fixes
This commit is contained in:
@@ -63,6 +63,8 @@
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#define BLOCK_RETURN_MITIGATION_PERCENT "partial_mitigation"
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/// Used internally by run_parry proc, use on an on_active_parry() proc to override parrying efficiency.
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#define BLOCK_RETURN_OVERRIDE_PARRY_EFFICIENCY "override_parry_efficiency"
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/// Always set to 100 by run_block() if BLOCK_SUCCESS is in return value. Otherwise, defaults to mitigation percent if not set. Used by projectile/proc/on_hit().
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#define BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE "projectile_block_percentage"
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/// Default if the above isn't set in the list.
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#define DEFAULT_REDIRECT_METHOD_PROJECTILE REDIRECT_METHOD_DEFLECT
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@@ -29,6 +29,7 @@
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block_start_delay = 3
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block_damage_absorption = 0
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block_resting_stamina_penalty_multiplier = 2
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block_projectile_mitigation = 50
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/obj/item/shield/examine(mob/user)
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. = ..()
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@@ -170,10 +170,12 @@
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return disarming || (user.a_intent != INTENT_HARM)
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/obj/item/melee/baton/proc/baton_stun(mob/living/L, mob/user, disarming = FALSE)
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if(L.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, null) & BLOCK_SUCCESS) //No message; check_shields() handles that
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var/list/return_list = list()
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if(L.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, return_list) & BLOCK_SUCCESS) //No message; check_shields() handles that
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playsound(L, 'sound/weapons/genhit.ogg', 50, 1)
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return FALSE
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var/stunpwr = stamforce
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stunpwr = block_calculate_resultant_damage(stunpwr, return_list)
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var/obj/item/stock_parts/cell/our_cell = get_cell()
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if(!our_cell)
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switch_status(FALSE)
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@@ -446,6 +446,7 @@
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throw_range = 5
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force_unwielded = 0
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force_wielded = 0
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block_parry_data = null
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attack_verb = list("attacked", "struck", "hit")
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total_mass_on = TOTAL_MASS_TOY_SWORD
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sharpness = IS_BLUNT
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@@ -318,6 +318,7 @@
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block_slowdown = 1
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// no attacking while blocking
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block_lock_attacking = TRUE
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block_projectile_mitigation = 75
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parry_time_windup = 0
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parry_time_active = 8
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@@ -78,8 +78,6 @@
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apply_damage(brain, BRAIN, def_zone, blocked)
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return 1
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/mob/living/proc/apply_effect(effect = 0,effecttype = EFFECT_STUN, blocked = FALSE, knockdown_stamoverride, knockdown_stammax)
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var/hit_percent = (100-blocked)/100
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if(!effect || (hit_percent <= 0))
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@@ -108,7 +106,7 @@
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return 1
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/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)
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/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)
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if(blocked >= 100)
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return BULLET_ACT_BLOCK
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if(stun)
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@@ -200,11 +200,12 @@
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block_return[BLOCK_RETURN_ACTIVE_BLOCK_DAMAGE_MITIGATED] = damage - final_damage
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block_return[BLOCK_RETURN_SET_DAMAGE_TO] = final_damage
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. = BLOCK_SHOULD_CHANGE_DAMAGE
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if(final_damage <= 0)
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if((final_damage <= 0) || (damage <= 0))
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. |= BLOCK_SUCCESS //full block
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owner.visible_message("<span class='warning'>[owner] blocks \the [attack_text] with [src]!</span>")
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else
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owner.visible_message("<span class='warning'>[owner] dampens \the [attack_text] with [src]!</span>")
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block_return[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE] = data.block_projectile_mitigation
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if(length(data.block_sounds))
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playsound(loc, pickweight(data.block_sounds), 75, TRUE)
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on_active_block(owner, object, damage, damage_blocked, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return, override_direction)
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@@ -204,6 +204,8 @@
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. |= BLOCK_SHOULD_PARTIAL_MITIGATE
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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.
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return_list[BLOCK_RETURN_MITIGATION_PERCENT] = clamp(efficiency, 0, 100) // do not allow > 100% or < 0% for now.
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if((return_list[BLOCK_RETURN_MITIGATION_PERCENT] >= 100) || (damage <= 0))
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. |= BLOCK_SUCCESS
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var/list/effect_text
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if(efficiency >= data.parry_efficiency_to_counterattack)
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run_parry_countereffects(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, efficiency)
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@@ -24,6 +24,7 @@
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// Component signal block runs have highest priority.. for now.
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. = SEND_SIGNAL(src, COMSIG_LIVING_RUN_BLOCK, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, attack_direction)
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if((. & BLOCK_SUCCESS) && !(. & BLOCK_CONTINUE_CHAIN))
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return_list[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE] = 100
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return
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var/list/obj/item/tocheck = get_blocking_items()
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sortTim(tocheck, /proc/cmp_numeric_dsc, TRUE)
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@@ -49,6 +50,10 @@
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I.check_active_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list, attack_direction)
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else
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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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if(. & BLOCK_SUCCESS)
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return_list[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE] = 100
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else if(isnull(return_list[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE]))
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return_list[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE] = return_list[BLOCK_RETURN_MITIGATION_PERCENT]
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/// Gets an unsortedlist of objects to run block checks on. List must have associative values for priorities!
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/mob/living/proc/get_blocking_items()
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@@ -53,6 +53,9 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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/// Override upper bound of damage block, list("[ATTACK_TYPE_DEFINE]" = absorption), see [block_damage_limit]
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var/list/block_damage_limit_override
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/// The blocked variable of on_hit() on projectiles is impacted by this. Higher is better, 0 to 100, percentage.
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var/block_projectile_mitigation = 50
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/*
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* NOTE: Overrides for attack types for most the block_stamina variables were removed,
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* because at the time of writing nothing needed to use it. Add them if you need it,
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@@ -67,15 +67,17 @@
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/mob/living/bullet_act(obj/item/projectile/P, def_zone)
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var/totaldamage = P.damage
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var/final_percent = 0
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if(P.original != src || P.firer != src) //try to block or reflect the bullet, can't do so when shooting oneself
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var/list/returnlist = list()
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var/returned = mob_run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone, returnlist)
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final_percent = returnlist[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE]
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if(returned & BLOCK_SHOULD_REDIRECT)
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handle_projectile_attack_redirection(P, returnlist[BLOCK_RETURN_REDIRECT_METHOD])
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if(returned & BLOCK_REDIRECTED)
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return BULLET_ACT_FORCE_PIERCE
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if(returned & BLOCK_SUCCESS)
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P.on_hit(src, 100, def_zone)
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P.on_hit(src, final_percent, def_zone)
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return BULLET_ACT_BLOCK
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totaldamage = block_calculate_resultant_damage(totaldamage, returnlist)
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var/armor = run_armor_check(def_zone, P.flag, null, null, P.armour_penetration, null)
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@@ -83,7 +85,11 @@
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apply_damage(totaldamage, P.damage_type, def_zone, armor)
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if(P.dismemberment)
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check_projectile_dismemberment(P, def_zone)
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return P.on_hit(src, armor) ? BULLET_ACT_HIT : BULLET_ACT_BLOCK
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var/missing = 100 - final_percent
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var/armor_ratio = armor * 0.01
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if(missing > 0)
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final_percent += missing * armor_ratio
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return P.on_hit(src, final_percent, def_zone) ? BULLET_ACT_HIT : BULLET_ACT_BLOCK
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/mob/living/proc/check_projectile_dismemberment(obj/item/projectile/P, def_zone)
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return 0
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@@ -129,7 +129,7 @@
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if(returned & BLOCK_REDIRECTED)
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return BULLET_ACT_FORCE_PIERCE
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if(returned & BLOCK_SUCCESS)
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P.on_hit(src, 100, def_zone)
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P.on_hit(src, returnlist[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE], def_zone)
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return BULLET_ACT_BLOCK
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totaldamage = block_calculate_resultant_damage(totaldamage, returnlist)
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if((P.damage_type == BRUTE || P.damage_type == BURN))
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@@ -140,7 +140,7 @@
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"<span class='boldwarning'>You are knocked off of [src] by the [P]!</span>")
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unbuckle_mob(M)
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M.DefaultCombatKnockdown(40)
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P.on_hit(src)
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P.on_hit(src, 0, def_zone)
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return BULLET_ACT_HIT
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/mob/living/silicon/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0, visual = 0, type = /obj/screen/fullscreen/flash/static)
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@@ -162,7 +162,15 @@
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/obj/item/projectile/proc/prehit(atom/target)
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return TRUE
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/obj/item/projectile/proc/on_hit(atom/target, blocked = FALSE)
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/**
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* Called when we hit something.
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*
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* @params
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* * target - what we hit
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* * blocked - 0 to 100 percentage mitigation/block
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* * def zone - where we hit if we hit a mob.
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*/
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/obj/item/projectile/proc/on_hit(atom/target, blocked = 0, def_zone)
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if(fired_from)
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SEND_SIGNAL(fired_from, COMSIG_PROJECTILE_ON_HIT, firer, target, Angle)
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var/turf/target_loca = get_turf(target)
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