manifest_delay)
return
client.crew_manifest_delay = world.time + (1 SECONDS)
var/dat = "<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'></head><body>"
dat += "<h4>Crew Manifest</h4>"
dat += GLOB.data_core.get_manifest(OOC = 1)
@@ -717,6 +717,12 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
set name = "View Crew Manifest"
set category = "Ghost"
if(!client)
return
if(world.time < client.crew_manifest_delay)
return
client.crew_manifest_delay = world.time + (1 SECONDS)
var/dat
dat += "<h4>Crew Manifest</h4>"
dat += GLOB.data_core.get_manifest()
+1
View File
@@ -333,6 +333,7 @@
I.moveToNullspace()
else
I.forceMove(newloc)
on_item_dropped(I)
if(I.dropped(src) == ITEM_RELOCATED_BY_DROPPED)
return FALSE
return TRUE
@@ -77,20 +77,18 @@
return TRUE
/mob/living/carbon/alien/humanoid/get_standard_pixel_y_offset(lying = 0)
. = ..()
if(leaping)
return -32
else if(custom_pixel_y_offset)
return custom_pixel_y_offset
else
return initial(pixel_y)
. -= 32
if(custom_pixel_y_offset)
. += custom_pixel_y_offset
/mob/living/carbon/alien/humanoid/get_standard_pixel_x_offset(lying = 0)
. = ..()
if(leaping)
return -32
else if(custom_pixel_x_offset)
return custom_pixel_x_offset
else
return initial(pixel_x)
. -= 32
if(custom_pixel_x_offset)
. += custom_pixel_x_offset
/mob/living/carbon/alien/humanoid/get_permeability_protection(list/target_zones)
return 0.8
+2 -3
View File
@@ -440,10 +440,9 @@
return
/mob/living/carbon/get_standard_pixel_y_offset(lying = 0)
. = ..()
if(lying)
return -6
else
return initial(pixel_y)
. -= 6
/mob/living/carbon/proc/accident(obj/item/I)
if(!I || (I.item_flags & ABSTRACT) || HAS_TRAIT(I, TRAIT_NODROP))
@@ -76,11 +76,13 @@
visible_message("<span class='danger'>[I] embeds itself in [src]'s [L.name]!</span>","<span class='userdanger'>[I] embeds itself in your [L.name]!</span>")
SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user)
var/totitemdamage = pre_attacked_by(I, user)
/mob/living/carbon/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
var/totitemdamage = pre_attacked_by(I, user) * damage_multiplier
var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
if((user != src) && (mob_run_block(I, totitemdamage, "the [I]", ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone, null) & BLOCK_SUCCESS))
var/list/block_return = list()
if((user != src) && (mob_run_block(I, totitemdamage, "the [I]", ((attackchain_flags & ATTACKCHAIN_PARRY_COUNTERATTACK)? ATTACK_TYPE_PARRY_COUNTERATTACK : NONE) | ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone, block_return) & BLOCK_SUCCESS))
return FALSE
totitemdamage = block_calculate_resultant_damage(totitemdamage, block_return)
var/obj/item/bodypart/affecting = get_bodypart(impacting_zone)
if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
affecting = bodyparts[1]
@@ -20,7 +20,7 @@
if(istype(J) && (movement_dir || J.stabilizers) && J.allow_thrust(0.01, src))
return 1
/mob/living/carbon/Move(NewLoc, direct)
/mob/living/carbon/Moved()
. = ..()
if(. && (movement_type & FLOATING)) //floating is easy
if(HAS_TRAIT(src, TRAIT_NOHUNGER))
@@ -1,8 +1,11 @@
/mob/living/carbon/human/get_blocking_items()
. = ..()
if(wear_suit)
. |= wear_suit
if(!.[wear_suit])
.[wear_suit] = wear_suit.block_priority
if(w_uniform)
. |= w_uniform
if(!.[w_uniform])
.[w_uniform] = w_uniform.block_priority
if(wear_neck)
. |= wear_neck
if(!.[wear_neck])
.[wear_neck] = wear_neck.block_priority
@@ -73,7 +73,7 @@
..()
/mob/living/carbon/human/attacked_by(obj/item/I, mob/living/user)
/mob/living/carbon/human/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
if(!I || !user)
return 0
@@ -90,7 +90,7 @@
SSblackbox.record_feedback("tally", "zone_targeted", 1, target_area)
// the attacked_by code varies among species
return dna.species.spec_attacked_by(I, user, affecting, a_intent, src)
return dna.species.spec_attacked_by(I, user, affecting, a_intent, src, attackchain_flags, damage_multiplier)
/mob/living/carbon/human/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
if(user.a_intent == INTENT_HARM)
@@ -209,7 +209,7 @@
/mob/living/carbon/human/attack_animal(mob/living/simple_animal/M)
. = ..()
if(.)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
var/damage = .
var/dam_zone = dismembering_strike(M, pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
if(!dam_zone) //Dismemberment successful
return TRUE
@@ -1700,12 +1700,14 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if("disarm")
disarm(M, H, attacker_style)
/datum/species/proc/spec_attacked_by(obj/item/I, mob/living/user, obj/item/bodypart/affecting, intent, mob/living/carbon/human/H)
var/totitemdamage = H.pre_attacked_by(I, user)
/datum/species/proc/spec_attacked_by(obj/item/I, mob/living/user, obj/item/bodypart/affecting, intent, mob/living/carbon/human/H, attackchain_flags = NONE, damage_multiplier = 1)
var/totitemdamage = H.pre_attacked_by(I, user) * damage_multiplier
// Allows you to put in item-specific reactions based on species
if(user != H)
if(H.mob_run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone, null) & BLOCK_SUCCESS)
var/list/block_return = list()
if(H.mob_run_block(I, totitemdamage, "the [I.name]", ((attackchain_flags & ATTACKCHAIN_PARRY_COUNTERATTACK)? ATTACK_TYPE_PARRY_COUNTERATTACK : NONE) | ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone, block_return) & BLOCK_SUCCESS)
return 0
totitemdamage = block_calculate_resultant_damage(totitemdamage, block_return)
if(H.check_martial_melee_block())
H.visible_message("<span class='warning'>[H] blocks [I]!</span>")
return 0
@@ -1720,6 +1722,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/armor_block = H.run_armor_check(affecting, "melee", "<span class='notice'>Your armor has protected your [hit_area].</span>", "<span class='notice'>Your armor has softened a hit to your [hit_area].</span>",I.armour_penetration)
armor_block = min(90,armor_block) //cap damage reduction at 90%
var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
var/weakness = H.check_weakness(I, user)
apply_damage(totitemdamage * weakness, I.damtype, def_zone, armor_block, H) //CIT CHANGE - replaces I.force with totitemdamage
@@ -459,8 +459,18 @@
/datum/action/innate/slime_change/proc/change_form()
var/mob/living/carbon/human/H = owner
var/select_alteration = input(owner, "Select what part of your form to alter", "Form Alteration", "cancel") in list("Hair Style", "Genitals", "Tail", "Snout", "Markings", "Ears", "Taur body", "Penis", "Vagina", "Penis Length", "Breast Size", "Breast Shape", "Cancel")
if(select_alteration == "Hair Style")
var/select_alteration = input(owner, "Select what part of your form to alter", "Form Alteration", "cancel") in list("Body Color","Hair Style", "Genitals", "Tail", "Snout", "Markings", "Ears", "Taur body", "Penis", "Vagina", "Penis Length", "Breast Size", "Breast Shape", "Cancel")
if(select_alteration == "Body Color")
var/new_color = input(owner, "Choose your skin color:", "Race change","#"+H.dna.features["mcolor"]) as color|null
if(new_color)
var/temp_hsv = RGBtoHSV(new_color)
if(ReadHSV(temp_hsv)[3] >= ReadHSV("#7F7F7F")[3]) // mutantcolors must be bright
H.dna.features["mcolor"] = sanitize_hexcolor(new_color)
H.update_body()
else
to_chat(H, "<span class='notice'>Invalid color. Your color is not bright enough.</span>")
else if(select_alteration == "Hair Style")
if(H.gender == MALE)
var/new_style = input(owner, "Select a facial hair style", "Hair Alterations") as null|anything in GLOB.facial_hair_styles_list
if(new_style)
@@ -141,7 +141,7 @@
/mob/living/carbon/monkey/attack_animal(mob/living/simple_animal/M)
. = ..()
if(.)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
var/damage = .
var/dam_zone = dismembering_strike(M, pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG))
if(!dam_zone) //Dismemberment successful
return TRUE
+1 -3
View File
@@ -78,8 +78,6 @@
apply_damage(brain, BRAIN, def_zone, blocked)
return 1
/mob/living/proc/apply_effect(effect = 0,effecttype = EFFECT_STUN, blocked = FALSE, knockdown_stamoverride, knockdown_stammax)
var/hit_percent = (100-blocked)/100
if(!effect || (hit_percent <= 0))
@@ -108,7 +106,7 @@
return 1
/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = FALSE, stamina = 0, jitter = 0, kd_stamoverride, kd_stammax)
/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = 0, stamina = 0, jitter = 0, kd_stamoverride, kd_stammax)
if(blocked >= 100)
return BULLET_ACT_BLOCK
if(stun)
+2
View File
@@ -64,6 +64,8 @@
handle_gravity()
handle_block_parry(seconds)
if(machine)
machine.check_eye(src)
+2
View File
@@ -19,6 +19,8 @@
med_hud_set_status()
/mob/living/Destroy()
end_parry_sequence()
stop_active_blocking()
if(LAZYLEN(status_effects))
for(var/s in status_effects)
var/datum/status_effect/S = s
@@ -0,0 +1,275 @@
// Active directional block system. Shared code is in [living_blocking_parrying.dm]
/mob/living/proc/stop_active_blocking(was_forced = FALSE)
if(!(combat_flags & (COMBAT_FLAG_ACTIVE_BLOCK_STARTING | COMBAT_FLAG_ACTIVE_BLOCKING)))
return FALSE
var/obj/item/I = active_block_item
combat_flags &= ~(COMBAT_FLAG_ACTIVE_BLOCKING | COMBAT_FLAG_ACTIVE_BLOCK_STARTING)
active_block_effect_end()
active_block_item = null
REMOVE_TRAIT(src, TRAIT_MOBILITY_NOUSE, ACTIVE_BLOCK_TRAIT)
REMOVE_TRAIT(src, TRAIT_SPRINT_LOCKED, ACTIVE_BLOCK_TRAIT)
remove_movespeed_modifier(/datum/movespeed_modifier/active_block)
var/datum/block_parry_data/data = I.get_block_parry_data()
if(timeToNextMove() < data.block_end_click_cd_add)
changeNext_move(data.block_end_click_cd_add)
return TRUE
/mob/living/proc/start_active_blocking(obj/item/I)
if(combat_flags & (COMBAT_FLAG_ACTIVE_BLOCK_STARTING | COMBAT_FLAG_ACTIVE_BLOCKING))
return FALSE
if(!(I in held_items))
return FALSE
var/datum/block_parry_data/data = I.get_block_parry_data()
if(!istype(data)) //Typecheck because if an admin/coder screws up varediting or something we do not want someone being broken forever, the CRASH logs feedback so we know what happened.
CRASH("start_active_blocking called with an item with no valid data: [I] --> [I.block_parry_data]!")
combat_flags |= COMBAT_FLAG_ACTIVE_BLOCKING
active_block_item = I
if(data.block_lock_attacking)
ADD_TRAIT(src, TRAIT_MOBILITY_NOUSE, ACTIVE_BLOCK_TRAIT) //probably should be something else at some point
if(data.block_lock_sprinting)
ADD_TRAIT(src, TRAIT_SPRINT_LOCKED, ACTIVE_BLOCK_TRAIT)
add_or_update_variable_movespeed_modifier(/datum/movespeed_modifier/active_block, multiplicative_slowdown = data.block_slowdown)
active_block_effect_start()
return TRUE
/// Visual effect setup for starting a directional block
/mob/living/proc/active_block_effect_start()
visible_message("<span class='warning'>[src] raises their [active_block_item], dropping into a defensive stance!</span>")
animate(src, pixel_x = get_standard_pixel_x_offset(), pixel_y = get_standard_pixel_y_offset(), time = 2.5, FALSE, SINE_EASING | EASE_OUT)
/// Visual effect cleanup for starting a directional block
/mob/living/proc/active_block_effect_end()
visible_message("<span class='warning'>[src] lowers their [active_block_item].</span>")
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
if(dir & WEST)
. -= 8
/mob/living/get_standard_pixel_y_offset()
. = ..()
if(combat_flags & (COMBAT_FLAG_ACTIVE_BLOCK_STARTING | COMBAT_FLAG_ACTIVE_BLOCKING))
if(dir & NORTH)
. += 8
if(dir & SOUTH)
. -= 8
/**
* Proc called by keybindings to toggle active blocking.
*/
/mob/living/proc/keybind_toggle_active_blocking()
if(combat_flags & (COMBAT_FLAG_ACTIVE_BLOCK_STARTING | COMBAT_FLAG_ACTIVE_BLOCKING))
return keybind_stop_active_blocking()
else
return keybind_start_active_blocking()
/**
* Proc called by keybindings to start active blocking.
*/
/mob/living/proc/keybind_start_active_blocking()
if(combat_flags & (COMBAT_FLAG_ACTIVE_BLOCK_STARTING | COMBAT_FLAG_ACTIVE_BLOCKING))
return FALSE
if(!(combat_flags & COMBAT_FLAG_BLOCK_CAPABLE))
to_chat(src, "<span class='warning'>You're not something that can actively block.</span>")
return FALSE
// QOL: Instead of trying to just block with held item, grab first available item.
var/obj/item/I = find_active_block_item()
if(!I)
to_chat(src, "<span class='warning'>You can't block with your bare hands!</span>")
return
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_ACTIVE))
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
animate(src, pixel_x = get_standard_pixel_x_offset(), pixel_y = get_standard_pixel_y_offset(), time = delay, FALSE, SINE_EASING | EASE_IN)
if(!do_after_advanced(src, delay, src, DO_AFTER_REQUIRES_USER_ON_TURF|DO_AFTER_NO_COEFFICIENT, CALLBACK(src, .proc/continue_starting_active_block), MOBILITY_USE, null, null, I))
to_chat(src, "<span class='warning'>You fail to raise [I].</span>")
combat_flags &= ~(COMBAT_FLAG_ACTIVE_BLOCK_STARTING)
animate(src, pixel_x = get_standard_pixel_x_offset(), pixel_y = get_standard_pixel_y_offset(), time = 2.5, FALSE, SINE_EASING | EASE_IN, ANIMATION_END_NOW)
return
combat_flags &= ~(COMBAT_FLAG_ACTIVE_BLOCK_STARTING)
start_active_blocking(I)
/**
* Gets the first item we can that can block, but if that fails, default to active held item.COMSIG_ENABLE_COMBAT_MODE
*/
/mob/living/proc/find_active_block_item()
var/obj/item/held = get_active_held_item()
if(!held?.can_active_block())
for(var/obj/item/I in held_items - held)
if(I.can_active_block())
return I
return held
/**
* Proc called by keybindings to stop active blocking.
*/
/mob/living/proc/keybind_stop_active_blocking()
combat_flags &= ~(COMBAT_FLAG_ACTIVE_BLOCK_STARTING)
if(combat_flags & COMBAT_FLAG_ACTIVE_BLOCKING)
stop_active_blocking(FALSE)
return TRUE
/**
* Returns if we can actively block.
*/
/obj/item/proc/can_active_block()
return block_parry_data && (item_flags & ITEM_CAN_BLOCK)
/**
* 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)
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)
var/limit = data.attack_type_list_scan(data.block_damage_limit_override, attack_type)
// must use isnulls to handle 0's.
if(isnull(absorption))
absorption = data.block_damage_absorption
if(isnull(efficiency))
efficiency = data.block_damage_multiplier
if(isnull(limit))
limit = data.block_damage_limit
// now we calculate damage to reduce.
var/final_damage = 0
// apply limit
if(damage > limit) //clamp and apply overrun
final_damage += (damage - limit)
damage = limit
// apply absorption
damage -= min(absorption, damage) //this way if damage is less than absorption it 0's properly.
// apply multiplier to remaining
final_damage += (damage * efficiency)
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)
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))
efficiency = data.block_stamina_efficiency
var/multiplier = 1
if(!CHECK_MOBILITY(owner, MOBILITY_STAND))
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
/// 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)
var/datum/block_parry_data/data = get_block_parry_data()
if(iscarbon(owner))
var/mob/living/carbon/C = owner
var/held_index = C.get_held_index_of_item(src)
var/obj/item/bodypart/BP = C.hand_bodyparts[held_index]
if(!BP?.body_zone)
return C.adjustStaminaLossBuffered(stamina_amount) //nah
var/zone = BP.body_zone
var/stamina_to_zone = data.block_stamina_limb_ratio * stamina_amount
var/stamina_to_chest = stamina_amount - stamina_to_zone
var/stamina_buffered = stamina_to_chest * data.block_stamina_buffer_ratio
stamina_to_chest -= stamina_buffered
C.apply_damage(stamina_to_zone, STAMINA, zone)
C.apply_damage(stamina_to_chest, STAMINA, BODY_ZONE_CHEST)
C.adjustStaminaLossBuffered(stamina_buffered)
else
owner.adjustStaminaLossBuffered(stamina_amount)
/obj/item/proc/on_active_block(mob/living/owner, atom/object, damage, damage_blocked, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
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)
if(!can_active_block())
return BLOCK_NONE
var/datum/block_parry_data/data = get_block_parry_data()
if(attack_type && !(attack_type & data.can_block_attack_types))
return BLOCK_NONE
var/incoming_direction
if(isnull(override_direction))
if(istype(object, /obj/item/projectile))
var/obj/item/projectile/P = object
incoming_direction = angle2dir(P.Angle)
else
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))
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/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)
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
. = BLOCK_SHOULD_CHANGE_DAMAGE
if((final_damage <= 0) || (damage <= 0))
. |= BLOCK_SUCCESS //full block
owner.visible_message("<span class='warning'>[owner] blocks \the [attack_text] with [src]!</span>")
else
owner.visible_message("<span class='warning'>[owner] dampens \the [attack_text] with [src]!</span>")
block_return[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE] = data.block_projectile_mitigation
if(length(data.block_sounds))
playsound(loc, pickweight(data.block_sounds), 75, TRUE)
on_active_block(owner, object, damage, damage_blocked, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return, override_direction)
/obj/item/proc/check_active_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!can_active_block())
return
var/incoming_direction = get_dir(get_turf(attacker) || get_turf(object), src)
if(!can_block_direction(owner.dir, incoming_direction))
return
block_return[BLOCK_RETURN_ACTIVE_BLOCK] = TRUE
block_return[BLOCK_RETURN_ACTIVE_BLOCK_DAMAGE_MITIGATED] = damage - active_block_calculate_final_damage(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
/**
* Gets the block direction bitflags of what we can block.
*/
/obj/item/proc/blockable_directions()
var/datum/block_parry_data/data = get_block_parry_data()
return data.can_block_directions
/**
* Checks if we can block from a specific direction from our direction.
*
* @params
* * 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)
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())
/**
* can_block_direction but for "compound" directions to check all of them and return the number of directions that were blocked.
*
* @params
* * our_dir - our direction.
* * their_dirs - list of their directions as we cannot use bitfields here.
*/
/obj/item/proc/can_block_directions_multiple(our_dir, list/their_dirs)
. = FALSE
for(var/i in their_dirs)
. |= can_block_direction(our_dir, i)
@@ -0,0 +1,332 @@
// Active parry system goes in here.
/**
* Determines if we can actively parry.
*/
/obj/item/proc/can_active_parry()
return block_parry_data && (item_flags & ITEM_CAN_PARRY)
/**
* Called from keybindings.
*/
/mob/living/proc/keybind_parry()
initiate_parry_sequence()
/**
* Initiates a parrying sequence.
*/
/mob/living/proc/initiate_parry_sequence()
if(parrying)
return // already parrying
if(!(combat_flags & COMBAT_FLAG_PARRY_CAPABLE))
to_chat(src, "<span class='warning'>You are not something that can parry attacks.</span>")
return
// Prioritize item, then martial art, then unarmed.
// yanderedev else if time
var/obj/item/using_item = get_active_held_item()
var/datum/block_parry_data/data
var/method
if(using_item?.can_active_parry())
data = using_item.block_parry_data
method = ITEM_PARRY
else if(mind?.martial_art?.can_martial_parry)
data = mind.martial_art.block_parry_data
method = MARTIAL_PARRY
else if(combat_flags & COMBAT_FLAG_UNARMED_PARRY)
data = block_parry_data
method = UNARMED_PARRY
else
// QOL: If none of the above work, try to find another item.
var/obj/item/backup = find_backup_parry_item()
if(!backup)
to_chat(src, "<span class='warning'>You have nothing to parry with!</span>")
return FALSE
data = backup.block_parry_data
using_item = backup
method = ITEM_PARRY
//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_ACTIVE))
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 && (next_move > world.time)) || ((parry_end_time_last + data.parry_cooldown) > world.time))
to_chat(src, "<span class='warning'>You are not ready to parry (again)!</span>")
return
// Point of no return, make sure everything is set.
parrying = method
if(method == ITEM_PARRY)
active_parry_item = using_item
adjustStaminaLossBuffered(data.parry_stamina_cost)
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
/**
* Tries to find a backup parry item.
* Does not look at active held item.
*/
/mob/living/proc/find_backup_parry_item()
for(var/obj/item/I in held_items - get_active_held_item())
if(I.can_active_parry())
return I
/**
* Called via timer when the parry sequence ends.
*/
/mob/living/proc/end_parry_sequence()
if(!parrying)
return
REMOVE_TRAIT(src, TRAIT_MOBILITY_NOUSE, ACTIVE_PARRY_TRAIT)
REMOVE_TRAIT(src, TRAIT_SPRINT_LOCKED, ACTIVE_PARRY_TRAIT)
if(parry_visual_effect)
QDEL_NULL(parry_visual_effect)
var/datum/block_parry_data/data = get_parry_data()
var/list/effect_text = list()
var/successful = FALSE
for(var/efficiency in successful_parries)
if(efficiency >= data.parry_efficiency_considered_successful)
successful = TRUE
break
if(!successful) // didn't parry anything successfully
if(data.parry_failed_stagger_duration)
Stagger(data.parry_failed_stagger_duration)
effect_text += "staggering themselves"
if(data.parry_failed_clickcd_duration)
changeNext_move(data.parry_failed_clickcd_duration)
effect_text += "throwing themselves off balance"
handle_parry_ending_effects(data, effect_text)
parrying = NOT_PARRYING
parry_start_time = 0
parry_end_time_last = world.time
successful_parries = null
/**
* Handles starting effects for parrying.
*/
/mob/living/proc/handle_parry_starting_effects(datum/block_parry_data/data)
playsound(src, data.parry_start_sound, 75, 1)
parry_visual_effect = new /obj/effect/abstract/parry/main(null, TRUE, src, data.parry_effect_icon_state, data.parry_time_windup_visual_override || data.parry_time_windup, data.parry_time_active_visual_override || data.parry_time_active, data.parry_time_spindown_visual_override || data.parry_time_spindown)
switch(parrying)
if(ITEM_PARRY)
visible_message("<span class='warning'>[src] swings [active_parry_item]!</span>")
else
visible_message("<span class='warning'>[src] rushes forwards!</span>")
/**
* Handles ending effects for parrying.
*/
/mob/living/proc/handle_parry_ending_effects(datum/block_parry_data/data, list/failed_effect_text)
if(length(successful_parries))
return
visible_message("<span class='warning'>[src] fails to connect their parry[failed_effect_text? ", [english_list(failed_effect_text)]" : ""]!")
/**
* Gets this item's datum/block_parry_data
*/
/obj/item/proc/get_block_parry_data()
return return_block_parry_datum(block_parry_data)
//Stubs.
/**
* 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, final_block_chance, list/block_return, parry_efficiency, parry_time)
/**
* 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, final_block_chance, list/block_return, parry_efficiency, parry_time)
/**
* 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, final_block_chance, list/block_return, parry_efficiency, parry_time)
/**
* Called when an attack is parried and block_parra_data indicates to use a proc to handle counterattack.
*/
/obj/item/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)
/**
* Called when an attack is parried and block_parra_data indicates to use a proc to handle counterattack.
*/
/mob/living/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)
/**
* Called when an attack is parried and block_parra_data indicates to use a proc to handle counterattack.
*/
/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)
/**
* Gets the stage of our parry sequence we're currently in.
*/
/mob/living/proc/get_parry_stage()
if(!parrying)
return NOT_PARRYING
var/datum/block_parry_data/data = get_parry_data()
var/windup_end = data.parry_time_windup
var/active_end = windup_end + data.parry_time_active
var/spindown_end = active_end + data.parry_time_spindown
var/current_time = get_parry_time()
// Not a switch statement because byond switch statements don't support floats at time of writing with "to" keyword.
if(current_time < 0)
return NOT_PARRYING
else if(current_time < windup_end)
return PARRY_WINDUP
else if(current_time <= active_end) // this uses <= on purpose, give a slight bit of advantage because time is rounded to world.tick_lag
return PARRY_ACTIVE
else if(current_time <= spindown_end)
return PARRY_SPINDOWN
else
return NOT_PARRYING
/**
* Gets the current decisecond "frame" of an active parry.
*/
/mob/living/proc/get_parry_time()
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())
var/stage = get_parry_stage()
if(stage != PARRY_ACTIVE)
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.
return BLOCK_NONE
var/efficiency = data.get_parry_efficiency(attack_type, get_parry_time())
switch(parrying)
if(ITEM_PARRY)
if(!active_parry_item.can_active_parry())
return BLOCK_NONE
. = active_parry_item.on_active_parry(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, get_parry_time())
if(UNARMED_PARRY)
. = on_active_parry(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, get_parry_time())
if(MARTIAL_PARRY)
. = mind.martial_art.on_active_parry(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency, get_parry_time())
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(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
if(efficiency >= data.parry_efficiency_to_counterattack)
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)
successful_parries += efficiency
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()
if(data.parry_sounds)
playsound(src, pick(data.parry_sounds), 75)
visible_message("<span class='danger'>[src] parries \the [attack_text][length(effect_text)? ", [english_list(effect_text)] [attacker]" : ""]!</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)
if(!isliving(attacker))
return
var/mob/living/L = attacker
var/datum/block_parry_data/data = get_parry_data()
var/list/effect_text = list()
// Always proc so items can override behavior easily
switch(parrying)
if(ITEM_PARRY)
active_parry_item.active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_text)
if(UNARMED_PARRY)
active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_text)
if(MARTIAL_PARRY)
mind.martial_art.active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_text)
if(Adjacent(attacker) || data.parry_data[PARRY_COUNTERATTACK_IGNORE_ADJACENCY])
if(data.parry_data[PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN])
switch(parrying)
if(ITEM_PARRY)
active_parry_item.melee_attack_chain(src, attacker, null, ATTACKCHAIN_PARRY_COUNTERATTACK, data.parry_data[PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN])
effect_text += "reflexively counterattacking with [active_parry_item]"
if(UNARMED_PARRY) // WARNING: If you are using these two, the attackchain parry counterattack flags and damage multipliers are unimplemented. Be careful with how you handle this.
UnarmedAttack(attacker)
effect_text += "reflexively counterattacking in the process"
if(MARTIAL_PARRY) // Not well implemeneted, recommend custom implementation using the martial art datums.
UnarmedAttack(attacker)
effect_text += "reflexively maneuvering to retaliate"
if(data.parry_data[PARRY_DISARM_ATTACKER])
L.drop_all_held_items()
effect_text += "disarming"
if(data.parry_data[PARRY_KNOCKDOWN_ATTACKER])
L.DefaultCombatKnockdown(data.parry_data[PARRY_KNOCKDOWN_ATTACKER])
effect_text += "knocking them to the ground"
if(data.parry_data[PARRY_STAGGER_ATTACKER])
L.Stagger(data.parry_data[PARRY_STAGGER_ATTACKER])
effect_text += "staggering"
if(data.parry_data[PARRY_DAZE_ATTACKER])
L.Daze(data.parry_data[PARRY_DAZE_ATTACKER])
effect_text += "dazing"
return effect_text
/// Gets the datum/block_parry_data we're going to use to parry.
/mob/living/proc/get_parry_data()
if(parrying == ITEM_PARRY)
return active_parry_item.get_block_parry_data()
else if(parrying == UNARMED_PARRY)
return return_block_parry_datum(block_parry_data)
else if(parrying == MARTIAL_PARRY)
return return_block_parry_datum(mind.martial_art.block_parry_data)
/// Effects
/obj/effect/abstract/parry
icon = 'icons/effects/block_parry.dmi'
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
layer = FLOAT_LAYER
plane = FLOAT_PLANE
vis_flags = VIS_INHERIT_LAYER|VIS_INHERIT_PLANE
/// The person we're on
var/mob/living/owner
/obj/effect/abstract/parry/main
name = null
/obj/effect/abstract/parry/main/Initialize(mapload, autorun, mob/living/owner, set_icon_state, windup, active, spindown)
. = ..()
icon_state = set_icon_state
if(owner)
attach_to(owner)
if(autorun)
INVOKE_ASYNC(src, .proc/run_animation, windup, active, spindown)
/obj/effect/abstract/parry/main/Destroy()
detach_from(owner)
return ..()
/obj/effect/abstract/parry/main/proc/attach_to(mob/living/attaching)
if(owner)
detach_from(owner)
owner = attaching
owner.vis_contents += src
/obj/effect/abstract/parry/main/proc/detach_from(mob/living/detaching)
if(detaching == owner)
owner = null
detaching.vis_contents -= src
/obj/effect/abstract/parry/main/proc/run_animation(windup_time = 2, active_time = 5, spindown_time = 3)
var/matrix/current = transform
transform = matrix(0.1, 0, 0, 0, 0.1, 0)
animate(src, transform = current, time = windup_time)
sleep(active_time)
animate(src, alpha = 0, spindown_time)
+41 -32
View File
@@ -1,31 +1,6 @@
// This file has a weird name, but it's for anything related to the checks for shields, blocking, dodging,
// and similar "stop this attack before it actually impacts the target" as opposed to "defend once it has hit".
/*
/// You can find the mob_check_block() and mob_run_block() macros in __DEFINES/combat.dm
/// Bitflags for check_block() and run_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
/// Attack was not blocked
#define BLOCK_NONE NONE
/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
#define BLOCK_SUCCESS (1<<1)
/// The below are for "metadata" on "how" the attack was blocked.
/// Attack was and should be reflected (NOTE: the SHOULD here is important, as it says "the thing blocking isn't handling the reflecting for you so do it yourself"!)
#define BLOCK_SHOULD_REFLECT (1<<2)
/// Attack was manually redirected (including reflected) by any means by the defender. For when YOU are handling the reflection, rather than the thing hitting you. (see sleeping carp)
#define BLOCK_REDIRECTED (1<<3)
/// Attack was blocked by something like a shield.
#define BLOCK_PHYSICAL_EXTERNAL (1<<4)
/// Attack was blocked by something worn on you.
#define BLOCK_PHYSICAL_INTERNAL (1<<5)
/// Attack should pass through. Like SHOULD_REFLECT but for.. well, passing through harmlessly.
#define BLOCK_SHOULD_PASSTHROUGH (1<<6)
/// Attack outright missed because the target dodged. Should usually be combined with SHOULD_PASSTHROUGH or something (see martial arts)
#define BLOCK_TARGET_DODGED (1<<7)
*/
/** The actual proc for block checks. DO NOT USE THIS DIRECTLY UNLESS YOU HAVE VERY GOOD REASON TO. To reduce copypaste for differences between handling for real attacks and virtual checks.
* Automatically checks all held items for /obj/item/proc/run_block() with the same parameters.
* @params
@@ -39,21 +14,31 @@
* attacker - Set to the mob attacking IF KNOWN. Do not expect this to always be set!
* def_zone - The zone this'll impact.
* return_list - If something wants to grab things from what items/whatever put into list/block_return on obj/item/run_block and the comsig, pass in a list so you can grab anything put in it after block runs.
* attack_direction - Direction of the attack. It is highly recommended to put this in, as the automatic guesswork that's done otherwise is quite inaccurate at times.
*/
/mob/living/proc/do_run_block(real_attack = TRUE, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list())
/mob/living/proc/do_run_block(real_attack = TRUE, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list(), attack_direction)
if(real_attack)
. = run_parry(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list) //Parry - Highest priority!
if((. & BLOCK_SUCCESS) && !(. & BLOCK_CONTINUE_CHAIN))
return
// Component signal block runs have highest priority.. for now.
. = SEND_SIGNAL(src, COMSIG_LIVING_RUN_BLOCK, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)
. = SEND_SIGNAL(src, COMSIG_LIVING_RUN_BLOCK, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, attack_direction)
if((. & BLOCK_SUCCESS) && !(. & BLOCK_CONTINUE_CHAIN))
return_list[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE] = 100
return
var/list/obj/item/tocheck = get_blocking_items()
sortTim(tocheck, /proc/cmp_item_block_priority_asc)
sortTim(tocheck, /proc/cmp_numeric_dsc, TRUE)
// i don't like this
var/block_chance_modifier = round(damage / -3)
if(real_attack)
for(var/obj/item/I in tocheck)
// i don't like this too
var/final_block_chance = I.block_chance - (clamp((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
var/results = I.run_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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
results = I.run_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
. |= results
if((results & BLOCK_SUCCESS) && !(results & BLOCK_CONTINUE_CHAIN))
break
@@ -61,17 +46,29 @@
for(var/obj/item/I in tocheck)
// i don't like this too
var/final_block_chance = I.block_chance - (clamp((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
I.check_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
if(I == active_block_item) //block is long termed enough we give a damn. parry, not so much.
I.check_active_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list, attack_direction)
else
I.check_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
if(. & BLOCK_SUCCESS)
return_list[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE] = 100
else if(isnull(return_list[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE]))
return_list[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE] = return_list[BLOCK_RETURN_MITIGATION_PERCENT]
/// Gets an unsortedlist of objects to run block checks on.
/// Gets an unsortedlist of objects to run block checks on. List must have associative values for priorities!
/mob/living/proc/get_blocking_items()
. = list()
if(active_block_item)
var/datum/block_parry_data/data = active_block_item.get_block_parry_data()
.[active_block_item] = data.block_active_priority
SEND_SIGNAL(src, COMSIG_LIVING_GET_BLOCKING_ITEMS, .)
for(var/obj/item/I in held_items)
// this is a bad check but i am not removing it until a better catchall is made
if(istype(I, /obj/item/clothing))
continue
. |= I
if(.[I]) //don't override block/parry.
continue
.[I] = I.block_priority
/obj/item
/// The 0% to 100% chance for the default implementation of random block rolls.
@@ -95,3 +92,15 @@
SEND_SIGNAL(src, COMSIG_ITEM_CHECK_BLOCK, owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
var/existing = block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE]
block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = max(existing || 0, final_block_chance)
// HELPER PROCS
/**
* Considers a block return_list and calculates damage to use from that.
*/
/proc/block_calculate_resultant_damage(damage, list/block_return)
if(!isnull(block_return[BLOCK_RETURN_SET_DAMAGE_TO])) // higher priority
return block_return[BLOCK_RETURN_SET_DAMAGE_TO]
else if(!isnull(block_return[BLOCK_RETURN_MITIGATION_PERCENT]))
return damage * ((100 - block_return[BLOCK_RETURN_MITIGATION_PERCENT]) * 0.01)
return damage
@@ -0,0 +1,310 @@
// yell at me later for file naming
// This file contains stuff relating to the new directional blocking and parry system.
GLOBAL_LIST_EMPTY(block_parry_data)
/proc/return_block_parry_datum(datum/block_parry_data/type_id_datum)
if(istype(type_id_datum))
return type_id_datum
if(ispath(type_id_datum))
. = GLOB.block_parry_data["[type_id_datum]"]
if(!.)
. = GLOB.block_parry_data["[type_id_datum]"] = new type_id_datum
else //text id
return GLOB.block_parry_data["[type_id_datum]"]
/proc/set_block_parry_datum(id, datum/block_parry_data/data)
if(ispath(id))
CRASH("Path-fetching of block parry data is only to grab static data, do not attempt to modify global caches of paths. Use string IDs.")
GLOB.block_parry_data["[id]"] = data
/// Carries data like list data that would be a waste of memory if we initialized the list on every /item as we can cache datums easier.
/datum/block_parry_data
/////////// BLOCKING ////////////
/// NOTE: FOR ATTACK_TYPE_DEFINE, you MUST wrap it in "[DEFINE_HERE]"! The defines are bitflags, and therefore, NUMBERS!
/// See defines. Point of reference is someone facing north.
var/can_block_directions = BLOCK_DIR_NORTH | BLOCK_DIR_NORTHEAST | BLOCK_DIR_NORTHWEST
/// Attacks we can block
var/can_block_attack_types = ALL
/// Our slowdown added while blocking
var/block_slowdown = 1
/// Clickdelay added to user after block ends
var/block_end_click_cd_add = 0
/// Disallow attacking during block
var/block_lock_attacking = TRUE
/// Disallow sprinting during block
var/block_lock_sprinting = FALSE
/// The priority we get in [mob/do_run_block()] while we're being used to parry.
var/block_active_priority = BLOCK_PRIORITY_ACTIVE_BLOCK
/// Windup before we have our blocking active.
var/block_start_delay = 5
/// Amount of "free" damage blocking absorbs
var/block_damage_absorption = 10
/// Override absorption, list("[ATTACK_TYPE_DEFINE]" = absorption), see [block_damage_absorption]
var/list/block_damage_absorption_override
/// Ratio of damage to allow through above absorption and below limit. Multiplied by damage to determine how much to let through. Lower is better.
var/block_damage_multiplier = 0.5
/// Override damage overrun efficiency, list("[ATTACK_TYPE_DEFINE]" = absorption), see [block_damage_efficiency]
var/list/block_damage_multiplier_override
/// Upper bound of damage block, anything above this will go right through.
var/block_damage_limit = 80
/// Override upper bound of damage block, list("[ATTACK_TYPE_DEFINE]" = absorption), see [block_damage_limit]
var/list/block_damage_limit_override
/// The blocked variable of on_hit() on projectiles is impacted by this. Higher is better, 0 to 100, percentage.
var/block_projectile_mitigation = 50
/*
* NOTE: Overrides for attack types for most the block_stamina variables were removed,
* because at the time of writing nothing needed to use it. Add them if you need it,
* it should be pretty easy, just copy [active_block_damage_mitigation]
* for how to override with list.
*/
/// Default damage-to-stamina coefficient, higher is better. This is based on amount of damage BLOCKED, not initial damage, to prevent damage from "double dipping".
var/block_stamina_efficiency = 2
/// Override damage-to-stamina coefficient, see [block_efficiency], this should be list("[ATTACK_TYPE_DEFINE]" = coefficient_number)
var/list/block_stamina_efficiency_override
/// Ratio of stamina incurred by blocking that goes to the arm holding the object instead of the chest. Has no effect if this is not held in hand.
var/block_stamina_limb_ratio = 0.5
/// Ratio of stamina incurred by chest (so after [block_stamina_limb_ratio] runs) that is buffered.
var/block_stamina_buffer_ratio = 1
/// Stamina dealt directly via adjustStaminaLossBuffered() per SECOND of block.
var/block_stamina_cost_per_second = 1.5
/// Bitfield for attack types that we can block while down. This will work in any direction.
var/block_resting_attack_types_anydir = ATTACK_TYPE_MELEE | ATTACK_TYPE_UNARMED | ATTACK_TYPE_TACKLE
/// Bitfield for attack types that we can block while down but only in our normal directions.
var/block_resting_attack_types_directional = ATTACK_TYPE_PROJECTILE | ATTACK_TYPE_THROWN
/// Multiplier to stamina damage taken for attacks blocked while downed.
var/block_resting_stamina_penalty_multiplier = 1.5
/// Override list for multiplier to stamina damage taken for attacks blocked while down. list("[ATTACK_TYPE_DEFINE]" = multiplier_number)
var/list/block_resting_stamina_penalty_multiplier_override
/// Sounds for blocking
var/list/block_sounds = list('sound/block_parry/block_metal1.ogg' = 1, 'sound/block_parry/block_metal1.ogg' = 1)
/////////// PARRYING ////////////
/// Prioriry 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
/// 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
/// Parry windup duration in deciseconds. 0 to this is windup, afterwards is main stage.
var/parry_time_windup = 2
/// 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]
var/parry_time_active = 5
// Visual overrides
/// If set, overrides visual duration of windup
var/parry_time_windup_visual_override
/// If set, overrides visual duration of active period
var/parry_time_active_visual_override
/// If set, overrides visual duration of spindown
var/parry_time_spindown_visual_override
/// Perfect parry window in deciseconds from the start of the main window. 3 with main 5 = perfect on third decisecond of main window.
var/parry_time_perfect = 2.5
/// Time on both sides of perfect parry that still counts as part of the perfect window.
var/parry_time_perfect_leeway = 1
/// [parry_time_perfect_leeway] override for attack types, list("[ATTACK_TYPE_DEFINE]" = deciseconds)
var/list/parry_time_perfect_leeway_override
/// Parry "efficiency" falloff in percent per decisecond once perfect window is over.
var/parry_imperfect_falloff_percent = 20
/// [parry_imperfect_falloff_percent] override for attack types, list("[ATTACK_TYPE_DEFINE]" = deciseconds)
var/list/parry_imperfect_falloff_percent_override
/// Efficiency in percent on perfect parry.
var/parry_efficiency_perfect = 120
/// Parry effect data.
var/list/parry_data = list(
PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN = 1
)
/// 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
/// 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
var/parry_effect_icon_state = "parry_bm_hold"
/// Parrying cooldown, separate of clickdelay. It must be this much deciseconds since their last parry for them to parry with this object.
var/parry_cooldown = 0
/// Parry start sound
var/parry_start_sound = 'sound/block_parry/sfx-parry.ogg'
/// Sounds for parrying
var/list/parry_sounds = list('sound/block_parry/block_metal1.ogg' = 1, 'sound/block_parry/block_metal1.ogg' = 1)
/// 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
/**
* Quirky proc to get average of flags in list that are in attack_type because why is attack_type a flag.
*/
/datum/block_parry_data/proc/attack_type_list_scan(list/L, attack_type)
var/total = 0
var/div = 0
for(var/flagtext in L)
if(attack_type & text2num(flagtext))
total += L[flagtext]
div++
// if none, return null.
if(!div)
return
return total/div //groan
/**
* Gets the percentage efficiency of our parry.
*
* Returns a percentage in normal 0 to 100 scale, but not clamped to just 0 to 100.
* This is a proc to allow for overriding.
* @params
* * attack_type - int, bitfield of the attack type(s)
* * parry_time - deciseconds since start of the parry.
*/
/datum/block_parry_data/proc/get_parry_efficiency(attack_type, parry_time)
var/difference = abs(parry_time - (parry_time_perfect + parry_time_windup))
var/leeway = attack_type_list_scan(parry_time_perfect_leeway_override, attack_type)
if(isnull(leeway))
leeway = parry_time_perfect_leeway
difference -= leeway
. = parry_efficiency_perfect
if(difference <= 0)
return
var/falloff = attack_type_list_scan(parry_imperfect_falloff_percent_override, attack_type)
if(isnull(falloff))
falloff = parry_imperfect_falloff_percent
. -= falloff * difference
#define RENDER_VARIABLE_SIMPLE(varname, desc) dat += "<tr><th>[#varname]<br><i>[desc]</i></th><th>[varname]</th></tr>"
#define RENDER_OVERRIDE_LIST(varname, desc) \
dat += "<tr><th>[#varname]<br><i>[desc]</i></th><th>"; \
var/list/assembled__##varname = list(); \
for(var/textbit in varname){ \
assembled__##varname += "[GLOB.attack_type_names[textbit]] = [varname[textbit]]"; \
} \
dat += "[english_list(assembled__##varname)]</th>";
#define RENDER_ATTACK_TYPES(varname, desc) dat += "<tr><th>[#varname]<br><i>[desc]</i></th><th>"; \
var/list/assembled__##varname = list(); \
for(var/bit in bitfield2list(varname)){ \
var/name = GLOB.attack_type_names[num2text(bit)]; \
if(name){ \
assembled__##varname += "[name]"; \
} \
} \
dat += "[english_list(assembled__##varname)]</th>";
#define RENDER_BLOCK_DIRECTIONS(varname, desc) \
dat += "<tr><th>[#varname]<br><i>[desc]</i></th><th>"; \
var/list/assembled__##varname = list(); \
for(var/bit in bitfield2list(varname)){ \
var/name = GLOB.block_direction_names[num2text(bit)]; \
if(name){ \
assembled__##varname += "[name]"; \
} \
} \
dat += "[english_list(assembled__##varname)]</th>";
/datum/block_parry_data/Topic(href, href_list)
. = ..()
if(.)
return
if(href_list["render"])
var/datum/browser/B = new(usr, REF(src), href_list["name"], 800, 1000)
B.set_content(render_html_readout(href_list["block"], href_list["parry"]))
B.open()
/**
* Generates a HTML render of this datum for self-documentation
* Maybe make this tgui-next someday haha god this is ugly as sin.
* Does NOT include the popout or title or anything. Just the variables and explanations..
*/
/datum/block_parry_data/proc/render_html_readout(block_data = FALSE, parry_data = FALSE)
var/list/dat = list()
if(block_data)
dat += "<div class='statusDisplay'><h3>Block Stats</h3><table style='width:100%'><tr><th>Name/Description</th><th>Value</th></tr>"
RENDER_BLOCK_DIRECTIONS(can_block_directions, "Which directions this can block in.")
RENDER_ATTACK_TYPES(can_block_attack_types, "The kinds of attacks this can block.")
RENDER_VARIABLE_SIMPLE(block_slowdown, "How much slowdown is applied to the user while blocking. Lower is better.")
RENDER_VARIABLE_SIMPLE(block_end_click_cd_add, "How much click delay in deciseconds is applied to the user when blocking ends. Lower is better.")
RENDER_VARIABLE_SIMPLE(block_lock_attacking, "Whether or not (1 or 0) the user is locked from atacking and/or item usage while blocking.")
RENDER_VARIABLE_SIMPLE(block_active_priority, "The priority of this item in the block sequence. This will probably mean nothing to you unless you are a coder.")
RENDER_VARIABLE_SIMPLE(block_start_delay, "The amount of time in deciseconds it takes to start a block with this item. Lower is better.")
RENDER_VARIABLE_SIMPLE(block_damage_absorption, "The amount of damage that is absorbed by default. Higher is better.")
RENDER_OVERRIDE_LIST(block_damage_absorption_override, "Overrides for the above for each attack type")
RENDER_VARIABLE_SIMPLE(block_damage_multiplier, "Damage between absorption and limit is multiplied by this. Lower is better.")
RENDER_OVERRIDE_LIST(block_damage_multiplier_override, "Overrides for the above for each attack type")
RENDER_VARIABLE_SIMPLE(block_damage_limit, "Damage above this passes right through and is not impacted. Higher is better.")
RENDER_OVERRIDE_LIST(block_damage_limit_override, "Overrides for the above for each attack type.")
RENDER_VARIABLE_SIMPLE(block_stamina_efficiency, "Coefficient for stamina damage dealt to user by damage blocked. Higher is better.")
RENDER_OVERRIDE_LIST(block_stamina_efficiency_override, "Overrides for the above for each attack type.")
RENDER_VARIABLE_SIMPLE(block_stamina_limb_ratio, "The ratio of stamina that is applied to the limb holding this object (if applicable) rather than whole body/chest.")
RENDER_VARIABLE_SIMPLE(block_stamina_buffer_ratio, "The ratio of stamina incurred by chest/whole body that is buffered rather than direct (buffer = your stamina buffer, direct = direct stamina damage like from a disabler.)")
RENDER_VARIABLE_SIMPLE(block_stamina_cost_per_second, "The buffered stamina damage the user incurs per second of block. Lower is better.")
RENDER_ATTACK_TYPES(block_resting_attack_types_anydir, "The kinds of attacks you can block while resting/otherwise knocked to the floor from any direction. can_block_attack_types takes precedence.")
RENDER_ATTACK_TYPES(block_resting_attack_types_directional, "The kinds of attacks you can block wihle resting/otherwise knocked to the floor that are directional only. can_block_attack_types takes precedence.")
RENDER_VARIABLE_SIMPLE(block_resting_stamina_penalty_multiplier, "Multiplier to stamina damage incurred from blocking while downed. Lower is better.")
RENDER_OVERRIDE_LIST(block_resting_stamina_penalty_multiplier, "Overrides for the above for each attack type.")
dat += "</div></table>"
if(parry_data)
dat += "<div class='statusDisplay'><h3>Parry Stats</h3><table style='width:100%'><tr><th>Name/Description</th><th>Value</th></tr>"
RENDER_VARIABLE_SIMPLE(parry_respect_clickdelay, "Whether or not (1 or 0) you can only parry if your attack cooldown isn't in effect.")
RENDER_VARIABLE_SIMPLE(parry_stamina_cost, "Buffered stamina damage incurred by you for parrying with this.")
RENDER_ATTACK_TYPES(parry_attack_types, "Attack types you can parry.")
// parry_flags
dat += ""
RENDER_VARIABLE_SIMPLE(parry_time_windup, "Deciseconds of parry windup.")
RENDER_VARIABLE_SIMPLE(parry_time_spindown, "Deciseconds of parry spindown.")
RENDER_VARIABLE_SIMPLE(parry_time_active, "Deciseconds of active parry window - This is the ONLY time your parry is active.")
RENDER_VARIABLE_SIMPLE(parry_time_windup_visual_override, "Visual effect length override")
RENDER_VARIABLE_SIMPLE(parry_time_spindown_visual_override, "Visual effect length override")
RENDER_VARIABLE_SIMPLE(parry_time_active_visual_override, "Visual effect length override")
RENDER_VARIABLE_SIMPLE(parry_time_perfect, "Deciseconds <b>into the active window</b> considered the 'center' of the perfect period.")
RENDER_VARIABLE_SIMPLE(parry_time_perfect_leeway, "Leeway on both sides of the perfect period's center still considered perfect.")
RENDER_OVERRIDE_LIST(parry_time_perfect_leeway_override, "Override for the above for each attack type")
RENDER_VARIABLE_SIMPLE(parry_imperfect_falloff_percent, "Linear falloff in percent per decisecond for attacks parried outside of perfect window.")
RENDER_OVERRIDE_LIST(parry_imperfect_falloff_percent_override, "Override for the above for each attack type")
RENDER_VARIABLE_SIMPLE(parry_efficiency_perfect, "Efficiency in percentage a parry in the perfect window is considered.")
// parry_data
dat += ""
RENDER_VARIABLE_SIMPLE(parry_efficiency_considered_successful, "Minimum parry efficiency to be considered a successful parry.")
RENDER_VARIABLE_SIMPLE(parry_efficiency_to_counterattack, "Minimum parry efficiency to trigger counterattack effects.")
RENDER_VARIABLE_SIMPLE(parry_max_attacks, "Max attacks parried per parry cycle.")
RENDER_VARIABLE_SIMPLE(parry_effect_icon_state, "Parry effect image name")
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 += "</div></table>"
return dat.Join("")
#undef RENDER_VARIABLE_SIMPLE
#undef RENDER_OVERRIDE_LIST
#undef RENDER_ATTACK_TYPES
#undef RENDER_BLOCK_DIRECTIONS
// MOB PROCS
/**
* Called every life tick to handle blocking/parrying effects.
*/
/mob/living/proc/handle_block_parry(seconds = 1)
if(combat_flags & COMBAT_FLAG_ACTIVE_BLOCKING)
var/datum/block_parry_data/data = return_block_parry_datum(active_block_item.block_parry_data)
adjustStaminaLossBuffered(data.block_stamina_cost_per_second * seconds)
/mob/living/on_item_dropped(obj/item/I)
if(I == active_block_item)
stop_active_blocking()
if(I == active_parry_item)
end_parry_sequence()
return ..()
+30 -22
View File
@@ -1,12 +1,7 @@
/mob/living/proc/run_armor_check(def_zone = null, attack_flag = "melee", absorb_text = null, soften_text = null, armour_penetration, penetrated_text, silent=FALSE)
/mob/living/proc/run_armor_check(def_zone = null, attack_flag = "melee", absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armour_penetration, penetrated_text = "Your armor was penetrated!")
var/armor = getarmor(def_zone, attack_flag)
if(armor <= 0)
return armor
if(silent)
return max(0, armor - armour_penetration)
//the if "armor" check is because this is used for everything on /living, including humans
if(armor && armour_penetration)
armor = max(0, armor - armour_penetration)
@@ -15,7 +10,7 @@
else if(armor >= 100)
if(absorb_text)
to_chat(src, "<span class='danger'>[absorb_text]</span>")
else
else if(armor > 0)
if(soften_text)
to_chat(src, "<span class='danger'>[soften_text]</span>")
return armor
@@ -71,22 +66,30 @@
CRASH("Invalid rediretion mode [redirection_mode]")
/mob/living/bullet_act(obj/item/projectile/P, def_zone)
var/totaldamage = P.damage
var/final_percent = 0
if(P.original != src || P.firer != src) //try to block or reflect the bullet, can't do so when shooting oneself
var/list/returnlist = list()
var/returned = mob_run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone, returnlist)
final_percent = returnlist[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE]
if(returned & BLOCK_SHOULD_REDIRECT)
handle_projectile_attack_redirection(P, returnlist[BLOCK_RETURN_REDIRECT_METHOD])
if(returned & BLOCK_REDIRECTED)
return BULLET_ACT_FORCE_PIERCE
if(returned & BLOCK_SUCCESS)
P.on_hit(src, 100, def_zone)
P.on_hit(src, final_percent, def_zone)
return BULLET_ACT_BLOCK
totaldamage = block_calculate_resultant_damage(totaldamage, returnlist)
var/armor = run_armor_check(def_zone, P.flag, null, null, P.armour_penetration, null)
if(!P.nodamage)
apply_damage(P.damage, P.damage_type, def_zone, armor)
apply_damage(totaldamage, P.damage_type, def_zone, armor)
if(P.dismemberment)
check_projectile_dismemberment(P, def_zone)
return P.on_hit(src, armor) ? BULLET_ACT_HIT : BULLET_ACT_BLOCK
var/missing = 100 - final_percent
var/armor_ratio = armor * 0.01
if(missing > 0)
final_percent += missing * armor_ratio
return P.on_hit(src, final_percent, def_zone) ? BULLET_ACT_HIT : BULLET_ACT_BLOCK
/mob/living/proc/check_projectile_dismemberment(obj/item/projectile/P, def_zone)
return 0
@@ -116,10 +119,13 @@
I = AM
throwpower = I.throwforce
var/impacting_zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest
if(mob_run_block(AM, throwpower, "\the [AM.name]", ATTACK_TYPE_THROWN, 0, throwingdatum?.thrower, impacting_zone, null) & BLOCK_SUCCESS)
var/list/block_return = list()
var/total_damage = I.throwforce
if(mob_run_block(AM, throwpower, "\the [AM.name]", ATTACK_TYPE_THROWN, 0, throwingdatum?.thrower, impacting_zone, block_return) & BLOCK_SUCCESS)
hitpush = FALSE
skipcatch = TRUE
blocked = TRUE
total_damage = block_calculate_resultant_damage(total_damage, block_return)
else if(I && I.throw_speed >= EMBED_THROWSPEED_THRESHOLD && can_embed(I, src) && prob(I.embedding["embed_chance"]) && !HAS_TRAIT(src, TRAIT_PIERCEIMMUNE) && (!HAS_TRAIT(src, TRAIT_AUTO_CATCH_ITEM) || incapacitated() || get_active_held_item()))
embed_item(I)
hitpush = FALSE
@@ -129,12 +135,9 @@
return TRUE
var/dtype = BRUTE
var/volume = I.get_volume_by_throwforce_and_or_w_class()
var/nosell_hit = SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, impacting_zone, throwingdatum) // TODO: find a better way to handle hitpush and skipcatch for humans
if(nosell_hit)
skipcatch = TRUE
hitpush = FALSE
SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, impacting_zone)
dtype = I.damtype
if (I.throwforce > 0) //If the weapon's throwforce is greater than zero...
if (I.throwhitsound) //...and throwhitsound is defined...
playsound(loc, I.throwhitsound, volume, 1, -1) //...play the weapon's throwhitsound.
@@ -151,7 +154,7 @@
visible_message("<span class='danger'>[src] has been hit by [I].</span>", \
"<span class='userdanger'>You have been hit by [I].</span>")
var/armor = run_armor_check(impacting_zone, "melee", "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration)
apply_damage(I.throwforce, dtype, impacting_zone, armor)
apply_damage(total_damage, dtype, impacting_zone, armor)
if(I.thrownby)
log_combat(I.thrownby, src, "threw and hit", I)
else
@@ -321,8 +324,10 @@
var/damage = rand(5, 35)
if(M.is_adult)
damage = rand(20, 40)
if(mob_run_block(M, damage, "the [M.name]", ATTACK_TYPE_MELEE, null, M, check_zone(M.zone_selected), null) & BLOCK_SUCCESS)
var/list/block_return = list()
if(mob_run_block(M, damage, "the [M.name]", ATTACK_TYPE_MELEE, null, M, check_zone(M.zone_selected), block_return) & BLOCK_SUCCESS)
return FALSE
damage = block_calculate_resultant_damage(damage, block_return)
if (stat != DEAD)
log_combat(M, src, "attacked")
@@ -338,13 +343,16 @@
M.visible_message("<span class='notice'>\The [M] [M.friendly_verb_continuous] [src]!</span>",
"<span class='notice'>You [M.friendly_verb_simple] [src]!</span>", target = src,
target_message = "<span class='notice'>\The [M] [M.friendly_verb_continuous] you!</span>")
return FALSE
return 0
else
if(HAS_TRAIT(M, TRAIT_PACIFISM))
to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
return FALSE
if(mob_run_block(M, rand(M.melee_damage_lower, M.melee_damage_upper), "the [M.name]", ATTACK_TYPE_MELEE, M.armour_penetration, M, check_zone(M.zone_selected), null) & BLOCK_SUCCESS)
return FALSE
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
var/list/return_list = list()
if(mob_run_block(M, damage, "the [M.name]", ATTACK_TYPE_MELEE, M.armour_penetration, M, check_zone(M.zone_selected), return_list) & BLOCK_SUCCESS)
return 0
damage = block_calculate_resultant_damage(damage, return_list)
if(M.attack_sound)
playsound(loc, M.attack_sound, 50, 1, 1)
M.do_attack_animation(src)
@@ -352,7 +360,7 @@
"<span class='userdanger'>\The [M] [M.attack_verb_continuous] you!</span>", null, COMBAT_MESSAGE_RANGE, null,
M, "<span class='danger'>You [M.attack_verb_simple] [src]!</span>")
log_combat(M, src, "attacked")
return TRUE
return damage
/mob/living/attack_paw(mob/living/carbon/monkey/M)
if (M.a_intent == INTENT_HARM)
+20
View File
@@ -29,6 +29,26 @@
var/mobility_flags = MOBILITY_FLAGS_DEFAULT
// Combat - Blocking/Parrying system
/// Our block_parry_data for unarmed blocks/parries. Currently only used for parrying, as unarmed block isn't implemented yet. YOU MUST RUN [get_block_parry_data(this)] INSTEAD OF DIRECTLY ACCESSING!
var/datum/block_parry_data/block_parry_data = /datum/block_parry_data // defaults to *something* because [combat_flags] dictates whether or not we can unarmed block/parry.
// Blocking
/// The item the user is actively blocking with if any.
var/obj/item/active_block_item
// Parrying
/// Whether or not the user is in the middle of an active parry. Set to [UNARMED_PARRY], [ITEM_PARRY], [MARTIAL_PARRY] if parrying.
var/parrying = FALSE
/// The itme the user is currently parrying with, if any.
var/obj/item/active_parry_item
/// world.time of parry action start
var/parry_start_time = 0
/// Current parry effect.
var/obj/effect/abstract/parry/parry_visual_effect
/// world.time of last parry end
var/parry_end_time_last = 0
/// Successful parries within the current parry cycle. It's a list of efficiency percentages.
var/list/successful_parries
var/confused = 0 //Makes the mob move in random directions.
var/hallucination = 0 //Directly affects how long a mob will hallucinate for
+15 -4
View File
@@ -3,10 +3,21 @@
update_turf_movespeed(loc)
//Hide typing indicator if we move.
clear_typing_indicator()
if(is_shifted)
is_shifted = FALSE
pixel_x = get_standard_pixel_x_offset(lying)
pixel_y = get_standard_pixel_y_offset(lying)
update_pixel_shifting(TRUE)
/mob/living/setDir(newdir, ismousemovement)
. = ..()
if(ismousemovement)
update_pixel_shifting()
/mob/living/proc/update_pixel_shifting(moved = FALSE)
if(combat_flags & COMBAT_FLAG_ACTIVE_BLOCKING)
animate(src, pixel_x = get_standard_pixel_x_offset(), pixel_y = get_standard_pixel_y_offset(), time = 2.5, flags = ANIMATION_END_NOW)
else if(moved)
if(is_shifted)
is_shifted = FALSE
pixel_x = get_standard_pixel_x_offset(lying)
pixel_y = get_standard_pixel_y_offset(lying)
/mob/living/CanPass(atom/movable/mover, turf/target)
if((mover.pass_flags & PASSMOB))
@@ -1,4 +1,4 @@
/mob/living/silicon/ai/attacked_by(obj/item/I, mob/living/user, def_zone)
/mob/living/silicon/ai/attacked_by(obj/item/I, mob/living/user, def_zone, attackchain_flags = NONE, damage_multiplier = 1)
. = ..()
if(!.)
return FALSE
@@ -359,7 +359,8 @@
"Sleek" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "sleekmed"),
"Marina" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "marinamed"),
"Eyebot" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "eyebotmed"),
"Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavymed")
"Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavymed"),
"Zoomba" = image(icon = 'icons/mob/robots.dmi', icon_state = "zoomba_med")
)
var/list/L = list("Medihound" = "medihound", "Medihound Dark" = "medihounddark", "Vale" = "valemed")
for(var/a in L)
@@ -375,6 +376,8 @@
switch(med_borg_icon)
if("Default")
cyborg_base_icon = "medical"
if("Zoomba")
cyborg_base_icon = "zoomba_med"
if("Droid")
cyborg_base_icon = "medical"
cyborg_icon_override = 'modular_citadel/icons/mob/robots.dmi'
@@ -476,7 +479,8 @@
"Can" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "caneng"),
"Marina" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "marinaeng"),
"Spider" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "spidereng"),
"Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavyeng")
"Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavyeng"),
"Zoomba" = image(icon = 'icons/mob/robots.dmi', icon_state = "zoomba_engi")
)
var/list/L = list("Pup Dozer" = "pupdozer", "Vale" = "valeeng")
for(var/a in L)
@@ -492,6 +496,8 @@
switch(engi_borg_icon)
if("Default")
cyborg_base_icon = "engineer"
if("Zoomba")
cyborg_base_icon = "zoomba_engi"
if("Default - Treads")
cyborg_base_icon = "engi-tread"
special_light_key = "engineer"
@@ -572,7 +578,8 @@
"Can" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "cansec"),
"Marina" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "marinasec"),
"Spider" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "spidersec"),
"Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavysec")
"Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavysec"),
"Zoomba" = image(icon = 'icons/mob/robots.dmi', icon_state = "zoomba_sec")
)
var/list/L = list("K9" = "k9", "Vale" = "valesec", "K9 Dark" = "k9dark")
for(var/a in L)
@@ -588,6 +595,8 @@
switch(sec_borg_icon)
if("Default")
cyborg_base_icon = "sec"
if("Zoomba")
cyborg_base_icon = "zoomba_sec"
if("Default - Treads")
cyborg_base_icon = "sec-tread"
special_light_key = "sec"
@@ -827,6 +836,7 @@
"(Janitor) Sleek" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "sleekjan"),
"(Janitor) Can" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "canjan"),
"(Janitor) Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavyjan"),
"Zoomba" = image(icon = 'icons/mob/robots.dmi', icon_state = "zoomba_jani")
)
var/list/L = list("(Service) DarkK9" = "k50", "(Service) Vale" = "valeserv", "(Service) ValeDark" = "valeservdark",
"(Janitor) Scrubpuppy" = "scrubpup")
@@ -841,6 +851,8 @@
service_icons = sortList(service_icons)
var/service_robot_icon = show_radial_menu(R, R , service_icons, custom_check = CALLBACK(src, .proc/check_menu, R), radius = 42, require_near = TRUE)
switch(service_robot_icon)
if("Zoomba")
cyborg_base_icon = "zoomba_jani"
if("(Service) Waitress")
cyborg_base_icon = "service_f"
special_light_key = "service"
@@ -944,6 +956,7 @@
"Marina" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "marinamin"),
"Can" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "canmin"),
"Heavy" = image(icon = 'modular_citadel/icons/mob/robots.dmi', icon_state = "heavymin"),
"Zoomba" = image(icon = 'icons/mob/robots.dmi', icon_state = "zoomba_miner")
)
var/list/L = list("Blade" = "blade", "Vale" = "valemine")
for(var/a in L)
@@ -987,6 +1000,8 @@
cyborg_icon_override = 'modular_citadel/icons/mob/widerobot.dmi'
sleeper_overlay = "valeminesleeper"
dogborg = TRUE
if("Zoomba")
cyborg_base_icon = "zoomba_miner"
else
return FALSE
return ..()
@@ -396,6 +396,12 @@
return aicamera.selectpicture(user)
/mob/living/silicon/proc/ai_roster()
if(!client)
return
if(world.time < client.crew_manifest_delay)
return
client.crew_manifest_delay = world.time + (1 SECONDS)
var/dat = "<html><head><meta http-equiv='Content-Type' content='text/html; charset=UTF-8'><title>Crew Roster</title></head><body><b>Crew Roster:</b><br><br>"
dat += GLOB.data_core.get_manifest()
@@ -33,7 +33,7 @@
/mob/living/silicon/attack_animal(mob/living/simple_animal/M)
. = ..()
if(.)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
var/damage = .
if(prob(damage))
for(var/mob/living/N in buckled_mobs)
N.DefaultCombatKnockdown(20)
@@ -120,6 +120,7 @@
flash_act(affect_silicon = 1)
/mob/living/silicon/bullet_act(obj/item/projectile/P, def_zone)
var/totaldamage = P.damage
if(P.original != src || P.firer != src) //try to block or reflect the bullet, can't do so when shooting oneself
var/list/returnlist = list()
var/returned = mob_run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone, returnlist)
@@ -128,22 +129,18 @@
if(returned & BLOCK_REDIRECTED)
return BULLET_ACT_FORCE_PIERCE
if(returned & BLOCK_SUCCESS)
P.on_hit(src, 100, def_zone)
P.on_hit(src, returnlist[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE], def_zone)
return BULLET_ACT_BLOCK
totaldamage = block_calculate_resultant_damage(totaldamage, returnlist)
if((P.damage_type == BRUTE || P.damage_type == BURN))
adjustBruteLoss(P.damage)
if(prob(P.damage*1.5))
for(var/mob/living/M in buckled_mobs)
M.visible_message("<span class='boldwarning'>[M] is knocked off of [src]!</span>",
"<span class='boldwarning'>You are knocked off of [src]!</span>")
unbuckle_mob(M)
M.DefaultCombatKnockdown(40)
if(P.stun || P.knockdown)
adjustBruteLoss(totaldamage)
if((P.damage >= 10) || P.stun || P.knockdown || (P.stamina >= 20))
for(var/mob/living/M in buckled_mobs)
unbuckle_mob(M)
M.visible_message("<span class='boldwarning'>[M] is knocked off of [src] by the [P]!</span>",
"<span class='boldwarning'>You are knocked off of [src] by the [P]!</span>")
P.on_hit(src)
unbuckle_mob(M)
M.DefaultCombatKnockdown(40)
P.on_hit(src, 0, def_zone)
return BULLET_ACT_HIT
/mob/living/silicon/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash/static)
@@ -94,7 +94,7 @@
/mob/living/simple_animal/attack_animal(mob/living/simple_animal/M)
. = ..()
if(.)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
var/damage = .
return attack_threshold_check(damage, M.melee_damage_type)
/mob/living/simple_animal/attack_slime(mob/living/simple_animal/slime/M)
@@ -98,6 +98,10 @@
hud_possible = list(DIAG_STAT_HUD, DIAG_BOT_HUD, DIAG_HUD, DIAG_PATH_HUD = HUD_LIST_LIST) //Diagnostic HUD views
var/commissioned = FALSE // Will other (noncommissioned) bots salute this bot?
var/can_salute = TRUE
var/salute_delay = 60 SECONDS
/mob/living/simple_animal/bot/proc/get_mode()
if(client) //Player bots do not have modes, thus the override. Also an easy way for PDA users/AI to know when a bot is a player.
if(paicard)
@@ -251,6 +255,14 @@
if(!on || client)
return
if(!commissioned && can_salute)
for(var/mob/living/simple_animal/bot/B in get_hearers_in_view(5, get_turf(src)))
if(B.commissioned)
visible_message("<b>[src]</b> performs an elaborate salute for [B]!")
can_salute = FALSE
addtimer(VARSET_CALLBACK(src, can_salute, TRUE), salute_delay)
break
switch(mode) //High-priority overrides are processed first. Bots can do nothing else while under direct command.
if(BOT_RESPONDING) //Called by the AI.
call_mode()
@@ -14,7 +14,7 @@
model = "Cleanbot"
bot_core_type = /obj/machinery/bot_core/cleanbot
window_id = "autoclean"
window_name = "Automatic Station Cleaner v1.2"
window_name = "Automatic Station Cleaner v1.3"
pass_flags = PASSMOB
path_image_color = "#993299"
weather_immunities = list("lava","ash")
@@ -36,8 +36,62 @@
var/next_dest
var/next_dest_loc
var/obj/item/weapon
var/weapon_orig_force = 0
var/chosen_name
var/list/stolen_valor
var/static/list/officers = list("Captain", "Head of Personnel", "Head of Security")
var/static/list/command = list("Captain" = "Cpt.","Head of Personnel" = "Lt.")
var/static/list/security = list("Head of Security" = "Maj.", "Warden" = "Sgt.", "Detective" = "Det.", "Security Officer" = "Officer")
var/static/list/engineering = list("Chief Engineer" = "Chief Engineer", "Station Engineer" = "Engineer", "Atmospherics Technician" = "Technician")
var/static/list/medical = list("Chief Medical Officer" = "C.M.O.", "Medical Doctor" = "M.D.", "Chemist" = "Pharm.D.")
var/static/list/research = list("Research Director" = "Ph.D.", "Roboticist" = "M.S.", "Scientist" = "B.S.")
var/static/list/legal = list("Lawyer" = "Esq.")
var/list/prefixes
var/list/suffixes
/mob/living/simple_animal/bot/cleanbot/proc/deputize(obj/item/W, mob/user)
if(in_range(src, user))
to_chat(user, "<span class='notice'>You attach \the [W] to \the [src].</span>")
user.transferItemToLoc(W, src)
weapon = W
weapon_orig_force = weapon.force
if(!emagged)
weapon.force = weapon.force / 2
add_overlay(image(icon=weapon.lefthand_file,icon_state=weapon.item_state))
/mob/living/simple_animal/bot/cleanbot/proc/update_titles()
var/working_title = ""
for(var/pref in prefixes)
for(var/title in pref)
if(title in stolen_valor)
working_title += pref[title] + " "
if(title in officers)
commissioned = TRUE
break
working_title += chosen_name
for(var/suf in suffixes)
for(var/title in suf)
if(title in stolen_valor)
working_title += " " + suf[title]
break
name = working_title
/mob/living/simple_animal/bot/cleanbot/examine(mob/user)
. = ..()
if(weapon)
. += " <span class='warning'>Is that \a [weapon] taped to it...?</span>"
/mob/living/simple_animal/bot/cleanbot/Initialize()
. = ..()
chosen_name = name
get_targets()
icon_state = "cleanbot[on]"
@@ -45,6 +99,18 @@
access_card.access += J.get_access()
prev_access = access_card.access
stolen_valor = list()
prefixes = list(command, security, engineering)
suffixes = list(research, medical, legal)
/mob/living/simple_animal/bot/cleanbot/Destroy()
if(weapon)
var/atom/Tsec = drop_location()
weapon.force = weapon_orig_force
drop_part(weapon, Tsec)
return ..()
/mob/living/simple_animal/bot/cleanbot/turn_on()
..()
icon_state = "cleanbot[on]"
@@ -57,6 +123,8 @@
/mob/living/simple_animal/bot/cleanbot/bot_reset()
..()
if(weapon && (emagged == 2))
weapon.force = weapon_orig_force
ignore_list = list() //Allows the bot to clean targets it previously ignored due to being unreachable.
target = null
oldloc = null
@@ -66,6 +134,22 @@
text_dehack = "[name]'s software has been reset!"
text_dehack_fail = "[name] does not seem to respond to your repair code!"
/mob/living/simple_animal/bot/cleanbot/Crossed(atom/movable/AM)
. = ..()
zone_selected = pick(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
if(weapon && has_gravity() && ismob(AM))
var/mob/living/carbon/C = AM
if(!istype(C))
return
if(!(C.job in stolen_valor))
stolen_valor += C.job
update_titles()
weapon.attack(C, src)
C.Knockdown(20)
/mob/living/simple_animal/bot/cleanbot/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/card/id)||istype(W, /obj/item/pda))
if(bot_core.allowed(user) && !open && !emagged)
@@ -79,6 +163,11 @@
else
to_chat(user, "<span class='notice'>The [src] doesn't seem to respect your authority.</span>")
else if(istype(W, /obj/item/kitchen/knife) && user.a_intent != INTENT_HARM)
to_chat(user, "<span class='notice'>You start attaching \the [W] to \the [src]...</span>")
if(do_after(user, 25, target = src))
deputize(W, user)
else if(istype(W, /obj/item/mop/advanced))
if(bot_core.allowed(user) && open && !CHECK_BITFIELD(upgrades,UPGRADE_CLEANER_ADVANCED_MOP))
to_chat(user, "<span class='notice'>You replace \the [src] old mop with a new better one!</span>")
@@ -87,10 +176,10 @@
window_name = "Automatic Station Cleaner v2.1 BETA" //New!
qdel(W)
if(!open)
to_chat(user, "<span class='notice'>The [src] access pannle is not open!</span>")
to_chat(user, "<span class='notice'>The [src] access panel is not open!</span>")
return
if(!bot_core.allowed(user))
to_chat(user, "<span class='notice'>The [src] access pannel locked off to you!</span>")
to_chat(user, "<span class='notice'>The [src] access panel locked off to you!</span>")
return
else
to_chat(user, "<span class='notice'>The [src] already has this mop!</span>")
@@ -116,6 +205,8 @@
/mob/living/simple_animal/bot/cleanbot/emag_act(mob/user)
. = ..()
if(emagged == 2)
if(weapon)
weapon.force = weapon_orig_force
if(user)
to_chat(user, "<span class='danger'>[src] buzzes and beeps.</span>")
@@ -23,6 +23,7 @@
speak_emote = list("chitters")
density = FALSE
ventcrawler = VENTCRAWLER_ALWAYS
mob_size = MOB_SIZE_TINY
gold_core_spawnable = FRIENDLY_SPAWN
verb_say = "chitters"
verb_ask = "chitters inquisitively"
@@ -22,6 +22,7 @@
friendly_verb_continuous = "pinches"
friendly_verb_simple = "pinch"
ventcrawler = VENTCRAWLER_ALWAYS
mob_size = MOB_SIZE_TINY
var/obj/item/inventory_head
var/obj/item/inventory_mask
gold_core_spawnable = FRIENDLY_SPAWN
@@ -17,6 +17,7 @@
response_disarm_simple = "gently push aside"
response_harm_continuous = "kicks"
response_harm_simple = "kick"
mob_size = MOB_SIZE_SMALL
mob_biotypes = MOB_ORGANIC|MOB_BEAST
gold_core_spawnable = FRIENDLY_SPAWN
melee_damage_lower = 18
@@ -117,7 +117,7 @@
Move(get_step(src,chosen_dir))
face_atom(target) //Looks better if they keep looking at you when dodging
/mob/living/simple_animal/hostile/attacked_by(obj/item/I, mob/living/user)
/mob/living/simple_animal/hostile/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
if(stat == CONSCIOUS && !target && AIStatus != AI_OFF && !client && user)
FindTarget(list(user), 1)
return ..()
@@ -103,7 +103,7 @@ IGNORE_PROC_IF_NOT_TARGET(attack_slime)
return BULLET_ACT_FORCE_PIERCE
return ..()
/mob/living/simple_animal/hostile/asteroid/curseblob/attacked_by(obj/item/I, mob/living/L)
/mob/living/simple_animal/hostile/asteroid/curseblob/attacked_by(obj/item/I, mob/living/L, attackchain_flags = NONE, damage_multiplier = 1)
if(L != set_target)
L.changeNext_move(I.click_delay) //pre_attacked_by not called
return
@@ -3,6 +3,7 @@
icon = 'icons/mob/slimes.dmi'
icon_state = "grey baby slime"
pass_flags = PASSTABLE
mob_size = MOB_SIZE_SMALL
ventcrawler = VENTCRAWLER_ALWAYS
gender = NEUTER
var/is_adult = 0
+7
View File
@@ -1086,3 +1086,10 @@ GLOBAL_VAR_INIT(exploit_warn_spam_prevention, 0)
for(var/obj/item/I in held_items)
if(I.item_flags & SLOWS_WHILE_IN_HAND)
. += I.slowdown
/**
* Mostly called by doUnEquip()
* Like item dropped() on mob side.
*/
/mob/proc/on_item_dropped(obj/item/I)
return
+4
View File
@@ -119,3 +119,7 @@
/datum/movespeed_modifier/liver_cirrhosis
blacklisted_movetypes = FLOATING
variable = TRUE
/datum/movespeed_modifier/active_block
variable = TRUE
flags = IGNORE_NOSLOW
+1 -1
View File
@@ -506,7 +506,7 @@
cell = null
qdel(src)
/obj/machinery/light/attacked_by(obj/item/I, mob/living/user)
/obj/machinery/light/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
..()
if(status == LIGHT_BROKEN || status == LIGHT_EMPTY)
if(on && (I.flags_1 & CONDUCT_1))
@@ -44,7 +44,6 @@
desc = "A 9mm incendiary bullet casing."
projectile_type = /obj/item/projectile/bullet/incendiary/c9mm
// .50AE (Desert Eagle)
/obj/item/ammo_casing/a50AE
@@ -53,3 +52,16 @@
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/a50AE
// .32 ACP (Improvised Pistol)
/obj/item/ammo_casing/c32acp
name = ".32 bullet casing"
desc = "A .32 bullet casing."
caliber = "c32acp"
projectile_type = /obj/item/projectile/bullet/c32acp
/obj/item/ammo_casing/r32acp
name = ".32 rubber bullet casing"
desc = "A .32 rubber bullet casing."
caliber = "c32acp"
projectile_type = /obj/item/projectile/bullet/r32acp
@@ -12,6 +12,15 @@
e_cost = 200
select_name = "kill"
/obj/item/ammo_casing/energy/lasergun/improvised
projectile_type = /obj/item/projectile/beam/weak/improvised
e_cost = 200
select_name = "kill"
/obj/item/ammo_casing/energy/lasergun/improvised/upgraded
projectile_type = /obj/item/projectile/beam/weak
e_cost = 100
/obj/item/ammo_casing/energy/laser/hos
e_cost = 100
@@ -50,12 +50,23 @@
desc = "Designed to quickly reload revolvers. DumDum bullets shatter on impact and shred the target's innards, likely getting caught inside."
ammo_type = /obj/item/ammo_casing/c38/dumdum
/obj/item/ammo_box/c38/match
name = "speed loader (.38 Match)"
desc = "Designed to quickly reload revolvers. These rounds are manufactured within extremely tight tolerances, making them easy to show off trickshots with."
ammo_type = /obj/item/ammo_casing/c38/match
/obj/item/ammo_box/c32mm
name = "ammo box (.32 acp)"
desc = "Lethal .32 acp bullets, there's forty in the box."
ammo_type = /obj/item/ammo_casing/c32acp
max_ammo = 40
/obj/item/ammo_box/r32mm
name = "ammo box (rubber .32 acp)"
desc = "Non-lethal .32 acp bullets, there's forty in the box."
ammo_type = /obj/item/ammo_casing/r32acp
max_ammo = 40
/obj/item/ammo_box/c9mm
name = "ammo box (9mm)"
icon_state = "9mmbox"
@@ -66,3 +66,15 @@
caliber = ".50"
max_ammo = 7
multiple_sprites = 1
/obj/item/ammo_box/magazine/m32acp
name = "pistol magazine (.32)"
desc = "A crudely construction pistol magazine that holds .32 ACP rounds. It looks like it can only fit eight bullets."
icon_state = "32acp"
ammo_type = /obj/item/ammo_casing/c32acp
caliber = "c32acp"
max_ammo = 8
multiple_sprites = 2
/obj/item/ammo_box/magazine/m32acp/empty
start_empty = 1
@@ -53,6 +53,7 @@
..()
/obj/item/minigunpack/dropped(mob/user)
. = ..()
if(armed)
user.dropItemToGround(gun, TRUE)
@@ -125,6 +126,7 @@
return
/obj/item/gun/ballistic/minigun/dropped(mob/user)
. = ..()
if(ammo_pack)
ammo_pack.attach_gun(user)
else
@@ -144,4 +146,5 @@
. = ..()
/obj/item/gun/ballistic/minigun/dropped(mob/living/user)
. = ..()
ammo_pack.attach_gun(user)
@@ -115,6 +115,7 @@
icon_state = "flatgun"
/obj/item/gun/ballistic/automatic/pistol/stickman/pickup(mob/living/user)
. = ..()
to_chat(user, "<span class='notice'>As you try to pick up [src], it slips out of your grip..</span>")
if(prob(50))
to_chat(user, "<span class='notice'>..and vanishes from your vision! Where the hell did it go?</span>")
@@ -155,3 +156,19 @@
name = "Syndicate Anti Tank Pistol"
desc = "A massively impractical and silly monstrosity of a pistol that fires .50 calliber rounds. The recoil is likely to dislocate a variety of joints without proper bracing."
pin = /obj/item/firing_pin/implant/pindicate
////////////Improvised Pistol////////////
/obj/item/gun/ballistic/automatic/pistol/improvised
name = "Improvised Pistol"
desc = "An improvised pocket-sized pistol that fires .32 calibre rounds. It looks incredibly flimsy."
icon_state = "ipistol"
item_state = "pistol"
mag_type = /obj/item/ammo_box/magazine/m32acp
fire_delay = 7.5
can_suppress = FALSE
w_class = WEIGHT_CLASS_SMALL
spread = 15 // Keep the spread between 15 and 20. This hardlocks it into being a mid-range pistol, the magazine size means you're allowed to miss. Fills the mid-range niche that slugs/rifle and buckshot doesn't fill.
/obj/item/gun/ballistic/automatic/pistol/improvised/nomag
spawnwithmagazine = FALSE // For crafting as you shouldn't get eight bullets for free otherwise people will reaper reload.
@@ -319,7 +319,6 @@
/obj/item/gun/ballistic/revolver/doublebarrel/improvised
name = "improvised shotgun"
desc = "Essentially a tube that aims shotgun shells."
desc = "A shoddy break-action breechloaded shotgun. Its lacklustre construction will probably result in it hurting people less than a normal shotgun."
icon_state = "ishotgun"
item_state = "shotgun"
@@ -330,8 +329,9 @@
mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
sawn_desc = "I'm just here for the gasoline."
unique_reskin = null
projectile_damage_multiplier = 0.8
projectile_damage_multiplier = 0.9
var/slung = FALSE
weapon_weight = WEAPON_HEAVY
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
..()
@@ -358,7 +358,7 @@
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
name = "sawn-off improvised shotgun"
desc = "A single-shot shotgun. Better not miss."
desc = "The barrel and stock have been sawn and filed down; it can fit in backpacks. You still need two hands to fire this, if you value unbroken wrists."
icon_state = "ishotgun"
item_state = "gun"
w_class = WEIGHT_CLASS_NORMAL
@@ -131,6 +131,7 @@
desc = "A bolt-action breechloaded rifle that takes 7.62mm bullets."
mag_type = /obj/item/ammo_box/magazine/internal/boltaction/improvised
can_bayonet = FALSE
var/slung = FALSE
/obj/item/gun/ballistic/shotgun/boltaction/pump(mob/M)
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
@@ -152,6 +153,22 @@
. = ..()
. += "The bolt is [bolt_open ? "open" : "closed"]."
/obj/item/gun/ballistic/shotgun/boltaction/improvised/attackby(obj/item/A, mob/user, params)
..()
if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
if(A.use_tool(src, user, 0, 10, max_level = JOB_SKILL_BASIC))
slot_flags = ITEM_SLOT_BACK
to_chat(user, "<span class='notice'>You tie the lengths of cable to the rifle, making a sling.</span>")
slung = TRUE
update_icon()
else
to_chat(user, "<span class='warning'>You need at least ten lengths of cable if you want to make a sling!</span>")
/obj/item/gun/ballistic/shotgun/boltaction/improvised/update_icon()
..()
if(slung)
icon_state += "sling"
/obj/item/gun/ballistic/shotgun/boltaction/enchanted
name = "enchanted bolt action rifle"
desc = "Careful not to lose your head."
@@ -240,3 +240,20 @@
chambered.BB.damage *= 5
process_fire(target, user, TRUE, params)
////////////////
// IMPROVISED //
////////////////
/obj/item/gun/energy/e_gun/old/improvised
name = "improvised energy rifle"
desc = "A crude imitation of an energy gun. It works, however the beams are poorly focused and most of the energy is wasted before it reaches the target. Welp, it still burns things."
icon_state = "improvised"
ammo_x_offset = 1
shaded_charge = 1
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/improvised)
/obj/item/gun/energy/e_gun/old/improvised/upgraded
name = "makeshift energy rifle"
desc = "The new lens and upgraded parts gives this a higher capacity and more energy output, however, the shoddy construction still leaves it inferior to Nanotrasen's own energy weapons."
ammo_type = list(/obj/item/ammo_casing/energy/lasergun/improvised/upgraded)
@@ -39,6 +39,9 @@
/obj/item/projectile/beam/weak
damage = 15
/obj/item/projectile/beam/weak/improvised
damage = 10
/obj/item/projectile/beam/weak/penetrator
armour_penetration = 50
@@ -47,4 +47,16 @@
if(L.getStaminaLoss() >= 60)
L.Sleeping(300)
else
L.adjustStaminaLoss(25)
L.adjustStaminaLoss(25)
// .32 ACP (Improvised Pistol)
/obj/item/projectile/bullet/c32acp
name = ".32 bullet"
damage = 13
/obj/item/projectile/bullet/r32acp
name = ".32 rubber bullet"
damage = 3
eyeblur = 1
stamina = 20
@@ -857,3 +857,13 @@
taste_mult = 2.5 //sugar's 1.5, capsacin's 1.5, so a good middle ground.
taste_description = "smokey sweetness"
value = REAGENT_VALUE_COMMON
/datum/reagent/consumable/laughsyrup
name = "Laughin' Syrup"
description = "The product of juicing Laughin' Peas. Fizzy, and seems to change flavour based on what it's used with!"
nutriment_factor = 5 * REAGENTS_METABOLISM
color = "#803280"
taste_mult = 2
taste_description = "fizzy sweetness"
value = REAGENT_VALUE_COMMON
+2 -2
View File
@@ -33,8 +33,8 @@
var/inaccuracy_percentage = 1.5
var/positive_cash_offset = 0
var/negative_cash_offset = 0
var/minor_rewards = list(/obj/item/stack/circuit_stack/full, //To add a new minor reward, add it here.
/obj/item/airlock_painter/decal,
var/minor_rewards = list(/obj/item/stack/circuit_stack/full, //To add a new minor reward, add it here.
/obj/item/flashlight/flashdark,
/obj/item/pen/survival,
/obj/item/circuitboard/machine/sleeper/party,
/obj/item/toy/sprayoncan)
@@ -30,6 +30,14 @@
build_path = /obj/item/ammo_box/c38
category = list("initial", "Security")
/datum/design/r32acp
name = "Rubber Pistol Bullet (.32)"
id = "r32acp"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 250)
build_path = /obj/item/ammo_casing/r32acp
category = list("initial", "Security")
/////////////////
///Hacked Gear //
/////////////////
@@ -78,7 +86,7 @@
name = "Rifle Receiver"
id = "rifle_receiver"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 40000)
materials = list(/datum/material/iron = 24000)
build_path = /obj/item/weaponcrafting/improvised_parts/rifle_receiver
category = list("hacked", "Security")
@@ -197,3 +205,23 @@
materials = list(/datum/material/iron = 5500)
build_path = /obj/item/clothing/head/foilhat
category = list("hacked", "Misc")
/datum/design/c32acp
name = "Pistol Bullet (.32)"
id = "c32acp"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 500)
build_path = /obj/item/ammo_casing/c32acp
category = list("hacked", "Security")
/////////////////
// Magazines //
/////////////////
/datum/design/m32acp
name = "Empty .32 Magazine"
id = "m32acp"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 10000)
build_path = /obj/item/ammo_box/magazine/m32acp/empty
category = list("hacked", "Security")
@@ -281,3 +281,10 @@
build_path = /obj/item/weaponcrafting/improvised_parts/trigger_assembly
category = list("initial", "Misc")
/datum/design/focusing_lens
name = "Makeshift Lens"
id = "makeshift_lens"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 2000, /datum/material/glass = 4000)
build_path = /obj/item/weaponcrafting/improvised_parts/makeshift_lens
category = list("initial", "Misc")
+10 -7
View File
@@ -1,6 +1,6 @@
/datum/surgery/advanced/lobotomy
name = "Lobotomy"
desc = "An invasive surgical procedure which guarantees removal of almost all brain traumas, but might cause another permanent trauma in return."
desc = "An invasive surgical procedure which guarantees removal of almost all brain traumas, at the cost of severe, albeit repairable, brain damage."
steps = list(
/datum/surgery_step/incise,
/datum/surgery_step/retract_skin,
@@ -43,11 +43,14 @@
target.mind.remove_antag_datum(/datum/antagonist/brainwashed)
switch(rand(1,6))//Now let's see what hopefully-not-important part of the brain we cut off
if(1)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_SURGERY)
if(2)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_SURGERY)
if(3)
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_SURGERY)
// you're cutting off a part of the brain.w
var/obj/item/organ/brain/B = target.getorganslot(ORGAN_SLOT_BRAIN)
B.applyOrganDamage(50, 100)
return TRUE
/datum/surgery_step/lobotomize/failure(mob/user, mob/living/carbon/target, target_zone, obj/item/tool, datum/surgery/surgery)
@@ -59,11 +62,11 @@
B.applyOrganDamage(80)
switch(rand(1,3))
if(1)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_MAGIC)
target.gain_trauma_type(BRAIN_TRAUMA_MILD, TRAUMA_RESILIENCE_LOBOTOMY)
if(2)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_MAGIC)
target.gain_trauma_type(BRAIN_TRAUMA_SEVERE, TRAUMA_RESILIENCE_LOBOTOMY)
if(3)
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_MAGIC)
target.gain_trauma_type(BRAIN_TRAUMA_SPECIAL, TRAUMA_RESILIENCE_LOBOTOMY)
else
user.visible_message("<span class='warning'>[user] suddenly notices that the brain [user.p_they()] [user.p_were()] working on is not there anymore.", "<span class='warning'>You suddenly notice that the brain you were working on is not there anymore.</span>")
return FALSE
+2 -2
View File
@@ -49,7 +49,7 @@
mob_exit(M, silent)
return TRUE
/obj/vehicle/sealed/car/attacked_by(obj/item/I, mob/living/user)
/obj/vehicle/sealed/car/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
if(!I.force)
return FALSE
if(occupants[user])
@@ -85,4 +85,4 @@
if(!silent)
M.visible_message("<span class='warning'>[M] is forced into \the [src]!</span>")
M.forceMove(src)
add_occupant(M, VEHICLE_CONTROL_KIDNAPPED)
add_occupant(M, VEHICLE_CONTROL_KIDNAPPED)
+2 -2
View File
@@ -36,7 +36,7 @@
visible_message("<span class='danger'>[src] spews out a ton of space lube!</span>")
new /obj/effect/particle_effect/foam(loc) //YEET
/obj/vehicle/sealed/car/clowncar/attacked_by(obj/item/I, mob/living/user)
/obj/vehicle/sealed/car/clowncar/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1)
. = ..()
if(istype(I, /obj/item/reagent_containers/food/snacks/grown/banana))
var/obj/item/reagent_containers/food/snacks/grown/banana/banana = I
@@ -129,4 +129,4 @@
icon_state = initial(icon_state)
/obj/vehicle/sealed/car/clowncar/proc/StopDroppingOil()
droppingoil = FALSE
droppingoil = FALSE
+3 -2
View File
@@ -14,7 +14,8 @@
/obj/item/stock_parts/cell/upgraded = 2)
premium = list(/obj/item/stock_parts/cell/upgraded/plus = 2,
/obj/item/flashlight/lantern = 2,
/obj/item/beacon = 2)
/obj/item/beacon = 2,
/obj/item/airlock_painter/decal = 5)
product_ads = "Only the finest!;Have some tools.;The most robust equipment.;The finest gear in space!"
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
refill_canister = /obj/item/vending_refill/assist
@@ -24,4 +25,4 @@
payment_department = NO_FREEBIES
/obj/item/vending_refill/assist
icon_state = "refill_engi"
icon_state = "refill_engi"
+2 -1
View File
@@ -15,6 +15,7 @@
/obj/item/electronics/airalarm = 10,
/obj/item/electronics/firealarm = 10,
/obj/item/electronics/firelock = 10,
/obj/item/airlock_painter/decal = 5,
/obj/item/rcd_ammo = 3
)
contraband = list(/obj/item/stock_parts/cell/potato = 3,
@@ -35,4 +36,4 @@
cost_multiplier_per_dept = list(ACCOUNT_ENG = 0)
/obj/item/vending_refill/engivend
icon_state = "refill_engi"
icon_state = "refill_engi"
+5 -1
View File
@@ -20,7 +20,11 @@
/obj/item/clothing/under/misc/gear_harness = 10,
/obj/item/dildo/custom = 5,
/obj/item/electropack/shockcollar = 3,
/obj/item/assembly/signaler = 3
/obj/item/assembly/signaler = 3,
/obj/item/clothing/under/shorts/polychromic/pantsu,
/obj/item/clothing/under/misc/poly_bottomless,
/obj/item/clothing/under/misc/poly_tanktop,
/obj/item/clothing/under/misc/poly_tanktop/female
)
contraband = list(
/obj/item/clothing/neck/petcollar/locked = 2,
+3 -2
View File
@@ -18,7 +18,8 @@
/obj/item/clothing/gloves/color/fyellow = 4,
/obj/item/multitool = 2)
premium = list(/obj/item/clothing/gloves/color/yellow = 2,
/obj/item/weldingtool/hugetank = 2)
/obj/item/weldingtool/hugetank = 2,
/obj/item/airlock_painter/decal = 3)
armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
refill_canister = /obj/item/vending_refill/tool
resistance_flags = FIRE_PROOF
@@ -28,4 +29,4 @@
cost_multiplier_per_dept = list(ACCOUNT_ENG = 0)
/obj/item/vending_refill/tool
icon_state = "refill_engi"
icon_state = "refill_engi"