mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-26 01:52:15 +00:00
343 lines
11 KiB
Plaintext
343 lines
11 KiB
Plaintext
//** Shield Helpers
|
|
//These are shared by various items that have shield-like behaviour
|
|
|
|
//bad_arc is the ABSOLUTE arc of directions from which we cannot block. If you want to fix it to e.g. the user's facing you will need to rotate the dirs yourself.
|
|
/proc/check_shield_arc(mob/user, var/bad_arc, atom/damage_source = null, mob/attacker = null)
|
|
//check attack direction
|
|
var/attack_dir = 0 //direction from the user to the source of the attack
|
|
if(istype(damage_source, /obj/item/projectile))
|
|
var/obj/item/projectile/P = damage_source
|
|
attack_dir = get_dir(get_turf(user), P.starting)
|
|
else if(attacker)
|
|
attack_dir = get_dir(get_turf(user), get_turf(attacker))
|
|
else if(damage_source)
|
|
attack_dir = get_dir(get_turf(user), get_turf(damage_source))
|
|
|
|
if(!(attack_dir && (attack_dir & bad_arc)))
|
|
return 1
|
|
return 0
|
|
|
|
/proc/default_parry_check(mob/user, mob/attacker, atom/damage_source)
|
|
//parry only melee attacks
|
|
if(istype(damage_source, /obj/item/projectile) || (attacker && get_dist(user, attacker) > 1) || 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))
|
|
return 0
|
|
|
|
return 1
|
|
|
|
/obj/item/shield
|
|
name = "shield"
|
|
icon = 'icons/obj/weapons.dmi'
|
|
item_icons = list(
|
|
slot_l_hand_str = 'icons/mob/items/weapons/lefthand_shield.dmi',
|
|
slot_r_hand_str = 'icons/mob/items/weapons/righthand_shield.dmi'
|
|
)
|
|
var/base_block_chance = 50
|
|
recyclable = TRUE
|
|
|
|
/obj/item/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")
|
|
if(user.incapacitated())
|
|
return FALSE
|
|
|
|
var/shield_dir = reverse_dir[user.dir]
|
|
if(on_back)
|
|
shield_dir = user.dir
|
|
|
|
//block as long as they are not directly behind us
|
|
var/bad_arc = shield_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)))
|
|
user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
|
|
return PROJECTILE_STOPPED
|
|
return FALSE
|
|
|
|
/obj/item/shield/can_shield_back()
|
|
return TRUE
|
|
|
|
/obj/item/shield/proc/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
|
|
return base_block_chance
|
|
|
|
/obj/item/shield/riot
|
|
name = "riot shield"
|
|
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
|
|
icon_state = "riot"
|
|
flags = CONDUCT
|
|
slot_flags = SLOT_BACK
|
|
force = 5.0
|
|
throwforce = 5.0
|
|
throw_speed = 1
|
|
throw_range = 4
|
|
w_class = ITEMSIZE_LARGE
|
|
origin_tech = list(TECH_MATERIAL = 2)
|
|
matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_GLASS = 7500)
|
|
attack_verb = list("shoved", "bashed")
|
|
var/cooldown = 0 //shield bash cooldown. based on world.time
|
|
|
|
/obj/item/shield/riot/handle_shield(mob/user)
|
|
. = ..()
|
|
if(.) playsound(user.loc, 'sound/weapons/genhit.ogg', 50, 1)
|
|
|
|
/obj/item/shield/riot/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
|
|
//plastic shields do not stop bullets or lasers, even in space. Will block beanbags, rubber bullets, and stunshots just fine though.
|
|
if((is_sharp(P) && damage > 10) || istype(P, /obj/item/projectile/beam))
|
|
return 0
|
|
return base_block_chance
|
|
|
|
/obj/item/shield/riot/attackby(obj/item/W as obj, mob/user as mob)
|
|
if(istype(W, /obj/item/melee/baton))
|
|
if(cooldown < world.time - 25)
|
|
user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
|
|
playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
|
|
cooldown = world.time
|
|
else
|
|
..()
|
|
|
|
/obj/item/shield/buckler
|
|
name = "selfmade shield"
|
|
desc = "A sturdy buckler used to block sharp things from entering your body back in the day."
|
|
icon = 'icons/obj/square_shield.dmi'
|
|
icon_state = "square_buckler"
|
|
item_state = "square_buckler"
|
|
contained_sprite = TRUE
|
|
slot_flags = SLOT_BACK
|
|
force = 8
|
|
throwforce = 8
|
|
base_block_chance = 60
|
|
throw_speed = 10
|
|
throw_range = 20
|
|
w_class = ITEMSIZE_LARGE
|
|
origin_tech = list(TECH_MATERIAL = 1)
|
|
matter = list(DEFAULT_WALL_MATERIAL = 1000, MATERIAL_WOOD = 1000)
|
|
attack_verb = list("shoved", "bashed")
|
|
|
|
/obj/item/shield/buckler/handle_shield(mob/user)
|
|
. = ..()
|
|
if(.) playsound(user.loc, 'sound/weapons/genhit.ogg', 50, 1)
|
|
|
|
/obj/item/shield/buckler/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
|
|
if((is_sharp(P) && damage > 10) || istype(P, /obj/item/projectile/beam))
|
|
return 0
|
|
return base_block_chance
|
|
|
|
/*
|
|
* Energy Shield
|
|
*/
|
|
|
|
/obj/item/shield/energy
|
|
name = "energy combat shield"
|
|
desc = "A shield capable of stopping most projectile and melee attacks. It can be retracted, expanded, and stored anywhere."
|
|
icon_state = "eshield0" // eshield1 for expanded
|
|
flags = CONDUCT
|
|
force = 3.0
|
|
throwforce = 5.0
|
|
throw_speed = 1
|
|
throw_range = 4
|
|
w_class = ITEMSIZE_TINY
|
|
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/shield/energy/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")
|
|
if(!active)
|
|
return FALSE //turn it on first!
|
|
|
|
if(user.incapacitated())
|
|
return FALSE
|
|
|
|
if(.)
|
|
spark(user.loc, 5)
|
|
playsound(user.loc, 'sound/weapons/blade.ogg', 50, 1)
|
|
|
|
var/shield_dir = reverse_dir[user.dir]
|
|
if(on_back)
|
|
shield_dir = user.dir
|
|
|
|
//block as long as they are not directly behind us
|
|
var/bad_arc = shield_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/blade.ogg', 50, 1)
|
|
shield_power -= round(damage/4)
|
|
|
|
if(shield_power <= 0)
|
|
visible_message("<span class='danger'>\The [user]'s [src.name] overloads!</span>")
|
|
active = 0
|
|
force = 3
|
|
update_icon()
|
|
w_class = ITEMSIZE_TINY
|
|
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
|
|
shield_power = initial(shield_power)
|
|
return FALSE
|
|
|
|
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("<span class='danger'>\The [user]'s [src.name] reflects [attack_text]!</span>")
|
|
|
|
// 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)
|
|
|
|
// redirect the projectile
|
|
P.firer = user
|
|
P.old_style_target(locate(new_x, new_y, P.z))
|
|
|
|
return PROJECTILE_CONTINUE // complete projectile permutation
|
|
else
|
|
user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
|
|
return PROJECTILE_STOPPED
|
|
else
|
|
user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
|
|
return PROJECTILE_STOPPED
|
|
|
|
/obj/item/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
|
|
if((is_sharp(P) && damage > 10) || istype(P, /obj/item/projectile/beam))
|
|
return (base_block_chance - round(damage / 3)) //block bullets and beams using the old block chance
|
|
return base_block_chance
|
|
|
|
/obj/item/shield/energy/attack_self(mob/living/user as mob)
|
|
if ((user.is_clumsy()) && prob(50))
|
|
to_chat(user, "<span class='warning'>You beat yourself in the head with [src].</span>")
|
|
user.take_organ_damage(5)
|
|
active = !active
|
|
if (active)
|
|
force = 10
|
|
update_icon()
|
|
w_class = ITEMSIZE_LARGE
|
|
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
|
|
to_chat(user, "<span class='notice'>\The [src] is now active.</span>")
|
|
|
|
else
|
|
force = 3
|
|
update_icon()
|
|
w_class = ITEMSIZE_TINY
|
|
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
|
|
to_chat(user, "<span class='notice'>\The [src] can now be concealed.</span>")
|
|
|
|
if(istype(user,/mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = user
|
|
H.update_inv_l_hand()
|
|
H.update_inv_r_hand()
|
|
|
|
add_fingerprint(user)
|
|
return
|
|
|
|
/obj/item/shield/energy/update_icon()
|
|
icon_state = "eshield[active]"
|
|
if(active)
|
|
set_light(1.5, 1.5, "#006AFF")
|
|
else
|
|
set_light(0)
|
|
|
|
/obj/item/shield/energy/hegemony
|
|
name = "hegemony barrier"
|
|
desc = "A hardlight kite shield capable of protecting the wielder from both material and energy attack."
|
|
icon_state = "kataphract-eshield0"
|
|
|
|
/obj/item/shield/energy/hegemony/update_icon()
|
|
icon_state = "kataphract-eshield[active]"
|
|
if(active)
|
|
set_light(1.5, 1.5, "#e68917")
|
|
else
|
|
set_light(0)
|
|
|
|
/obj/item/shield/energy/legion
|
|
name = "energy barrier"
|
|
desc = "A large deployable energy shield meant to provide excellent protection against ranged attacks."
|
|
icon_state = "ebarrier0"
|
|
|
|
/obj/item/shield/energy/legion/update_icon()
|
|
icon_state = "ebarrier[active]"
|
|
if(active)
|
|
set_light(1.5, 1.5, "#33FFFF")
|
|
else
|
|
set_light(0)
|
|
|
|
/obj/item/shield/energy/dominia
|
|
name = "dominian energy barrier"
|
|
desc = "A hardlight energy shield meant to provide excellent protection in melee engagements."
|
|
icon_state = "dominian-eshield0"
|
|
|
|
/obj/item/shield/energy/dominia/update_icon()
|
|
icon_state = "dominian-eshield[active]"
|
|
if(active)
|
|
set_light(1.5, 1.5, "#ff5132")
|
|
else
|
|
set_light(0)
|
|
|
|
// tact
|
|
/obj/item/shield/riot/tact
|
|
name = "tactical shield"
|
|
desc = "A highly advanced ballistic shield crafted from durable materials and plated ablative panels. Can be collapsed for mobility."
|
|
icon = 'icons/obj/tactshield.dmi'
|
|
icon_state = "tactshield"
|
|
item_state = "tactshield"
|
|
contained_sprite = 1
|
|
force = 3.0
|
|
throwforce = 3.0
|
|
throw_speed = 3
|
|
throw_range = 4
|
|
w_class = ITEMSIZE_NORMAL
|
|
attack_verb = list("shoved", "bashed")
|
|
var/active = 0
|
|
|
|
/obj/item/shield/riot/tact/legion
|
|
name = "legion ballistic shield"
|
|
desc = "A highly advanced ballistic shield crafted from durable materials and plated ablative panels. Can be collapsed for mobility. This one has been painted in the colors of the Tau Ceti Foreign Legion."
|
|
icon_state = "legion_tactshield"
|
|
item_state = "legion_tactshield"
|
|
|
|
/obj/item/shield/riot/tact/handle_shield(mob/user)
|
|
if(!active)
|
|
return FALSE //turn it on first!
|
|
|
|
. = ..()
|
|
if(.)
|
|
if(.) playsound(user.loc, 'sound/weapons/genhit.ogg', 50, 1)
|
|
|
|
/obj/item/shield/riot/tact/attack_self(mob/living/user)
|
|
active = !active
|
|
playsound(src.loc, 'sound/weapons/click.ogg', 50, 1)
|
|
|
|
if(active)
|
|
icon_state = "[initial(icon_state)]_[active]"
|
|
item_state = "[initial(item_state)]_[active]"
|
|
force = 5
|
|
throwforce = 5
|
|
throw_speed = 2
|
|
w_class = ITEMSIZE_LARGE
|
|
slot_flags = SLOT_BACK
|
|
to_chat(user, SPAN_NOTICE("You extend \the [src] downward with a sharp snap of your wrist."))
|
|
else
|
|
icon_state = "[initial(icon_state)]"
|
|
item_state = "[initial(item_state)]"
|
|
force = 3
|
|
throwforce = 3
|
|
throw_speed = 3
|
|
w_class = ITEMSIZE_NORMAL
|
|
slot_flags = 0
|
|
to_chat(user, SPAN_NOTICE("\The [src] folds inwards neatly as you snap your wrist upwards and push it back into the frame."))
|
|
|
|
if(istype(user,/mob/living/carbon/human))
|
|
var/mob/living/carbon/human/H = user
|
|
H.update_inv_l_hand()
|
|
H.update_inv_r_hand()
|
|
|
|
add_fingerprint(user)
|
|
return
|