Files
Bubberstation/code/game/objects/items/shields.dm
DrTuxedo a4822c165b Now blocking is more noticeable! New blocking and parrying sounds (#74998)
## About The Pull Request
Now whenever an attack is blocked, the sound will play and deflection
with the item now plays sound too:


https://github.com/tgstation/tgstation/assets/42353186/1a0cc5b7-f2af-4d72-88d7-57cc11f5baa3

The parry.ogg was updated to a better-sounding one


https://github.com/tgstation/tgstation/assets/42353186/5ffc53d8-0b3c-4e6b-9256-b7b9735918bc

Every item now has a "block_sound" that can be set, it determines what
sound is played when you block an attack with it.
Cult items no longer have their own way of fuckery to play parry sounds,
now they use this system as well.

Now shield bash sound is 80% smaller after cutting out all of its noise
and silence.
## Why It's Good For The Game
Adds feedback on whether the attack was blocked or not, signalling both
to the attacker and defender that it didn't go through even if the
animation played, which is a great QoL. Same with the deflection sound
(although deflection is still pretty visible, the sound would not hurt)

New sounds add more flavour to the weapons, especially the energy sword,
giving it even more badassery.

Cutting down the noise from the shield bash sound has made it better to
listen and saved some kilobytes of information. And making every item
use the universal system for blocking sounds, removing cultist items'
own code for playing parrying sounds.
## Changelog
🆑 DrDiasyl aka DrTuxedo#0931
qol: Now blocking an attack will play a sound and display a spark
effect, giving back feedback
sound: parry.ogg was updated to a better-sounding version
sound: shieldbash.ogg no longer has noise and unnecessary silence
sound: New block_shield.ogg and block_blade.ogg for shields and energy
swords
code: Cultists items no longer have their own code for playing parrying
sounds
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-05-11 17:53:46 +00:00

334 lines
12 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/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(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)
/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/shatter(mob/living/carbon/human/owner)
playsound(owner, shield_break_sound, 50)
new shield_break_leftover(get_turf(src))
/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)
if(!breakable_by_damage)
return TRUE
if (atom_integrity <= damage)
var/turf/owner_turf = get_turf(owner)
owner_turf.visible_message(span_warning("[hitby] destroys [src]!"))
shatter(owner)
qdel(src)
return FALSE
take_damage(damage)
return TRUE
/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
/obj/item/shield/riot
name = "riot shield"
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
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
/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/user)
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 = "energy combat shield"
desc = "A shield that reflects almost all energy projectiles, but is useless against physical attacks. It can be retracted, expanded, and stored anywhere."
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'
/// Whether the shield is currently extended and protecting the user.
var/enabled = FALSE
/// 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
/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))
/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)
return FALSE
/obj/item/shield/energy/IsReflect()
return enabled
/*
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
*/
/obj/item/shield/energy/proc/on_transform(obj/item/source, mob/user, active)
SIGNAL_HANDLER
enabled = active
balloon_alert(user, "[active ? "activated":"deactivated"]")
playsound(user ? user : src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 35, TRUE)
return COMPONENT_NO_DEFAULT_MESSAGE
/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
/// Whether the shield is extended and protecting the user..
var/extended = FALSE
/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))
/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)
if(extended)
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
extended = active
slot_flags = active ? ITEM_SLOT_BACK : null
playsound(user ? user : src, 'sound/weapons/batonextend.ogg', 50, TRUE)
balloon_alert(user, "[active ? "extended" : "collapsed"]")
return COMPONENT_NO_DEFAULT_MESSAGE
#undef BATON_BASH_COOLDOWN