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Energy swords, shields, and ninja blades can now deflect projectiles. Energy swords have a fairly moderate chance of reflecting energy weapons. Energy shields have a much higher chance of reflecting energy weapons. The ninja blade has the highest chance of reflecting energy weapons. Energy sword and ninja blade can only effectively reflect shots to the groin, chest, and head. Energy shield has full body coverage. Energy sword has less "durability" than shield and blade (Can withstand less shots before shutting off.) Neither sword, shield, nor blade can deflect shots to the back. Only the ablative vest provides full coverage. Probably some other stuff I'm forgetting.
256 lines
8.9 KiB
Plaintext
256 lines
8.9 KiB
Plaintext
//** Shield Helpers
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//These are shared by various items that have shield-like behaviour
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//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.
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/proc/check_shield_arc(mob/user, var/bad_arc, atom/damage_source = null, mob/attacker = null)
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//check attack direction
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var/attack_dir = 0 //direction from the user to the source of the attack
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if(istype(damage_source, /obj/item/projectile))
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var/obj/item/projectile/P = damage_source
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attack_dir = get_dir(get_turf(user), P.starting)
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else if(attacker)
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attack_dir = get_dir(get_turf(user), get_turf(attacker))
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else if(damage_source)
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attack_dir = get_dir(get_turf(user), get_turf(damage_source))
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if(!(attack_dir && (attack_dir & bad_arc)))
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return 1
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return 0
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/proc/default_parry_check(mob/user, mob/attacker, atom/damage_source)
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//parry only melee attacks
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if(istype(damage_source, /obj/item/projectile) || (attacker && get_dist(user, attacker) > 1) || user.incapacitated())
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return 0
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(!check_shield_arc(user, bad_arc, damage_source, attacker))
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return 0
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return 1
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/obj/item/weapon/shield
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name = "shield"
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var/base_block_chance = 50
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/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")
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if(user.incapacitated())
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return 0
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(check_shield_arc(user, bad_arc, damage_source, attacker))
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if(prob(get_block_chance(user, damage, damage_source, attacker)))
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user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
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return 1
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return 0
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/obj/item/weapon/shield/proc/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
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return base_block_chance
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/obj/item/weapon/shield/riot
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name = "riot shield"
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desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "riot"
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flags = CONDUCT
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slot_flags = SLOT_BACK
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force = 5.0
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throwforce = 5.0
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throw_speed = 1
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throw_range = 4
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w_class = 4.0
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origin_tech = list(TECH_MATERIAL = 2)
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matter = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 1000)
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attack_verb = list("shoved", "bashed")
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var/cooldown = 0 //shield bash cooldown. based on world.time
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/obj/item/weapon/shield/riot/handle_shield(mob/user)
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. = ..()
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if(.) playsound(user.loc, 'sound/weapons/Genhit.ogg', 50, 1)
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/obj/item/weapon/shield/riot/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
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if(istype(damage_source, /obj/item/projectile))
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var/obj/item/projectile/P = damage_source
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//plastic shields do not stop bullets or lasers, even in space. Will block beanbags, rubber bullets, and stunshots just fine though.
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if((is_sharp(P) && damage > 10) || istype(P, /obj/item/projectile/beam))
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return 0
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return base_block_chance
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/obj/item/weapon/shield/riot/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/melee/baton))
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if(cooldown < world.time - 25)
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user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
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playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
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cooldown = world.time
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else
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..()
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/*
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* Energy Shield
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*/
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/obj/item/weapon/shield/energy
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name = "energy combat shield"
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desc = "A shield capable of stopping most projectile and melee attacks. It can be retracted, expanded, and stored anywhere."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "eshield0" // eshield1 for expanded
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flags = CONDUCT
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force = 3.0
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throwforce = 5.0
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throw_speed = 1
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throw_range = 4
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w_class = 2
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origin_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 4)
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attack_verb = list("shoved", "bashed")
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var/shield_power = 150
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var/active = 0
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/obj/item/weapon/shield/energy/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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if(!active)
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return 0 //turn it on first!
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if(user.incapacitated())
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return 0
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if(.)
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spark(user.loc, 5)
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(check_shield_arc(user, bad_arc, damage_source, attacker))
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if(prob(get_block_chance(user, damage, damage_source, attacker)))
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spark(user.loc, 5)
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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shield_power -= round(damage/4)
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if(shield_power <= 0)
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visible_message("<span class='danger'>\The [user]'s [src.name] overloads!</span>")
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active = 0
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force = 3
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update_icon()
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w_class = 1
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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shield_power = initial(shield_power)
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return 0
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if(istype(damage_source, /obj/item/projectile/energy) || istype(damage_source, /obj/item/projectile/beam))
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var/obj/item/projectile/P = damage_source
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var/reflectchance = 80 - round(damage/3)
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if(P.starting && prob(reflectchance))
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visible_message("<span class='danger'>\The [user]'s [src.name] reflects [attack_text]!</span>")
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// Find a turf near or on the original location to bounce to
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var/new_x = P.starting.x + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/new_y = P.starting.y + pick(0, 0, 0, 0, 0, -1, 1, -2, 2)
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var/turf/curloc = get_turf(user)
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// redirect the projectile
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P.redirect(new_x, new_y, curloc, user)
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return PROJECTILE_CONTINUE // complete projectile permutation
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else
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user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
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return 1
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else
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user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
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return 1
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/obj/item/weapon/shield/energy/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
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if(istype(damage_source, /obj/item/projectile))
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var/obj/item/projectile/P = damage_source
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if((is_sharp(P) && damage > 10) || istype(P, /obj/item/projectile/beam))
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return (base_block_chance - round(damage / 3)) //block bullets and beams using the old block chance
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return base_block_chance
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/obj/item/weapon/shield/energy/attack_self(mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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user << "<span class='warning'>You beat yourself in the head with [src].</span>"
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user.take_organ_damage(5)
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active = !active
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if (active)
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force = 10
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update_icon()
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w_class = 4
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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user << "<span class='notice'>\The [src] is now active.</span>"
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else
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force = 3
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update_icon()
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w_class = 1
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playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
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user << "<span class='notice'>\The [src] can now be concealed.</span>"
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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add_fingerprint(user)
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return
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/obj/item/weapon/shield/energy/update_icon()
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icon_state = "eshield[active]"
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if(active)
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set_light(1.5, 1.5, "#006AFF")
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else
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set_light(0)
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// tact
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/obj/item/weapon/shield/riot/tact
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name = "tactical shield"
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desc = "A highly advanced ballistic shield crafted from durable materials and plated ablative panels. Can be collapsed for mobility."
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icon = 'icons/obj/tactshield.dmi'
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icon_state = "tactshield0"
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item_state = "tactshield0"
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contained_sprite = 1
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force = 3.0
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throwforce = 3.0
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throw_speed = 3
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throw_range = 4
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w_class = 3
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attack_verb = list("shoved", "bashed")
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var/active = 0
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/obj/item/weapon/shield/riot/tact/handle_shield(mob/user)
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if(!active)
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return 0 //turn it on first!
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. = ..()
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if(.)
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if(.) playsound(user.loc, 'sound/weapons/Genhit.ogg', 50, 1)
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/obj/item/weapon/shield/riot/tact/attack_self(mob/living/user)
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active = !active
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icon_state = "tactshield[active]"
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item_state = "tactshield[active]"
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playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
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if(active)
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force = 5
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throwforce = 5
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throw_speed = 2
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w_class = 4
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slot_flags = SLOT_BACK
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user << "<span class='notice'>You extend \the [src] downward with a sharp snap of your wrist.</span>"
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else
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force = 3
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throwforce = 3
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throw_speed = 3
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w_class = 2
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slot_flags = 0
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user << "<span class='notice'>The [src] folds inwards neatly as you snap your wrist upwards and push it back into the frame.</span>"
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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H.update_inv_l_hand()
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H.update_inv_r_hand()
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add_fingerprint(user)
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return
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