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Aurora.3/code/game/objects/items/weapons/shields.dm
2021-06-20 17:32:48 -03:00

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//** 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