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* Makes flags properly check themselves Byond ref: https://www.byond.com/docs/ref/#/operator/& Basically, flags should use & instead of == We can have more than 1 slot on any item, so it's preferred that we do this instead. Even if it doesn't immediately fix any problems, it's something that should be the standard anyways to prevent it from ever being a problem. Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
185 lines
7.5 KiB
Plaintext
185 lines
7.5 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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/// 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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/// 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, 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.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/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, silent)
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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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QDEL_NULL(on_hit_effects)
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return ..()
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/datum/component/shielded/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equipped)
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RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/lost_wearer)
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RegisterSignal(parent, COMSIG_ITEM_HIT_REACT, .proc/on_hit_react)
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RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/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_PARENT_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(delta_time)
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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((slot & ITEM_SLOT_HANDS) && !shield_inhand)
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lost_wearer(source, user)
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return
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set_wearer(source, 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_PARENT_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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wearer = user
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RegisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/on_update_overlays)
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RegisterSignal(wearer, COMSIG_PARENT_QDELETING, .proc/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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overlays += mutable_appearance(shield_icon_file, (current_charges > 0 ? shield_icon : "broken"), MOB_SHIELD_LAYER)
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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)
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SIGNAL_HANDLER
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COOLDOWN_START(src, recently_hit_cd, recharge_start_delay)
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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/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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