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Depends on #21458. Ports https://github.com/cmss13-devs/cmss13/pull/4229, with the original authors as: - https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the lighting controller (A-lexa) - https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the lighting (TiviPlus) - https://github.com/tgstation/tgstation/pull/54520 for the dir lighting component - https://github.com/tgstation/tgstation/pull/75018 for the out of bounds fix in lighting - https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the emissives (TiviPlus) The main driving reason behind this is that current lighting consumes way too much processing power, especially for things like odysseys/away sites where a billion light sources are processing/moving at once and the game slows down to a crawl. Hopefully this improves the situation by a good margin, but we will need some testmerging to confirm that. <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2" /> <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677" /> - [x] Resolve todos - [x] Look into open space fuckery (border objects) --------- Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: JohnWildkins <john.wildkins@gmail.com>
95 lines
3.6 KiB
Plaintext
95 lines
3.6 KiB
Plaintext
/datum/technomancer/equipment/shield_armor
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name = "Personal Shield Projector"
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desc = "This state-of-the-art technology uses the bleeding edge of energy distribution and field projection \
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to provide a personal shield around you, which can diffuse laser beams and reduce the velocity of bullets and close quarters \
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weapons, reducing their potential for harm severely. All of this comes at a cost of of requiring a large amount of energy, \
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of which your Core can provide. When you are struck by something, the shield will block 75% of the damage, deducting energy \
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proportional to the amount of force that was inflicted. Armor penetration has no effect on the shield's ability to protect \
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you from harm, however the shield will fail if the energy supply cannot meet demand."
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cost = 200
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obj_path = /obj/item/clothing/suit/armor/shield
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/obj/item/clothing/suit/armor/shield
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name = "shield projector"
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desc = "This armor has no inherent ability to absorb shock, as normal armor usually does. Instead, this emits a strong field \
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around the wearer, designed to protect from most forms of harm, from lasers to bullets to close quarters combat. It appears to \
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require a very potent supply of an energy of some kind in order to function."
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icon_state = "shield_armor_0"
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blood_overlay_type = "armor"
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slowdown = 0
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armor = list(
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MELEE = 0,
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BULLET = 0,
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LASER = 0,
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ENERGY = 0,
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BOMB = 0,
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BIO = 0,
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RAD = 0
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)
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action_button_name = "Toggle Shield Projector"
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var/active = 0
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var/damage_to_energy_multiplier = 50.0 //Determines how much energy to charge for blocking, e.g. 20 damage attack = 750 energy cost
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var/block_percentage = 75
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/obj/item/clothing/suit/armor/shield/New()
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..()
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spark(src, 5, GLOB.cardinals)
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/obj/item/clothing/suit/armor/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")
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//Since this is a pierce of armor that is passive, we do not need to check if the user is incapacitated.
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if(!active)
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return BULLET_ACT_HIT
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var/modified_block_percentage = block_percentage
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if(issmall(user)) // Smaller shield means better protection.
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modified_block_percentage += 15
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var/damage_blocked = damage * (modified_block_percentage / 100)
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var/damage_to_energy_cost = (damage_to_energy_multiplier * damage_blocked)
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if(!user.technomancer_pay_energy(damage_to_energy_cost))
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to_chat(user, SPAN_DANGER("Your shield fades due to lack of energy!"))
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active = 0
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update_icon()
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return BULLET_ACT_HIT
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damage = damage - damage_blocked
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if(istype(damage_source, /obj/projectile))
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var/obj/projectile/P = damage_source
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P.sharp = 0
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P.edge = 0
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P.embed_chance = 0
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if(P.agony)
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var/agony_blocked = P.agony * (modified_block_percentage / 100)
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P.agony -= agony_blocked
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P.damage = P.damage - damage_blocked
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user.visible_message(SPAN_DANGER("\The [user]'s [src] absorbs [attack_text]!"))
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to_chat(user, SPAN_WARNING("Your shield has absorbed most of \the [damage_source]."))
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spark(src, 5, GLOB.cardinals)
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playsound(src, 'sound/weapons/blade.ogg', 50, 1)
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return BULLET_ACT_HIT // This shield does not block all damage, so returning 0 is needed to tell the game to apply the new damage.
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/obj/item/clothing/suit/armor/shield/attack_self(mob/user)
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active = !active
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to_chat(user, SPAN_NOTICE("You [active ? "" : "de"]activate \the [src]."))
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update_icon()
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user.update_inv_wear_suit()
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user.update_action_buttons()
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/obj/item/clothing/suit/armor/shield/update_icon()
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icon_state = "shield_armor_[active]"
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item_state = "shield_armor_[active]"
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if(active)
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set_light_range_power_color(2, 1, "#006AFF")
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set_light_on(TRUE)
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else
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set_light_on(FALSE)
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..()
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return
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