Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into Ghommie-cit732
This commit is contained in:
@@ -91,7 +91,7 @@
|
||||
log_combat(user, M, "attacked", src.name, "(INTENT: [uppertext(user.a_intent)]) (DAMTYPE: [uppertext(damtype)])")
|
||||
add_fingerprint(user)
|
||||
|
||||
user.adjustStaminaLossBuffered(getweight()*0.8)//CIT CHANGE - makes attacking things cause stamina loss
|
||||
user.adjustStaminaLossBuffered(getweight(user, STAM_COST_ATTACK_MOB_MULT))//CIT CHANGE - makes attacking things cause stamina loss
|
||||
|
||||
//the equivalent of the standard version of attack() but for object targets.
|
||||
/obj/item/proc/attack_obj(obj/O, mob/living/user)
|
||||
@@ -102,7 +102,7 @@
|
||||
if(IS_STAMCRIT(user)) // CIT CHANGE - makes it impossible to attack in stamina softcrit
|
||||
to_chat(user, "<span class='warning'>You're too exhausted.</span>") // CIT CHANGE - ditto
|
||||
return // CIT CHANGE - ditto
|
||||
user.adjustStaminaLossBuffered(getweight()*1.2)//CIT CHANGE - makes attacking things cause stamina loss
|
||||
user.adjustStaminaLossBuffered(getweight(user, STAM_COST_ATTACK_OBJ_MULT))//CIT CHANGE - makes attacking things cause stamina loss
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
user.do_attack_animation(O)
|
||||
O.attacked_by(src, user)
|
||||
@@ -111,26 +111,32 @@
|
||||
return
|
||||
|
||||
/obj/attacked_by(obj/item/I, mob/living/user)
|
||||
if(I.force)
|
||||
var/totitemdamage = I.force
|
||||
var/bad_flag = NONE
|
||||
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && iscarbon(user))
|
||||
totitemdamage *= 0.5
|
||||
bad_flag |= SKILL_COMBAT_MODE //blacklist combat skills.
|
||||
if(I.used_skills && user.mind)
|
||||
if(totitemdamage)
|
||||
totitemdamage = user.mind.skill_holder.item_action_skills_mod(I, totitemdamage, I.skill_difficulty, SKILL_ATTACK_OBJ, bad_flag)
|
||||
for(var/skill in I.used_skills)
|
||||
if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_OBJ))
|
||||
continue
|
||||
user.mind.skill_holder.auto_gain_experience(skill, I.skill_gain)
|
||||
if(totitemdamage)
|
||||
visible_message("<span class='danger'>[user] has hit [src] with [I]!</span>", null, null, COMBAT_MESSAGE_RANGE)
|
||||
//only witnesses close by and the victim see a hit message.
|
||||
log_combat(user, src, "attacked", I)
|
||||
take_damage(I.force, I.damtype, "melee", 1)
|
||||
take_damage(totitemdamage, I.damtype, "melee", 1)
|
||||
|
||||
/mob/living/attacked_by(obj/item/I, mob/living/user)
|
||||
//CIT CHANGES START HERE - combatmode and resting checks
|
||||
var/totitemdamage = I.force
|
||||
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
totitemdamage *= 0.5
|
||||
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
|
||||
totitemdamage *= 0.5
|
||||
//CIT CHANGES END HERE
|
||||
var/totitemdamage = pre_attacked_by(I, user)
|
||||
if((user != src) && mob_run_block(I, totitemdamage, "the [I.name]", ATTACK_TYPE_MELEE, I.armour_penetration, user, null, null) & BLOCK_SUCCESS)
|
||||
return FALSE
|
||||
send_item_attack_message(I, user)
|
||||
I.do_stagger_action(src, user)
|
||||
I.do_stagger_action(src, user, totitemdamage)
|
||||
if(I.force)
|
||||
apply_damage(totitemdamage, I.damtype) //CIT CHANGE - replaces I.force with totitemdamage
|
||||
apply_damage(totitemdamage, I.damtype)
|
||||
if(I.damtype == BRUTE)
|
||||
if(prob(33))
|
||||
I.add_mob_blood(src)
|
||||
@@ -146,6 +152,28 @@
|
||||
else
|
||||
return ..()
|
||||
|
||||
/mob/living/proc/pre_attacked_by(obj/item/I, mob/living/user)
|
||||
. = I.force
|
||||
var/bad_flag = NONE
|
||||
if(!(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE) && iscarbon(user))
|
||||
. *= 0.5
|
||||
bad_flag |= SKILL_COMBAT_MODE //blacklist combat skills.
|
||||
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
|
||||
. *= 0.5
|
||||
if(!user.mind || !I.used_skills)
|
||||
return
|
||||
if(.)
|
||||
. = user.mind.skill_holder.item_action_skills_mod(., I.skill_difficulty, SKILL_ATTACK_MOB, bad_flag)
|
||||
for(var/skill in I.used_skills)
|
||||
if(!(I.used_skills[skill] & SKILL_TRAIN_ATTACK_MOB))
|
||||
continue
|
||||
user.mind.skill_holder.auto_gain_experience(skill, I.skill_gain)
|
||||
|
||||
/mob/living/carbon/pre_attacked_by(obj/item/I, mob/living/user)
|
||||
. = ..()
|
||||
if(!(combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
. *= 1.5
|
||||
|
||||
// Proximity_flag is 1 if this afterattack was called on something adjacent, in your square, or on your person.
|
||||
// Click parameters is the params string from byond Click() code, see that documentation.
|
||||
/obj/item/proc/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
|
||||
@@ -179,22 +207,30 @@
|
||||
return 1
|
||||
|
||||
/// How much stamina this takes to swing this is not for realism purposes hecc off.
|
||||
/obj/item/proc/getweight()
|
||||
return total_mass || w_class * 1.25
|
||||
/obj/item/proc/getweight(mob/living/user, multiplier = 1, flags = SKILL_STAMINA_COST)
|
||||
. = (total_mass || w_class * STAM_COST_W_CLASS_MULT) * multiplier
|
||||
if(!user)
|
||||
return
|
||||
var/bad_flag = NONE
|
||||
if(iscarbon(user) && !(user.combat_flags & COMBAT_FLAG_COMBAT_ACTIVE))
|
||||
. *= STAM_COST_NO_COMBAT_MULT
|
||||
bad_flag |= SKILL_COMBAT_MODE
|
||||
if(used_skills && user.mind)
|
||||
. = user.mind.skill_holder.item_action_skills_mod(., skill_difficulty, flags, bad_flag, FALSE)
|
||||
|
||||
/// How long this staggers for. 0 and negatives supported.
|
||||
/obj/item/proc/melee_stagger_duration()
|
||||
/obj/item/proc/melee_stagger_duration(force_override)
|
||||
if(!isnull(stagger_force))
|
||||
return stagger_force
|
||||
/// totally not an untested, arbitrary equation.
|
||||
return clamp((1.5 + (w_class/7.5)) * (force / 2), 0, 10 SECONDS)
|
||||
return clamp((1.5 + (w_class/7.5)) * ((force_override || force) / 2), 0, 10 SECONDS)
|
||||
|
||||
/obj/item/proc/do_stagger_action(mob/living/target, mob/living/user)
|
||||
/obj/item/proc/do_stagger_action(mob/living/target, mob/living/user, force_override)
|
||||
if(!CHECK_BITFIELD(target.status_flags, CANSTAGGER))
|
||||
return FALSE
|
||||
if(target.combat_flags & COMBAT_FLAG_SPRINT_ACTIVE)
|
||||
target.do_staggered_animation()
|
||||
var/duration = melee_stagger_duration()
|
||||
var/duration = melee_stagger_duration(force_override)
|
||||
if(!duration) //0
|
||||
return FALSE
|
||||
else if(duration > 0)
|
||||
|
||||
Reference in New Issue
Block a user