Files
Bubberstation/code/game/objects/items/shields.dm
Ghom f72eb75a6f Handcuffs can now be used to bind certain items (briefcases, toolboxes, etc.) to your hand. (#93305)
## About The Pull Request
Technically, this PR introduces the cuffable_item element and the
cuffed_item status effect and their relative code.

In more player-friendly terms, this allows the ability to use handcuffs
to bind certain items to your hands by right-clicking it with a pair of
handcuffs in your active hand. This makes the item unable to be dropped,
for better or worse, until you or someone else remove said cuffs. And
no, this doesn't conflict with the ability to be handcuffed if you're
silly enough to think that.

There are more than one way to remove the cuffs. For the player with the
item cuffed to their hand, to remove the cuffs they can either click the
status alert, or examine the item and click the relative hyperlink. The
second option is good to have if for some reason the status alert
doesn't show up (too many alerts etc.).

For other people, they can remove the cuffs by opening the strip
inventory menu (the one you open by click-dragging the sprite of person
with the item onto yours). It's an alternative action specific to this
status effect (therefore only held items). Until the cuffs are removed,
trying to remove the item **directly** will bring you nowhere **because
the item is stuck to their hands**, duh. Alternatively you can just chop
their arm off. You do what you do.

For a list of items that can be bound with cuffs (suggestions welcome):
- briefcases
- toolboxes
- lockboxes
- first aid kits
- shields (they generally have handles and all. gameplay-wise they
already take away one hand slot to use. Using cuffs seals the deal: no
swapping items on the go, so no two-handed weapons, but you won't drop
the shield until it's broken)
- jerrycans (Kryson's suggestion)
- soup pots (ditto, kinda weird)
- coffee mugs, and the mauna mug (ditto)
- buckets
- plushes (silly stuff, if you ever want to arrest a plush or test the
feature)
- pet carriers
- mining drills
- swords with closed guards (ERT chainsaw-sword, cap's sabre, parsnip
sabre, cutlass, e-cutlass...)
- crutches and the white cane
- baskets
- flashlights and lamps (not subtypes like flares, glowsticks and
torches)
- TTVs
- chairs

## Why It's Good For The Game
This opens up for some emergent use for handcuffs beside people (or
prisoner shoes). Inspired by a scene of some 1998 action movie, where
one of the bad guys had the mc guffin briefcase latched to his wrist
with a pair of handcuffs.

Codewise, it was also a reason to refactor bits of code like handcuffs
and screen alerts slightly. On a sidenote, actual sprites for
cult/heretic shackles.

## Changelog

🆑
add: You can now bind certain items like briefcases, toolboxes, medkits,
shields, jerrycans etc. to your hand with a pair of handcuffs,
preventing them from being dropped. You can remove said binds at any
time unless incapacitated, and so can others through the strip inventory
menu.
qol: The appearance of a screen alert now updates if the object it
represents (like, an item offered by another player) changes appearance.
imageadd: The shadow shackles item (from cult magic and heretic
sacrifices) now has its own icon.
/🆑
2025-10-07 05:24:20 -06:00

488 lines
18 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'
abstract_type = /obj/item/shield
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/items/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)
/// is shield bashable?
var/is_bashable = TRUE
/// sound when a shield is bashed
var/shield_bash_sound = 'sound/effects/shieldbash.ogg'
/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)
AddElement(/datum/element/cuffable_item) //I mean, it has a closed handle, right?
/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)
var/effective_block_chance = final_block_chance
if(transparent && (hitby.pass_flags & PASSGLASS))
return FALSE
if(attack_type == THROWN_PROJECTILE_ATTACK)
effective_block_chance += 30
if(attack_type == LEAP_ATTACK)
effective_block_chance = 100
if(attack_type == OVERWHELMING_ATTACK)
effective_block_chance -= 25
final_block_chance = clamp(effective_block_chance, 0, 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/item_interaction(mob/living/user, obj/item/tool, list/modifiers, is_right_clicking)
. = ..()
if(. & ITEM_INTERACT_ANY_BLOCKER)
return .
if(!istype(tool, /obj/item/melee/baton) || !is_bashable)
return .
if(!COOLDOWN_FINISHED(src, baton_bash))
return ITEM_INTERACT_BLOCKING
user.visible_message(span_warning("[user] bashes [src] with [tool]!"))
playsound(src, shield_bash_sound, 50, TRUE)
COOLDOWN_START(src, baton_bash, BATON_BASH_COOLDOWN)
return ITEM_INTERACT_SUCCESS
/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/buckler/moonflower
name = "moonflower buckler"
desc = "A buckler made from a steel-cap reinforced moonflower."
icon_state = "moonflower_buckler"
inhand_icon_state = "moonflower_buckler"
block_chance = 40
max_integrity = 40
w_class = WEIGHT_CLASS_NORMAL
/obj/item/shield/kite
name = "kite shield"
desc = "Protect your internal organs with this almond shaped shield."
icon_state = "kite"
inhand_icon_state = "kite"
custom_materials = list(/datum/material/wood = SHEET_MATERIAL_AMOUNT * 15)
shield_break_sound = 'sound/effects/grillehit.ogg'
max_integrity = 60
/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/glass/glassbr3.ogg'
shield_break_leftover = /obj/item/shard
armor_type = /datum/armor/item_shield/riot
pickup_sound = 'sound/items/handling/shield/plastic_shield_pick_up.ogg'
drop_sound = 'sound/items/handling/shield/plastic_shield_drop.ogg'
/obj/item/shield/riot/Initialize(mapload)
. = ..()
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/strobeshield)
AddElement(
/datum/element/slapcrafting,\
slapcraft_recipes = slapcraft_recipe_list,\
)
/obj/item/shield/riot/attackby(obj/item/attackby_item, mob/user, list/modifiers, list/attack_modifiers)
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, 2 SECONDS, 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 as 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/items/weapons/block_blade.ogg'
is_bashable = FALSE // Gotta wait till it activates y'know
shield_bash_sound = 'sound/effects/energyshieldbash.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
var/effective_block_chance = final_block_chance
if(attack_type == OVERWHELMING_ATTACK)
effective_block_chance -= 25
if(attack_type == PROJECTILE_ATTACK)
var/obj/projectile/our_projectile = hitby
if(our_projectile.reflectable) //We handle this via IsReflect() instead.
effective_block_chance = 0
final_block_chance = clamp(effective_block_chance, 0, 100)
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/items/weapons/saberon.ogg' : 'sound/items/weapons/saberoff.ogg', 35, TRUE)
is_bashable = !is_bashable
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 as 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/items/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
/datum/armor/item_shield/ballistic
melee = 30
bullet = 85
bomb = 10
laser = 80
/obj/item/shield/ballistic
name = "ballistic shield"
desc = "A heavy shield designed for blocking projectiles, weaker to melee."
icon_state = "ballistic"
inhand_icon_state = "ballistic"
custom_materials = list(/datum/material/iron = SHEET_MATERIAL_AMOUNT * 2, /datum/material/glass = SHEET_MATERIAL_AMOUNT * 2, /datum/material/titanium =SHEET_MATERIAL_AMOUNT)
max_integrity = 75
shield_break_leftover = /obj/item/stack/rods/ten
armor_type = /datum/armor/item_shield/ballistic
/obj/item/shield/ballistic/attackby(obj/item/attackby_item, mob/user, list/modifiers, list/attack_modifiers)
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 ..()
/datum/armor/item_shield/improvised
melee = 40
bullet = 30
laser = 30
/obj/item/shield/improvised
name = "improvised shield"
desc = "A crude shield made out of several sheets of iron taped together, not very durable."
icon_state = "improvised"
inhand_icon_state = "improvised"
custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT * 2)
max_integrity = 35
shield_break_leftover = /obj/item/stack/rods/two
armor_type = /datum/armor/item_shield/improvised
block_sound = 'sound/items/trayhit/trayhit2.ogg'
#undef BATON_BASH_COOLDOWN