-
-
Notifications
You must be signed in to change notification settings - Fork 444
/
Copy pathblocking.dm
312 lines (283 loc) · 14.3 KB
/
blocking.dm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
///Minimum stamina damage where trying to block results in you being knocked down.
#define STAGGER_THRESHOLD 75
///Penalty for blocking too many things in quick succession.
#define CONSECUTIVE_BLOCK_PENALTY 0.1
///Multiplier for block force when parrying.
#define PARRY_BONUS 2
///How much to reduce block force by for each armor penetration.
#define AP_TO_FORCE 0.2
///Used to prevent blocking an attack multiple times.
#define BLOCK_COOLDOWN "block_cooldown"
///How long right click needs to be held for mouse up to be overridden.
#define MOUSEUP_OVERRIDE_TIME 0.25 SECONDS
/datum/component/blocking
///The client attached to the mob that is currently holding the item.
var/client/active_client
///The mob that is currently holding the item.
var/mob/active_mob
///Current mouse parameters, used to make the user face the direction they're blocking.
var/mouse_params
///How much damage this can block without penalty.
var/block_force
///What type of attacks this can block, among other things.
var/block_flags
///Slowdown while actively blocking.
var/active_slowdown
///Whether blocking is currently active.
var/blocking = FALSE
///The last time the mouse was held down.
var/last_mousedown = 0
///The last time this item has blocked or attempted to block.
var/last_block = 0
///Number of consecutive blocks.
var/consecutive_blocks = 0
// Parry cooldown.
COOLDOWN_DECLARE(parry_cd)
/datum/component/blocking/Initialize(block_force = 10, block_flags = WEAPON_BLOCK_FLAGS, active_slowdown = 0.5, ...)
if(!isitem(parent))
return COMPONENT_INCOMPATIBLE
src.block_force = block_force
src.block_flags = block_flags
src.active_slowdown = active_slowdown
/datum/component/blocking/InheritComponent(datum/component/C, i_am_original, block_force, block_flags, active_slowdown)
if(!i_am_original)
return
if(block_force)
src.block_force = block_force
if(block_flags)
src.block_flags = block_flags
if(active_slowdown)
src.active_slowdown = active_slowdown
/datum/component/blocking/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equip))
RegisterSignal(parent, COMSIG_ATOM_EXAMINE, PROC_REF(on_examine))
RegisterSignals(parent, list(COMSIG_PREQDELETED, COMSIG_ITEM_DROPPED), PROC_REF(on_drop))
/datum/component/blocking/UnregisterFromParent()
if(active_mob)
UnregisterSignal(active_mob, list(COMSIG_MOB_LOGOUT, COMSIG_MOB_LOGIN, COMSIG_HUMAN_CHECK_SHIELDS, COMSIG_HUMAN_AFTER_BLOCK, COMSIG_ATOM_PRE_DIR_CHANGE))
REMOVE_TRAIT(active_mob, TRAIT_NO_BLOCKING, BLOCK_COOLDOWN)
if(active_client)
UnregisterSignal(active_client, list(COMSIG_CLIENT_MOUSEDOWN, COMSIG_CLIENT_MOUSEDRAG, COMSIG_CLIENT_MOUSEUP))
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ATOM_EXAMINE, COMSIG_PREQDELETED, COMSIG_ITEM_DROPPED))
/datum/component/blocking/Destroy(force, silent)
set_blocking(FALSE)
if(active_mob)
REMOVE_TRAIT(active_mob, TRAIT_NO_BLOCKING, BLOCK_COOLDOWN)
REMOVE_TRAIT(parent, TRAIT_PARRYING, BLOCK_COOLDOWN)
return ..()
/datum/component/blocking/proc/on_examine(obj/item/source, mob/user, list/examine_list)
examine_list += span_notice("<b>Hold right click with combat mode ON to block incoming attacks.</b>")
/datum/component/blocking/proc/on_equip(datum/source, mob/user, slot)
SIGNAL_HANDLER
set_blocking(FALSE) // would be very silly if you could equip an item to an inventory slot and still block with it
if(!user)
CRASH("An item with blocking component ([parent]) was just picked up without a user. What the fuck? Who did this?")
active_mob = user
active_client = active_mob.client
RegisterSignal(active_mob, COMSIG_MOB_LOGOUT, PROC_REF(on_drop), override = TRUE)
RegisterSignal(active_mob, COMSIG_MOB_LOGIN, PROC_REF(on_equip), override = TRUE)
RegisterSignal(active_mob, COMSIG_HUMAN_CHECK_SHIELDS, PROC_REF(on_block), override = TRUE)
RegisterSignal(active_mob, COMSIG_HUMAN_AFTER_BLOCK, PROC_REF(after_block), override = TRUE)
RegisterSignal(active_mob, COMSIG_ATOM_PRE_DIR_CHANGE, PROC_REF(on_dir_change), override = TRUE)
if(active_client)
RegisterSignal(active_client, COMSIG_CLIENT_MOUSEDOWN, PROC_REF(on_mousedown), override = TRUE)
RegisterSignal(active_client, COMSIG_CLIENT_MOUSEDRAG, PROC_REF(on_mousedrag), override = TRUE)
RegisterSignal(active_client, COMSIG_CLIENT_MOUSEUP, PROC_REF(on_mouseup), override = TRUE)
/datum/component/blocking/proc/on_drop()
SIGNAL_HANDLER
set_blocking(FALSE)
if(active_client)
UnregisterSignal(active_client, list(COMSIG_CLIENT_MOUSEDOWN, COMSIG_CLIENT_MOUSEDRAG, COMSIG_CLIENT_MOUSEUP))
active_client = null
if(active_mob)
UnregisterSignal(active_mob, list(COMSIG_MOB_LOGOUT, COMSIG_MOB_LOGIN, COMSIG_HUMAN_CHECK_SHIELDS, COMSIG_HUMAN_AFTER_BLOCK, COMSIG_ATOM_PRE_DIR_CHANGE))
REMOVE_TRAIT(active_mob, TRAIT_NO_BLOCKING, BLOCK_COOLDOWN)
active_mob = null
/datum/component/blocking/proc/can_block(mob/living/defender, atom/movable/incoming, damage, attack_type)
SHOULD_BE_PURE(TRUE)
if(HAS_TRAIT(defender, TRAIT_NO_BLOCKING)) // the best defense is a good offense after all
return FALSE
if(SEND_SIGNAL(parent, COMSIG_ITEM_PRE_BLOCK, defender, incoming, damage, attack_type) & COMPONENT_CANCEL_BLOCK) // INTERCEPTED
return FALSE
if(!(block_flags & attack_type)) // "nuh uh" - the incoming attack
return FALSE
if(!(block_flags & OMNIDIRECTIONAL_BLOCK) && (get_dir(defender, incoming) & turn(defender.dir, 180))) // can't block behind you
return FALSE
if((block_flags & TRANSPARENT_BLOCK) && (incoming.pass_flags & PASSGLASS)) // they can see right through your defenses
return FALSE
if((block_flags & PARRYING_BLOCK) && HAS_TRAIT(incoming, TRAIT_UNPARRIABLE)) // parry this you filthy casual
return FALSE
if((block_flags & WIELD_TO_BLOCK) && !HAS_TRAIT(parent, TRAIT_WIELDED))
return FALSE
return TRUE
/datum/component/blocking/proc/on_block(mob/living/defender, atom/movable/incoming, damage, attack_text, attack_type, armour_penetration, damage_type)
SIGNAL_HANDLER
if(!blocking && !(block_flags & ALWAYS_BLOCK)) // not even trying
return NONE
last_block = world.time
if(HAS_TRAIT(parent, TRAIT_PARRYING)) // timing it just right reduces incoming damage
damage *= 0.5
var/obj/item/used_item = parent
var/effective_block_force = get_block_force(parent, defender, incoming, damage, attack_type, armour_penetration)
for(var/obj/item/held_item in defender.held_items)
if(held_item == parent) // already checked
continue
var/new_block_force = get_block_force(held_item, defender, incoming, damage, attack_type, armour_penetration)
if(new_block_force <= effective_block_force)
continue
used_item = held_item
effective_block_force = new_block_force
if(HAS_TRAIT(incoming, TRAIT_SHIELDBUSTER))
if(block_flags & DAMAGE_ON_BLOCK)
used_item.take_damage(damage * 2, damage_type)
if(QDELETED(used_item)) // return early and give a special message if it got destroyed
defender.visible_message(
span_danger("[incoming] shatters [used_item]!"),
span_userdanger("[incoming] shatters [used_item] with devastating force!"),
)
return NONE
defender.visible_message(
span_danger("[incoming] knocks [used_item] out of [defender]'s hands!"),
span_userdanger("[incoming] knocks your [used_item.name] out of your hands!"),
)
defender.dropItemToGround(used_item)
var/atom/throw_target = get_edge_target_turf(defender, get_dir(incoming, get_step_away(defender, incoming)))
used_item.safe_throw_at(throw_target, rand(1, 2), 2)
return NONE
if(effective_block_force <= 0 || armour_penetration >= 100) // PENETRATED
if(block_flags & DAMAGE_ON_BLOCK)
used_item.take_damage(damage, damage_type)
return NONE
ADD_TRAIT(defender, TRAIT_NO_BLOCKING, BLOCK_COOLDOWN) // prevents blocking the same thing more than once
SEND_SIGNAL(parent, COMSIG_ITEM_POST_BLOCK, defender, incoming, damage, attack_type)
var/is_parrying = HAS_TRAIT(used_item, TRAIT_PARRYING)
if(is_parrying)
used_item.balloon_alert_to_viewers("parried!")
playsound(defender, 'sound/weapons/ricochet.ogg', 75, TRUE) // +PARRY
COOLDOWN_RESET(src, parry_cd)
else
consecutive_blocks++
addtimer(VARSET_CALLBACK(src, consecutive_blocks, 0), 1.5 SECONDS, TIMER_UNIQUE|TIMER_OVERRIDE) // blocking resets the cooldown
defender.visible_message(span_danger("[defender] [is_parrying ? "parries" : "blocks"] [attack_text] with [used_item]!"))
var/effective_damage = max((damage * (1 + consecutive_blocks * CONSECUTIVE_BLOCK_PENALTY)) - effective_block_force, 0)
if(damage_type == STAMINA)
effective_damage *= 0.5 // stamina weapons are easier to block to compensate for being far stronger
if(HAS_TRAIT(defender, TRAIT_STUNIMMUNE)) // in case of nitrium users (me)
if(damage_type != STAMINA) // no don't kill people with stun weapons what the hell
defender.adjustOxyLoss(effective_damage * 0.25, TRUE) // reduced because it takes a lot less to down and goes away much slower
else
defender.adjustStaminaLoss(effective_damage, TRUE)
if(defender.getStaminaLoss() >= STAGGER_THRESHOLD)
to_chat(defender, span_userdanger("You're knocked off-balance by [attack_text]!"))
defender.Knockdown(3 SECONDS, TRUE)
if(attack_type & PROJECTILE_ATTACK)
if(!isprojectile(incoming))
CRASH("[incoming] was not a projectile but had PROJECTILE_ATTACK attack type!")
var/obj/projectile/reflected = incoming
if(is_parrying || ((block_flags & REFLECTIVE_BLOCK) && (reflected.reflectable & REFLECT_NORMAL))) // perfect parry can reflect ANY projectile
playsound(defender, pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 50, 1)
return SHIELD_REFLECT
playsound(defender, 'sound/weapons/ricochet.ogg', 50, TRUE)
if(attack_type & MELEE_ATTACK) // melee attacks get a cool sound
playsound(defender, 'sound/weapons/parry.ogg', 50, TRUE)
if(attack_type & (UNARMED_ATTACK|THROWN_PROJECTILE_ATTACK|LEAP_ATTACK))
playsound(defender, 'sound/weapons/smash.ogg', 50, TRUE)
if((block_flags & DAMAGE_ON_BLOCK) && !is_parrying)
used_item.take_damage(damage, damage_type)
return SHIELD_BLOCK
/datum/component/blocking/proc/get_block_force(obj/item/weapon, mob/living/defender, atom/movable/incoming, damage, attack_type, armour_penetration)
var/force_returned = 0
if(weapon == parent)
if(!can_block(defender, incoming, damage, attack_type))
return 0
force_returned = block_force
else
var/datum/component/blocking/blocking_component = weapon.GetComponent(/datum/component/blocking)
if(!blocking_component)
return 0
if(!blocking_component.can_block(defender, incoming, damage, attack_type))
return 0
force_returned = blocking_component.block_force
if(attack_type & (MELEE_ATTACK|UNARMED_ATTACK|THROWN_PROJECTILE_ATTACK|LEAP_ATTACK)) // being stronger provides a small increase to melee blocking
force_returned += defender.get_skill(SKILL_FITNESS)
if(HAS_TRAIT(weapon, TRAIT_PARRYING))
force_returned *= PARRY_BONUS
return max(force_returned - max(armour_penetration - weapon.armour_penetration, 0) * AP_TO_FORCE, 0)
/datum/component/blocking/proc/after_block(mob/living/defender, block_result)
SIGNAL_HANDLER
REMOVE_TRAIT(defender, TRAIT_NO_BLOCKING, BLOCK_COOLDOWN)
/datum/component/blocking/proc/on_mousedown(client/source, atom/target, turf/location, control, params)
SIGNAL_HANDLER
var/list/modifiers = params2list(params)
if(modifiers[LEFT_CLICK] || modifiers[MIDDLE_CLICK]) // only block on right click
// end blocking so you can attack normally
set_blocking(FALSE)
return
if(modifiers[SHIFT_CLICK] || modifiers[CTRL_CLICK] || modifiers[ALT_CLICK]) // trying to do something else
return
if(!source.mob.combat_mode) // require combat mode to block so you can still do certain right-click alt actions with it off
return
if(source.mob.in_throw_mode) // trying to throw
return
if(isnull(location)) // clicking on something in the UI
if(!istype(target, /atom/movable/screen/click_catcher))
return
location = params2turf(modifiers[SCREEN_LOC], get_turf(source.eye), source)
if(!location) // you clicked the void, but we couldn't figure out a turf to face towards
return
target = location
if(!source.mob.is_holding(parent)) // not holding it
return
if(HAS_TRAIT(source.mob, TRAIT_NO_BLOCKING))
return
if((block_flags & WIELD_TO_BLOCK) && !HAS_TRAIT(parent, TRAIT_WIELDED))
if(source.mob.get_active_held_item() == parent) // only show a warning if you're holding it
source.mob.balloon_alert(source.mob, "wield it first!")
return
mouse_params = params
source.mob.face_atom(target, forced = TRUE)
last_mousedown = world.time
set_blocking(TRUE)
/datum/component/blocking/proc/on_mousedrag(client/source, atom/src_object, atom/over_object, turf/src_location, turf/over_location, src_control, over_control, params)
SIGNAL_HANDLER
if(!blocking)
return
mouse_params = params
if(isnull(over_location)) // UI element, can't face it
var/list/modifiers = params2list(params)
var/turf/backup_turf = params2turf(modifiers[SCREEN_LOC], get_turf(source.eye), source)
if(backup_turf)
source.mob.face_atom(backup_turf, forced = TRUE)
return
source.mob.face_atom(over_object, forced = TRUE)
/datum/component/blocking/proc/on_mouseup(client/source, atom/target, turf/location, control, params)
SIGNAL_HANDLER
if(!blocking) // not blocking, don't intercept
return NONE
set_blocking(FALSE)
mouse_params = params
if((world.time < (last_mousedown + MOUSEUP_OVERRIDE_TIME)) && (last_block < last_mousedown)) // you clicked too fast and didn't block anything, ignore
return NONE
if(!source.mob.get_active_held_item()) // you're probably trying to right click on something with your hand
return NONE
return COMPONENT_CLIENT_MOUSEUP_INTERCEPT
/datum/component/blocking/proc/set_blocking(enabled)
if(blocking == enabled)
return
blocking = enabled
if(!active_mob)
return
if(enabled)
active_mob.add_movespeed_modifier("blocking", update = TRUE, priority = 100, multiplicative_slowdown = active_slowdown)
if((block_flags & PARRYING_BLOCK) && COOLDOWN_FINISHED(src, parry_cd))
COOLDOWN_START(src, parry_cd, CLICK_CD_MELEE)
ADD_TRAIT(parent, TRAIT_PARRYING, BLOCK_COOLDOWN)
addtimer(CALLBACK(src, PROC_REF(remove_parry)), 0.4 SECONDS, TIMER_UNIQUE|TIMER_OVERRIDE)
else
active_mob.remove_movespeed_modifier("blocking", update = TRUE)
/datum/component/blocking/proc/remove_parry()
REMOVE_TRAIT(parent, TRAIT_PARRYING, BLOCK_COOLDOWN)
/datum/component/blocking/proc/on_dir_change()
if(!blocking)
return NONE // keep facing the same direction so you can block properly
return COMPONENT_ATOM_BLOCK_DIR_CHANGE