-
Notifications
You must be signed in to change notification settings - Fork 42
Expand file tree
/
Copy pathcombat.dm
More file actions
213 lines (179 loc) · 7.88 KB
/
Copy pathcombat.dm
File metadata and controls
213 lines (179 loc) · 7.88 KB
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
/*ALL DEFINES RELATED TO COMBAT GO HERE*/
//Damage and status effect defines
//Damage defines //TODO: merge these down to reduce on defines
#define BRUTE "brute"
#define BURN "fire"
#define TOX "toxin"
#define OXY "oxygen"
#define CLONE "clone"
#define STAMINA "stamina"
#define BRAIN "brain"
//bitflag damage defines used for suicide_act
#define BRUTELOSS (1<<0)
#define FIRELOSS (1<<1)
#define TOXLOSS (1<<2)
#define OXYLOSS (1<<3)
#define SHAME (1<<4)
#define MANUAL_SUICIDE (1<<5) //suicide_act will do the actual killing.
#define MANUAL_SUICIDE_NONLETHAL (1<<6) //when the suicide is conditionally lethal
#define EFFECT_STUN "stun"
#define EFFECT_KNOCKDOWN "knockdown"
#define EFFECT_UNCONSCIOUS "unconscious"
#define EFFECT_PARALYZE "paralyze"
#define EFFECT_IMMOBILIZE "immobilize"
#define EFFECT_IRRADIATE "irradiate"
#define EFFECT_STUTTER "stutter"
#define EFFECT_SLUR "slur"
#define EFFECT_EYE_BLUR "eye_blur"
#define EFFECT_DROWSY "drowsy"
#define EFFECT_JITTER "jitter"
//Bitflags defining which status effects could be or are inflicted on a mob
#define CANSTUN (1<<0)
#define CANKNOCKDOWN (1<<1)
#define CANUNCONSCIOUS (1<<2)
#define CANPUSH (1<<3)
#define GODMODE (1<<4)
//Health Defines
#define HEALTH_THRESHOLD_CRIT 0
#define HEALTH_THRESHOLD_FULLCRIT -50 //hippie edit -- to avoid redefinition
#define HEALTH_THRESHOLD_DEAD -100
#define HEALTH_THRESHOLD_NEARDEATH -90 //Not used mechanically, but to determine if someone is so close to death they hear the other side
//Actual combat defines
//click cooldowns, in tenths of a second, used for various combat actions
#define CLICK_CD_MELEE 8
#define CLICK_CD_RANGE 4
#define CLICK_CD_RAPID 2
#define CLICK_CD_CLICK_ABILITY 6
#define CLICK_CD_BREAKOUT 100
#define CLICK_CD_HANDCUFFED 10
#define CLICK_CD_RESIST 20
#define CLICK_CD_GRABBING 10
//Cuff resist speeds
#define FAST_CUFFBREAK 1
#define INSTANT_CUFFBREAK 2
//Grab levels
#define GRAB_PASSIVE 0
#define GRAB_AGGRESSIVE 1
#define GRAB_NECK 2
#define GRAB_KILL 3
//Grab breakout odds
#define BASE_GRAB_RESIST_CHANCE 30
//slowdown when in softcrit. Note that crawling slowdown will also apply at the same time!
#define SOFTCRIT_ADD_SLOWDOWN 2
//slowdown when crawling
#define CRAWLING_ADD_SLOWDOWN 4
//Attack types for checking shields/hit reactions
#define MELEE_ATTACK 1
#define UNARMED_ATTACK 2
#define PROJECTILE_ATTACK 3
#define THROWN_PROJECTILE_ATTACK 4
#define LEAP_ATTACK 5
//attack visual effects
#define ATTACK_EFFECT_PUNCH "punch"
#define ATTACK_EFFECT_KICK "kick"
#define ATTACK_EFFECT_SMASH "smash"
#define ATTACK_EFFECT_CLAW "claw"
#define ATTACK_EFFECT_SLASH "slash"
#define ATTACK_EFFECT_DISARM "disarm"
#define ATTACK_EFFECT_BITE "bite"
#define ATTACK_EFFECT_MECHFIRE "mech_fire"
#define ATTACK_EFFECT_MECHTOXIN "mech_toxin"
#define ATTACK_EFFECT_BOOP "boop" //Honk
//intent defines
#define INTENT_HELP "help"
#define INTENT_GRAB "grab"
#define INTENT_DISARM "disarm"
#define INTENT_HARM "harm"
//NOTE: INTENT_HOTKEY_* defines are not actual intents!
//they are here to support hotkeys
#define INTENT_HOTKEY_LEFT "left"
#define INTENT_HOTKEY_RIGHT "right"
//the define for visible message range in combat
#define COMBAT_MESSAGE_RANGE 3
//Shove knockdown lengths (deciseconds)
#define SHOVE_KNOCKDOWN_SOLID 30
#define SHOVE_KNOCKDOWN_HUMAN 30
#define SHOVE_KNOCKDOWN_TABLE 30
#define SHOVE_KNOCKDOWN_COLLATERAL 10
#define SHOVE_CHAIN_PARALYZE 40
//Shove slowdown
#define SHOVE_SLOWDOWN_LENGTH 30
#define SHOVE_SLOWDOWN_STRENGTH 0.85 //multiplier
//Shove disarming item list
GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
/obj/item/gun)))
//Combat object defines
//Embedded objects
#define EMBEDDED_PAIN_CHANCE 15 //Chance for embedded objects to cause pain (damage user)
#define EMBEDDED_ITEM_FALLOUT 5 //Chance for embedded object to fall out (causing pain but removing the object)
#define EMBED_CHANCE 45 //Chance for an object to embed into somebody when thrown (if it's sharp)
#define EMBEDDED_PAIN_MULTIPLIER 2 //Coefficient of multiplication for the damage the item does while embedded (this*item.w_class)
#define EMBEDDED_FALL_PAIN_MULTIPLIER 5 //Coefficient of multiplication for the damage the item does when it falls out (this*item.w_class)
#define EMBEDDED_IMPACT_PAIN_MULTIPLIER 4 //Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
#define EMBED_THROWSPEED_THRESHOLD 4 //The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)
#define EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER 8 //Coefficient of multiplication for the damage the item does when removed without a surgery (this*item.w_class)
#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
//Gun weapon weight
#define WEAPON_LIGHT 1
#define WEAPON_MEDIUM 2
#define WEAPON_HEAVY 3
//Gun trigger guards
#define TRIGGER_GUARD_ALLOW_ALL -1
#define TRIGGER_GUARD_NONE 0
#define TRIGGER_GUARD_NORMAL 1
//Gun bolt types
#define BOLT_TYPE_STANDARD 1
#define BOLT_TYPE_OPEN 2
#define BOLT_TYPE_NO_BOLT 3
#define BOLT_TYPE_LOCKING 4
//Sawn off nerfs
#define SAWN_OFF_ACC_PENALTY 25
#define SAWN_OFF_RECOIL 1
//Projectile Reflect
#define REFLECT_NORMAL (1<<0)
#define REFLECT_FAKEPROJECTILE (1<<1)
//Object/Item sharpness
#define IS_BLUNT 0
#define IS_SHARP 1
#define IS_SHARP_ACCURATE 2
//His Grace.
#define HIS_GRACE_SATIATED 0 //He hungers not. If bloodthirst is set to this, His Grace is asleep.
#define HIS_GRACE_PECKISH 20 //Slightly hungry.
#define HIS_GRACE_HUNGRY 60 //Getting closer. Increases damage up to a minimum of 20.
#define HIS_GRACE_FAMISHED 100 //Dangerous. Increases damage up to a minimum of 25 and cannot be dropped.
#define HIS_GRACE_STARVING 120 //Incredibly close to breaking loose. Increases damage up to a minimum of 30.
#define HIS_GRACE_CONSUME_OWNER 140 //His Grace consumes His owner at this point and becomes aggressive.
#define HIS_GRACE_FALL_ASLEEP 160 //If it reaches this point, He falls asleep and resets.
#define HIS_GRACE_FORCE_BONUS 4 //How much force is gained per kill.
#define EXPLODE_NONE 0 //Don't even ask me why we need this.
#define EXPLODE_DEVASTATE 1
#define EXPLODE_HEAVY 2
#define EXPLODE_LIGHT 3
#define EXPLODE_GIB_THRESHOLD 50 //ex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor
#define EMP_HEAVY 1
#define EMP_LIGHT 2
#define GRENADE_CLUMSY_FUMBLE 1
#define GRENADE_NONCLUMSY_FUMBLE 2
#define GRENADE_NO_FUMBLE 3
#define BODY_ZONE_HEAD "head"
#define BODY_ZONE_CHEST "chest"
#define BODY_ZONE_L_ARM "l_arm"
#define BODY_ZONE_R_ARM "r_arm"
#define BODY_ZONE_L_LEG "l_leg"
#define BODY_ZONE_R_LEG "r_leg"
#define BODY_ZONE_PRECISE_EYES "eyes"
#define BODY_ZONE_PRECISE_MOUTH "mouth"
#define BODY_ZONE_PRECISE_GROIN "groin"
#define BODY_ZONE_PRECISE_L_HAND "l_hand"
#define BODY_ZONE_PRECISE_R_HAND "r_hand"
#define BODY_ZONE_PRECISE_L_FOOT "l_foot"
#define BODY_ZONE_PRECISE_R_FOOT "r_foot"
//We will round to this value in damage calculations.
#define DAMAGE_PRECISION 0.1
//bullet_act() return values
#define BULLET_ACT_HIT "HIT" //It's a successful hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_BLOCK "BLOCK" //It's a blocked hit, whatever that means in the context of the thing it's hitting.
#define BULLET_ACT_FORCE_PIERCE "PIERCE" //It pierces through the object regardless of the bullet being piercing by default.
#define BULLET_ACT_TURF "TURF" //It hit us but it should hit something on the same turf too. Usually used for turfs.
/// Cancels the attack chain entirely.
#define SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN 2