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Matt Atlas f759aebad3 Ports TG attack animations. (#22319)
https://github.com/user-attachments/assets/0af58b65-552e-48c2-ab97-56ebf0794127

To-do:

- [x] Simple mobs
- [ ] Icon angles for most icons
- [x] Attack effects for kicking/biting/etc

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2026-06-05 10:12:43 +00:00

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//---------- actual energy field
/obj/effect/energy_field
name = "energy shield"
desc = "A strong field of energy, capable of blocking anything as long as it's active."
icon = 'icons/effects/effects.dmi'
icon_state = "shield_normal"
alpha = 0
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
anchored = 1
layer = ABOVE_HUMAN_LAYER
density = 0
/// A ref holding the /datum/energy_field that this field object belongs to.
var/datum/energy_field/energy_field
/// The damage suffered by the field.
var/damage = 0
var/ticks_recovering = 10
/// If strength goes is 1 or above, this is set to TRUE, this is to prevent flickering and animate being called constantly
var/is_strong = FALSE
pass_flags_self = PASSSHIELD //Currently only ship weapons have this flag.
atmos_canpass = CANPASS_ALWAYS
/obj/effect/energy_field/Initialize(mapload, datum/energy_field/mother_field)
. = ..()
if(istype(mother_field))
energy_field = mother_field
else
log_debug("Energy field generated without mother field, deleting.")
qdel_self()
RegisterSignal(mother_field, COMSIG_SHIELDS_UPDATE_STRENGTH_STATUS, PROC_REF(update_strength))
update_nearby_tiles()
/obj/effect/energy_field/Destroy()
if(istype(energy_field))
energy_field.field -= src
energy_field = null
update_nearby_tiles()
return ..()
/obj/effect/energy_field/proc/diffuse(var/duration)
energy_field.remove_individual_field(src)
/obj/effect/energy_field/attackby(obj/item/attacking_item, mob/user)
user.do_attack_animation(src, used_item = attacking_item)
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(attacking_item.force < 10)
user.visible_message(SPAN_WARNING("[user] harmlessly attacks \the [src] with \the [attacking_item]."),
SPAN_WARNING("You attack \the [src] with \the [attacking_item], but it bounces off without doing any damage."))
else
user.visible_message(SPAN_WARNING("[user] attacks \the [src] with \the [attacking_item]."),
SPAN_WARNING("You attack \the [src] with \the [attacking_item]."))
damage_field(attacking_item.force / 10)
/obj/effect/energy_field/attack_hand(mob/living/carbon/human/H)
if(istype(H))
if(H.species.can_shred(H))
H.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
H.do_attack_animation(src)
H.visible_message(SPAN_WARNING("[H] shreds \the [src]!"), SPAN_WARNING("You shred \the [src]!"))
damage_field(1)
return
to_chat(H, SPAN_WARNING("You touch \the [src], and it repulses your hand."))
/obj/effect/energy_field/ex_act(var/severity)
damage_field(0.5 + severity)
/obj/effect/energy_field/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit)
var/initial_damage = hitting_projectile.get_structure_damage()
/**
* The shield has three possible interactions with a projectile:
*
* If the projectile is piercing (penetrating >= 1 and pierce_flags = PASSSHIELD), the shield will decrease what it can subsequently penetrate.
* The projectile will have it's pierces increased by half the shield's strength. If a projectile's pierces is greater than it's penetrating, it stops.
*
* Eg. A penetrating 10 shot hits a strength 10 shield. It will subsequently go through 4 additional walls (10/2 = 5, +1 for the shield tile), instead of the 10 it would originally.
*/
if(piercing_hit)
hitting_projectile.pierces += round((energy_field.field_strength / 2))
if(hitting_projectile.pierces < hitting_projectile.penetrating)
visible_message(SPAN_WARNING("\The [src] flickers and fails as it is penetrated by the \the [hitting_projectile]."))
damage_field(initial_damage / 20) //The shield takes less damage if it is penetrated like this.
return BULLET_ACT_FORCE_PIERCE
/**
* A projectile without pass_flags = PASSSHIELD will have its damage reduced by the shield, if its damage is reduced to zero it is blocked.
* A strong projectile hitting a weak shield will penetrate it. A strength 10 field will always block a projectile.
* The projectile's damage is multiplied by 1 minus the shield's strength divided by 10, then the shield's strength is subtracted from it's damage.
*
* Eg. A 50 damage projectile hits a 5 strength shield. (damage multiplier: 1 - 5/10 = 0.5), (shot damage: = 50 * 0.5 = 25), (final damage: 25 - 5 = 20). Penetrates.
* Therefore the shot would continue on, but only deal 20 damage when it hits.
*
* Eg. A 50 damage projectile hits a 9 strength shield. (damage multiplier: 1 - 9/10 = 0.1), (shot damage: = 50 * 0.1 = 5), (final damage: 5 - 9 = -4). Blocked.
*/
if(energy_field.field_strength < 10) //A strength 10 field will always block a projectile. Without modifications to the engines, one or more upgraded SMES units, or upgrades from research the Horizon cannot generate a field of strength 10 that covers the whole ship.
hitting_projectile.damage *= 1 - max(0, energy_field.field_strength / 10)
hitting_projectile.damage -= energy_field.field_strength
if(hitting_projectile.damage >= 0)
damage_field(initial_damage / 10)
visible_message(SPAN_WARNING("\The [src] flashes and depletes the [hitting_projectile]'s energy, but doesn't fully block it."))
return BULLET_ACT_FORCE_PIERCE
else
visible_message(SPAN_WARNING("\The [src] shimmers and absorbs \the [hitting_projectile]."))
return BULLET_ACT_BLOCK
/**
* An explosive projectile that fails to penetrate will be deleted before it can explode.
* All explosive ship weapons also have high damage, so this only really matters on a strength 10 shield.
* If the projectile is explosive, it deals whatever damage that explosion would have done to the shield.
*/
if(istype(hitting_projectile, /obj/projectile/ship_ammo))
var/obj/projectile/ship_ammo/explosive_projectile = hitting_projectile
if(explosive_projectile.explosion_strength[3] || explosive_projectile.explosion_strength[2] || explosive_projectile.explosion_strength[1])
for(var/obj/effect/energy_field/shield_tile in energy_field.field)
var/distance = get_dist(src, shield_tile)
if(distance <= explosive_projectile.explosion_strength[1])
shield_tile.damage_field(3)
else if(distance <= explosive_projectile.explosion_strength[2])
shield_tile.damage_field(2)
else if(distance <= explosive_projectile.explosion_strength[3])
shield_tile.damage_field(1)
// explosive_projectile.explosion_strength = list(0, 0, 0) // Set the explosion strength to 0.
visible_message(SPAN_WARNING("\The [src] shimmers and absorbs \the [hitting_projectile]."))
return BULLET_ACT_BLOCK
damage_field(initial_damage / 10)
. = ..() //If we get down here fall back on normal piercing calculations, for normal projectiles hitting shields.
if(. != BULLET_ACT_HIT)
return .
/obj/effect/energy_field/proc/damage_field(var/severity)
if(!severity)
return
damage += severity
energy_field.field_strength = max(energy_field.field_strength - (severity / length(energy_field.field)), 0)
if(!(datum_flags & DF_ISPROCESSING))
// Start processing ONLY when we're damaged. Through processing, we're going to slowly climb back up to field strength.
START_PROCESSING(SSprocessing, src)
var/shield_health = get_health()
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
ticks_recovering = min(ticks_recovering + 2, 10)
if(shield_health < 1 && is_strong)
density_check(FALSE)
is_strong = FALSE
ticks_recovering = 10
else if(shield_health >= 1 && !is_strong)
density_check(TRUE)
is_strong = TRUE
/obj/effect/energy_field/process(seconds_per_tick)
if(!damage) // No need to process anymore.
update_strength()
return PROCESS_KILL
if(ticks_recovering)
ticks_recovering--
else
damage = max(damage - energy_field.strengthen_rate, 0)
/obj/effect/energy_field/proc/density_check(var/turn_on)
if(turn_on)
alpha = 0
density = TRUE
mouse_opacity = MOUSE_OPACITY_ICON
animate(src, 2 SECONDS, alpha = 255)
else
alpha = 255
density = FALSE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
animate(src, 2 SECONDS, alpha = 0)
/obj/effect/energy_field/proc/update_strength()
SIGNAL_HANDLER
//if we take too much damage, drop out - the generator will bring us back up if we have enough power
var/old_density = density
var/shield_health = get_health()
if(shield_health >= 1 && !is_strong)
is_strong = TRUE
density_check(TRUE)
else if(shield_health < 1 && is_strong)
is_strong = FALSE
density_check(FALSE)
if (density != old_density)
update_nearby_tiles()
/**
* Easy helper proc to return the shield's current health.
*/
/obj/effect/energy_field/proc/get_health()
return max(energy_field.field_strength - damage, 0)
/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
if(mover?.movement_type & PHASING)
return TRUE
return (!density || air_group)
/obj/effect/energy_field/afterShuttleMove(obj/effect/shuttle_landmark/destination)
qdel_self()