mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-29 18:40:42 +00:00
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
283 lines
9.9 KiB
Plaintext
283 lines
9.9 KiB
Plaintext
/obj/item/shield
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name = "shield"
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icon = 'icons/obj/shields.dmi'
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block_chance = 50
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armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
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var/transparent = FALSE // makes beam projectiles pass through the shield
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/obj/item/shield/proc/on_shield_block(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", damage = 0, attack_type = MELEE_ATTACK)
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return TRUE
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/obj/item/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_state = "riot"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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slot_flags = ITEM_SLOT_BACK
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force = 10
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throwforce = 5
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throw_speed = 2
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throw_range = 3
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w_class = WEIGHT_CLASS_BULKY
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custom_materials = list(/datum/material/glass=7500, /datum/material/iron=1000)
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attack_verb_continuous = list("shoves", "bashes")
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attack_verb_simple = list("shove", "bash")
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var/cooldown = 0 //shield bash cooldown. based on world.time
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transparent = TRUE
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max_integrity = 75
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material_flags = MATERIAL_NO_EFFECTS
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/obj/item/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(transparent && (hitby.pass_flags & PASSGLASS))
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return FALSE
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if(attack_type == THROWN_PROJECTILE_ATTACK)
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final_block_chance += 30
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if(attack_type == LEAP_ATTACK)
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final_block_chance = 100
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. = ..()
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if(.)
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on_shield_block(owner, hitby, attack_text, damage, attack_type)
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/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/melee/baton))
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if(cooldown < world.time - 25)
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user.visible_message(span_warning("[user] bashes [src] with [W]!"))
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playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, TRUE)
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cooldown = world.time
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else if(istype(W, /obj/item/stack/sheet/mineral/titanium))
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if (obj_integrity >= max_integrity)
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to_chat(user, span_warning("[src] is already in perfect condition."))
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else
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var/obj/item/stack/sheet/mineral/titanium/T = W
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T.use(1)
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obj_integrity = max_integrity
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to_chat(user, span_notice("You repair [src] with [T]."))
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else
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return ..()
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/obj/item/shield/riot/examine(mob/user)
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. = ..()
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var/healthpercent = round((obj_integrity/max_integrity) * 100, 1)
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switch(healthpercent)
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if(50 to 99)
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. += span_info("It looks slightly damaged.")
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if(25 to 50)
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. += span_info("It appears heavily damaged.")
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if(0 to 25)
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. += span_warning("It's falling apart!")
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/obj/item/shield/riot/proc/shatter(mob/living/carbon/human/owner)
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playsound(owner, 'sound/effects/glassbr3.ogg', 100)
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new /obj/item/shard((get_turf(src)))
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/obj/item/shield/riot/on_shield_block(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", damage = 0, attack_type = MELEE_ATTACK)
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if (obj_integrity <= damage)
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var/turf/T = get_turf(owner)
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T.visible_message(span_warning("[hitby] destroys [src]!"))
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shatter(owner)
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qdel(src)
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return FALSE
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take_damage(damage)
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return ..()
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/obj/item/shield/riot/roman
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name = "\improper Roman shield"
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desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
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icon_state = "roman_shield"
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inhand_icon_state = "roman_shield"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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transparent = FALSE
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custom_materials = list(/datum/material/iron=8500)
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max_integrity = 65
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/obj/item/shield/riot/roman/fake
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desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
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block_chance = 0
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
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max_integrity = 30
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/obj/item/shield/riot/roman/shatter(mob/living/carbon/human/owner)
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playsound(owner, 'sound/effects/grillehit.ogg', 100)
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new /obj/item/stack/sheet/iron(get_turf(src))
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/obj/item/shield/riot/buckler
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name = "wooden buckler"
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desc = "A medieval wooden buckler."
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icon_state = "buckler"
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inhand_icon_state = "buckler"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 10)
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resistance_flags = FLAMMABLE
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block_chance = 30
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transparent = FALSE
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max_integrity = 55
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/shield/riot/buckler/shatter(mob/living/carbon/human/owner)
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playsound(owner, 'sound/effects/bang.ogg', 50)
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new /obj/item/stack/sheet/mineral/wood(get_turf(src))
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/obj/item/shield/riot/flash
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name = "strobe shield"
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desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs."
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icon_state = "flashshield"
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inhand_icon_state = "flashshield"
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var/obj/item/assembly/flash/handheld/embedded_flash
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/obj/item/shield/riot/flash/Initialize()
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. = ..()
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embedded_flash = new(src)
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/obj/item/shield/riot/flash/ComponentInitialize()
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. = .. ()
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AddElement(/datum/element/update_icon_updates_onmob)
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/obj/item/shield/riot/flash/attack(mob/living/M, mob/user)
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. = embedded_flash.attack(M, user)
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update_appearance()
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/obj/item/shield/riot/flash/attack_self(mob/living/carbon/user)
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. = embedded_flash.attack_self(user)
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update_appearance()
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/obj/item/shield/riot/flash/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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. = ..()
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if (. && !embedded_flash.burnt_out)
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embedded_flash.activate()
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update_appearance()
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/obj/item/shield/riot/flash/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/assembly/flash/handheld))
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var/obj/item/assembly/flash/handheld/flash = W
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if(flash.burnt_out)
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to_chat(user, span_warning("No sense replacing it with a broken bulb!"))
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return
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else
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to_chat(user, span_notice("You begin to replace the bulb..."))
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if(do_after(user, 20, target = user))
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if(flash.burnt_out || !flash || QDELETED(flash))
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return
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playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
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qdel(embedded_flash)
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embedded_flash = flash
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flash.forceMove(src)
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update_appearance()
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return
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..()
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/obj/item/shield/riot/flash/emp_act(severity)
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. = ..()
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embedded_flash.emp_act(severity)
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update_appearance()
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/obj/item/shield/riot/flash/update_icon_state()
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if(!embedded_flash || embedded_flash.burnt_out)
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icon_state = "riot"
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inhand_icon_state = "riot"
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else
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icon_state = "flashshield"
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inhand_icon_state = "flashshield"
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return ..()
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/obj/item/shield/riot/flash/examine(mob/user)
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. = ..()
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if (embedded_flash?.burnt_out)
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. += span_info("The mounted bulb has burnt out. You can try replacing it with a new one.")
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/obj/item/shield/energy
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name = "energy combat shield"
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desc = "A shield that reflects almost all energy projectiles, but is useless against physical attacks. It can be retracted, expanded, and stored anywhere."
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("shoves", "bashes")
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attack_verb_simple = list("shove", "bash")
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throw_range = 5
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force = 3
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throwforce = 3
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throw_speed = 3
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base_icon_state = "eshield" // [base_icon_state]1 for expanded, [base_icon_state]0 for contracted
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var/on_force = 10
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var/on_throwforce = 8
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var/on_throw_speed = 2
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var/active = 0
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var/clumsy_check = TRUE
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/obj/item/shield/energy/Initialize()
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. = ..()
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icon_state = "[base_icon_state]0"
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/obj/item/shield/energy/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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return 0
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/obj/item/shield/energy/IsReflect()
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return (active)
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/obj/item/shield/energy/attack_self(mob/living/carbon/human/user)
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if(clumsy_check && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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to_chat(user, span_userdanger("You beat yourself in the head with [src]!"))
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user.take_bodypart_damage(5)
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active = !active
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icon_state = "[base_icon_state][active]"
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if(active)
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force = on_force
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throwforce = on_throwforce
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throw_speed = on_throw_speed
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w_class = WEIGHT_CLASS_BULKY
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playsound(user, 'sound/weapons/saberon.ogg', 35, TRUE)
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to_chat(user, span_notice("[src] is now active."))
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else
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force = initial(force)
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throwforce = initial(throwforce)
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throw_speed = initial(throw_speed)
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w_class = WEIGHT_CLASS_TINY
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playsound(user, 'sound/weapons/saberoff.ogg', 35, TRUE)
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to_chat(user, span_notice("[src] can now be concealed."))
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add_fingerprint(user)
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/obj/item/shield/riot/tele
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name = "telescopic shield"
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desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
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icon_state = "teleriot0"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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custom_materials = list(/datum/material/iron = 3600, /datum/material/glass = 3600, /datum/material/silver = 270, /datum/material/titanium = 180)
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slot_flags = null
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force = 3
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throwforce = 3
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throw_speed = 3
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throw_range = 4
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w_class = WEIGHT_CLASS_NORMAL
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var/active = 0
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/obj/item/shield/riot/tele/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(active)
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return ..()
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return 0
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/obj/item/shield/riot/tele/attack_self(mob/living/user)
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active = !active
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icon_state = "teleriot[active]"
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playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, TRUE)
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if(active)
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force = 8
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throwforce = 5
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throw_speed = 2
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = ITEM_SLOT_BACK
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to_chat(user, span_notice("You extend \the [src]."))
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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 = WEIGHT_CLASS_NORMAL
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slot_flags = null
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to_chat(user, span_notice("[src] can now be concealed."))
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add_fingerprint(user)
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