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## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑
92 lines
3.2 KiB
Plaintext
92 lines
3.2 KiB
Plaintext
#define SHIELD_FILTER "shield filter"
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/// gives the mobs a regenerative shield, it will tank hits for them and then need to recharge for a bit
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/datum/component/regenerative_shield
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///number of hits we can tank
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var/number_of_hits = 15
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///the limit of the damage we can tank
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var/damage_threshold
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///the overlay of the shield
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var/list/shield_overlays = list()
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///how long before the shield can regenerate
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var/regeneration_time
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/datum/component/regenerative_shield/Initialize(number_of_hits = 15, damage_threshold = 50, regeneration_time = 2 MINUTES, list/shield_overlays)
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if(!isliving(parent))
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return COMPONENT_INCOMPATIBLE
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src.number_of_hits = number_of_hits
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src.damage_threshold = damage_threshold
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src.regeneration_time = regeneration_time
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var/atom/movable/living_parent = parent
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for(var/type_path as anything in shield_overlays)
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if(!ispath(type_path))
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continue
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var/obj/effect/overlay/new_effect = new type_path()
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living_parent.vis_contents += new_effect
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apply_filter_effects(new_effect)
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src.shield_overlays += new_effect
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/datum/component/regenerative_shield/RegisterWithParent()
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. = ..()
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ADD_TRAIT(parent, TRAIT_REGEN_SHIELD, REF(src))
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RegisterSignal(parent, COMSIG_LIVING_CHECK_BLOCK, PROC_REF(block_attack))
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/datum/component/regenerative_shield/UnregisterFromParent()
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var/atom/movable/living_parent = parent
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for(var/obj/effect/overlay as anything in shield_overlays)
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living_parent.vis_contents -= overlay
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QDEL_LIST(shield_overlays)
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UnregisterSignal(parent, COMSIG_LIVING_CHECK_BLOCK)
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REMOVE_TRAIT(parent, TRAIT_REGEN_SHIELD, REF(src))
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return ..()
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/datum/component/regenerative_shield/proc/block_attack(
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mob/living/source,
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atom/hitby,
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damage,
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attack_text,
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attack_type,
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armour_penetration,
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damage_type,
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attack_flag,
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)
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SIGNAL_HANDLER
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if(damage <= 0 ||damage_type == STAMINA)
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return NONE
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if(damage >= damage_threshold || number_of_hits <= 0)
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return NONE
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playsound(get_turf(parent), 'sound/items/weapons/tap.ogg', 20)
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new /obj/effect/temp_visual/guardian/phase/out(get_turf(parent))
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number_of_hits = max(0, number_of_hits - 1)
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if(number_of_hits <= 0)
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disable_shield()
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return SUCCESSFUL_BLOCK
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/datum/component/regenerative_shield/proc/disable_shield()
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addtimer(CALLBACK(src, PROC_REF(enable_shield)), regeneration_time)
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for(var/obj/effect/my_effect as anything in shield_overlays)
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animate(my_effect, alpha = 0, time = 3 SECONDS)
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my_effect.remove_filter(SHIELD_FILTER)
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playsound(parent, 'sound/vehicles/mecha/mech_shield_drop.ogg', 20)
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/datum/component/regenerative_shield/proc/enable_shield()
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number_of_hits = initial(number_of_hits)
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for(var/obj/effect/my_effect as anything in shield_overlays)
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animate(my_effect, alpha = 255, time = 3 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(apply_filter_effects), my_effect), 5 SECONDS)
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playsound(parent, 'sound/vehicles/mecha/mech_shield_raise.ogg', 20)
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/datum/component/regenerative_shield/proc/apply_filter_effects(obj/effect/new_effect)
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if(isnull(new_effect))
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return
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new_effect.add_filter(SHIELD_FILTER, 1, list("type" = "outline", "color" = "#b6e6f3", "alpha" = 0, "size" = 1))
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var/filter = new_effect.get_filter(SHIELD_FILTER)
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animate(filter, alpha = 200, time = 0.5 SECONDS, loop = -1)
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animate(alpha = 0, time = 0.5 SECONDS)
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#undef SHIELD_FILTER
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