mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Rewrites shield handling
Rewrites shield handling to be less hardcoded. Shields now take into account the damage source and direction when blocking. Riot shields no longer block most bullets, but are better at blocking melee and thrown items than they were previously. Energy shields block projectiles with a similar probability as they did before, and block melee and thrown as well as riot shields do. Shields no longer block from directly behind the player. Weapons now only block melee attacks. Cool effects when blocking with an energy shield or energy sword (including holoswords).
This commit is contained in:
@@ -409,7 +409,7 @@ var/list/global/slot_flags_enumeration = list(
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/obj/item/proc/ui_action_click()
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attack_self(usr)
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/obj/item/proc/IsShield()
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/obj/item/proc/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/attack_text = "the attack")
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return 0
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/obj/item/proc/get_loc_turf()
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@@ -11,8 +11,22 @@
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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/obj/item/weapon/material/sword/IsShield()
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/obj/item/weapon/material/sword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/attack_text = "the attack")
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//parry only melee attacks
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if(istype(damage_source, /obj/item/projectile) || (attacker && get_dist(user, attacker) > 1))
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return 0
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(!check_shield_arc(user, bad_arc, damage_source, attacker))
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return 0
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if(prob(50))
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user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
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playsound(user.loc, 'sound/weapons/punchmiss.ogg', 50, 1)
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return 1
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return 0
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/obj/item/weapon/material/sword/suicide_act(mob/user)
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viewers(user) << "<span class='danger'>[user] is falling on the [src.name]! It looks like \he's trying to commit suicide.</span>"
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@@ -71,6 +71,26 @@
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O.unwield()
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return unwield()
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//Allow a small chance of parrying melee attacks when wielded - maybe generalize this to other weapons someday
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/obj/item/weapon/material/twohanded/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/attack_text = "the attack")
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if(!wielded)
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return 0
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//parry only melee attacks
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if(istype(damage_source, /obj/item/projectile) || (attacker && get_dist(user, attacker) > 1))
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return 0
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(!check_shield_arc(user, bad_arc, damage_source, attacker))
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return 0
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if(prob(15))
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user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
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playsound(user.loc, 'sound/weapons/punchmiss.ogg', 50, 1)
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return 1
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return 0
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/obj/item/weapon/material/twohanded/update_icon()
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icon_state = "[base_icon][wielded]"
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item_state = icon_state
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@@ -168,50 +188,6 @@
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var/obj/effect/plant/P = A
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P.die_off()
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/*
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/*
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* Double-Bladed Energy Swords - Cheridan
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*/
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// Not sure what to do with this one, it won't work nicely with the material system,
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// but I don't want to copypaste all the twohanded procs..
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/obj/item/weapon/material/twohanded/dualsaber
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icon_state = "dualsaber0"
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base_icon = "dualsaber"
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name = "double-bladed energy sword"
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desc = "Handle with care."
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force = 3
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throwforce = 5.0
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throw_speed = 1
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throw_range = 5
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w_class = 2.0
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force_wielded = 30
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wieldsound = 'sound/weapons/saberon.ogg'
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unwieldsound = 'sound/weapons/saberoff.ogg'
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origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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sharp = 1
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edge = 1
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applies_material_colour = 0
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/obj/item/weapon/material/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
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..()
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if((CLUMSY in user.mutations) && (wielded) &&prob(40))
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user << "<span class='danger'>You twirl around a bit before losing your balance and impaling yourself on \the [src].</span>"
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user.take_organ_damage(20,25)
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return
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if((wielded) && prob(50))
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spawn(0)
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for(var/i in list(1,2,4,8,4,2,1,2,4,8,4,2))
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user.set_dir(i)
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sleep(1)
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/obj/item/weapon/material/twohanded/dualsaber/IsShield()
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if(wielded)
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return 1
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else
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return 0
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*/
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//spears, bay edition
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/obj/item/weapon/material/twohanded/spear
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icon_state = "spearglass0"
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@@ -151,8 +151,26 @@
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attack_verb = list()
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icon_state = initial(icon_state)
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/obj/item/weapon/melee/energy/sword/IsShield()
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if(active)
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/obj/item/weapon/melee/energy/sword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/attack_text = "the attack")
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if(!active)
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return 0
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//parry only melee attacks
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if(istype(damage_source, /obj/item/projectile) || (attacker && get_dist(user, attacker) > 1))
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return 0
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(!check_shield_arc(user, bad_arc, damage_source, attacker))
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return 0
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if(prob(50))
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user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, user.loc)
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spark_system.start()
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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return 1
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return 0
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@@ -1,5 +1,18 @@
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/obj/item/weapon/shield
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name = "shield"
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var/base_block_chance = 50
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/obj/item/weapon/shield/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/attack_text = "the attack")
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(check_shield_arc(user, bad_arc, damage_source, attacker))
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if(prob(get_block_chance(user, damage, damage_source, attacker)))
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user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
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return 1
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return 0
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/obj/item/weapon/shield/proc/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
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return base_block_chance
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/obj/item/weapon/shield/riot
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name = "riot shield"
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@@ -18,10 +31,19 @@
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attack_verb = list("shoved", "bashed")
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var/cooldown = 0 //shield bash cooldown. based on world.time
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IsShield()
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return 1
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/obj/item/weapon/shield/riot/handle_shield(mob/user)
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. = ..()
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if(.) playsound(user.loc, 'sound/weapons/Genhit.ogg', 50, 1)
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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/obj/item/weapon/shield/riot/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
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if(istype(damage_source, /obj/item/projectile))
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var/obj/item/projectile/P = damage_source
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//plastic shields do not stop bullets or lasers, even in space. Will block beanbags, rubber bullets, and stunshots just fine though.
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if((is_sharp(P) && damage > 10) || istype(P, /obj/item/projectile/beam))
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return 0
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return base_block_chance
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/obj/item/weapon/shield/riot/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W, /obj/item/weapon/melee/baton))
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if(cooldown < world.time - 25)
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user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
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@@ -49,11 +71,23 @@
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attack_verb = list("shoved", "bashed")
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var/active = 0
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/obj/item/weapon/shield/energy/IsShield()
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if(active)
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return 1
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else
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return 0
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/obj/item/weapon/shield/energy/handle_shield(mob/user)
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if(!active)
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return 0 //turn it on first!
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. = ..()
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if(.)
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, user.loc)
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spark_system.start()
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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/obj/item/weapon/shield/energy/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
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if(istype(damage_source, /obj/item/projectile))
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var/obj/item/projectile/P = damage_source
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if((is_sharp(P) && damage > 10) || istype(P, /obj/item/projectile/beam))
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return (base_block_chance - round(damage / 3)) //block bullets and beams using the old block chance
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return base_block_chance
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/obj/item/weapon/shield/energy/attack_self(mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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@@ -82,9 +116,32 @@
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add_fingerprint(user)
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return
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//** Shield Helpers
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//This is here in case it is useful for things like energy swords that want to pretend they are shields
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//bad_arc is the ABSOLUTE arc of directions from which we cannot block
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/obj/item/proc/check_shield_arc(mob/user, var/bad_arc, atom/damage_source = null, mob/attacker = null)
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//check attack direction
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var/attack_dir = 0 //direction from the user to the source of the attack
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if(istype(damage_source, /obj/item/projectile))
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var/obj/item/projectile/P = damage_source
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attack_dir = get_dir(get_turf(user), P.starting)
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else if(attacker)
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attack_dir = get_dir(get_turf(user), get_turf(attacker))
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else if(damage_source)
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attack_dir = get_dir(get_turf(user), get_turf(damage_source))
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world << "attack_dir: [print_dir(attack_dir)]"
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if(!(attack_dir && (attack_dir & bad_arc)))
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return 1
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return 0
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/obj/item/weapon/cloaking_device
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name = "cloaking device"
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desc = "Use this to become invisible to the human eyesocket."
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desc = "Use this to become invisible to the human eye."
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icon = 'icons/obj/device.dmi'
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icon_state = "shield0"
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var/active = 0.0
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@@ -114,3 +171,4 @@
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if(ismob(loc))
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loc:update_icons()
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..()
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@@ -113,8 +113,26 @@
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slowdown = 1
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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/obj/item/clothing/suit/armor/reactive/IsShield()
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if(active)
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/obj/item/clothing/suit/armor/reactive/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/attack_text = "the attack")
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if(prob(50))
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user.visible_message("<span class='danger'>The reactive teleport system flings [user] clear of the attack!</span>")
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var/list/turfs = new/list()
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for(var/turf/T in orange(6, user))
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if(istype(T,/turf/space)) continue
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if(T.density) continue
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if(T.x>world.maxx-6 || T.x<6) continue
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if(T.y>world.maxy-6 || T.y<6) continue
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turfs += T
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if(!turfs.len) turfs += pick(/turf in orange(6))
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var/turf/picked = pick(turfs)
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if(!isturf(picked)) return
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, user.loc)
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spark_system.start()
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playsound(user.loc, "sparks", 50, 1)
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user.loc = picked
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return 1
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return 0
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@@ -252,8 +252,26 @@
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New()
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item_color = "red"
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/obj/item/weapon/holo/esword/IsShield()
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if(active)
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/obj/item/weapon/holo/esword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/attack_text = "the attack")
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if(!active)
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return 0
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//parry only melee holo attacks
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if(!istype(damage_source, /obj/item/weapon/holo) || (attacker && get_dist(user, attacker) > 1))
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return 0
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(!check_shield_arc(user, bad_arc, damage_source, attacker))
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return 0
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if(prob(50))
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user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
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var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, user.loc)
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spark_system.start()
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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return 1
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return 0
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@@ -19,8 +19,7 @@
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// Should this all be in Touch()?
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if(istype(H))
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if((H != src) && check_shields(0, H.name))
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visible_message("\red <B>[H] attempted to touch [src]!</B>")
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if(H != src && check_shields(0, null, H, H.name))
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H.do_attack_animation(src)
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return 0
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@@ -17,7 +17,7 @@ emp_act
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var/obj/item/organ/external/organ = get_organ()
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//Shields
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if(check_shields(P.damage, "the [P.name]"))
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if(check_shields(P.damage, P, null, "the [P.name]"))
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P.on_hit(src, 2, def_zone)
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return 2
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@@ -148,32 +148,9 @@ emp_act
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return gear
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return null
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/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/attack_text = "the attack")
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if(l_hand && istype(l_hand, /obj/item/weapon))//Current base is the prob(50-d/3)
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var/obj/item/weapon/I = l_hand
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if(I.IsShield() && (prob(50 - round(damage / 3))))
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visible_message("\red <B>[src] blocks [attack_text] with the [l_hand.name]!</B>")
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return 1
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if(r_hand && istype(r_hand, /obj/item/weapon))
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var/obj/item/weapon/I = r_hand
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if(I.IsShield() && (prob(50 - round(damage / 3))))
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visible_message("\red <B>[src] blocks [attack_text] with the [r_hand.name]!</B>")
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return 1
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if(wear_suit && istype(wear_suit, /obj/item/))
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var/obj/item/I = wear_suit
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if(I.IsShield() && (prob(35)))
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visible_message("\red <B>The reactive teleport system flings [src] clear of [attack_text]!</B>")
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var/list/turfs = new/list()
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for(var/turf/T in orange(6))
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if(istype(T,/turf/space)) continue
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if(T.density) continue
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if(T.x>world.maxx-6 || T.x<6) continue
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if(T.y>world.maxy-6 || T.y<6) continue
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turfs += T
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if(!turfs.len) turfs += pick(/turf in orange(6))
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var/turf/picked = pick(turfs)
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if(!isturf(picked)) return
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src.loc = picked
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/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/atom/damage_source = null, var/mob/attacker = null, var/attack_text = "the attack")
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for(var/obj/item/shield in list(l_hand, r_hand, wear_suit))
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if(shield && shield.handle_shield(src, damage, damage_source, attacker, attack_text))
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return 1
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return 0
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@@ -206,7 +183,7 @@ emp_act
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if(user.a_intent == "disarm") effective_force = round(I.force/2)
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var/hit_area = affecting.name
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if((user != src) && check_shields(effective_force, "the [I.name]"))
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if((user != src) && check_shields(effective_force, I, user, "the [I.name]"))
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return 0
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if(istype(I,/obj/item/weapon/card/emag))
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@@ -335,7 +312,7 @@ emp_act
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O.throwing = 0 //it hit, so stop moving
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if ((O.thrower != src) && check_shields(throw_damage, "[O]"))
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if ((O.thrower != src) && check_shields(throw_damage, O, thrower, "[O]"))
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return
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var/obj/item/organ/external/affecting = get_organ(zone)
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@@ -237,7 +237,7 @@
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||||
var/hit_area = affecting.name
|
||||
|
||||
if((user != target) && H.check_shields(7, "the [src.name]"))
|
||||
if((user != target) && H.check_shields(7, src, user, "\the [src]"))
|
||||
return
|
||||
|
||||
if (target != user && H.getarmor(target_zone, "melee") > 5 && prob(50))
|
||||
|
||||
Reference in New Issue
Block a user