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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request The unfathomable curio now only blocks when equipped to the belt slot, and not when equipped in the hand. The shielded component now no longer blocks despite not having a wearer, and does not block if the wearer is not the same as the owner in the ``hit_reaction()`` proc. Fixes https://github.com/tgstation/tgstation/issues/82068 ## Why It's Good For The Game The curio was only blocking while in-hand, rather than how it should be; in the belt slot. Now it does what it is supposed to. On top of that, this fixes what I think has been a bug for quite some time with shield_inhand just not being respected whatsoever with regards to whether or not the component worked. It only really determined whether or not you got the sprites added/removed, but didn't factor into the blocking ability whatsoever. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 fix: Unfathomable Curios now properly block as expected. fix: The shielded component actually respects the shield_inhand when determining blocking potential. fix: Ensures that the shielded component has a wearer before attempting to block, and that this wearer is the same as the owner of the item. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: san7890 <the@san7890.com>
205 lines
8.2 KiB
Plaintext
205 lines
8.2 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 vests.
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*/
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/datum/component/shielded
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dupe_mode = COMPONENT_DUPE_UNIQUE
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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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/// How many charges we recover on each charge increment
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var/charge_recovery = 1
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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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/// Should the shield lose charges equal to the damage dealt by a hit?
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var/lose_multiple_charges = FALSE
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/// Should the shield's alpha change to show its remaining charge
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var/show_charge_as_alpha = FALSE
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/// The item we use for recharging
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var/recharge_path
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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, charge_recovery = 1, lose_multiple_charges = FALSE, show_charge_as_alpha = FALSE, recharge_path = null, starting_charges = null, 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.charge_recovery = charge_recovery
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src.lose_multiple_charges = lose_multiple_charges
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src.show_charge_as_alpha = show_charge_as_alpha
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src.recharge_path = recharge_path
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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_REF(default_run_hit_callback))
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if(isnull(starting_charges))
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current_charges = max_charges
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else
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current_charges = starting_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)
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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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on_hit_effects = null
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return ..()
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/datum/component/shielded/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(on_equipped))
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, PROC_REF(lost_wearer))
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RegisterSignal(parent, COMSIG_ITEM_HIT_REACT, PROC_REF(on_hit_react))
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RegisterSignal(parent, COMSIG_ATOM_ATTACKBY, PROC_REF(check_recharge_rune))
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var/atom/shield = parent
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if(ismob(shield.loc))
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var/mob/holder = shield.loc
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if(holder.is_holding(parent) && !shield_inhand)
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return
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set_wearer(holder)
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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_ATOM_ATTACKBY))
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var/atom/shield = parent
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if(shield.loc == wearer)
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lost_wearer(src, wearer)
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// Handle recharging, if we want to
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/datum/component/shielded/process(seconds_per_tick)
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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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adjust_charge(charge_recovery) // set the number of charges to current + recovery per increment, clamped from zero to max_charges
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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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/datum/component/shielded/proc/adjust_charge(change)
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current_charges = clamp(current_charges + change, 0, max_charges)
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if(wearer)
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wearer.update_appearance(UPDATE_ICON)
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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(user.is_holding(parent) && !shield_inhand)
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lost_wearer(source, user)
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return
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set_wearer(user)
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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_QDELETING))
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wearer.update_appearance(UPDATE_ICON)
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wearer = null
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/datum/component/shielded/proc/set_wearer(mob/user)
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if(wearer == user)
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return
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if(!isnull(wearer))
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CRASH("[type] called set_wearer with [user] but [wearer] was already the wearer!")
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wearer = user
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RegisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS, PROC_REF(on_update_overlays))
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RegisterSignal(wearer, COMSIG_QDELETING, PROC_REF(lost_wearer))
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if(current_charges)
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wearer.update_appearance(UPDATE_ICON)
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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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var/mutable_appearance/shield_appearance = mutable_appearance(shield_icon_file, (current_charges > 0 ? shield_icon : "broken"), MOB_SHIELD_LAYER)
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if(show_charge_as_alpha)
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shield_appearance.alpha = (current_charges/max_charges)*255
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overlays += shield_appearance
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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, damage_type)
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SIGNAL_HANDLER
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COOLDOWN_START(src, recently_hit_cd, recharge_start_delay)
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//No wearer? No block.
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if(isnull(wearer))
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return
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//if our wearer isn't the owner of the block, don't block
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if(owner != wearer)
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return
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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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var/charge_loss = 1 // how many charges do we lose
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if(lose_multiple_charges) // if the shield has health like damage we'll lose charges equal to the damage of the hit
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charge_loss = damage
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adjust_charge(-charge_loss)
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INVOKE_ASYNC(src, PROC_REF(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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return
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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_danger("[owner]'s shields deflect [attack_text] in a shower of sparks!"))
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if(current_charges <= 0)
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owner.visible_message(span_warning("[owner]'s shield overloads!"))
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/datum/component/shielded/proc/check_recharge_rune(datum/source, obj/item/recharge_rune, mob/living/user)
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SIGNAL_HANDLER
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if(!istype(recharge_rune, recharge_path))
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return
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. = COMPONENT_NO_AFTERATTACK
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adjust_charge(charge_recovery)
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to_chat(user, span_notice("You charge \the [parent]. It can now absorb [current_charges] hits."))
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qdel(recharge_rune)
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