Files
Aurora.3/code/game/objects/items/weapons/shields.dm
PsiOmegaDelta 4cc2b1a93e Glowy items.
Energy shields now glows slightly stronger than stunbatons when active.
2015-09-20 18:18:19 +02:00

193 lines
6.6 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/weapon/shield
name = "shield"
var/base_block_chance = 50
/obj/item/weapon/shield/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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(get_block_chance(user, damage, damage_source, attacker)))
user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
return 1
return 0
/obj/item/weapon/shield/proc/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
return base_block_chance
/obj/item/weapon/shield/riot
name = "riot shield"
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
icon = 'icons/obj/weapons.dmi'
icon_state = "riot"
flags = CONDUCT
slot_flags = SLOT_BACK
force = 5.0
throwforce = 5.0
throw_speed = 1
throw_range = 4
w_class = 4.0
origin_tech = list(TECH_MATERIAL = 2)
matter = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 1000)
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
/obj/item/weapon/shield/riot/handle_shield(mob/user)
. = ..()
if(.) playsound(user.loc, 'sound/weapons/Genhit.ogg', 50, 1)
/obj/item/weapon/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/weapon/shield/riot/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/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
..()
/*
* Energy Shield
*/
/obj/item/weapon/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 = 'icons/obj/weapons.dmi'
icon_state = "eshield0" // eshield1 for expanded
flags = CONDUCT
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 4
w_class = 2
origin_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 4)
attack_verb = list("shoved", "bashed")
var/active = 0
/obj/item/weapon/shield/energy/handle_shield(mob/user)
if(!active)
return 0 //turn it on first!
. = ..()
if(.)
var/datum/effect/effect/system/spark_spread/spark_system = PoolOrNew(/datum/effect/effect/system/spark_spread)
spark_system.set_up(5, 0, user.loc)
spark_system.start()
playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 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
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/weapon/shield/energy/attack_self(mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
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 = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "<span class='notice'>\The [src] is now active.</span>"
else
force = 3
update_icon()
w_class = 1
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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/weapon/shield/energy/update_icon()
icon_state = "eshield[active]"
if(active)
set_light(1.5, 1.5, "#006AFF")
else
set_light(0)
/obj/item/weapon/cloaking_device
name = "cloaking device"
desc = "Use this to become invisible to the human eye."
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
var/active = 0.0
flags = CONDUCT
item_state = "electronic"
throwforce = 10.0
throw_speed = 2
throw_range = 10
w_class = 2.0
origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
/obj/item/weapon/cloaking_device/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "<span class='notice'>\The [src] is now active.</span>"
src.icon_state = "shield1"
else
user << "<span class='notice'>\The [src] is now inactive.</span>"
src.icon_state = "shield0"
src.add_fingerprint(user)
return
/obj/item/weapon/cloaking_device/emp_act(severity)
active = 0
icon_state = "shield0"
if(ismob(loc))
loc:update_icons()
..()