Files
GS13NG/code/modules/mob/living/living_blocking_parrying.dm
T
2020-03-26 14:13:18 -07:00

161 lines
7.5 KiB
Plaintext

// yell at me later for file naming
// This file contains stuff relating to the new directional blocking and parry system.
/mob/living
/// Whether ot not the user is in the middle of an active parry. Set to [UNARMED_PARRY], [ITEM_PARRY], [MARTIAL_PARRY] if parrying.
var/parrying = FALSE
/// The itme the user is currently parrying with, if any.
var/obj/item/active_parry_item
/// world.time of parry action start
var/parry_start_time = 0
/// Whether or not we can unarmed parry
var/parry_while_unarmed = FALSE
/// Should we prioritize martial art parrying when unarmed?
var/parry_prioritize_martial = TRUE
/// 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
GLOBAL_LIST_EMPTY(block_parry_data)
/proc/get_block_parry_data(datum/block_parry_data/type_id_datum)
if(istype(type_id_datum))
return type_id_datum
if(ispath(type_id_datum))
. = GLOB.block_parry_data["[type_id_datum]"]
if(!.)
. = GLOB.block_parry_data["[type_id_datum]"] = new type_id_datum
else //text id
return GLOB.block_parry_data["[type_id_datum]"]
/proc/set_block_parry_data(id, datum/block_parry_data/data)
if(ispath(id))
CRASH("Path-fetching of block parry data is only to grab static data, do not attempt to modify global caches of paths. Use string IDs.")
GLOB.block_parry_data["[id]"] = data
/// Carries data like list data that would be a waste of memory if we initialized the list on every /item as we can cache datums easier.
/datum/block_parry_data
/////////// BLOCKING ////////////
/// See defines.
var/can_block_directions = BLOCK_DIR_NORTH | BLOCK_DIR_NORTHEAST | BLOCK_DIR_NORTHWEST
/// Our slowdown added while blocking
var/block_slowdown = 2
/// Clickdelay added to user after block ends
var/block_end_click_cd_add = 4
/// Disallow attacking during block
var/block_lock_attacking = TRUE
/// The priority we get in [mob/do_run_block()] while we're being used to parry.
var/block_active_priority = BLOCK_PRIORITY_ACTIVE_BLOCK
/// Amount of "free" damage blocking absorbs
var/block_damage_absorption = 10
/// Override absorption, list(ATTACK_TYPE_DEFINE = absorption), see [block_damage_absorption]
var/list/block_damage_absorption_override
/// Ratio of damage block above absorption amount, coefficient, lower is better, this is multiplied by damage to determine how much is blocked.
var/block_damage_multiplier = 0.5
/// Override damage overrun efficiency, list(ATTACK_TYPE_DEFINE = absorption), see [block_damage_efficiency]
var/list/block_damage_multiplier_override
/// Upper bound of damage block, anything above this will go right through.
var/block_damage_limit = 80
/// Override upper bound of damage block, list(ATTACK_TYPE_DEFINE = absorption), see [block_damage_limit]
var/list/block_damage_limit_override
/*
* NOTE: Overrides for attack types for most the block_stamina variables were removed,
* because at the time of writing nothing needed to use it. Add them if you need it,
* it should be pretty easy, just copy [active_block_damage_mitigation]
* for how to override with list.
*/
/// Default damage-to-stamina coefficient, higher is better. This is based on amount of damage BLOCKED, not initial damage, to prevent damage from "double dipping".
var/block_stamina_efficiency = 2
/// Override damage-to-stamina coefficient, see [block_efficiency], this should be list(ATTACK_TYPE_DEFINE = coefficient_number)
var/list/block_stamina_efficiency_override
/// Ratio of stamina incurred by blocking that goes to the arm holding the object instead of the chest. Has no effect if this is not held in hand.
var/block_stamina_limb_ratio = 0.5
/// Ratio of stamina incurred by chest (so after [block_stamina_limb_ratio] runs) that is buffered.
var/block_stamina_buffer_ratio = 1
/// Stamina dealt directly via adjustStaminaLossBuffered() per SECOND of block.
var/block_stamina_cost_per_second = 1.5
/////////// PARRYING ////////////
/// Prioriry for [mob/do_run_block()] while we're being used to parry.
// None - Parry is always highest priority!
/// Parry windup duration in deciseconds. 0 to this is windup, afterwards is main stage.
var/parry_time_windup = 2
/// Parry spindown duration in deciseconds. main stage end to this is the spindown stage, afterwards the parry fully ends.
var/parry_time_spindown = 3
/// Main parry window in deciseconds. This is between [parry_time_windup] and [parry_time_spindown]
var/parry_time_active = 5
/// Perfect parry window in deciseconds from the start of the main window. 3 with main 5 = perfect on third decisecond of main window.
var/parry_time_perfect = 2.5
/// Time on both sides of perfect parry that still counts as part of the perfect window.
var/parry_time_perfect_leeway = 1
/// [parry_time_perfect_leeway] override for attack types, list(ATTACK_TYPE_DEFINE = deciseconds)
var/list/parry_time_perfect_leeway_override
/// Parry "efficiency" falloff in percent per decisecond once perfect window is over.
var/parry_imperfect_falloff_percent = 20
/// [parry_imperfect_falloff_percent] override for attack types, list(ATTACK_TYPE_DEFINE = deciseconds)
var/list/parry_imperfect_falloff_percent_override
/// Efficiency in percent on perfect parry.
var/parry_efficiency_perfect = 120
/// Flags for things like what kind of counter we do if successful and such
var/parry_flags = PARRY_FLAGS_DEFAULT
/obj/item/proc/active_parry(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!CHECK_BITFIELD(item_flags, ITEM_CAN_PARRY))
return
/// Yadda yadda WIP access block/parry data...
/mob/living/proc/get_parry_stage()
if(!parrying)
return NOT_PARRYING
var/datum/block_parry_data/data = get_parry_data()
var/windup_end = data.parry_time_windup
var/active_end = windup + data.parry_time_active
var/spindown_end = active + data.parry_time_spindown
switch(get_parry_time())
if(0 to windup_end)
return PARRY_WINDUP
if(windup_end to active_end)
return PARRY_ACTIVE
if(active_end to spindown_end)
return PARRY_SPINDOWN
return NOT_PARRYING
/mob/living/proc/get_parry_efficiency(attack_type)
var/datum/block_parry_data/data = get_parry_data()
if(get_parry_stage() != PARRY_ACTIVE)
return 0
var/difference = abs(get_parry_time() - (data.parry_time_perfect + data.parry_time_windup)
var/leeway = data.parry_time_perfect_leeway_override[attack_type]
if(isnull(leeway))
leeway = data.parry_time_perfect_leeway
difference -= leeway
. = data.parry_efficiency_perfect
if(difference <= 0)
return
var/falloff = data.parry_imperfect_falloff_percent_override[attack_type]
if(isnull(falloff))
falloff = data.parry_imperfect_falloff_percent
. -= falloff * difference
/mob/living/proc/get_parry_time()
return world.time - parry_start_time
/// same return values as normal blocking, called with absolute highest priority in the block "chain".
/mob/living/proc/run_parry(real_attack = TRUE, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, list/return_list = list())
/// Gets the datum/block_parry_data we're going to use to parry.
/mob/living/proc/get_parry_data()
if(parrying == ITEM_PARRY)
return get_block_parry_data(active_parry_item.block_parry_data)
else if(parrying == UNARMED_PARRY)
return get_block_parry_data(block_parry_data)
else if(parrying == MARTIAL_PARRY)
return get_block_parry_data(mind.martial_art.block_parry_data)