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Bubberstation/code/datums/components/shielded.dm
SkyratBot 647b408d01 [MIRROR] Fixes typos in span, other html elements [MDB IGNORE] (#10222)
* Fixes typos in span, other html elements (#63510)

Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro

* Fixes typos in span, other html elements

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2021-12-23 17:18:43 +00:00

174 lines
7.3 KiB
Plaintext

/**
* The shielded component causes the parent item to nullify a certain number of attacks against the wearer, see: shielded hardsuits.
*/
/datum/component/shielded
/// The person currently wearing us
var/mob/living/wearer
/// How many charges we can have max, and how many we start with
var/max_charges
/// How many charges we currently have
var/current_charges
/// How long we have to avoid being hit to replenish charges. If set to 0, we never recharge lost charges
var/recharge_start_delay = 20 SECONDS
/// Once we go unhit long enough to recharge, we replenish charges this often. The floor is effectively 1 second, AKA how often SSdcs processes
var/charge_increment_delay = 1 SECONDS
/// How many charges we recover on each charge increment
var/charge_recovery = 1
/// What .dmi we're pulling the shield icon from
var/shield_icon_file = 'icons/effects/effects.dmi'
/// What icon is used when someone has a functional shield up
var/shield_icon = "shield-old"
/// Do we still shield if we're being held in-hand? If FALSE, it needs to be equipped to a slot to work
var/shield_inhand = FALSE
/// Should the shield lose charges equal to the damage dealt by a hit?
var/lose_multiple_charges = FALSE
/// The cooldown tracking when we were last hit
COOLDOWN_DECLARE(recently_hit_cd)
/// The cooldown tracking when we last replenished a charge
COOLDOWN_DECLARE(charge_add_cd)
/// A callback for the sparks/message that play when a charge is used, see [/datum/component/shielded/proc/default_run_hit_callback]
var/datum/callback/on_hit_effects
/datum/component/shielded/Initialize(max_charges = 3, recharge_start_delay = 20 SECONDS, charge_increment_delay = 1 SECONDS, charge_recovery = 1, lose_multiple_charges = FALSE, shield_icon_file = 'icons/effects/effects.dmi', shield_icon = "shield-old", shield_inhand = FALSE, run_hit_callback)
if(!isitem(parent) || max_charges <= 0)
return COMPONENT_INCOMPATIBLE
src.max_charges = max_charges
src.recharge_start_delay = recharge_start_delay
src.charge_increment_delay = charge_increment_delay
src.charge_recovery = charge_recovery
src.lose_multiple_charges = lose_multiple_charges
src.shield_icon_file = shield_icon_file
src.shield_icon = shield_icon
src.shield_inhand = shield_inhand
src.on_hit_effects = run_hit_callback || CALLBACK(src, .proc/default_run_hit_callback)
current_charges = max_charges
if(recharge_start_delay)
START_PROCESSING(SSdcs, src)
/datum/component/shielded/Destroy(force, silent)
if(wearer)
shield_icon = "broken"
UnregisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS)
wearer.update_appearance(UPDATE_ICON)
wearer = null
QDEL_NULL(on_hit_effects)
return ..()
/datum/component/shielded/RegisterWithParent()
RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, .proc/on_equipped)
RegisterSignal(parent, COMSIG_ITEM_DROPPED, .proc/lost_wearer)
RegisterSignal(parent, COMSIG_ITEM_HIT_REACT, .proc/on_hit_react)
RegisterSignal(parent, COMSIG_PARENT_ATTACKBY, .proc/check_recharge_rune)
/datum/component/shielded/UnregisterFromParent()
UnregisterSignal(parent, list(COMSIG_ITEM_EQUIPPED, COMSIG_ITEM_DROPPED, COMSIG_ITEM_HIT_REACT, COMSIG_PARENT_ATTACKBY))
// Handle recharging, if we want to
/datum/component/shielded/process(delta_time)
if(current_charges >= max_charges)
STOP_PROCESSING(SSdcs, src)
return
if(!COOLDOWN_FINISHED(src, recently_hit_cd))
return
if(!COOLDOWN_FINISHED(src, charge_add_cd))
return
var/obj/item/item_parent = parent
COOLDOWN_START(src, charge_add_cd, charge_increment_delay)
adjust_charge(charge_recovery) // set the number of charges to current + recovery per increment, clamped from zero to max_charges
playsound(item_parent, 'sound/magic/charge.ogg', 50, TRUE)
if(current_charges == max_charges)
playsound(item_parent, 'sound/machines/ding.ogg', 50, TRUE)
/datum/component/shielded/proc/adjust_charge(change)
current_charges = clamp(current_charges + change, 0, max_charges)
if(wearer)
wearer.update_appearance(UPDATE_ICON)
/// Check if we've been equipped to a valid slot to shield
/datum/component/shielded/proc/on_equipped(datum/source, mob/user, slot)
SIGNAL_HANDLER
if(slot == ITEM_SLOT_HANDS && !shield_inhand)
lost_wearer(source, user)
return
wearer = user
RegisterSignal(wearer, COMSIG_ATOM_UPDATE_OVERLAYS, .proc/on_update_overlays)
RegisterSignal(wearer, COMSIG_PARENT_QDELETING, .proc/lost_wearer)
if(current_charges)
wearer.update_appearance(UPDATE_ICON)
/// Either we've been dropped or our wearer has been QDEL'd. Either way, they're no longer our problem
/datum/component/shielded/proc/lost_wearer(datum/source, mob/user)
SIGNAL_HANDLER
if(wearer)
UnregisterSignal(wearer, list(COMSIG_ATOM_UPDATE_OVERLAYS, COMSIG_PARENT_QDELETING))
wearer.update_appearance(UPDATE_ICON)
wearer = null
/// Used to draw the shield overlay on the wearer
/datum/component/shielded/proc/on_update_overlays(atom/parent_atom, list/overlays)
SIGNAL_HANDLER
overlays += mutable_appearance(shield_icon_file, (current_charges > 0 ? shield_icon : "broken"), MOB_SHIELD_LAYER)
/**
* 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.
* It then runs the callback in [/datum/component/shielded/var/on_hit_effects] which handles the messages/sparks (so the visuals)
*/
/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)
SIGNAL_HANDLER
COOLDOWN_START(src, recently_hit_cd, recharge_start_delay)
if(current_charges <= 0)
return
. = COMPONENT_HIT_REACTION_BLOCK
var/charge_loss = 1 // how many charges do we lose
if(lose_multiple_charges) // if the shield has health like damage we'll lose charges equal to the damage of the hit
charge_loss = damage
adjust_charge(-charge_loss)
INVOKE_ASYNC(src, .proc/actually_run_hit_callback, owner, attack_text, current_charges)
if(!recharge_start_delay) // if recharge_start_delay is 0, we don't recharge
if(!current_charges) // obviously if someone ever adds a manual way to replenish charges, change this
qdel(src)
return
START_PROCESSING(SSdcs, src) // if we DO recharge, start processing so we can do that
/// The wrapper to invoke the on_hit callback, so we don't have to worry about blocking in the signal handler
/datum/component/shielded/proc/actually_run_hit_callback(mob/living/owner, attack_text, current_charges)
on_hit_effects.Invoke(owner, attack_text, current_charges)
/// Default on_hit proc, since cult robes are stupid and have different descriptions/sparks
/datum/component/shielded/proc/default_run_hit_callback(mob/living/owner, attack_text, current_charges)
do_sparks(2, TRUE, owner)
owner.visible_message(span_danger("[owner]'s shields deflect [attack_text] in a shower of sparks!"))
if(current_charges <= 0)
owner.visible_message(span_warning("[owner]'s shield overloads!"))
/datum/component/shielded/proc/check_recharge_rune(datum/source, obj/item/wizard_armour_charge/recharge_rune, mob/living/user)
SIGNAL_HANDLER
if(!istype(recharge_rune))
return
. = COMPONENT_NO_AFTERATTACK
if(!istype(parent, /obj/item/clothing/suit/space/hardsuit/shielded/wizard))
to_chat(user, span_warning("The rune can only be used on battlemage armour!"))
return
current_charges += recharge_rune.restored_charges
to_chat(user, span_notice("You charge \the [parent]. It can now absorb [current_charges] hits."))
qdel(recharge_rune)