Files
Aurora.3/code/game/objects/items/devices/personal_shield.dm
Cody Brittain ce5ac79e3c Split examine verb and function, and improve it (#17251)
* Split examine verb and function, and include adjacency and distance checking in examine function

* Fix various issues

* Update code/modules/mob/examinations.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

* Add required define vars

* Update code/game/objects/items/stacks/wrap.dm

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>

---------

Co-authored-by: SleepyGemmy <99297919+SleepyGemmy@users.noreply.github.com>
2023-09-09 08:07:36 +00:00

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/obj/item/device/personal_shield
name = "personal shield"
desc = "Truely a life-saver: this device protects its user from being hit by objects moving very, very fast, though only for a few shots. Comes with a power cell and can be recharged in a recharger."
icon = 'icons/obj/personal_shield.dmi'
icon_state = "personal_shield"
item_state = "personal_shield"
contained_sprite = TRUE
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
action_button_name = "Toggle Shield"
var/obj/item/cell/cell
var/charge_per_shot = 200
var/upkeep_cost = 2
var/obj/aura/personal_shield/device/shield
/obj/item/device/personal_shield/examine(mob/user, distance, is_adjacent)
. = ..()
if(is_adjacent)
to_chat(user, SPAN_NOTICE("\The [src] has [cell.charge] charge remaining. Shield upkeep costs [upkeep_cost] charge, and blocking a shot costs [charge_per_shot] charge."))
/obj/item/device/personal_shield/Initialize()
. = ..()
cell = new(src)
cell.charge = cell.maxcharge //1000 charge
START_PROCESSING(SSprocessing, src)
/obj/item/device/personal_shield/get_cell()
return cell
/obj/item/device/personal_shield/process()
if(shield)
cell.use(upkeep_cost)
/obj/item/device/personal_shield/attack_self(mob/living/user)
if(cell.charge && !shield)
shield = new /obj/aura/personal_shield/device(user)
shield.added_to(user)
shield.set_shield(src)
user.update_inv_belt()
else
dissipate()
user.update_inv_belt()
update_icon()
/obj/item/device/personal_shield/Move()
dissipate()
return ..()
/obj/item/device/personal_shield/forceMove()
dissipate()
return ..()
/obj/item/device/personal_shield/proc/take_charge()
cell.use(charge_per_shot)
if(cell.percent() == 0)
to_chat(shield.user, FONT_LARGE(SPAN_WARNING("\The [src] begins to spark as it breaks!")))
QDEL_NULL(shield)
update_icon()
return
/obj/item/device/personal_shield/update_icon()
if(cell.charge && shield)
icon_state = "[initial(icon_state)]_on"
item_state = "[initial(item_state)]_on"
else
icon_state = "[initial(icon_state)]"
item_state = "[initial(item_state)]"
/obj/item/device/personal_shield/Destroy()
dissipate()
STOP_PROCESSING(SSprocessing, src)
QDEL_NULL(cell)
return ..()
/obj/item/device/personal_shield/proc/dissipate()
if(shield?.user)
to_chat(shield.user, FONT_LARGE(SPAN_WARNING("\The [src] fades around you, dissipating.")))
QDEL_NULL(shield)
update_icon()