mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-29 19:42:42 +00:00
Changes: -added some vars that allow for more pre-set borg models, ported from the newest bay changes -added combat module and an ert borg as admin spawn presets -fixed syndicate cyborg -syndicate cyborgs explode when killed now -added a limited frag grenade launcher to the syndicate module -fixed a lot of broken guns -fixed the bad ert id code added by the ert update -fixed the tactical shield to have sprites and behave properly -tweaked even more the vending machine at sec armory -disabled joining as actor -enabled spess bikes, heisters get two of them and can get one via cargo contraband system -replaced advanced advanced e-guns with energy rifles -fixed some missing id sprites -fix #1281
246 lines
8.1 KiB
Plaintext
246 lines
8.1 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)
|
|
|
|
// tact
|
|
/obj/item/weapon/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 = "tactshield0"
|
|
item_state = "tactshield0"
|
|
contained_sprite = 1
|
|
force = 3.0
|
|
throwforce = 3.0
|
|
throw_speed = 3
|
|
throw_range = 4
|
|
w_class = 2
|
|
attack_verb = list("shoved", "bashed")
|
|
var/active = 0
|
|
|
|
/obj/item/weapon/shield/riot/tact/handle_shield(mob/user)
|
|
if(!active)
|
|
return 0 //turn it on first!
|
|
. = ..()
|
|
|
|
if(.)
|
|
if(.) playsound(user.loc, 'sound/weapons/Genhit.ogg', 50, 1)
|
|
|
|
/obj/item/weapon/shield/riot/tact/attack_self(mob/living/user)
|
|
active = !active
|
|
icon_state = "tactshield[active]"
|
|
item_state = "tactshield[active]"
|
|
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
|
|
|
|
if(active)
|
|
force = 5
|
|
throwforce = 5
|
|
throw_speed = 2
|
|
w_class = 4
|
|
slot_flags = SLOT_BACK
|
|
user << "<span class='notice'>You extend \the [src] downward with a sharp snap of your wrist.</span>"
|
|
else
|
|
force = 3
|
|
throwforce = 3
|
|
throw_speed = 3
|
|
w_class = 2
|
|
slot_flags = 0
|
|
user << "<span class='notice'>The [src] folds inwards neatly as you snap your wrist upwards and push it back into the frame.</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/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()
|
|
..()
|
|
|