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I was an idiot in #57797 and forgot to make the rune wizards can buy to add shield charges to their shielded hardsuits actually delete after being used, allowing you to use one rune infinitely. Oops! This PR fixes that. No more invincible wizards
161 lines
6.8 KiB
Plaintext
161 lines
6.8 KiB
Plaintext
/**
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* The shielded component causes the parent item to nullify a certain number of attacks against the wearer, see: shielded hardsuits.
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*/
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/datum/component/shielded
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/// The person currently wearing us
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var/mob/living/wearer
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/// How many charges we can have max, and how many we start with
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var/max_charges
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/// How many charges we currently have
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var/current_charges
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/// How long we have to avoid being hit to replenish charges. If set to 0, we never recharge lost charges
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var/recharge_start_delay = 20 SECONDS
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/// Once we go unhit long enough to recharge, we replenish charges this often. The floor is effectively 1 second, AKA how often SSdcs processes
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var/charge_increment_delay = 1 SECONDS
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/// What .dmi we're pulling the shield icon from
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var/shield_icon_file = 'icons/effects/effects.dmi'
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/// What icon is used when someone has a functional shield up
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var/shield_icon = "shield-old"
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/// Do we still shield if we're being held in-hand? If FALSE, it needs to be equipped to a slot to work
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var/shield_inhand = FALSE
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/// The cooldown tracking when we were last hit
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COOLDOWN_DECLARE(recently_hit_cd)
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/// The cooldown tracking when we last replenished a charge
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COOLDOWN_DECLARE(charge_add_cd)
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/// A callback for the sparks/message that play when a charge is used, see [/datum/component/shielded/proc/default_run_hit_callback]
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var/datum/callback/on_hit_effects
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/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)
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if(!isitem(parent) || max_charges <= 0)
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return COMPONENT_INCOMPATIBLE
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src.max_charges = max_charges
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src.recharge_start_delay = recharge_start_delay
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src.charge_increment_delay = charge_increment_delay
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src.shield_icon_file = shield_icon_file
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src.shield_icon = shield_icon
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src.shield_inhand = shield_inhand
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src.on_hit_effects = run_hit_callback || CALLBACK(src, .proc/default_run_hit_callback)
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current_charges = max_charges
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if(recharge_start_delay)
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START_PROCESSING(SSdcs, src)
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/datum/component/shielded/Destroy(force, silent)
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if(wearer)
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shield_icon = "broken"
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UnregisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS)
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wearer.update_appearance(UPDATE_ICON)
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wearer = null
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QDEL_NULL(on_hit_effects)
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return ..()
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/datum/component/shielded/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equipped)
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/lost_wearer)
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RegisterSignal(parent, COMSIG_ITEM_HIT_REACT, .proc/on_hit_react)
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/check_recharge_rune)
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/datum/component/shielded/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_ITEM_HIT_REACT, COMSIG_PARENT_ATTACKBY))
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// Handle recharging, if we want to
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/datum/component/shielded/process(delta_time)
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if(current_charges >= max_charges)
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STOP_PROCESSING(SSdcs, src)
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return
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if(!COOLDOWN_FINISHED(src, recently_hit_cd))
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return
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if(!COOLDOWN_FINISHED(src, charge_add_cd))
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return
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var/obj/item/item_parent = parent
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COOLDOWN_START(src, charge_add_cd, charge_increment_delay)
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current_charges++
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if(wearer && current_charges == 1)
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wearer.update_appearance(UPDATE_ICON)
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playsound(item_parent, 'sound/magic/charge.ogg', 50, TRUE)
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if(current_charges == max_charges)
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playsound(item_parent, 'sound/machines/ding.ogg', 50, TRUE)
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/// Check if we've been equipped to a valid slot to shield
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/datum/component/shielded/proc/on_equipped(datum/source, mob/user, slot)
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SIGNAL_HANDLER
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if(slot == ITEM_SLOT_HANDS && !shield_inhand)
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lost_wearer(source, user)
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return
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wearer = user
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RegisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/on_update_overlays)
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RegisterSignal(wearer, COMSIG_PARENT_QDELETING, .proc/lost_wearer)
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if(current_charges)
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wearer.update_appearance(UPDATE_ICON)
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/// Either we've been dropped or our wearer has been QDEL'd. Either way, they're no longer our problem
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/datum/component/shielded/proc/lost_wearer(datum/source, mob/user)
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SIGNAL_HANDLER
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if(wearer)
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UnregisterSignal(wearer, list(COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_PARENT_QDELETING))
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wearer.update_appearance(UPDATE_ICON)
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wearer = null
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/// Used to draw the shield overlay on the wearer
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/datum/component/shielded/proc/on_update_overlays(atom/parent_atom, list/overlays)
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SIGNAL_HANDLER
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overlays += mutable_appearance(shield_icon_file, (current_charges > 0 ? shield_icon : "broken"), MOB_SHIELD_LAYER)
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/**
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* 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.
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* It then runs the callback in [/datum/component/shielded/var/on_hit_effects] which handles the messages/sparks (so the visuals)
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*/
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/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)
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SIGNAL_HANDLER
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COOLDOWN_START(src, recently_hit_cd, recharge_start_delay)
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if(current_charges <= 0)
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return
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. = COMPONENT_HIT_REACTION_BLOCK
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current_charges = max(current_charges - 1, 0)
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INVOKE_ASYNC(src, .proc/actually_run_hit_callback, owner, attack_text, current_charges)
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if(!recharge_start_delay) // if recharge_start_delay is 0, we don't recharge
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if(!current_charges) // obviously if someone ever adds a manual way to replenish charges, change this
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qdel(src)
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return
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if(!current_charges)
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wearer.update_appearance(UPDATE_ICON)
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START_PROCESSING(SSdcs, src) // if we DO recharge, start processing so we can do that
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/// The wrapper to invoke the on_hit callback, so we don't have to worry about blocking in the signal handler
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/datum/component/shielded/proc/actually_run_hit_callback(mob/living/owner, attack_text, current_charges)
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on_hit_effects.Invoke(owner, attack_text, current_charges)
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/// Default on_hit proc, since cult robes are stupid and have different descriptions/sparks
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/datum/component/shielded/proc/default_run_hit_callback(mob/living/owner, attack_text, current_charges)
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do_sparks(2, TRUE, owner)
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owner.visible_message("<span class='danger'>[owner]'s shields deflect [attack_text] in a shower of sparks!<span>")
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if(current_charges <= 0)
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owner.visible_message("<span class='warning'>[owner]'s shield overloads!</span>")
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/datum/component/shielded/proc/check_recharge_rune(datum/source, obj/item/wizard_armour_charge/recharge_rune, mob/living/user)
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SIGNAL_HANDLER
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if(!istype(recharge_rune))
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return
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. = COMPONENT_NO_AFTERATTACK
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if(!istype(parent, /obj/item/clothing/suit/space/hardsuit/shielded/wizard))
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to_chat(user, "<span class='warning'>The rune can only be used on battlemage armour!</span>")
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return
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current_charges += recharge_rune.restored_charges
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to_chat(user, "<span class='notice'>You charge \the [parent]. It can now absorb [current_charges] hits.</span>")
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qdel(recharge_rune)
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