Refactors shielded hardsuits into a component, fixes kisses consuming shield charges (#57797)

Shielded hardsuits (like the syndie ones) and shielded cult robes, despite functioning very similarly, were actually implemented twice in their own pockets of clothing code. This merges them into one component that lets you block a certain number of attacks while your suit has charges, and have the suit recharge itself after going so long without being hit (optional, cult robes still don't regain lost charges).

This PR also fixes harmless kiss projectiles consuming charges on shielded suits, I'm sure to much disappointment. They'll now pass directly through though, so you can still try your luck to see if love truly conquers all (it probably won't).

One casualty of this is that you can no longer toggle the shield color of syndie hardsuits with a multitool since that it was annoying to componentize, not something that affected gameplay, and probably something noone knew you could do anyway.

Fixes: #57723
This commit is contained in:
Ryll Ryll
2021-04-05 12:50:12 -04:00
committed by GitHub
parent f4a3033e00
commit a54b528dfa
10 changed files with 247 additions and 132 deletions

View File

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/**
* The shielded component causes the parent item to nullify a certain number of attacks against the wearer, see: shielded hardsuits.
*/
/datum/component/shielded
/// The person currently wearing us
var/mob/living/wearer
/// How many charges we can have max, and how many we start with
var/max_charges
/// How many charges we currently have
var/current_charges
/// How long we have to avoid being hit to replenish charges. If set to 0, we never recharge lost charges
var/recharge_start_delay = 20 SECONDS
/// Once we go unhit long enough to recharge, we replenish charges this often. The floor is effectively 1 second, AKA how often SSdcs processes
var/charge_increment_delay = 1 SECONDS
/// What .dmi we're pulling the shield icon from
var/shield_icon_file = 'icons/effects/effects.dmi'
/// What icon is used when someone has a functional shield up
var/shield_icon = "shield-old"
/// Do we still shield if we're being held in-hand? If FALSE, it needs to be equipped to a slot to work
var/shield_inhand = FALSE
/// The cooldown tracking when we were last hit
COOLDOWN_DECLARE(recently_hit_cd)
/// The cooldown tracking when we last replenished a charge
COOLDOWN_DECLARE(charge_add_cd)
/// A callback for the sparks/message that play when a charge is used, see [/datum/component/shielded/proc/default_run_hit_callback]
var/datum/callback/on_hit_effects
/datum/component/shielded/Initialize(max_charges = 3, recharge_start_delay = 20 SECONDS, charge_increment_delay = 1 SECONDS, shield_icon_file = 'icons/effects/effects.dmi', shield_icon = "shield-old", shield_inhand = FALSE, run_hit_callback)
if(!isitem(parent) || max_charges <= 0)
return COMPONENT_INCOMPATIBLE
src.max_charges = max_charges
src.recharge_start_delay = recharge_start_delay
src.charge_increment_delay = charge_increment_delay
src.shield_icon_file = shield_icon_file
src.shield_icon = shield_icon
src.shield_inhand = shield_inhand
src.on_hit_effects = run_hit_callback || CALLBACK(src, .proc/default_run_hit_callback)
current_charges = max_charges
if(recharge_start_delay)
START_PROCESSING(SSdcs, src)
/datum/component/shielded/Destroy(force, silent)
if(wearer)
shield_icon = "broken"
UnregisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS)
wearer.update_appearance(UPDATE_ICON)
wearer = null
QDEL_NULL(on_hit_effects)
return ..()
/datum/component/shielded/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equipped)
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/lost_wearer)
RegisterSignal(parent, COMSIG_ITEM_HIT_REACT, .proc/on_hit_react)
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/check_recharge_rune)
/datum/component/shielded/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_ITEM_HIT_REACT, COMSIG_PARENT_ATTACKBY))
// Handle recharging, if we want to
/datum/component/shielded/process(delta_time)
if(current_charges >= max_charges)
STOP_PROCESSING(SSdcs, src)
return
if(!COOLDOWN_FINISHED(src, recently_hit_cd))
return
if(!COOLDOWN_FINISHED(src, charge_add_cd))
return
var/obj/item/item_parent = parent
COOLDOWN_START(src, charge_add_cd, charge_increment_delay)
current_charges++
if(wearer && current_charges == 1)
wearer.update_appearance(UPDATE_ICON)
playsound(item_parent, 'sound/magic/charge.ogg', 50, TRUE)
if(current_charges == max_charges)
playsound(item_parent, 'sound/machines/ding.ogg', 50, TRUE)
/// Check if we've been equipped to a valid slot to shield
/datum/component/shielded/proc/on_equipped(datum/source, mob/user, slot)
SIGNAL_HANDLER
if(slot == ITEM_SLOT_HANDS && !shield_inhand)
lost_wearer(source, user)
return
wearer = user
RegisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/on_update_overlays)
RegisterSignal(wearer, COMSIG_PARENT_QDELETING, .proc/lost_wearer)
if(current_charges)
wearer.update_appearance(UPDATE_ICON)
/// Either we've been dropped or our wearer has been QDEL'd. Either way, they're no longer our problem
/datum/component/shielded/proc/lost_wearer(datum/source, mob/user)
SIGNAL_HANDLER
if(wearer)
UnregisterSignal(wearer, list(COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_PARENT_QDELETING))
wearer.update_appearance(UPDATE_ICON)
wearer = null
/// Used to draw the shield overlay on the wearer
/datum/component/shielded/proc/on_update_overlays(atom/parent_atom, list/overlays)
SIGNAL_HANDLER
overlays += mutable_appearance(shield_icon_file, (current_charges > 0 ? shield_icon : "broken"), MOB_SHIELD_LAYER)
/**
* This proc fires when we're hit, and is responsible for checking if we're charged, then deducting one + returning that we're blocking if so.
* It then runs the callback in [/datum/component/shielded/var/on_hit_effects] which handles the messages/sparks (so the visuals)
*/
/datum/component/shielded/proc/on_hit_react(datum/source, mob/living/carbon/human/owner, atom/movable/hitby, attack_text, final_block_chance, damage, attack_type)
SIGNAL_HANDLER
COOLDOWN_START(src, recently_hit_cd, recharge_start_delay)
if(current_charges <= 0)
return
. = COMPONENT_HIT_REACTION_BLOCK
current_charges = max(current_charges - 1, 0)
INVOKE_ASYNC(src, .proc/actually_run_hit_callback, owner, attack_text, current_charges)
if(!recharge_start_delay) // if recharge_start_delay is 0, we don't recharge
if(!current_charges) // obviously if someone ever adds a manual way to replenish charges, change this
qdel(src)
return
if(!current_charges)
wearer.update_appearance(UPDATE_ICON)
START_PROCESSING(SSdcs, src) // if we DO recharge, start processing so we can do that
/// The wrapper to invoke the on_hit callback, so we don't have to worry about blocking in the signal handler
/datum/component/shielded/proc/actually_run_hit_callback(mob/living/owner, attack_text, current_charges)
on_hit_effects.Invoke(owner, attack_text, current_charges)
/// Default on_hit proc, since cult robes are stupid and have different descriptions/sparks
/datum/component/shielded/proc/default_run_hit_callback(mob/living/owner, attack_text, current_charges)
do_sparks(2, TRUE, owner)
owner.visible_message("<span class='danger'>[owner]'s shields deflect [attack_text] in a shower of sparks!<span>")
if(current_charges <= 0)
owner.visible_message("<span class='warning'>[owner]'s shield overloads!</span>")
/datum/component/shielded/proc/check_recharge_rune(datum/source, obj/item/wizard_armour_charge/recharge_rune, mob/living/user)
SIGNAL_HANDLER
if(!istype(recharge_rune))
return
. = COMPONENT_NO_AFTERATTACK
if(!istype(parent, /obj/item/clothing/suit/space/hardsuit/shielded/wizard))
to_chat(user, "<span class='warning'>The rune can only be used on battlemage armour!</span>")
return
current_charges += recharge_rune.restored_charges
to_chat(user, "<span class='notice'>You charge \the [parent]. It can now absorb [current_charges] hits.</span>")