Merge pull request #12159 from Ghommie/Ghommie-cit732
'mob_run_block' and 'mob_check_block' macros
This commit is contained in:
@@ -267,7 +267,17 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
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#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
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#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
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/// Bitflags for check_block() and handle_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
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/// Check whether or not we can block, without "triggering" a block. Basically run checks without effects like depleting shields.
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/// Wrapper for do_run_block(). The arguments on that means the same as for this.
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#define mob_check_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
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do_run_block(FALSE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
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/// Runs a block "sequence", effectively checking and then doing effects if necessary.
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/// Wrapper for do_run_block(). The arguments on that means the same as for this.
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#define mob_run_block(object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)\
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do_run_block(TRUE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
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/// Bitflags for check_block() and run_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
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/// Attack was not blocked
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#define BLOCK_NONE NONE
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/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
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@@ -131,7 +131,7 @@
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/mob/living/attacked_by(obj/item/I, mob/living/user)
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var/totitemdamage = pre_attacked_by(I, user)
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if((user != src) && run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user) & BLOCK_SUCCESS)
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if((user != src) && mob_run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, null, null) & BLOCK_SUCCESS)
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return FALSE
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send_item_attack_message(I, user)
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I.do_stagger_action(src, user, totitemdamage)
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@@ -304,7 +304,7 @@
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return
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else
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if(cooldown_check < world.time)
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if(target.run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user) & BLOCK_SUCCESS)
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if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, null) & BLOCK_SUCCESS)
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playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
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return
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if(ishuman(target))
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@@ -11,7 +11,7 @@
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var/charge_cost = 30
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/obj/item/borg/stun/attack(mob/living/M, mob/living/user)
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if(M.run_block(src, 0, "[M]'s [name]", ATTACK_TYPE_MELEE, 0, user, ran_zone(user.zone_selected)) & BLOCK_SUCCESS)
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if(M.mob_run_block(src, 0, "[M]'s [name]", ATTACK_TYPE_MELEE, 0, user, ran_zone(user.zone_selected), null) & BLOCK_SUCCESS)
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playsound(M, 'sound/weapons/genhit.ogg', 50, 1)
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return FALSE
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if(iscyborg(user))
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@@ -170,7 +170,7 @@
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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.run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user) & BLOCK_SUCCESS) //No message; check_shields() handles that
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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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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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@@ -1182,7 +1182,7 @@
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if(iscyborg(target))
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..()
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return
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if(target.run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user) & BLOCK_SUCCESS) //No message; run_block() handles that
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if(target.mob_run_block(src, 0, "[user]'s [name]", ATTACK_TYPE_MELEE, 0, user, null, null) & BLOCK_SUCCESS) //No message; run_block() handles that
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playsound(target, 'sound/weapons/genhit.ogg', 50, 1)
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return FALSE
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if(user.a_intent != INTENT_HARM)
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@@ -492,7 +492,7 @@
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user.do_attack_animation(L)
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if(L.run_block(src, 0, "[user]'s [src]", ATTACK_TYPE_MELEE, 0, user, check_zone(user.zone_selected)) & BLOCK_SUCCESS)
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if(L.mob_run_block(src, 0, "[user]'s [src]", ATTACK_TYPE_MELEE, 0, user, check_zone(user.zone_selected), null) & BLOCK_SUCCESS)
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playsound(L, 'sound/weapons/genhit.ogg', 50, TRUE)
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return FALSE
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@@ -66,7 +66,7 @@
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if(hit_atom)
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if(isliving(hit_atom))
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var/mob/living/L = hit_atom
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if(L.run_block(src, 0, "the [name]", ATTACK_TYPE_TACKLE, 0, src) & BLOCK_SUCCESS)
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if(L.mob_run_block(src, 0, "the [name]", ATTACK_TYPE_TACKLE, 0, src, null, null) & BLOCK_SUCCESS)
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DefaultCombatKnockdown(40, 1, 1)
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else
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L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
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@@ -85,7 +85,7 @@
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if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
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totitemdamage *= 1.5
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var/impacting_zone = (user == src)? check_zone(user.zone_selected) : ran_zone(user.zone_selected)
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if((user != src) && (run_block(I, totitemdamage, "the [I]", ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone) & BLOCK_SUCCESS))
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if((user != src) && (mob_run_block(I, totitemdamage, "the [I]", ATTACK_TYPE_MELEE, I.armour_penetration, user, impacting_zone, null) & BLOCK_SUCCESS))
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return FALSE
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var/obj/item/bodypart/affecting = get_bodypart(impacting_zone)
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if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
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@@ -273,7 +273,7 @@
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if(health >= 0 && !(HAS_TRAIT(src, TRAIT_FAKEDEATH)))
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var/friendly_check = FALSE
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if(run_block(M, 0, M.name, ATTACK_TYPE_UNARMED))
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if(mob_run_block(M, 0, M.name, ATTACK_TYPE_UNARMED, 0, null, null, null))
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return
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if(lying)
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if(buckled)
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@@ -1536,9 +1536,6 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(IS_STAMCRIT(user))
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to_chat(user, "<span class='warning'>You're too exhausted!</span>")
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return FALSE
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else if(target.check_block())
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target.visible_message("<span class='warning'>[target] blocks [user]'s disarm attempt!</span>")
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return FALSE
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else if(aim_for_mouth && ( target_on_help || target_restrained || target_aiming_for_mouth))
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playsound(target.loc, 'sound/weapons/slap.ogg', 50, 1, -1)
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@@ -1671,7 +1668,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/totitemdamage = H.pre_attacked_by(I, user)
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// Allows you to put in item-specific reactions based on species
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if(user != H)
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if(H.run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone) & BLOCK_SUCCESS)
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if(H.mob_run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, affecting.body_zone, null) & BLOCK_SUCCESS)
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return 0
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if(H.check_martial_melee_block())
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H.visible_message("<span class='warning'>[H] blocks [I]!</span>")
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@@ -1779,7 +1776,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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return TRUE
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if(M.mind)
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attacker_style = M.mind.martial_art
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if((M != H) && M.a_intent != INTENT_HELP && (H.run_block(M, 0, "[M]", ATTACK_TYPE_UNARMED, 0, M, M.zone_selected) & BLOCK_SUCCESS))
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if((M != H) && M.a_intent != INTENT_HELP && (H.mob_run_block(M, 0, "[M]", ATTACK_TYPE_UNARMED, 0, M, M.zone_selected, null) & BLOCK_SUCCESS))
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log_combat(M, H, "attempted to touch")
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H.visible_message("<span class='warning'>[M] attempted to touch [H]!</span>")
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return TRUE
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@@ -1,7 +1,10 @@
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// This file has a weird name, but it's for anything related to the checks for shields, blocking, dodging, and similar "stop this attack before it actually impacts the target" as opposed to "defend once it has hit".
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// This file has a weird name, but it's for anything related to the checks for shields, blocking, dodging,
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// and similar "stop this attack before it actually impacts the target" as opposed to "defend once it has hit".
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/*
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/// Bitflags for check_block() and handle_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
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/// You can find the mob_check_block() and mob_run_block() macros in __DEFINES/combat.dm
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/// Bitflags for check_block() and run_block(). Meant to be combined. You can be hit and still reflect, for example, if you do not use BLOCK_SUCCESS.
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/// Attack was not blocked
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#define BLOCK_NONE NONE
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/// Attack was blocked, do not do damage. THIS FLAG MUST BE THERE FOR DAMAGE/EFFECT PREVENTION!
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@@ -23,14 +26,6 @@
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#define BLOCK_TARGET_DODGED (1<<7)
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*/
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///Check whether or not we can block, without "triggering" a block. Basically run checks without effects like depleting shields. Wrapper for do_run_block(). The arguments on that means the same as for this.
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/mob/living/proc/check_block(atom/object, damage, attack_text = "the attack", attack_type, armour_penetration, mob/attacker, def_zone, list/return_list)
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return do_run_block(FALSE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
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/// Runs a block "sequence", effectively checking and then doing effects if necessary. Wrapper for do_run_block(). The arguments on that means the same as for this.
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/mob/living/proc/run_block(atom/object, damage, attack_text = "the attack", attack_type, armour_penetration, mob/attacker, def_zone, list/return_list)
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return do_run_block(TRUE, object, damage, attack_text, attack_type, armour_penetration, attacker, check_zone(def_zone), return_list)
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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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@@ -68,7 +68,7 @@
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/mob/living/bullet_act(obj/item/projectile/P, def_zone)
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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 = run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone, returnlist)
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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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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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@@ -111,7 +111,7 @@
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I = AM
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throwpower = I.throwforce
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var/impacting_zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest
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if(run_block(AM, throwpower, "\the [AM.name]", ATTACK_TYPE_THROWN, 0, throwingdatum?.thrower, impacting_zone) & BLOCK_SUCCESS)
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if(mob_run_block(AM, throwpower, "\the [AM.name]", ATTACK_TYPE_THROWN, 0, throwingdatum?.thrower, impacting_zone, null) & BLOCK_SUCCESS)
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hitpush = FALSE
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skipcatch = TRUE
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blocked = TRUE
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@@ -270,7 +270,7 @@
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/mob/living/attack_hand(mob/user)
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..() //Ignoring parent return value here.
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SEND_SIGNAL(src, COMSIG_MOB_ATTACK_HAND, user)
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if((user != src) && user.a_intent != INTENT_HELP && (run_block(user, 0, user.name, ATTACK_TYPE_UNARMED | ATTACK_TYPE_MELEE, null, user, check_zone(user.zone_selected)) & BLOCK_SUCCESS))
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if((user != src) && user.a_intent != INTENT_HELP && (mob_run_block(user, 0, user.name, ATTACK_TYPE_UNARMED | ATTACK_TYPE_MELEE, null, user, check_zone(user.zone_selected), null) & BLOCK_SUCCESS))
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log_combat(user, src, "attempted to touch")
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visible_message("<span class='warning'>[user] attempted to touch [src]!</span>")
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return TRUE
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@@ -281,7 +281,7 @@
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to_chat(user, "<span class='notice'>You don't want to hurt [src]!</span>")
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return TRUE
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var/hulk_verb = pick("smash","pummel")
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if(user != src && (run_block(user, 15, "the [hulk_verb]ing", ATTACK_TYPE_MELEE, null, user, check_zone(user.zone_selected)) & BLOCK_SUCCESS))
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if(user != src && (mob_run_block(user, 15, "the [hulk_verb]ing", ATTACK_TYPE_MELEE, null, user, check_zone(user.zone_selected), null) & BLOCK_SUCCESS))
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return TRUE
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..()
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return FALSE
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@@ -303,7 +303,7 @@
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var/damage = rand(5, 35)
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if(M.is_adult)
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damage = rand(20, 40)
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if(run_block(M, damage, "the [M.name]", ATTACK_TYPE_MELEE, null, M, check_zone(M.zone_selected)) & BLOCK_SUCCESS)
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if(mob_run_block(M, damage, "the [M.name]", ATTACK_TYPE_MELEE, null, M, check_zone(M.zone_selected), null) & BLOCK_SUCCESS)
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return FALSE
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if (stat != DEAD)
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@@ -322,7 +322,7 @@
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if(HAS_TRAIT(M, TRAIT_PACIFISM))
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to_chat(M, "<span class='notice'>You don't want to hurt anyone!</span>")
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return FALSE
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if(run_block(M, rand(M.melee_damage_lower, M.melee_damage_upper), "the [M.name]", ATTACK_TYPE_MELEE, M.armour_penetration, M, check_zone(M.zone_selected)) & BLOCK_SUCCESS)
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if(mob_run_block(M, rand(M.melee_damage_lower, M.melee_damage_upper), "the [M.name]", ATTACK_TYPE_MELEE, M.armour_penetration, M, check_zone(M.zone_selected), null) & BLOCK_SUCCESS)
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return FALSE
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if(M.attack_sound)
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playsound(loc, M.attack_sound, 50, 1, 1)
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@@ -340,7 +340,7 @@
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if(M.is_muzzled() || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSMOUTH))
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to_chat(M, "<span class='warning'>You can't bite with your mouth covered!</span>")
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return FALSE
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if(run_block(M, 0, "the [M.name]", ATTACK_TYPE_MELEE | ATTACK_TYPE_UNARMED, M, check_zone(M.zone_selected)) & BLOCK_SUCCESS)
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if(mob_run_block(M, 0, "the [M.name]", ATTACK_TYPE_MELEE | ATTACK_TYPE_UNARMED, 0, M, check_zone(M.zone_selected), null) & BLOCK_SUCCESS)
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return FALSE
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M.do_attack_animation(src, ATTACK_EFFECT_BITE)
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if (prob(75))
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@@ -364,7 +364,7 @@
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if(HAS_TRAIT(L, TRAIT_PACIFISM))
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to_chat(L, "<span class='notice'>You don't want to hurt anyone!</span>")
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return FALSE
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if(L != src && (run_block(L, rand(1, 3), "the [L.name]", ATTACK_TYPE_MELEE | ATTACK_TYPE_UNARMED, L, check_zone(L.zone_selected)) & BLOCK_SUCCESS))
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if(L != src && (mob_run_block(L, rand(1, 3), "the [L.name]", ATTACK_TYPE_MELEE | ATTACK_TYPE_UNARMED, 0, L, check_zone(L.zone_selected), null) & BLOCK_SUCCESS))
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return FALSE
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L.do_attack_animation(src)
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if(prob(90))
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@@ -378,7 +378,7 @@
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"<span class='userdanger'>[L.name] has attempted to bite [src]!</span>", null, COMBAT_MESSAGE_RANGE)
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/mob/living/attack_alien(mob/living/carbon/alien/humanoid/M)
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if((M != src) && M.a_intent != INTENT_HELP && (run_block(M, 0, "the [M.name]", ATTACK_TYPE_MELEE | ATTACK_TYPE_UNARMED, M, check_zone(M.zone_selected)) & BLOCK_SUCCESS))
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if((M != src) && M.a_intent != INTENT_HELP && (mob_run_block(M, 0, "the [M.name]", ATTACK_TYPE_MELEE | ATTACK_TYPE_UNARMED, 0, M, check_zone(M.zone_selected), null) & BLOCK_SUCCESS))
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visible_message("<span class='danger'>[M] attempted to touch [src]!</span>")
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return FALSE
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switch(M.a_intent)
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@@ -115,7 +115,7 @@
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/mob/living/silicon/bullet_act(obj/item/projectile/P, def_zone)
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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 = run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone, returnlist)
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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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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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@@ -54,7 +54,7 @@
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var/blocked = FALSE
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if(hasmatchingsummoner(hit_atom)) //if the summoner matches don't hurt them
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blocked = TRUE
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if(L.run_block(src, 90, "[name]", ATTACK_TYPE_TACKLE, 0, src) & BLOCK_SUCCESS)
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if(L.mob_run_block(src, 90, "[name]", ATTACK_TYPE_TACKLE, 0, src, null, null) & BLOCK_SUCCESS)
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blocked = TRUE
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if(!blocked)
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L.drop_all_held_items()
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@@ -434,7 +434,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
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if(hit_atom)
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if(isliving(hit_atom))
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var/mob/living/L = hit_atom
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if(L.run_block(0, "the [name]", src, ATTACK_TYPE_TACKLE, 0, src) & BLOCK_SUCCESS)
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if(L.mob_run_block(0, "the [name]", src, ATTACK_TYPE_TACKLE, 0, src, null, null) & BLOCK_SUCCESS)
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DefaultCombatKnockdown(15, 1, 1)
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else
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L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
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Reference in New Issue
Block a user