better
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@@ -34,7 +34,8 @@
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/** 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.
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* Automatically checks all held items for /obj/item/proc/run_block() with the same parameters.
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* @params
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* real_attack - If this attack is real
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* real_attack - If this attack is real. This one is quirky; If it's real, run_block is called. If it's not, check_block is called and none of the regular checks happen, and this is effectively only useful
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* for populating return_list with blocking metadata.
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* object - Whatever /atom is actually hitting us, in essence. For example, projectile if gun, item if melee, structure/whatever if it's a thrown, etc.
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* damage - The nominal damage this would do if it was to hit. Obviously doesn't take into effect explosions/magic/similar things.. unless you implement it to raise the value.
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* attack_text - The text that this attack should show, in the context of something like "[src] blocks [attack_text]!"
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@@ -53,13 +54,19 @@
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sortTim(tocheck, /proc/cmp_item_block_priority_asc)
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// i don't like this
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var/block_chance_modifier = round(damage / -3)
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for(var/obj/item/I in tocheck)
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// i don't like this too
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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
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var/results = I.run_block(src, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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. |= results
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if((results & BLOCK_SUCCESS) && !(results & BLOCK_CONTINUE_CHAIN))
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break
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if(real_attack)
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for(var/obj/item/I in tocheck)
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// i don't like this too
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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
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var/results = I.run_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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. |= results
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if((results & BLOCK_SUCCESS) && !(results & BLOCK_CONTINUE_CHAIN))
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break
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else
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for(var/obj/item/I in tocheck)
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// i don't like this too
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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
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I.check_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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/// Gets an unsortedlist of objects to run block checks on.
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/mob/living/proc/get_blocking_items()
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@@ -77,7 +84,7 @@
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var/block_priority = BLOCK_PRIORITY_DEFAULT
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/// Runs block and returns flag for do_run_block to process.
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/obj/item/proc/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/proc/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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SEND_SIGNAL(src, COMSIG_ITEM_RUN_BLOCK, args)
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if(prob(final_block_chance))
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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@@ -87,4 +94,5 @@
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/// Returns block information using list/block_return. Used for check_block() on mobs.
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/obj/item/proc/check_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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SEND_SIGNAL(src, COMSIG_ITEM_CHECK_BLOCK, args)
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block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = final_block_chance
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var/existing = block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE]
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block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = max(existing || 0, final_block_chance)
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@@ -266,7 +266,7 @@
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H.firer = owner
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H.fire(set_angle)
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/obj/item/clothing/neck/cloak/herald_cloak/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/neck/cloak/herald_cloak/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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. = ..()
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if(!real_attack)
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return
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