Merge pull request #13835 from silicons/pugilist_parry

Pugilists can now parry most things with their bare hands
This commit is contained in:
DeltaFire
2020-12-22 17:42:19 +01:00
committed by GitHub
7 changed files with 72 additions and 19 deletions

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@@ -14,6 +14,7 @@
blocks_emissive = EMISSIVE_BLOCK_UNIQUE
block_parry_data = /datum/block_parry_data/unarmed/human
default_block_parry_data = /datum/block_parry_data/unarmed/pugilist
//Hair colour and style
var/hair_color = "000"
@@ -98,20 +99,54 @@
parry_failed_clickcd_duration = 0.4
parry_data = list( // yeah it's snowflake
"HUMAN_PARRY_STAGGER" = 3 SECONDS,
"HUMAN_PARRY_PUNCH" = TRUE,
"HUMAN_PARRY_MININUM_EFFICIENCY" = 0.9
"UNARMED_PARRY_STAGGER" = 3 SECONDS,
"UNARMED_PARRY_PUNCH" = TRUE,
"UNARMED_PARRY_MININUM_EFFICIENCY" = 90
)
/mob/living/carbon/human/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time)
/mob/living/on_active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/block_return, parry_efficiency, parry_time)
var/datum/block_parry_data/D = return_block_parry_datum(block_parry_data)
. = ..()
if(!owner.Adjacent(attacker))
return ..()
if(parry_efficiency < D.parry_data["HUMAN_PARRY_MINIMUM_EFFICIENCY"])
return ..()
return
if(parry_efficiency < D.parry_data["UNARMED_PARRY_MINIMUM_EFFICIENCY"])
return
visible_message("<span class='warning'>[src] strikes back perfectly at [attacker], staggering them!</span>")
if(D.parry_data["HUMAN_PARRY_PUNCH"])
if(D.parry_data["UNARMED_PARRY_PUNCH"])
UnarmedAttack(attacker, TRUE, INTENT_HARM, ATTACK_IS_PARRY_COUNTERATTACK | ATTACK_IGNORE_ACTION | ATTACK_IGNORE_CLICKDELAY | NO_AUTO_CLICKDELAY_HANDLING)
var/mob/living/L = attacker
if(istype(L))
L.Stagger(D.parry_data["HUMAN_PARRY_STAGGER"])
L.Stagger(D.parry_data["UNARMED_PARRY_STAGGER"])
/// Unarmed parry data for pugilists
/datum/block_parry_data/unarmed/pugilist
parry_respect_clickdelay = FALSE
parry_stamina_cost = 4
parry_attack_types = ATTACK_TYPE_UNARMED | ATTACK_TYPE_PROJECTILE | ATTACK_TYPE_TACKLE | ATTACK_TYPE_THROWN | ATTACK_TYPE_MELEE
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING
parry_time_windup = 0
parry_time_spindown = 0
parry_time_active = 5
parry_time_perfect = 1.5
parry_time_perfect_leeway = 1.5
parry_imperfect_falloff_percent = 20
parry_efficiency_perfect = 100
parry_efficiency_perfect_override = list(
ATTACK_TYPE_PROJECTILE_TEXT = 60,
)
parry_efficiency_considered_successful = 0.01
parry_efficiency_to_counterattack = 0.01
parry_max_attacks = INFINITY
parry_failed_cooldown_duration = 1.5 SECONDS
parry_failed_stagger_duration = 0
parry_cooldown = 0
parry_failed_clickcd_duration = 0.8
parry_data = list( // yeah it's snowflake
"UNARMED_PARRY_STAGGER" = 3 SECONDS,
"UNARMED_PARRY_PUNCH" = TRUE,
"UNARMED_PARRY_MININUM_EFFICIENCY" = 90
)

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@@ -127,7 +127,7 @@
handle_parry_ending_effects(data, effect_text)
parrying = NOT_PARRYING
parry_start_time = 0
parry_end_time_last = world.time
parry_end_time_last = world.time + (successful? 0 : data.parry_failed_cooldown_duration)
successful_parries = null
/**

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@@ -154,6 +154,8 @@ GLOBAL_LIST_EMPTY(block_parry_data)
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
/// Parry cooldown post-parry if failed. This is ADDED to parry_cooldown!!!
var/parry_failed_cooldown_duration = 0 SECONDS
/**
* Quirky proc to get average of flags in list that are in attack_type because why is attack_type a flag.

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@@ -32,6 +32,10 @@
// 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.
/// Default
var/datum/block_parry_data/default_block_parry_data = /datum/block_parry_data
/// If we're a pugilist
var/datum/block_parry_data/pugilist_block_parry_data = /datum/block_parry_data/unarmed/pugilist
// Blocking
/// The item the user is actively blocking with if any.
var/obj/item/active_block_item

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@@ -1,12 +1,3 @@
/// IN THE FUTURE, WE WILL PROBABLY REFACTOR TO LESSEN THE NEED FOR UPDATE_MOBILITY, BUT FOR NOW.. WE CAN START DOING THIS.
/// FOR BLOCKING MOVEMENT, USE TRAIT_MOBILITY_NOMOVE AS MUCH AS POSSIBLE. IT WILL MAKE REFACTORS IN THE FUTURE EASIER.
/mob/living/ComponentInitialize()
. = ..()
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOMOVE), .proc/update_mobility)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOPICKUP), .proc/update_mobility)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOUSE), .proc/update_mobility)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOREST), .proc/update_mobility)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_LIVING_NO_DENSITY), .proc/update_density)
//Stuff like mobility flag updates, resting updates, etc.

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@@ -0,0 +1,20 @@
/// IN THE FUTURE, WE WILL PROBABLY REFACTOR TO LESSEN THE NEED FOR UPDATE_MOBILITY, BUT FOR NOW.. WE CAN START DOING THIS.
/// FOR BLOCKING MOVEMENT, USE TRAIT_MOBILITY_NOMOVE AS MUCH AS POSSIBLE. IT WILL MAKE REFACTORS IN THE FUTURE EASIER.
/mob/living/ComponentInitialize()
. = ..()
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOMOVE), .proc/update_mobility)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOPICKUP), .proc/update_mobility)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOUSE), .proc/update_mobility)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_MOBILITY_NOREST), .proc/update_mobility)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_LIVING_NO_DENSITY), .proc/update_density)
RegisterSignal(src, SIGNAL_TRAIT(TRAIT_PUGILIST), .proc/update_pugilism)
/mob/living/proc/update_pugilism()
if(HAS_TRAIT(src, TRAIT_PUGILIST))
combat_flags |= COMBAT_FLAG_UNARMED_PARRY
block_parry_data = pugilist_block_parry_data
else
var/initial_combat_flags = initial(combat_flags)
if(!(initial_combat_flags & COMBAT_FLAG_UNARMED_PARRY))
combat_flags &= ~COMBAT_FLAG_UNARMED_PARRY
block_parry_data = default_block_parry_data

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@@ -2473,6 +2473,7 @@
#include "code\modules\mob\living\living_defines.dm"
#include "code\modules\mob\living\living_mobility.dm"
#include "code\modules\mob\living\living_movement.dm"
#include "code\modules\mob\living\living_signals.dm"
#include "code\modules\mob\living\living_sprint.dm"
#include "code\modules\mob\living\login.dm"
#include "code\modules\mob\living\logout.dm"