Merge branch 'master' into trek_tmp

This commit is contained in:
Anonymous
2020-04-18 16:34:21 +03:00
21 changed files with 215 additions and 23 deletions
+18
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@@ -0,0 +1,18 @@
/// Transparent, let beams pass
#define SHIELD_TRANSPARENT (1<<0)
/// Can shield bash
#define SHIELD_CAN_BASH (1<<1)
/// Shield bash knockdown on wall hit
#define SHIELD_BASH_WALL_KNOCKDOWN (1<<2)
/// Shield bash always knockdown
#define SHIELD_BASH_ALWAYS_KNOCKDOWN (1<<3)
/// Shield bash disarm on wall hit
#define SHIELD_BASH_WALL_DISARM (1<<4)
/// Shield bash always disarm
#define SHIELD_BASH_ALWAYS_DISARM (1<<5)
/// You can shieldbash target someone on the ground for ground slam
#define SHIELD_BASH_GROUND_SLAM (1<<6)
/// Shield bashing someone on the ground will disarm
#define SHIELD_BASH_GROUND_SLAM_DISARM (1<<7)
#define SHIELD_FLAGS_DEFAULT (SHIELD_CAN_BASH | SHIELD_BASH_WALL_KNOCKDOWN | SHIELD_BASH_WALL_DISARM | SHIELD_BASH_GROUND_SLAM)
+10
View File
@@ -250,6 +250,16 @@ GLOBAL_LIST_INIT(bitfields, list(
"COMBAT_FLAG_INTENTIONALLY_RESTING" = COMBAT_FLAG_INTENTIONALLY_RESTING,
"COMBAT_FLAG_RESISTING_REST" = COMBAT_FLAG_RESISTING_REST
),
"shield_flags" = list(
"SHIELD_TRANSPARENT" = SHIELD_TRANSPARENT,
"SHIELD_CAN_BASH" = SHIELD_CAN_BASH,
"SHIELD_BASH_WALL_KNOCKDOWN" = SHIELD_BASH_WALL_KNOCKDOWN,
"SHIELD_BASH_ALWAYS_KNOCKDOWN" = SHIELD_BASH_ALWAYS_KNOCKDOWN,
"SHIELD_BASH_WALL_DISARM" = SHIELD_BASH_WALL_DISARM,
"SHIELD_BASH_ALWAYS_DISARM" = SHIELD_BASH_ALWAYS_DISARM,
"SHIELD_BASH_GROUND_SLAM" = SHIELD_BASH_GROUND_SLAM,
"SHIELD_BASH_GROUND_SLAM_DISARM" = SHIELD_BASH_GROUND_SLAM_DISARM
),
"storage_flags" = list(
"STORAGE_LIMIT_MAX_ITEMS" = STORAGE_LIMIT_MAX_ITEMS,
"STORAGE_LIMIT_MAX_W_CLASS" = STORAGE_LIMIT_MAX_W_CLASS,
@@ -67,6 +67,9 @@
/obj/screen/storage/volumetric_box/Click(location, control, params)
return our_item.Click(location, control, params)
/obj/screen/storage/volumetric_box/MouseDrop(atom/over, src_location, over_location, src_control, over_control, params)
return our_item.MouseDrop(over, src_location, over_location, src_control, over_control, params)
/obj/screen/storage/volumetric_box/center
icon_state = "stored_continue"
var/obj/screen/storage/stored_left/left
+1 -1
View File
@@ -175,7 +175,7 @@
. += ui_left
// Then, closer, which is also our right element.
ui_close = get_ui_close()
ui_close.screen_loc = "[screen_start_x + maxcolumns]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x + maxcolumns]:[screen_pixel_x],[screen_start_y + row - 1]:[screen_pixel_y]"
ui_close.screen_loc = "[screen_start_x + maxcolumns]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x + maxcolumns]:[screen_pixel_x],[screen_start_y+rows-1]:[screen_pixel_y]"
. += ui_close
/**
+1 -1
View File
@@ -18,7 +18,7 @@
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED))
unmodify()
/datum/component/fantasy/Destroy()
/datum/component/tactical/Destroy()
unmodify()
return ..()
+9
View File
@@ -19,6 +19,15 @@ GLOBAL_LIST_EMPTY(objectives)
if(text)
explanation_text = text
/datum/objective/Destroy(force, ...)
GLOB.objectives -= src
if(owner)
for(var/datum/antagonist/A in owner.antag_datums)
A.objectives -= src
if(team)
team.objectives -= src
. = ..()
/datum/objective/proc/get_owners() // Combine owner and team into a single list.
. = (team && team.members) ? team.members.Copy() : list()
if(owner)
+147 -7
View File
@@ -3,11 +3,151 @@
icon = 'icons/obj/items_and_weapons.dmi'
block_chance = 50
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
var/transparent = FALSE // makes beam projectiles pass through the shield
/// Shield flags
var/shield_flags = SHIELD_FLAGS_DEFAULT
/// Last shieldbash world.time
var/last_shieldbash = 0
/// Shieldbashing cooldown
var/shieldbash_cooldown = 5 SECONDS
/// Shieldbashing stamina cost
var/shieldbash_stamcost = 7.5
/// Shieldbashing knockback
var/shieldbash_knockback = 2
/// Shield bashing brute damage
var/shieldbash_brutedamage = 5
/// Shield bashing stamina damage
var/shieldbash_stamdmg = 15
/// Shield bashing stagger duration
var/shieldbash_stagger_duration = 3.5 SECONDS
/// Shield bashing push distance
var/shieldbash_push_distance = 1
/obj/item/shield/examine(mob/user)
. = ..()
if(shield_flags & SHIELD_CAN_BASH)
. += "<span class='notice'>Right click on combat mode attack with [src] to shield bash!</span>"
if(shield_flags & SHIELD_BASH_GROUND_SLAM)
. += "<span class='notice'>Directly rightclicking on a downed target with [src] will slam them instead of bashing.</span>"
/obj/item/shield/proc/on_shield_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
return TRUE
/obj/item/shield/alt_pre_attack(atom/A, mob/living/user, params)
user_shieldbash(user, A, user.a_intent != INTENT_HARM)
return TRUE
/obj/item/shield/altafterattack(atom/target, mob/user, proximity_flag, click_parameters)
user_shieldbash(user, target, user.a_intent != INTENT_HARM)
return TRUE
/obj/item/shield/proc/do_shieldbash_effect(mob/living/user, dir, harmful)
var/px = 0
var/py = 0
switch(dir)
if(NORTH)
py = 12
if(SOUTH)
py = -12
if(EAST)
px = 12
if(WEST)
px = -12
var/oldpx = user.pixel_x
var/oldpy = user.pixel_y
animate(user, pixel_x = px, pixel_y = py, time = 3, easing = SINE_EASING | EASE_OUT, flags = ANIMATION_END_NOW)
animate(user, pixel_x = oldpx, pixel_y = oldpy, time = 3)
user.visible_message("<span class='warning'>[user] [harmful? "charges forwards with" : "sweeps"] [src]!</span>")
var/obj/effect/temp_visual/dir_setting/shield_bash/effect = new(user.loc, dir)
animate(effect, alpha = 0, pixel_x = px + 4, pixel_y = py + 4, time = 3)
/obj/item/shield/proc/bash_target(mob/living/user, mob/living/target, bashdir, harmful)
if(!(target.status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)) // should probably add stun absorption check at some point I guess..
// unified stun absorption system when lol
target.visible_message("<span class='warning'>[user] slams [target] with [src], but [target] doesn't falter!</span>", "<span class='userdanger'>[user] slams you with [src], but it barely fazes you!</span>")
return FALSE
var/target_downed = !CHECK_MOBILITY(target, MOBILITY_STAND)
var/wallhit = FALSE
var/turf/target_current_turf = get_turf(target)
if(harmful)
target.visible_message("<span class='warning'>[target_downed? "[user] slams [src] into [target]" : "[user] bashes [target] with [src]"]!</span>",
"<span class='warning'>[target_downed? "[user] slams [src] into you" : "[user] bashes you with [src]"]!</span>")
else
target.visible_message("<span class='warning'>[user] shoves [target] with [src]!</span>",
"<span class='warning'>[user] shoves you with [src]!</span>")
for(var/i in 1 to harmful? shieldbash_knockback : shieldbash_push_distance)
var/turf/new_turf = get_step(target, bashdir)
var/mob/living/carbon/human/H = locate() in new_turf
if(H && harmful)
H.visible_message("<span class='warning'>[target] is sent crashing into [H]!</span>",
"<span class='userdanger'>[target] is sent crashing into you!</span>")
H.KnockToFloor()
wallhit = TRUE
break
else
step(target, bashdir)
if(get_turf(target) == target_current_turf)
wallhit = TRUE
break
else
target_current_turf = get_turf(target)
var/disarming = (target_downed && (shield_flags & SHIELD_BASH_GROUND_SLAM_DISARM)) || (shield_flags & SHIELD_BASH_ALWAYS_DISARM) || (wallhit && (shield_flags & SHIELD_BASH_WALL_DISARM))
var/knockdown = !target_downed && ((shield_flags & SHIELD_BASH_ALWAYS_KNOCKDOWN) || (wallhit && (shield_flags & SHIELD_BASH_WALL_KNOCKDOWN)))
if(shieldbash_stagger_duration || knockdown)
target.visible_message("<span class='warning'>[target] is knocked [knockdown? "to the floor" : "off balanace"]!</span>",
"<span class='userdanger'>You are knocked [knockdown? "to the floor" : "off balanace"]!</span>")
if(knockdown)
target.KnockToFloor(disarming)
else if(disarming)
target.drop_all_held_items()
if(harmful)
target.apply_damage(shieldbash_stamdmg, STAMINA, BODY_ZONE_CHEST)
target.apply_damage(shieldbash_brutedamage, BRUTE, BODY_ZONE_CHEST)
target.Stagger(shieldbash_stagger_duration)
return TRUE
/obj/item/shield/proc/user_shieldbash(mob/living/user, atom/target, harmful)
if(!(shield_flags & SHIELD_CAN_BASH))
to_chat(user, "<span class='warning'>[src] can't be used to shield bash!</span>")
return FALSE
if(world.time < last_shieldbash + shieldbash_cooldown)
to_chat(user, "<span class='warning'>You can't bash with [src] again so soon!</span>")
return FALSE
if(isliving(target)) //GROUND SLAAAM
if(!(shield_flags & SHIELD_BASH_GROUND_SLAM))
to_chat(user, "<span class='warning'>You can't ground slam with [src]!</span>")
return FALSE
bash_target(user, target, NONE, harmful)
user.do_attack_animation(target, used_item = src)
playsound(src, harmful? "swing_hit" : 'sound/weapons/thudswoosh.ogg', 75, 1)
last_shieldbash = world.time
user.adjustStaminaLossBuffered(shieldbash_stamcost)
return 1
// Directional sweep!
last_shieldbash = world.time
user.adjustStaminaLossBuffered(shieldbash_stamcost)
// Since we are in combat mode, we can probably safely use the user's dir instead of getting their mouse pointing cardinal dir.
var/bashdir = user.dir
do_shieldbash_effect(user, bashdir, harmful)
var/list/checking = list(get_step(user, user.dir), get_step(user, turn(user.dir, 45)), get_step(user, turn(user.dir, -45)))
var/list/victims = list()
for(var/i in checking)
var/turf/T = i
for(var/mob/living/L in T.contents)
victims += L
if(length(victims))
for(var/i in victims)
bash_target(user, i, bashdir, harmful)
playsound(src, harmful? "swing_hit" : 'sound/weapons/thudswoosh.ogg', 75, 1)
else
playsound(src, 'sound/weapons/punchmiss.ogg', 75, 1)
return length(victims)
/obj/effect/temp_visual/dir_setting/shield_bash
icon = 'icons/effects/96x96_attack_sweep.dmi'
icon_state = "shield_bash"
duration = 3
/obj/item/shield/riot
name = "riot shield"
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
@@ -23,13 +163,13 @@
custom_materials = list(/datum/material/glass=7500, /datum/material/iron=1000)
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
transparent = TRUE
shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_TRANSPARENT
max_integrity = 75
/obj/item/shield/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(ismovableatom(object))
var/atom/movable/AM = object
if(transparent && (AM.pass_flags & PASSGLASS))
if(CHECK_BITFIELD(shield_flags, SHIELD_TRANSPARENT) && (AM.pass_flags & PASSGLASS))
return BLOCK_NONE
if(attack_type & ATTACK_TYPE_THROWN)
final_block_chance += 30
@@ -88,7 +228,7 @@
item_state = "roman_shield"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
transparent = FALSE
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 65
/obj/item/shield/riot/roman/fake
@@ -111,7 +251,7 @@
custom_materials = null
resistance_flags = FLAMMABLE
block_chance = 30
transparent = FALSE
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 55
/obj/item/shield/riot/buckler/shatter(mob/living/carbon/human/owner)
@@ -238,7 +378,7 @@
throwforce = 15 //Massive pice of metal
w_class = WEIGHT_CLASS_HUGE
item_flags = SLOWS_WHILE_IN_HAND
transparent = FALSE
shield_flags = SHIELD_FLAGS_DEFAULT
/obj/item/shield/riot/implant
name = "riot tower shield"
@@ -248,7 +388,7 @@
icon = 'icons/obj/items_and_weapons.dmi'
block_chance = 30 //May be big but hard to move around to block.
slowdown = 1
transparent = FALSE
shield_flags = SHIELD_FLAGS_DEFAULT
item_flags = SLOWS_WHILE_IN_HAND
/obj/item/shield/riot/implant/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
-2
View File
@@ -206,8 +206,6 @@
newtonian_move(get_dir(target, src))
thrown_thing.safe_throw_at(target, thrown_thing.throw_range, thrown_thing.throw_speed, src, null, null, null, move_force, random_turn)
/mob/living/carbon/restrained(ignore_grab)
. = (handcuffed || (!ignore_grab && pulledby && pulledby.grab_state >= GRAB_AGGRESSIVE))
@@ -152,7 +152,7 @@ GLOBAL_LIST_EMPTY(parasites) //all currently existing/living guardians
to_chat(src, "<span class='warning'>Not a valid name, please try again.</span>")
guardianrename()
return
visible_message("<span class='notice'>Your new name <span class='name'>[new_name]</span> anchors itself in your mind.</span>")
to_chat(src, "<span class='notice'>Your new name <span class='name'>[new_name]</span> anchors itself in your mind.</span>")
fully_replace_character_name(null, new_name)
/mob/living/simple_animal/hostile/guardian/Life() //Dies if the summoner dies
@@ -103,7 +103,7 @@ Difficulty: Hard
if(.)
SSshuttle.shuttle_purchase_requirements_met |= "bubblegum"
/mob/living/simple_animal/hostile/megafauna/bubblegum/do_attack_animation(atom/A)
/mob/living/simple_animal/hostile/megafauna/bubblegum/do_attack_animation(atom/A, visual_effect_icon, obj/item/used_item, no_effect)
if(charging)
return
..()
+1 -1
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@@ -146,7 +146,7 @@
//CITADEL EDIT, required for vore code to remove (T != loc && T != src)) as a check
if(M.see_invisible<invisibility) //if src is invisible to us,
msg = blind_message
else if(T.lighting_object && T.lighting_object.invisibility <= M.see_invisible && T.is_softly_lit()) //the light object is dark and not invisible to us
else if(T.lighting_object && T.lighting_object.invisibility <= M.see_invisible && T.is_softly_lit() && !in_range(T,M)) //the light object is dark and not invisible to us, darkness does not matter if you're directly next to the target
msg = blind_message
if(!msg)
@@ -353,7 +353,7 @@
/datum/reagent/drug/aranesp
name = "Aranesp"
description = "Amps you up and gets you going, fixes all stamina damage you might have but can cause toxin and oxygen damage."
description = "Amps you up and gets you going, fixing stamina damage but possibly causing toxin and oxygen damage."
reagent_state = LIQUID
color = "#78FFF0"
pH = 9.2
@@ -362,7 +362,7 @@
var/high_message = pick("You feel amped up.", "You feel ready.", "You feel like you can push it to the limit.")
if(prob(5))
to_chat(M, "<span class='notice'>[high_message]</span>")
M.adjustStaminaLoss(-18, 0)
M.adjustStaminaLoss(-10, 0)
M.adjustToxLoss(0.5, 0)
if(prob(50))
M.losebreath++
+1 -1
View File
@@ -587,7 +587,7 @@ MONKEYCAP 64
#DISABLE_STAMBUFFER
#Replaces standard extended/secret dichotomy with extended and calm/chaotic votes for dynamic.
DYNAMIC_VOTING
#DYNAMIC_VOTING
## Choose which Engine to start the round with. Weight is after the comma. Setting the weight to 0 removes the engine from rotation.
BOX_RANDOM_ENGINE Box SM,3
@@ -0,0 +1,4 @@
author: "kevinz000"
delete-after: True
changes:
- rscadd: "Shield bashing has been added"
@@ -0,0 +1,4 @@
author: "kappa-sama"
delete-after: True
changes:
- balance: "aranesp heals 10 instead of 18 stamina per tick"
@@ -0,0 +1,4 @@
author: "Putnam3145"
delete-after: True
changes:
- bugfix: "Objectives now clean theirselves up instead of leaving null entries in lists everywhere."
@@ -0,0 +1,4 @@
author: "kappa-sama"
delete-after: True
changes:
- rscdel: "removed roundstart hyper earrape screams from xenohybrids"
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@@ -54,8 +54,6 @@
sound = 'modular_citadel/sound/voice/scream_skeleton.ogg'
if (is_species(user, /datum/species/fly) || is_species(user, /datum/species/insect))
sound = 'modular_citadel/sound/voice/scream_moth.ogg'
if (is_species(user, /datum/species/xeno))
sound = 'sound/voice/hiss6.ogg'
if(isalien(user))
sound = 'sound/voice/hiss6.ogg'
LAZYINITLIST(user.alternate_screams)
@@ -2,16 +2,15 @@
return
/mob/living/carbon/human/resist_embedded()
if(handcuffed || legcuffed || (wear_suit && wear_suit.breakouttime))
if(handcuffed || (wear_suit && wear_suit.breakouttime))
return
if(CHECK_MOBILITY(src, MOBILITY_MOVE) && !on_fire)
if(CHECK_MOBILITY(src, MOBILITY_USE))
for(var/obj/item/bodypart/L in bodyparts)
if(istype(L) && L.embedded_objects.len)
for(var/obj/item/I in L.embedded_objects)
if(istype(I) && I.w_class >= WEIGHT_CLASS_NORMAL) //minimum weight class to insta-ripout via resist
remove_embedded_unsafe(L, I, src, 1.5) //forcefully call the remove embedded unsafe proc but with extra pain multiplier. if you want to remove it less painfully, examine and remove it carefully.
remove_embedded_unsafe(L, I, src, 1) //forcefully call the remove embedded unsafe proc but with extra pain multiplier. if you want to remove it less painfully, examine and remove it carefully.
return TRUE //Hands are occupied
return
/mob/living/carbon/human/proc/remove_embedded_unsafe(obj/item/bodypart/L, obj/item/I, mob/user, painmul = 1)
if(!I || !L || I.loc != src || !(I in L.embedded_objects))
+1
View File
@@ -123,6 +123,7 @@
#include "code\__DEFINES\dcs\flags.dm"
#include "code\__DEFINES\dcs\helpers.dm"
#include "code\__DEFINES\dcs\signals.dm"
#include "code\__DEFINES\flags\shields.dm"
#include "code\__HELPERS\_cit_helpers.dm"
#include "code\__HELPERS\_lists.dm"
#include "code\__HELPERS\_logging.dm"