mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-23 07:26:05 +00:00
## About The Pull Request I wanted to add the ability to shove people with shields by right-clicking your target, just like how it works barehanded. This also required a solid refactor of disarm code, effectively bringing down the core of it to `mob/living` from `mob/living/carbon` or `mob/living/carbon/human`. This also means you can shove simple mobs inside closets, bins and on tables. Xenos and borgs are pretty much immune to regular disarms, but using a shield will work (borgs and royal xenos are immune to the knockdown). The riot shield armor has been balanced. It now tanks melee attacks pretty well, but will break against bullets in just about 2 to 4 hits depending on the bullet damage. I've always found the lack of sturdiness of the riot shields for what they're supposed to be good for a bit detrimental. Because I've refactored an item flag into a trait, I've had to add a new MOD module that grants protection from shove knockdown and staggering; found pre-installed in the administrative MODsuit, but I've also added it to the black market to make it cooler. You can bash people with the strobe shield on combat mode. ## Why It's Good For The Game Currently, shields are simply items that take a held slot in return of some block chance without being anything special, save for the strobe shield's integrated flash I guess, but are also a botherance as most crumple under the duress of less than half a dozen attacks. Meanwhile swords and other weapons with blok chance just don't care. TL;DR, I want them a bit more remarkable, and flexible as a tool. Of course, this ended up in a larger refactor because the right-click / disarm code was inconsistent. ## Changelog 🆑 add: Shields (and pillows) can be used to shove people around the same way barehanded right-clicking does. Xenos and borgs can actually be moved this way. add: Added a new MODsuit module, the bulwark module, which prevents knockdown and staggering from shoving, and getting pushed away by thrown objects. Inbuilt for the safeguard MODsuit, but one might also it in the black market. refactor: Disarming has been refactored. You can now shove simple critters onto tables and into bins and closets balance: Shields now take their own armor values and the armor penetration of the attack they blocked when damaged. This means shields are a bit sturdier now. balance: Riot shields can tank a lot more damage against melee weapons, but less against bullets. qol: strobe shields can now be used to bash people while combat mode is on. /🆑
401 lines
14 KiB
Plaintext
401 lines
14 KiB
Plaintext
#define BATON_BASH_COOLDOWN (3 SECONDS)
|
|
|
|
/obj/item/shield
|
|
name = "shield"
|
|
icon = 'icons/obj/weapons/shields.dmi'
|
|
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
|
|
block_chance = 50
|
|
slot_flags = ITEM_SLOT_BACK
|
|
force = 10
|
|
throwforce = 5
|
|
throw_speed = 2
|
|
throw_range = 3
|
|
w_class = WEIGHT_CLASS_BULKY
|
|
attack_verb_continuous = list("shoves", "bashes")
|
|
attack_verb_simple = list("shove", "bash")
|
|
armor_type = /datum/armor/item_shield
|
|
block_sound = 'sound/weapons/block_shield.ogg'
|
|
/// makes beam projectiles pass through the shield
|
|
var/transparent = FALSE
|
|
/// if the shield will break by sustaining damage
|
|
var/breakable_by_damage = TRUE
|
|
/// what the shield leaves behind when it breaks
|
|
var/shield_break_leftover = /obj/item/stack/sheet/mineral/wood
|
|
/// sound the shield makes when it breaks
|
|
var/shield_break_sound = 'sound/effects/bang.ogg'
|
|
/// baton bash cooldown
|
|
COOLDOWN_DECLARE(baton_bash)
|
|
|
|
/datum/armor/item_shield
|
|
melee = 50
|
|
bullet = 50
|
|
laser = 50
|
|
bomb = 30
|
|
fire = 80
|
|
acid = 70
|
|
|
|
/obj/item/shield/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/disarm_attack)
|
|
|
|
/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, damage_type = BRUTE)
|
|
if(transparent && (hitby.pass_flags & PASSGLASS))
|
|
return FALSE
|
|
if(attack_type == THROWN_PROJECTILE_ATTACK)
|
|
final_block_chance += 30
|
|
if(attack_type == LEAP_ATTACK)
|
|
final_block_chance = 100
|
|
. = ..()
|
|
if(.)
|
|
on_shield_block(owner, hitby, attack_text, damage, attack_type, damage_type)
|
|
|
|
/obj/item/shield/examine(mob/user)
|
|
. = ..()
|
|
var/healthpercent = round((atom_integrity/max_integrity) * 100, 1)
|
|
switch(healthpercent)
|
|
if(50 to 99)
|
|
. += span_info("It looks slightly damaged.")
|
|
if(25 to 50)
|
|
. += span_info("It appears heavily damaged.")
|
|
if(0 to 25)
|
|
. += span_warning("It's falling apart!")
|
|
|
|
/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, damage_type = BRUTE)
|
|
if(!breakable_by_damage || (damage_type != BRUTE && damage_type != BURN))
|
|
return TRUE
|
|
var/penetration = 0
|
|
var/armor_flag = MELEE
|
|
if(isprojectile(hitby))
|
|
var/obj/projectile/bang_bang = hitby
|
|
armor_flag = bang_bang.armor_flag
|
|
penetration = bang_bang.armour_penetration
|
|
else if(isitem(hitby))
|
|
var/obj/item/weapon = hitby
|
|
penetration = weapon.armour_penetration
|
|
else if(isanimal(hitby))
|
|
var/mob/living/simple_animal/critter = hitby
|
|
penetration = critter.armour_penetration
|
|
else if(isbasicmob(hitby))
|
|
var/mob/living/basic/critter = hitby
|
|
penetration = critter.armour_penetration
|
|
take_damage(damage, damage_type, armor_flag, armour_penetration = penetration)
|
|
|
|
/obj/item/shield/atom_destruction(damage_flag)
|
|
playsound(src, shield_break_sound, 50)
|
|
new shield_break_leftover(get_turf(src))
|
|
if(isliving(loc))
|
|
loc.balloon_alert(loc, "shield broken!")
|
|
return ..()
|
|
|
|
/obj/item/shield/buckler
|
|
name = "wooden buckler"
|
|
desc = "A medieval wooden buckler."
|
|
icon_state = "buckler"
|
|
inhand_icon_state = "buckler"
|
|
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 10)
|
|
resistance_flags = FLAMMABLE
|
|
block_chance = 30
|
|
max_integrity = 55
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
/obj/item/shield/roman
|
|
name = "\improper Roman shield"
|
|
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
|
|
icon_state = "roman_shield"
|
|
inhand_icon_state = "roman_shield"
|
|
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 4.25)
|
|
max_integrity = 65
|
|
shield_break_sound = 'sound/effects/grillehit.ogg'
|
|
shield_break_leftover = /obj/item/stack/sheet/iron
|
|
|
|
/obj/item/shield/roman/fake
|
|
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
|
|
block_chance = 0
|
|
armor_type = /datum/armor/none
|
|
max_integrity = 30
|
|
|
|
/datum/armor/item_shield/riot
|
|
melee = 80
|
|
bullet = 20
|
|
laser = 20
|
|
|
|
/obj/item/shield/riot
|
|
name = "riot shield"
|
|
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder, less so bullets and laser beams."
|
|
icon_state = "riot"
|
|
inhand_icon_state = "riot"
|
|
custom_materials = list(/datum/material/glass= SHEET_MATERIAL_AMOUNT * 3.75, /datum/material/iron= HALF_SHEET_MATERIAL_AMOUNT)
|
|
transparent = TRUE
|
|
max_integrity = 75
|
|
shield_break_sound = 'sound/effects/glassbr3.ogg'
|
|
shield_break_leftover = /obj/item/shard
|
|
armor_type = /datum/armor/item_shield/riot
|
|
|
|
/obj/item/shield/riot/Initialize(mapload)
|
|
. = ..()
|
|
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/strobeshield)
|
|
|
|
AddComponent(
|
|
/datum/component/slapcrafting,\
|
|
slapcraft_recipes = slapcraft_recipe_list,\
|
|
)
|
|
|
|
/obj/item/shield/riot/attackby(obj/item/attackby_item, mob/user, params)
|
|
if(istype(attackby_item, /obj/item/melee/baton))
|
|
if(!COOLDOWN_FINISHED(src, baton_bash))
|
|
return
|
|
user.visible_message(span_warning("[user] bashes [src] with [attackby_item]!"))
|
|
playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, TRUE)
|
|
COOLDOWN_START(src, baton_bash, BATON_BASH_COOLDOWN)
|
|
return
|
|
if(istype(attackby_item, /obj/item/stack/sheet/mineral/titanium))
|
|
if (atom_integrity >= max_integrity)
|
|
to_chat(user, span_warning("[src] is already in perfect condition."))
|
|
return
|
|
var/obj/item/stack/sheet/mineral/titanium/titanium_sheet = attackby_item
|
|
titanium_sheet.use(1)
|
|
atom_integrity = max_integrity
|
|
to_chat(user, span_notice("You repair [src] with [titanium_sheet]."))
|
|
return
|
|
return ..()
|
|
|
|
/obj/item/shield/riot/flash
|
|
name = "strobe shield"
|
|
desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs."
|
|
icon_state = "flashshield"
|
|
inhand_icon_state = "flashshield"
|
|
var/obj/item/assembly/flash/handheld/embedded_flash = /obj/item/assembly/flash/handheld
|
|
|
|
/obj/item/shield/riot/flash/Initialize(mapload)
|
|
. = ..()
|
|
AddElement(/datum/element/update_icon_updates_onmob)
|
|
if(embedded_flash)
|
|
embedded_flash = new(src)
|
|
embedded_flash.set_light_flags(embedded_flash.light_flags | LIGHT_ATTACHED)
|
|
update_appearance(UPDATE_ICON)
|
|
|
|
/obj/item/shield/riot/flash/Entered(atom/movable/arrived, atom/old_loc, list/atom/old_locs)
|
|
if(istype(arrived, /obj/item/assembly/flash/handheld))
|
|
embedded_flash = arrived
|
|
embedded_flash.set_light_flags(embedded_flash.light_flags | LIGHT_ATTACHED)
|
|
update_appearance(UPDATE_ICON)
|
|
return ..()
|
|
|
|
/obj/item/shield/riot/flash/Exited(atom/movable/gone, direction)
|
|
if(gone == embedded_flash)
|
|
embedded_flash.set_light_flags(embedded_flash.light_flags & ~LIGHT_ATTACHED)
|
|
embedded_flash = null
|
|
update_appearance(UPDATE_ICON)
|
|
return ..()
|
|
|
|
/obj/item/shield/riot/flash/vv_edit_var(vname, vval)
|
|
. = ..()
|
|
if(vname == NAMEOF(src, embedded_flash))
|
|
update_appearance(UPDATE_ICON)
|
|
|
|
/obj/item/shield/riot/flash/Destroy(force)
|
|
QDEL_NULL(embedded_flash)
|
|
return ..()
|
|
|
|
/obj/item/shield/riot/flash/attack(mob/living/target_mob, mob/living/user)
|
|
if(user.combat_mode)
|
|
return ..()
|
|
flash_away(user, target_mob)
|
|
|
|
/obj/item/shield/riot/flash/attack_self(mob/living/carbon/user)
|
|
flash_away(user)
|
|
|
|
/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)
|
|
. = ..()
|
|
if(.)
|
|
flash_away(owner)
|
|
|
|
///Handles calls for the actual flash object + plays the flashing animations.
|
|
/obj/item/shield/riot/flash/proc/flash_away(mob/owner, mob/target, animation_only)
|
|
if(QDELETED(embedded_flash) || (embedded_flash.burnt_out && !animation_only))
|
|
return
|
|
var/flick = animation_only ? TRUE : (target ? embedded_flash.attack(target, owner) : embedded_flash.AOE_flash(user = owner))
|
|
if(!flick && !embedded_flash.burnt_out)
|
|
return
|
|
flick("flashshield_flash", src)
|
|
inhand_icon_state = "flashshield_flash"
|
|
owner?.update_held_items()
|
|
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_appearance)), 0.5 SECONDS, (TIMER_UNIQUE|TIMER_OVERRIDE)) //.5 second delay so the inhands sprite finishes its anim since inhands don't support flick().
|
|
|
|
/obj/item/shield/riot/flash/attackby(obj/item/attackby_item, mob/user)
|
|
if(istype(attackby_item, /obj/item/assembly/flash/handheld))
|
|
var/obj/item/assembly/flash/handheld/flash = attackby_item
|
|
if(flash.burnt_out)
|
|
to_chat(user, span_warning("No sense replacing it with a broken bulb!"))
|
|
return
|
|
else
|
|
to_chat(user, span_notice("You begin to replace the bulb..."))
|
|
if(do_after(user, 20, target = user))
|
|
if(QDELETED(flash) || flash.burnt_out)
|
|
return
|
|
playsound(src, 'sound/items/deconstruct.ogg', 50, TRUE)
|
|
qdel(embedded_flash)
|
|
flash.forceMove(src)
|
|
return
|
|
return ..()
|
|
|
|
/obj/item/shield/riot/flash/emp_act(severity)
|
|
. = ..()
|
|
if(QDELETED(embedded_flash) || embedded_flash.burnt_out)
|
|
return
|
|
embedded_flash.emp_act(severity)
|
|
if(embedded_flash.burnt_out) // a little hacky but no good way to check otherwise.
|
|
flash_away((ismob(loc) ? loc : null), animation_only = TRUE)
|
|
|
|
/obj/item/shield/riot/flash/update_icon_state()
|
|
if(QDELETED(embedded_flash) || embedded_flash.burnt_out)
|
|
icon_state = "riot"
|
|
inhand_icon_state = "riot"
|
|
else
|
|
icon_state = "flashshield"
|
|
inhand_icon_state = "flashshield"
|
|
return ..()
|
|
|
|
/obj/item/shield/riot/flash/examine(mob/user)
|
|
. = ..()
|
|
if (embedded_flash?.burnt_out)
|
|
. += span_info("The mounted bulb has burnt out. You can try replacing it with a new <b>flash</b>.")
|
|
|
|
/obj/item/shield/energy
|
|
name = "combat energy shield"
|
|
desc = "A hardlight shield capable of reflecting blocked energy projectiles, as well las providing well-rounded defense from most all other attacks."
|
|
icon_state = "eshield"
|
|
inhand_icon_state = "eshield"
|
|
w_class = WEIGHT_CLASS_TINY
|
|
attack_verb_continuous = list("shoves", "bashes")
|
|
attack_verb_simple = list("shove", "bash")
|
|
throw_range = 5
|
|
force = 3
|
|
throwforce = 3
|
|
throw_speed = 3
|
|
breakable_by_damage = FALSE
|
|
block_sound = 'sound/weapons/block_blade.ogg'
|
|
/// Force of the shield when active.
|
|
var/active_force = 10
|
|
/// Throwforce of the shield when active.
|
|
var/active_throwforce = 8
|
|
/// Throwspeed of ethe shield when active.
|
|
var/active_throw_speed = 2
|
|
/// Whether clumsy people can transform this without side effects.
|
|
var/can_clumsy_use = FALSE
|
|
/// The chance for projectiles to be reflected by the shield
|
|
var/reflection_probability = 50
|
|
|
|
/obj/item/shield/energy/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent( \
|
|
/datum/component/transforming, \
|
|
force_on = active_force, \
|
|
throwforce_on = active_throwforce, \
|
|
throw_speed_on = active_throw_speed, \
|
|
hitsound_on = hitsound, \
|
|
clumsy_check = !can_clumsy_use, \
|
|
)
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
|
|
RegisterSignal(src, COMSIG_ITEM_CAN_DISARM_ATTACK, PROC_REF(can_disarm_attack))
|
|
|
|
/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, damage_type = BRUTE)
|
|
if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
|
|
return FALSE
|
|
|
|
if(attack_type == PROJECTILE_ATTACK)
|
|
var/obj/projectile/our_projectile = hitby
|
|
|
|
if(our_projectile.reflectable) //We handle this via IsReflect() instead.
|
|
final_block_chance = 0
|
|
|
|
return ..()
|
|
|
|
/obj/item/shield/energy/IsReflect()
|
|
return HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE) && prob(reflection_probability)
|
|
|
|
/*
|
|
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
|
|
*/
|
|
/obj/item/shield/energy/proc/on_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
if(user)
|
|
balloon_alert(user, active ? "activated" : "deactivated")
|
|
playsound(src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 35, TRUE)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/shield/energy/proc/can_disarm_attack(datum/source, mob/living/victim, mob/living/user, send_message = TRUE)
|
|
SIGNAL_HANDLER
|
|
if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
|
|
if(send_message)
|
|
balloon_alert(user, "activate it first!")
|
|
return COMPONENT_BLOCK_ITEM_DISARM_ATTACK
|
|
|
|
/obj/item/shield/energy/advanced
|
|
name = "advanced combat energy shield"
|
|
desc = "A hardlight shield capable of reflecting all energy projectiles, as well las providing well-rounded defense from most all other attacks. \
|
|
Often employed by Nanotrasen deathsquads."
|
|
icon_state = "advanced_eshield"
|
|
inhand_icon_state = "advanced_eshield"
|
|
reflection_probability = 100 //Guaranteed reflection
|
|
|
|
/obj/item/shield/riot/tele
|
|
name = "telescopic shield"
|
|
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
|
|
icon_state = "teleriot"
|
|
inhand_icon_state = "teleriot"
|
|
worn_icon_state = "teleriot"
|
|
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 3.6, /datum/material/glass = HALF_SHEET_MATERIAL_AMOUNT * 3.6, /datum/material/silver = SMALL_MATERIAL_AMOUNT * 2.7, /datum/material/titanium = SMALL_MATERIAL_AMOUNT * 1.8)
|
|
slot_flags = null
|
|
force = 3
|
|
throwforce = 3
|
|
throw_speed = 3
|
|
throw_range = 4
|
|
w_class = WEIGHT_CLASS_NORMAL
|
|
|
|
/obj/item/shield/riot/tele/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent( \
|
|
/datum/component/transforming, \
|
|
force_on = 8, \
|
|
throwforce_on = 5, \
|
|
throw_speed_on = 2, \
|
|
hitsound_on = hitsound, \
|
|
w_class_on = WEIGHT_CLASS_BULKY, \
|
|
attack_verb_continuous_on = list("smacks", "strikes", "cracks", "beats"), \
|
|
attack_verb_simple_on = list("smack", "strike", "crack", "beat"), \
|
|
)
|
|
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
|
|
RegisterSignal(src, COMSIG_ITEM_CAN_DISARM_ATTACK, PROC_REF(can_disarm_attack))
|
|
|
|
/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, damage_type = BRUTE)
|
|
if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
|
|
return ..()
|
|
return FALSE
|
|
|
|
/**
|
|
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
|
|
*
|
|
* Allows it to be placed on back slot when active.
|
|
*/
|
|
/obj/item/shield/riot/tele/proc/on_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
slot_flags = active ? ITEM_SLOT_BACK : null
|
|
if(user)
|
|
balloon_alert(user, active ? "extended" : "collapsed")
|
|
playsound(src, 'sound/weapons/batonextend.ogg', 50, TRUE)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/shield/riot/tele/proc/can_disarm_attack(datum/source, mob/living/victim, mob/living/user, send_message = TRUE)
|
|
SIGNAL_HANDLER
|
|
if(!HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
|
|
if(send_message)
|
|
balloon_alert(user, "extend it first!")
|
|
return COMPONENT_BLOCK_ITEM_DISARM_ATTACK
|
|
|
|
#undef BATON_BASH_COOLDOWN
|