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94d92803b4
Depends on #21458. Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original authors as: - https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the lighting controller (A-lexa) - https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the lighting (TiviPlus) - https://github.com/tgstation/tgstation/pull/54520 for the dir lighting component - https://github.com/tgstation/tgstation/pull/75018 for the out of bounds fix in lighting - https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the emissives (TiviPlus) The main driving reason behind this is that current lighting consumes way too much processing power, especially for things like odysseys/away sites where a billion light sources are processing/moving at once and the game slows down to a crawl. Hopefully this improves the situation by a good margin, but we will need some testmerging to confirm that. <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2" /> <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677" /> - [x] Resolve todos - [x] Look into open space fuckery (border objects) --------- Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
62 lines
2.4 KiB
Plaintext
62 lines
2.4 KiB
Plaintext
/datum/technomancer/spell/shield
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name = "Shield"
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desc = "Emits a protective shield fron your hand in front of you, which will protect you from almost anything able to harm \
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you, so long as you can power it. Stronger attacks blocked cost more energy to sustain. \
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Note that holding two shields will make blocking more energy efficent."
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enhancement_desc = "Blocking is twice as efficient in terms of energy cost per hit."
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cost = 100
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obj_path = /obj/item/spell/shield
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ability_icon_state = "tech_shield"
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category = DEFENSIVE_SPELLS
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/obj/item/spell/shield
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name = "\proper energy shield"
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icon_state = "shield"
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desc = "A very protective combat shield that'll stop almost anything from hitting you, at least from the front."
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aspect = ASPECT_FORCE
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toggled = 1
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var/damage_to_energy_multiplier = 30.0 //Determines how much energy to charge for blocking, e.g. 20 damage attack = 600 energy cost
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/obj/item/spell/shield/Initialize()
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. = ..()
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set_light_range_power_color(3, 2, "#006AFF")
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set_light_on(TRUE)
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/obj/item/spell/shield/update_icon()
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var/mob/living/carbon/human/H = owner
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if(istype(owner) && istype(H.species, /datum/species/golem/technomancer))
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item_state = "shield_golem"
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return ..()
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/obj/item/spell/shield/handle_shield(mob/user, var/on_back, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(user.incapacitated())
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return BULLET_ACT_HIT
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var/damage_to_energy_cost = damage_to_energy_multiplier * damage
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if(issmall(user)) // Smaller shields are more efficient.
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damage_to_energy_cost *= 0.75
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if(ishuman(owner))
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var/mob/living/carbon/human/H = owner
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if(istype(H.get_other_hand(src), src.type)) // Two shields in both hands.
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damage_to_energy_cost *= 0.75
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else if(check_for_scepter())
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damage_to_energy_cost *= 0.50
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if(!pay_energy(damage_to_energy_cost))
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to_chat(owner, SPAN_DANGER("Your shield fades due to lack of energy!"))
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qdel(src)
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return BULLET_ACT_HIT
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//block as long as they are not directly behind us
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var/bad_arc = REVERSE_DIR(user.dir) //arc of directions from which we cannot block
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if(check_shield_arc(user, bad_arc, damage_source, attacker))
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user.visible_message(SPAN_DANGER("\The [user]'s [src] blocks [attack_text]!"))
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spark(src, 3, GLOB.cardinals)
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playsound(src, 'sound/weapons/blade.ogg', 50, 1)
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adjust_instability(2)
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return BULLET_ACT_BLOCK
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return BULLET_ACT_HIT
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