This commit is contained in:
kevinz000
2020-05-30 20:11:18 -07:00
parent 9d4d6e6b6f
commit e5c32c1746
5 changed files with 128 additions and 61 deletions

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@@ -11,3 +11,13 @@
#define ATTACK_TYPE_TACKLE (1<<4)
/// Attack was from a parry counterattack. Do not attempt to parry-this!
#define ATTACK_TYPE_PARRY_COUNTERATTACK (1<<5)
// Requires for datum definitions to not error with must be a constant statement when used in lists as text associative keys.
// KEEP IN SYNC WITH ABOVE!
#define TEXT_ATTACK_TYPE_MELEE 1
#define TEXT_ATTACK_TYPE_PROJECTILE 2
#define TEXT_ATTACK_TYPE_UNARMED 4
#define TEXT_ATTACK_TYPE_THROWN 8
#define TEXT_ATTACK_TYPE_TACKLE 16
#define TEXT_ATTACK_TYPE_PARRY_COUNTERATTACK 32

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@@ -46,13 +46,9 @@ GLOBAL_LIST_INIT(dir2blockdir, list(
#define PARRY_LOCK_ATTACKING (1<<2)
/// Parry effects.
/// List association must be one of the things underneath
#define PARRY_REFLEX_COUNTERATTACK "reflex_counter"
// Uses active_parry_reflex_counter() on the mob (if unarmed)/item/martial art used to parry.
#define PARRY_COUNTERATTACK_PROC "proc"
// Automatically melee attacks back normally, LMB equivalent action of an harm intent attack.
#define PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN "default"
/// No list association
/// Automatically melee attacks back normally, LMB equivalent action of an harm intent attack. List association should be defaulting to 1, being the attack damage multiplier for said counterattack
#define PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN "melee_counterattack_chain"
/// List association should be TRUE.
#define PARRY_DISARM_ATTACKER "disarm_attacker"
/// List association should be duration or null for just plain knockdown.
#define PARRY_KNOCKDOWN_ATTACKER "knockdown_attacker"
@@ -60,3 +56,5 @@ GLOBAL_LIST_INIT(dir2blockdir, list(
#define PARRY_STAGGER_ATTACKER "stagger_attacker"
/// List association should be amount of time to daze attacker.
#define PARRY_DAZE_ATTACKER "daze_attacker"
/// Set to TRUE in list association to ignore adjacency checks
#define PARRY_COUNTERATTACK_IGNORE_ADJACENCY "ignore_adjacency"

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@@ -171,16 +171,47 @@
attack_verb = list("stabs", "punctures", "pierces", "pokes")
hitsound = 'sound/weapons/rapierhit.ogg'
total_mass = 0.4
item_flags = ITEM_CAN_PARRY | NEEDS_PERMIT
block_parry_data = /datum/block_parry_data/traitor_rapier
// Fast, efficient parry.
/datum/block_parry_data/traitor_rapier
parry_time_windup = 0.5
parry_time_active = 5
parry_time_spindown = 0
parry_time_active_visual_override = 3
parry_time_spindown_visual_override = 2
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING
parry_time_perfect = 0
parry_time_perfect_leeway = 3
parry_time_perfect_leeway_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 1
)
parry_imperfect_falloff_percent_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 50 // useless after 3rd decisecond
)
parry_imperfect_falloff_percent = 30
parry_efficiency_to_counterattack = 100
parry_efficiency_considered_successful = 1
parry_efficiency_perfect = 100
parry_data = list(
PARRY_DISARM_ATTACKER = TRUE,
PARRY_KNOCKDOWN_ATTACKER = 10
)
parry_failed_stagger_duration = 2 SECONDS
parry_failed_clickcd_duration = CLICK_CD_RANGE
parry_cooldown = 0
/obj/item/melee/rapier/active_parry_reflex_counter(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list, parry_efficiency, list/effect_text)
. = ..()
if((attack_type & ATTACK_TYPE_PROJECTILE) && (parry_efficiency >= 100))
. |= BLOCK_SHOULD_REDIRECT
return_list[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_DEFLECT
/obj/item/melee/rapier/Initialize()
. = ..()
AddComponent(/datum/component/butchering, 20, 65, 0)
/obj/item/melee/rapier/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(attack_type == ATTACK_TYPE_PROJECTILE)
final_block_chance = 0
return ..()
/obj/item/melee/rapier/on_exit_storage(datum/component/storage/S)
var/obj/item/storage/belt/sabre/rapier/B = S.parent
if(istype(B))
@@ -206,7 +237,7 @@
var/loss = H.getStaminaLoss()
H.Dizzy(10)
H.adjustStaminaLoss(30)
if((loss > 40) && prob(loss)) // if above 40, roll for sleep using 1% every 1 stamina damage
if(CHECK_STAMCRIT(H) != NOT_STAMCRIT)
H.Sleeping(180)
/obj/item/melee/classic_baton

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@@ -275,7 +275,7 @@
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
var/w_class_on = WEIGHT_CLASS_BULKY
item_flags = ITEM_CAN_PARRY | SLOWS_WHILE_IN_HAND
item_flags = ITEM_CAN_PARRY | SLOWS_WHILE_IN_HAND |
block_parry_data = /datum/block_parry_data/dual_esword
force_unwielded = 3
force_wielded = 34
@@ -329,15 +329,10 @@
parry_failed_clickcd_duration = CLICK_CD_MELEE
parry_cooldown = 3 SECONDS
// KEV, WHY AREN'T YOU JUST PUTTING IT IN THE DEFINITION?!?!?!?!
// I'LL TELL YOU WHY, BECAUSE BYOND DOESN'T CONSIDER "[(1<<0)]" A "CONSTANT EXPRESSION"
// WHAT EVEN IS MORE CONSTANT THAN 1 BITSHIFTED TO THE LEFT BY 0 PLACES AS A STRING?
/datum/block_parry_data/dual_esword/New()
// more efficient vs projectiles
block_stamina_efficiency_override = list(
"[ATTACK_TYPE_PROJECTILE]" = 4
"[TEXT_ATTACK_TYPE_PROJECTILE]" = 4
)
return ..()
/obj/item/twohanded/dualsaber/suicide_act(mob/living/carbon/user)
if(wielded)
@@ -1070,8 +1065,8 @@
force_wielded = 10
throwforce = 15 //if you are a madman and finish someone off with this, power to you.
throw_speed = 1
item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND
block_chance = 30
item_flags = NO_MAT_REDEMPTION | SLOWS_WHILE_IN_HAND | ITEM_CAN_BLOCK | ITEM_CAN_PARRY
block_parry_data = /datum/block_parry_data/electrostaff
attack_verb = list("struck", "beaten", "thwacked", "pulped")
total_mass = 5 //yeah this is a heavy thing, beating people with it while it's off is not going to do you any favors. (to curb stun-kill rampaging without it being on)
var/obj/item/stock_parts/cell/cell = /obj/item/stock_parts/cell/high
@@ -1086,6 +1081,46 @@
var/stun_status_duration = 25
var/stun_stam_cost = 3.5
// haha security desword time /s
/datum/block_parry_data/electrostaff
block_damage_absorption = 0
block_damage_multiplier = 1
block_attack_types = ~ATTACK_TYPE_PROJECTILE // only able to parry non projectiles
block_damage_multiplier_override(
TEXT_ATTACK_TYPE_MELEE = 0.5, // only useful on melee and unarmed
TEXT_ATTACK_TYPE_UNARMED = 0.3
)
block_start_delay = 0.5 // near instantaneous block
block_stamina_cost_per_second = 6
block_stamina_efficiency = 2 // haha this is a horrible idea
// more slowdown that deswords because security
block_slowdown = 2
// no attacking while blocking
block_lock_attacking = TRUE
parry_time_windup = 1.5
parry_time_active = 5
parry_time_spindown = 0
parry_time_spindown_visual_override = 1
parry_flags = PARRY_DEFAULT_HANDLE_FEEDBACK | PARRY_LOCK_ATTACKING // no attacking while parrying
parry_time_perfect = 0
parry_time_perfect_leeway = 1.5
parry_efficiency_perfect = 100
parry_efficiency_perfect_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 80 // no perfect projectile blocking
)
parry_imperfect_falloff_percent = 15
parry_imperfect_falloff_percent_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 35 // really crappy vs projectiles
)
parry_time_perfect_leeway_override = list(
TEXT_ATTACK_TYPE_PROJECTILE = 1 // extremely harsh window for projectiles
)
// not extremely punishing to fail, but no spamming the parry.
parry_cooldown = 5 SECONDS
parry_failed_stagger_duration = 1.5 SECONDS
parry_failed_clickcd_duration = 1 SECONDS
/obj/item/twohanded/electrostaff/Initialize(mapload)
. = ..()
if(ispath(cell))
@@ -1101,11 +1136,6 @@
var/mob/living/silicon/robot/R = loc
. = R.get_cell()
/obj/item/twohanded/electrostaff/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!on || (!can_block_projectiles && (attack_type & ATTACK_TYPE_PROJECTILE)))
return BLOCK_NONE
return ..()
/obj/item/twohanded/electrostaff/proc/min_hitcost()
return min(stun_cost, lethal_cost)

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@@ -247,40 +247,38 @@
var/mob/living/L = attacker
var/datum/block_parry_data/data = get_parry_data()
var/list/effect_text = list()
if(data.parry_data[PARRY_REFLEX_COUNTERATTACK])
switch(data.parry_data[PARRY_REFLEX_COUNTERATTACK])
if(PARRY_COUNTERATTACK_PROC)
switch(parrying)
if(ITEM_PARRY)
active_parry_item.active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_text)
if(UNARMED_PARRY)
active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_text)
if(MARTIAL_PARRY)
mind.martial_art.active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_text)
if(PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN) // adjacent is probably a shit check but whatever.
if(Adjacent(attacker))
switch(parrying)
if(ITEM_PARRY)
active_parry_item.melee_attack_chain(src, attacker, null)
effect_text += "reflexively counterattacking with [active_parry_item]"
if(UNARMED_PARRY)
UnarmedAttack(attacker)
effect_text += "reflexively counterattacking in the process"
if(MARTIAL_PARRY)
UnarmedAttack(attacker)
effect_text += "reflexively maneuvering to retaliate"
if(data.parry_data[PARRY_DISARM_ATTACKER])
L.drop_all_held_items()
effect_text += "disarming"
if(data.parry_data[PARRY_KNOCKDOWN_ATTACKER])
L.DefaultCombatKnockdown(data.parry_data[PARRY_KNOCKDOWN_ATTACKER])
effect_text += "knocking them to the ground"
if(data.parry_data[PARRY_STAGGER_ATTACKER])
L.Stagger(data.parry_data[PARRY_STAGGER_ATTACKER])
effect_text += "staggering"
if(data.parry_data[PARRY_DAZE_ATTACKER])
L.Daze(data.parry_data[PARRY_DAZE_ATTACKER])
effect_text += "dazing"
// Always proc so items can override behavior easily
switch(parrying)
if(ITEM_PARRY)
active_parry_item.active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_text)
if(UNARMED_PARRY)
active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_text)
if(MARTIAL_PARRY)
mind.martial_art.active_parry_reflex_counter(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, parry_efficiency, effect_text)
if(Adjacent(attacker) || data.parry_data[PARRY_COUNTERATTACK_IGNORE_ADJACENCY])
if(data.parry_data[PARRY_COUNTERATTACK_MELEE_ATTACK_CHAIN])
switch(parrying)
if(ITEM_PARRY)
active_parry_item.melee_attack_chain(src, attacker, null, ATTACKCHAIN_PARRY_COUNTERATTACK, data.parry_data[PARRY_COUNTERATTACK_DAMAGE_MULTIPLIER])
effect_text += "reflexively counterattacking with [active_parry_item]"
if(UNARMED_PARRY) // WARNING: If you are using these two, the attackchain parry counterattack flags and damage multipliers are unimplemented. Be careful with how you handle this.
UnarmedAttack(attacker)
effect_text += "reflexively counterattacking in the process"
if(MARTIAL_PARRY) // Not well implemeneted, recommend custom implementation using the martial art datums.
UnarmedAttack(attacker)
effect_text += "reflexively maneuvering to retaliate"
if(data.parry_data[PARRY_DISARM_ATTACKER])
L.drop_all_held_items()
effect_text += "disarming"
if(data.parry_data[PARRY_KNOCKDOWN_ATTACKER])
L.DefaultCombatKnockdown(data.parry_data[PARRY_KNOCKDOWN_ATTACKER])
effect_text += "knocking them to the ground"
if(data.parry_data[PARRY_STAGGER_ATTACKER])
L.Stagger(data.parry_data[PARRY_STAGGER_ATTACKER])
effect_text += "staggering"
if(data.parry_data[PARRY_DAZE_ATTACKER])
L.Daze(data.parry_data[PARRY_DAZE_ATTACKER])
effect_text += "dazing"
return effect_text
/// Gets the datum/block_parry_data we're going to use to parry.