From cb4a941dc103cc0024c10a37d87fec7a500f0cfb Mon Sep 17 00:00:00 2001 From: LordFowl Date: Sun, 5 Mar 2017 17:35:09 -0500 Subject: [PATCH] Sword Reflection (#1637) Energy swords, shields, and ninja blades can now deflect projectiles. Energy swords have a fairly moderate chance of reflecting energy weapons. Energy shields have a much higher chance of reflecting energy weapons. The ninja blade has the highest chance of reflecting energy weapons. Energy sword and ninja blade can only effectively reflect shots to the groin, chest, and head. Energy shield has full body coverage. Energy sword has less "durability" than shield and blade (Can withstand less shots before shutting off.) Neither sword, shield, nor blade can deflect shots to the back. Only the ablative vest provides full coverage. Probably some other stuff I'm forgetting. --- .../objects/items/weapons/melee/energy.dm | 105 +++++++++++++++--- code/game/objects/items/weapons/shields.dm | 49 +++++++- html/changelogs/LordFowl - 11081998.yml | 36 ++++++ 3 files changed, 174 insertions(+), 16 deletions(-) create mode 100644 html/changelogs/LordFowl - 11081998.yml diff --git a/code/game/objects/items/weapons/melee/energy.dm b/code/game/objects/items/weapons/melee/energy.dm index 4b7db053bd8..3c0f7623b63 100644 --- a/code/game/objects/items/weapons/melee/energy.dm +++ b/code/game/objects/items/weapons/melee/energy.dm @@ -5,9 +5,13 @@ var/active_w_class sharp = 0 edge = 0 - armor_penetration = 50 + armor_penetration = 10 flags = NOBLOODY can_embed = 0//No embedding pls + var/base_reflectchance = 40 + var/base_block_chance = 25 + var/shield_power = 100 + var/can_block_bullets = 0 var/datum/effect_system/sparks/spark_system /obj/item/weapon/melee/energy/New() @@ -56,6 +60,66 @@ add_fingerprint(user) return +/obj/item/weapon/melee/energy/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack") + if(active && default_parry_check(user, attacker, damage_source) && prob(50)) + user.visible_message("\The [user] parries [attack_text] with \the [src]!") + + spark_system.queue() + playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1) + return 1 + else + + if(!active) + return 0 //turn it on first! + + if(user.incapacitated()) + return 0 + + //block as long as they are not directly behind us + var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block + if(check_shield_arc(user, bad_arc, damage_source, attacker)) + + if(prob(base_block_chance)) + spark_system.queue() + playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1) + shield_power -= round(damage/4) + + if(shield_power <= 0) + visible_message("\The [user]'s [src.name] overloads!") + deactivate() + shield_power = initial(shield_power) + return 0 + + if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam)) + var/obj/item/projectile/P = damage_source + + var/reflectchance = base_reflectchance - round(damage/3) + if(!(def_zone in list("chest", "groin","head"))) + reflectchance /= 2 + if(P.starting && prob(reflectchance)) + visible_message("\The [user]'s [src.name] reflects [attack_text]!") + + // Find a turf near or on the original location to bounce to + var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2) + var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2) + var/turf/curloc = get_turf(user) + + // redirect the projectile + P.redirect(new_x, new_y, curloc, user) + + return PROJECTILE_CONTINUE // complete projectile permutation + else + user.visible_message("\The [user] blocks [attack_text] with \the [src]!") + return 1 + + else if(istype(damage_source, /obj/item/projectile/bullet) && can_block_bullets) + var/reflectchance = (base_reflectchance) - round(damage/3) + if(!(def_zone in list("chest", "groin","head"))) + reflectchance /= 2 + if(prob(reflectchance)) + user.visible_message("\The [user] blocks [attack_text] with \the [src]!") + return 1 + /obj/item/weapon/melee/energy/glaive name = "energy glaive" desc = "An energized glaive." @@ -74,6 +138,11 @@ sharp = 1 edge = 1 slot_flags = SLOT_BACK + base_reflectchance = 0 + base_block_chance = 0 //cannot be used to block guns + shield_power = 0 + can_block_bullets = 0 + armor_penetration = 20 /obj/item/weapon/melee/energy/glaive/activate(mob/living/user) ..() @@ -108,6 +177,11 @@ attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut") sharp = 1 edge = 1 + base_reflectchance = 0 + base_block_chance = 0 //cannot be used to block guns + shield_power = 0 + can_block_bullets = 0 + armor_penetration = 35 /obj/item/weapon/melee/energy/axe/activate(mob/living/user) ..() @@ -140,6 +214,7 @@ sharp = 1 edge = 1 var/blade_color + shield_power = 75 /obj/item/weapon/melee/energy/sword/dropped(var/mob/user) ..() @@ -175,19 +250,12 @@ attack_verb = list() icon_state = initial(icon_state) -/obj/item/weapon/melee/energy/sword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack") - if(active && default_parry_check(user, attacker, damage_source) && prob(50)) - user.visible_message("\The [user] parries [attack_text] with \the [src]!") - - spark_system.queue() - playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1) - return 1 - return 0 - /obj/item/weapon/melee/energy/sword/pirate name = "energy cutlass" desc = "Arrrr matey." icon_state = "cutlass0" + base_reflectchance = 60 + base_block_chance = 60 /obj/item/weapon/melee/energy/sword/pirate/activate(mob/living/user) ..() @@ -196,13 +264,12 @@ /* *Energy Blade */ - -//Can't be activated or deactivated, so no reason to be a subtype of energy /obj/item/weapon/melee/energy/blade name = "energy blade" desc = "A concentrated beam of energy in the shape of a blade. Very stylish... and lethal." icon_state = "blade" - force = 40 //Normal attacks deal very high damage - about the same as wielded fire axe + force = 40 + active_force = 40 //Normal attacks deal very high damage - about the same as wielded fire axe armor_penetration = 100 sharp = 1 edge = 1 @@ -214,6 +281,12 @@ flags = NOBLOODY attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") var/mob/living/creator + base_reflectchance = 140 + base_block_chance = 75 + shield_power = 150 + can_block_bullets = 1 + active = 1 + armor_penetration = 20 /obj/item/weapon/melee/energy/blade/New() processing_objects |= src @@ -223,10 +296,14 @@ processing_objects -= src ..() -/obj/item/weapon/melee/energy/blade/attack_self(mob/user as mob) +/obj/item/weapon/melee/energy/blade/deactivate(mob/living/user) + if(!active) + return + playsound(user, 'sound/weapons/saberoff.ogg', 50, 1) user.drop_from_inventory(src) spawn(1) if(src) qdel(src) + /obj/item/weapon/melee/energy/blade/dropped() spawn(1) if(src) qdel(src) diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm index d57d312ab15..45483b8c8f0 100644 --- a/code/game/objects/items/weapons/shields.dm +++ b/code/game/objects/items/weapons/shields.dm @@ -103,17 +103,62 @@ w_class = 2 origin_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 4) attack_verb = list("shoved", "bashed") + var/shield_power = 150 var/active = 0 -/obj/item/weapon/shield/energy/handle_shield(mob/user) +/obj/item/weapon/shield/energy/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack") if(!active) return 0 //turn it on first! - . = ..() + if(user.incapacitated()) + return 0 + if(.) spark(user.loc, 5) playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1) + //block as long as they are not directly behind us + var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block + if(check_shield_arc(user, bad_arc, damage_source, attacker)) + + if(prob(get_block_chance(user, damage, damage_source, attacker))) + spark(user.loc, 5) + playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1) + shield_power -= round(damage/4) + + if(shield_power <= 0) + visible_message("\The [user]'s [src.name] overloads!") + active = 0 + force = 3 + update_icon() + w_class = 1 + playsound(user, 'sound/weapons/saberoff.ogg', 50, 1) + shield_power = initial(shield_power) + return 0 + + if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam)) + var/obj/item/projectile/P = damage_source + + var/reflectchance = 80 - round(damage/3) + if(P.starting && prob(reflectchance)) + visible_message("\The [user]'s [src.name] reflects [attack_text]!") + + // Find a turf near or on the original location to bounce to + var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2) + var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2) + var/turf/curloc = get_turf(user) + + // redirect the projectile + P.redirect(new_x, new_y, curloc, user) + + return PROJECTILE_CONTINUE // complete projectile permutation + else + user.visible_message("\The [user] blocks [attack_text] with \the [src]!") + return 1 + else + user.visible_message("\The [user] blocks [attack_text] with \the [src]!") + return 1 + /obj/item/weapon/shield/energy/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null) if(istype(damage_source, /obj/item/projectile)) var/obj/item/projectile/P = damage_source diff --git a/html/changelogs/LordFowl - 11081998.yml b/html/changelogs/LordFowl - 11081998.yml new file mode 100644 index 00000000000..03d6d3be098 --- /dev/null +++ b/html/changelogs/LordFowl - 11081998.yml @@ -0,0 +1,36 @@ +################################ +# Example Changelog File +# +# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb. +# +# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.) +# When it is, any changes listed below will disappear. +# +# Valid Prefixes: +# bugfix +# wip (For works in progress) +# tweak +# soundadd +# sounddel +# rscadd (general adding of nice things) +# rscdel (general deleting of nice things) +# imageadd +# imagedel +# maptweak +# spellcheck (typo fixes) +# experiment +################################# + +# Your name. +author: LordFowl + +# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again. +delete-after: True + +# Any changes you've made. See valid prefix list above. +# INDENT WITH TWO SPACES. NOT TABS. SPACES. +# SCREW THIS UP AND IT WON'T WORK. +# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries. +# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog. +changes: + - rscadd: "Energy swords and shields can now reflect energy weapon projectiles. The ninja sword additionally can deflect bullets."