Merge pull request #8090 from deathride58/tgpushes

Replaces disarm right click action with tgstation/tgstation#42958's disarm pushes
This commit is contained in:
kevinz000
2019-03-10 13:51:44 -07:00
committed by GitHub
6 changed files with 126 additions and 23 deletions
+14
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@@ -97,6 +97,20 @@
//the define for visible message range in combat
#define COMBAT_MESSAGE_RANGE 3
//Shove knockdown lengths (deciseconds)
#define SHOVE_KNOCKDOWN_SOLID 30
#define SHOVE_KNOCKDOWN_HUMAN 30
#define SHOVE_KNOCKDOWN_TABLE 30
#define SHOVE_KNOCKDOWN_COLLATERAL 10
//Shove slowdown
#define SHOVE_SLOWDOWN_ID "shove_slowdown"
#define SHOVE_SLOWDOWN_LENGTH 30
#define SHOVE_SLOWDOWN_STRENGTH 0.85 //multiplier
//Shove disarming item list
GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
/obj/item/gun)))
//Combat object defines
//Embedded objects
+2
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@@ -24,6 +24,8 @@
var/can_flashlight = 0
var/scan_reagents = 0 //Can the wearer see reagents while it's equipped?
var/blocks_shove_knockdown = FALSE //Whether wearing the clothing item blocks the ability for shove to knock down.
var/clothing_flags = NONE
//Var modification - PLEASE be careful with this I know who you are and where you live
+2 -1
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@@ -110,13 +110,14 @@
/obj/item/clothing/suit/armor/riot
name = "riot suit"
desc = "A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks."
desc = "A suit of semi-flexible polycarbonate body armor with heavy padding to protect against melee attacks. Helps the wearer resist shoving in close quarters."
icon_state = "riot"
item_state = "swat_suit"
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
blocks_shove_knockdown = TRUE
strip_delay = 80
equip_delay_other = 60
@@ -892,6 +892,21 @@
. = ..(M,force,check_loc)
stop_pulling()
/mob/living/carbon/human/proc/is_shove_knockdown_blocked() //If you want to add more things that block shove knockdown, extend this
var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform, back, gloves, shoes, belt, s_store, glasses, ears, wear_id) //Everything but pockets. Pockets are l_store and r_store. (if pockets were allowed, putting something armored, gloves or hats for example, would double up on the armor)
for(var/bp in body_parts)
if(istype(bp, /obj/item/clothing))
var/obj/item/clothing/C = bp
if(C.blocks_shove_knockdown)
return TRUE
return FALSE
/mob/living/carbon/human/proc/clear_shove_slowdown()
remove_movespeed_modifier(SHOVE_SLOWDOWN_ID)
var/active_item = get_active_held_item()
if(is_type_in_typecache(active_item, GLOB.shove_disarming_types))
visible_message("<span class='warning'>[src.name] regains their grip on \the [active_item]!</span>", "<span class='warning'>You regain your grip on \the [active_item]</span>", null, COMBAT_MESSAGE_RANGE)
/mob/living/carbon/human/do_after_coefficent()
. = ..()
. *= physiology.do_after_speed
+3
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@@ -170,6 +170,9 @@
var/mob/living/L = M
if(L.has_trait(TRAIT_PUSHIMMUNE))
return 1
//If they're a human, and they're not in help intent, block pushing
if(ishuman(M) && (M.a_intent != INTENT_HELP))
return TRUE
//anti-riot equipment is also anti-push
for(var/obj/item/I in M.held_items)
if(!istype(M, /obj/item/clothing))
@@ -44,37 +44,105 @@
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
to_chat(user, "<span class='warning'>You're too exhausted.</span>")
return FALSE
else if(target.check_block())
target.visible_message("<span class='warning'>[target] blocks [user]'s disarm attempt!</span>")
return 0
if(target.check_block())
target.visible_message("<span class='warning'>[target] blocks [user]'s shoving attempt!</span>")
return FALSE
if(attacker_style && attacker_style.disarm_act(user,target))
return 1
return TRUE
if(user.resting)
return FALSE
else
if(user == target)
return
user.do_attack_animation(target, ATTACK_EFFECT_DISARM)
user.adjustStaminaLossBuffered(4) //CITADEL CHANGE - makes disarmspam cause staminaloss
user.adjustStaminaLossBuffered(4)
playsound(target, 'sound/weapons/thudswoosh.ogg', 50, TRUE, -1)
if(target.w_uniform)
target.w_uniform.add_fingerprint(user)
var/randomized_zone = ran_zone(user.zone_selected)
SEND_SIGNAL(target, COMSIG_HUMAN_DISARM_HIT, user, user.zone_selected)
var/obj/item/bodypart/affecting = target.get_bodypart(randomized_zone)
if((!target.combatmode && user.combatmode || prob(target.getStaminaLoss()*(user.resting ? 0.25 : 1)*(user.combatmode ? 1 : 0.05))) && !target.resting) //probability depends on staminaloss. it's plausible, but unlikely that you'll be able to push someone over while resting, and pretty rare to successfully push someone outside of combat mode. The few people that even know how to right-click outside of combat mode are a rarity but let's take that into account regardless.
playsound(target, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
target.visible_message("<span class='danger'>[user] [user.combatmode ? "has" : "gently"] pushed [target]!</span>",
"<span class='userdanger'>[user] has pushed [target]!</span>", null, COMBAT_MESSAGE_RANGE)
target.apply_effect(40, EFFECT_KNOCKDOWN, target.run_armor_check(affecting, "melee", "Your armor prevents your fall!", "Your armor softens your fall!"))
target.forcesay(GLOB.hit_appends)
log_combat(user, target, "disarmed", " pushing them to the ground")
return
if(!target.resting)
target.adjustStaminaLoss(5)
var/turf/target_oldturf = target.loc
var/shove_dir = get_dir(user.loc, target_oldturf)
var/turf/target_shove_turf = get_step(target.loc, shove_dir)
var/mob/living/carbon/human/target_collateral_human
var/obj/structure/table/target_table
var/shove_blocked = FALSE //Used to check if a shove is blocked so that if it is knockdown logic can be applied
//Thank you based whoneedsspace
target_collateral_human = locate(/mob/living/carbon/human) in target_shove_turf.contents
if(target_collateral_human)
shove_blocked = TRUE
else
target.Move(target_shove_turf, shove_dir)
if(get_turf(target) == target_oldturf)
target_table = locate(/obj/structure/table) in target_shove_turf.contents
shove_blocked = TRUE
if(shove_blocked && !target.is_shove_knockdown_blocked())
var/directional_blocked = FALSE
if(shove_dir in GLOB.cardinals) //Directional checks to make sure that we're not shoving through a windoor or something like that
var/target_turf = get_turf(target)
for(var/obj/O in target_turf)
if(O.flags_1 & ON_BORDER_1 && O.dir == shove_dir && O.density)
directional_blocked = TRUE
break
if(target_turf != target_shove_turf) //Make sure that we don't run the exact same check twice on the same tile
for(var/obj/O in target_shove_turf)
if(O.flags_1 & ON_BORDER_1 && O.dir == turn(shove_dir, 180) && O.density)
directional_blocked = TRUE
break
var/targetatrest = target.resting
if(((!target_table && !target_collateral_human) || directional_blocked) && !targetatrest)
target.Knockdown(SHOVE_KNOCKDOWN_SOLID)
user.visible_message("<span class='danger'>[user.name] shoves [target.name], knocking them down!</span>",
"<span class='danger'>You shove [target.name], knocking them down!</span>", null, COMBAT_MESSAGE_RANGE)
log_combat(user, target, "shoved", "knocking them down")
else if(target_table)
if(!targetatrest)
target.Knockdown(SHOVE_KNOCKDOWN_TABLE)
user.visible_message("<span class='danger'>[user.name] shoves [target.name] onto \the [target_table]!</span>",
"<span class='danger'>You shove [target.name] onto \the [target_table]!</span>", null, COMBAT_MESSAGE_RANGE)
target.forceMove(target_shove_turf)
log_combat(user, target, "shoved", "onto [target_table]")
else if(target_collateral_human && !targetatrest)
target.Knockdown(SHOVE_KNOCKDOWN_HUMAN)
if(!target_collateral_human.resting)
target_collateral_human.Knockdown(SHOVE_KNOCKDOWN_COLLATERAL)
user.visible_message("<span class='danger'>[user.name] shoves [target.name] into [target_collateral_human.name]!</span>",
"<span class='danger'>You shove [target.name] into [target_collateral_human.name]!</span>", null, COMBAT_MESSAGE_RANGE)
log_combat(user, target, "shoved", "into [target_collateral_human.name]")
else
user.visible_message("<span class='danger'>[user.name] shoves [target.name]!</span>",
"<span class='danger'>You shove [target.name]!</span>", null, COMBAT_MESSAGE_RANGE)
var/target_held_item = target.get_active_held_item()
var/knocked_item = FALSE
if(!is_type_in_typecache(target_held_item, GLOB.shove_disarming_types))
target_held_item = null
if(!target.has_movespeed_modifier(SHOVE_SLOWDOWN_ID))
target.add_movespeed_modifier(SHOVE_SLOWDOWN_ID, multiplicative_slowdown = SHOVE_SLOWDOWN_STRENGTH)
if(target_held_item)
target.visible_message("<span class='danger'>[target.name]'s grip on \the [target_held_item] loosens!</span>",
"<span class='danger'>Your grip on \the [target_held_item] loosens!</span>", null, COMBAT_MESSAGE_RANGE)
addtimer(CALLBACK(target, /mob/living/carbon/human/proc/clear_shove_slowdown), SHOVE_SLOWDOWN_LENGTH)
else if(target_held_item)
target.dropItemToGround(target_held_item)
knocked_item = TRUE
target.visible_message("<span class='danger'>[target.name] drops \the [target_held_item]!!</span>",
"<span class='danger'>You drop \the [target_held_item]!!</span>", null, COMBAT_MESSAGE_RANGE)
var/append_message = ""
if(target_held_item)
if(knocked_item)
append_message = "causing them to drop [target_held_item]"
else
append_message = "loosening their grip on [target_held_item]"
log_combat(user, target, "shoved", append_message)
playsound(target, 'sound/weapons/thudswoosh.ogg', 25, 1, -1)
target.visible_message("<span class='danger'>[user] [user.combatmode ? "attempted to push" : "tries to gently push"] [target] over!</span>", \
"<span class='userdanger'>[user] [user.combatmode ? "attempted to push" : "tries to gently push"] [target] over!</span>", null, COMBAT_MESSAGE_RANGE)
if(!target.resting && !user.resting && user.combatmode)
target.adjustStaminaLoss(rand(1,5)) //This is the absolute most inefficient way to get someone into soft stamcrit, but if you've got a crowd trying to shove you over, you've no option but to get knocked down and accept fate
log_combat(user, target, "attempted to disarm push")
////////////////////
/////BODYPARTS/////