diff --git a/code/game/machinery/recharger.dm b/code/game/machinery/recharger.dm index 115e5e710a..7914c8cfdf 100644 --- a/code/game/machinery/recharger.dm +++ b/code/game/machinery/recharger.dm @@ -10,7 +10,7 @@ active_power_usage = 40000 //40 kW var/efficiency = 40000 //will provide the modified power rate when upgraded var/obj/item/charging = null - var/list/allowed_devices = list(/obj/item/weapon/gun/energy, /obj/item/weapon/melee/baton, /obj/item/modular_computer, /obj/item/weapon/computer_hardware/battery_module, /obj/item/weapon/cell, /obj/item/device/suit_cooling_unit/emergency, /obj/item/device/flashlight, /obj/item/device/electronic_assembly, /obj/item/weapon/weldingtool/electric, /obj/item/ammo_magazine/smart, /obj/item/device/flash, /obj/item/device/defib_kit, /obj/item/ammo_casing/microbattery, /obj/item/device/paicard, /obj/item/ammo_magazine/cell_mag, /obj/item/weapon/gun/projectile/cell_loaded) // CHOMPedit: medigun stuff + var/list/allowed_devices = list(/obj/item/weapon/gun/energy, /obj/item/weapon/melee/baton, /obj/item/modular_computer, /obj/item/weapon/computer_hardware/battery_module, /obj/item/weapon/cell, /obj/item/device/suit_cooling_unit/emergency, /obj/item/device/flashlight, /obj/item/device/electronic_assembly, /obj/item/weapon/weldingtool/electric, /obj/item/ammo_magazine/smart, /obj/item/device/flash, /obj/item/device/defib_kit, /obj/item/ammo_casing/microbattery, /obj/item/device/paicard, /obj/item/ammo_magazine/cell_mag, /obj/item/weapon/gun/projectile/cell_loaded, /obj/item/device/personal_shield_generator) // CHOMPedit: medigun stuff var/icon_state_charged = "recharger2" var/icon_state_charging = "recharger1" var/icon_state_idle = "recharger0" //also when unpowered diff --git a/code/game/objects/items/devices/personal_shield_generator_vr.dm b/code/game/objects/items/devices/personal_shield_generator_vr.dm new file mode 100644 index 0000000000..c09d7ae8c5 --- /dev/null +++ b/code/game/objects/items/devices/personal_shield_generator_vr.dm @@ -0,0 +1,601 @@ +// TO ANYBODY LOOKING AT THIS FILE: +// Everything is mostly commented on to give as much detailed information as possible. +// Some things may be difficult to understand, but every variable in here has a comment explaining what it is/does. +// The base unit, the 'personal_shield_generator' is a backpack, comes with a gun, and has normal numbers for everything. +// The belt units do NOT come with a gun and have a cell that is half the capacity of backpack units. +// These can be VERY, VERY, VERY strong if too many are handed out, the cell is too strong, or the modifier is too strong. +// Additionally, if you are mapping any of these in, ensure you map in the /loaded versions or else they won't have a battery. +// I have also made it so you can modify everything about them, including the modifier they give and the cell, which can be changed via mapping. + +// In essence, these can be viewed as an extra layer of armor that has upsides and downsides with more extensive features. +// Shield generators apply PRE armor. Ultimately this shouldn't matter too much, but it makes more sense this way. +// There are a good amount of variants in here, ranging from mining to security to misc ones. +// If you want to make a variant, you need to only change modifier_type and make the modifier desired. + + +/obj/item/device/personal_shield_generator + name = "personal shield generator" + desc = "A personal shield generator." + icon = 'icons/obj/items_vr.dmi' + icon_state = "shield_pack" + item_state = "defibunit" //Placeholder + slot_flags = SLOT_BACK + force = 5 + throwforce = 6 + preserve_item = 1 + w_class = ITEMSIZE_HUGE //It's a giant shield generator!!! + unacidable = TRUE + origin_tech = list(TECH_MATERIAL = 6, TECH_COMBAT = 8, TECH_POWER = 6, TECH_DATA = 4) //These are limited AND high tech. Breaking one of them down is massive. + action_button_name = "Toggle Shield" + var/obj/item/weapon/gun/energy/gun/generator/active_weapon + var/obj/item/weapon/cell/device/bcell = null + + + var/generator_hit_cost = 100 // Power used when a special effect (such as a bullet being blocked) is performed! Could also be expanded to other things. + var/generator_active_cost = 10 // Power used when turned on. + var/damage_cost = 25 // 40 damage absorbed per 1000 charge. + var/modifier_type = /datum/modifier/shield_projection // What type of modifier will it add? Used for variant modifiers! + + var/has_weapon = 1 // Backpack units generally have weapons. + var/shield_active = 0 // If the shield gen is active. + var/effect_color = "#99FFFF" // Allows for changing shield colors. Default cyan. + +/obj/item/device/personal_shield_generator/get_cell() + return bcell + +/obj/item/device/personal_shield_generator/New() + ..() + if(ispath(bcell)) + bcell = new bcell(src) + + if(has_weapon) + if(ispath(active_weapon)) + active_weapon = new active_weapon(src, src) + active_weapon.power_supply = bcell + else + active_weapon = new(src, src) + active_weapon.power_supply = bcell + else + verbs -= /obj/item/device/personal_shield_generator/verb/weapon_toggle + STOP_PROCESSING(SSobj, src) //We do this so it doesn't start processing until it's first used. + update_icon() + +/obj/item/device/personal_shield_generator/Destroy() + . = ..() + QDEL_NULL(active_weapon) + QDEL_NULL(bcell) + +/obj/item/device/personal_shield_generator/loaded //starts with a cell + bcell = /obj/item/weapon/cell/device/shield_generator/backpack + + +/obj/item/device/personal_shield_generator/update_icon() + if(shield_active) + icon_state = "shieldpack_basic_on" + else + icon_state = "shieldpack_basic" + +/obj/item/device/personal_shield_generator/examine(mob/user) + . = ..() + if(Adjacent(user)) + if(bcell) + . += "The internal cell is [round(bcell.percent() )]% charged." + else + . += "The device has no cell installed." + return + if(damage_cost) //Prevention of dividing by 0 errors. + . += "It reads that it can take [bcell.charge/damage_cost] more damage before the shield goes down." + if(bcell.self_recharge && bcell.charge_amount) + . += "This model is self charging and will take [bcell.maxcharge/bcell.charge_amount] seconds to fully charge from empty." + if(bcell.rigged) + . += "A red flashing 'WARNING' is visible on the display, noting that the cell is unstable and requires replacement." + + +/* //This would be cool, but we need sprites. + cut_overlays() + + if(has_weapon && active_weapon && active_weapon.loc == src) //in case gun gets destroyed somehow. + add_overlay("[initial(icon_state)]-paddles") + if(bcell) + if(bcell.check_charge(generator_hit_cost)) //Can we take a blow? + add_overlay("[initial(icon_state)]-powered") + else if(has_weapon && active_weapon) + if(bcell.check_charge(active_weapon.charge_cost)) //We got enough to go pew pew? + add_overlay("[initial(icon_state)]-powered") + + var/ratio = CEILING(bcell.percent()/25, 1) * 25 + add_overlay("[initial(icon_state)]-charge[ratio]") + else + add_overlay("[initial(icon_state)]-nocell") +*/ + +/obj/item/device/personal_shield_generator/emp_act(severity) + if(bcell && shield_active) + switch(severity) + if(1) //Point blank EMP shots have a good chance of burning the cell charge. + if(prob(50)) + bcell.emp_act(severity) + if(prob(5)) //1 in 20% chance to fry the battery completly, which has a 1/10 chance of making the battery explode on next use. + bcell.corrupt() //Not too bad if you slotted a battery in. Disasterous if it has a self-charging battery. + if(bcell.rigged) //Did the above just rig the cell? Turn it off. Don't immediately have it go boom. Instead have the cell blow soon-ish. + var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread + s.set_up(5, 1, src) + s.start() + shield_active = 0 + if(bcell.charge_delay) //It WILL blow up soon. Downside of self-charging cells. + to_chat(src.loc, "Your shield generator sparks and suddenly goes down! A warning message pops up on screen: \ + 'WARNING, INTERNAL CELL MELTDOWN IMMINENT. TIME TILL EXPLOSION: [bcell.charge_delay/10] SECONDS. DISCARD UNIT IMMEDIATELY!'") + else //It won't blow up unless you turn it back on again. Upside of using non-charging cells. + to_chat(src.loc, "Your shield generator sparks and suddenly goes down! A warning message pops up on screen: \ + 'WARNING, INTERNAL CELL CRITICALLY DAMAGED. REPLACE CELL IMMEDIATELY.'") + STOP_PROCESSING(SSobj, src) + update_icon() + else + if(prob(25)) + bcell.emp_act(severity) + ..() + +/obj/item/device/personal_shield_generator/ui_action_click() + toggle_shield() + +/obj/item/device/personal_shield_generator/attack_hand(mob/user) + if(loc == user) + toggle_shield() + else + ..() + +/obj/item/device/personal_shield_generator/AltClick(mob/living/user) + weapon_toggle() + +/obj/item/device/personal_shield_generator/MouseDrop() + if(ismob(src.loc)) + if(!CanMouseDrop(src)) + return + var/mob/M = src.loc + if(!M.unEquip(src)) + return + src.add_fingerprint(usr) + M.put_in_any_hand_if_possible(src) + + +/obj/item/device/personal_shield_generator/attackby(obj/item/weapon/W, mob/user, params) + if(W == active_weapon) + reattach_gun(user) + else if(istype(W, /obj/item/weapon/cell)) + if(bcell) + to_chat(user, "\The [src] already has a cell.") + else if(!istype(W, /obj/item/weapon/cell/device/weapon)) //Weapon cells only! + to_chat(user, "This cell will not fit in the device.") + else + if(!user.unEquip(W)) + return + W.forceMove(src) + bcell = W + if(active_weapon) + active_weapon.power_supply = bcell + to_chat(user, "You install a cell in \the [src].") + update_icon() + + else if(W.is_screwdriver()) + if(bcell) + if(istype(bcell, /obj/item/weapon/cell/device/shield_generator)) //No stealing self charging batteries! + var/choice = tgui_alert(user, "A popup appears on the device 'REMOVING THE INTERNAL CELL WILL DESTROY THE BATTERY. DO YOU WISH TO CONTINUE?'...Well, do you?", "Selection List", list("Cancel", "Remove")) + if(choice == "Remove") //Warned you... + var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread + s.set_up(5, 1, src) + s.start() + bcell.forceMove(get_turf(src.loc)) + qdel(bcell) + bcell = null //Sanity. + if(active_weapon) + reattach_gun() //Put the gun back if it's out. No shooting if we don't have a cell! + active_weapon.power_supply = null //No power cell anymore! + to_chat(user, "You remove the cell from \the [src], destroying the battery.") + update_icon() + return + else + return + else + bcell.update_icon() + bcell.forceMove(get_turf(src.loc)) + bcell = null + if(active_weapon) + reattach_gun() //Put the gun back if it's out. No shooting if we don't have a cell! + active_weapon.power_supply = null //No power cell anymore! + to_chat(user, "You remove the cell from \the [src].") + update_icon() + else if(istype(W,/obj/item/device/multitool)) + var/new_color = input(usr, "Choose a color to set the shield to!", "", effect_color) as color|null + if(new_color) + effect_color = new_color + else + return ..() + +// TODO: EMAG ACT +// Perhaps make it so emagging the generator gives two options: One to rig the cell (stealthily) and one to disable the safeties (supercharge it) +// Disabling the safeties would make it a stronger variant but boost the 'damage_cost' perhaps. Dunno. +// We're an RP server so emags don't come into play except for random trash finds. Meaning it'd be RNG if you could 'supercharge' your shield genrator. +// This would kind of be like people being able to emag the NIFSoft for bloodletters & all the buffs that come with an emagged NIFSoft. +// Making it so emagging the weapon it comes with would also be a good idea. Different modes, perhaps? + +/* +/obj/item/device/personal_shield_generator/emag_act(var/remaining_charges, var/mob/user) + if(active_weapon) + . = active_weapon.emag_act(user) + update_icon() + return +*/ + +//Gun stuff + + +/obj/item/device/personal_shield_generator/verb/toggle_shield() + set name = "Toggle Shield" + set category = "Object" + + var/mob/living/carbon/human/user = usr + + if(user.last_special > world.time) + return + user.last_special = world.time + 10 //No spamming! + + if(!bcell || !bcell.check_charge(generator_hit_cost) || !bcell.check_charge(generator_active_cost)) + to_chat(user, "You require a charged cell to do this!") + return + + if(!slot_check()) + to_chat(user, "You need to equip [src] before starting the shield up!") + return + else + if(shield_active) + shield_active = !shield_active //Deactivate the shield! + to_chat(user, "You deactive the shield!") + user.remove_modifiers_of_type(/datum/modifier/shield_projection) + STOP_PROCESSING(SSobj, src) + playsound(src, 'sound/weapons/saberoff.ogg', 50, 1) //Shield turning off! PLACEHOLDER + else + shield_active = !shield_active + to_chat(user, "You activate the shield!") + user.remove_modifiers_of_type(/datum/modifier/shield_projection) //Just to make sure they aren't using two at once! + user.add_modifier(modifier_type) + user.update_modifier_visuals() //Forces coloration to WORK. + START_PROCESSING(SSobj, src) //Let's only bother draining power when we're being used! + playsound(src, 'sound/weapons/saberon.ogg', 50, 1) //Shield turning off! PLACEHOLDER + update_icon() + +/obj/item/device/personal_shield_generator/verb/weapon_toggle() //Make this work on Alt-Click + set name = "Toggle Gun" + set category = "Object" + + var/mob/living/carbon/human/user = usr + + if(user.last_special > world.time) + return + user.last_special = world.time + 10 //No spamming! + + if(!active_weapon) + to_chat(user, "The gun is missing!") + return + + if(!bcell) + to_chat(user, "The gun requires a power supply!") + return + + if(active_weapon.loc != src) + reattach_gun(user) //Remove from their hands and back onto the defib unit + return + + if(!slot_check()) + to_chat(user, "You need to equip [src] before taking out [active_weapon].") + else + if(!usr.put_in_hands(active_weapon)) //Detach the gun into the user's hands + to_chat(user, "You need a free hand to hold the gun!") + update_icon() //success + +/obj/item/device/personal_shield_generator/process() + if(!bcell) //They removed the battery midway. + if(istype(loc, /mob/living/carbon/human)) //We on someone? Tell them it turned off. + var/mob/living/carbon/human/user = loc + to_chat(user, "The shield deactivates! An error message pops up on screen: 'Cell missing. Cell replacement required.'") + user.remove_modifiers_of_type(/datum/modifier/shield_projection) + shield_active = 0 + STOP_PROCESSING(SSobj, src) + update_icon() + playsound(src, 'sound/weapons/saberoff.ogg', 50, 1) //Shield turning off! PLACEHOLDER + return + + if(shield_active) + if(bcell.rigged) //They turned it back on after it was rigged to go boom. + if(istype(loc, /mob/living/carbon/human)) //Deactivate the shield, first. You're not getting reduced damage... + var/mob/living/carbon/human/user = loc + to_chat(user, "The shield deactivates, an error message popping up on screen: 'Cell Reactor Critically damaged. Cell replacement required.'") + user.remove_modifiers_of_type(/datum/modifier/shield_projection) + + if(active_weapon) //Retract the gun. There's about to be no cell anymore. + reattach_gun() + active_weapon.power_supply = null + + bcell.use(generator_active_cost) //Causes it to go boom. + bcell = null + shield_active = 0 + STOP_PROCESSING(SSobj, src) + update_icon() + return + + else //Normal operation. + bcell.use(generator_active_cost) + + if(bcell.charge < generator_hit_cost || bcell.charge < generator_active_cost) //Out of charge... + shield_active = 0 + if(istype(loc, /mob/living/carbon/human)) //We on someone? Tell them it turned off. + var/mob/living/carbon/human/user = loc + to_chat(user, "The shield deactivates, an error message popping up on screen: 'Cell out of charge.'") + user.remove_modifiers_of_type(/datum/modifier/shield_projection) + STOP_PROCESSING(SSobj, src) + update_icon() + playsound(src, 'sound/weapons/saberoff.ogg', 50, 1) //Shield turning off! PLACEHOLDER + return + + + +//checks that the base unit is in the correct slot to be used +/obj/item/device/personal_shield_generator/proc/slot_check() + var/mob/M = loc + if(!istype(M)) + return 0 //not equipped + + if((slot_flags & SLOT_BACK) && M.get_equipped_item(slot_back) == src) + return 1 + if((slot_flags & SLOT_BELT) && M.get_equipped_item(slot_belt) == src) + return 1 + //RIGSuit compatability. This shouldn't be possible, however, except for select RIGs. + if((slot_flags & SLOT_BACK) && M.get_equipped_item(slot_s_store) == src) + return 1 + if((slot_flags & SLOT_BELT) && M.get_equipped_item(slot_s_store) == src) + return 1 + + return 0 + +/obj/item/device/personal_shield_generator/dropped(mob/user) + ..() + reattach_gun(user) //A gun attached to a base unit should never exist outside of their base unit or the mob equipping the base unit + +/obj/item/device/personal_shield_generator/proc/reattach_gun(mob/user) + if(!active_weapon) return + + if(ismob(active_weapon.loc)) + var/mob/M = active_weapon.loc + if(M.drop_from_inventory(active_weapon, src)) + to_chat(user, "\The [active_weapon] snaps back into the main unit.") + else + active_weapon.forceMove(src) + + update_icon() + +//The gun + +/obj/item/weapon/gun/energy/gun/generator //The gun attached to the personal shield generator. + name = "generator gun" + desc = "A gun that is attached to the battery of the personal shield generator." + icon_state = "egunstun" + item_state = null //so the human update icon uses the icon_state instead. + fire_delay = 8 + use_external_power = TRUE + cell_type = null //No cell! It runs off the cell in the shield_gen! + + projectile_type = /obj/item/projectile/beam/stun/med + modifystate = "egunstun" + + firemodes = list( + list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/med, modifystate="egunstun", fire_sound='sound/weapons/Taser.ogg', charge_cost = 240), + list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="egunkill", fire_sound='sound/weapons/Laser.ogg', charge_cost = 480), + ) + + var/obj/item/device/personal_shield_generator/shield_generator //The generator we are linked to! + var/wielded = 0 + var/cooldown = 0 + var/busy = 0 + +/obj/item/weapon/gun/energy/gun/generator/New(newloc, obj/item/device/personal_shield_generator/shield_gen) + ..(newloc) + shield_generator = shield_gen + power_supply = shield_generator.bcell + +/* //Unused. Use for large guns. +/obj/item/weapon/gun/energy/gun/generator/update_held_icon() + var/mob/living/M = loc + if(istype(M) && M.item_is_in_hands(src) && !M.hands_are_full()) + wielded = 1 + name = "[initial(name)] (wielded)" + else + wielded = 0 + name = initial(name) + update_icon() + ..() +*/ + +/obj/item/weapon/gun/energy/gun/generator/proc/can_use(mob/user, mob/M) + if(busy) + return 0 + if(!check_charge(charge_cost)) + to_chat(user, "\The [src] doesn't have enough charge left to do that.") + return 0 + if(!wielded && !isrobot(user)) + to_chat(user, "You need to wield the gun with both hands before you can use it on someone!") + return 0 + if(cooldown) + to_chat(user, "\The [src] are re-energizing!") + return 0 + return 1 + +// TODO: EMP ACT +// The cell already gets hit and can have some nasty effects when EMP'd, so this isn't too much of a concern. + +/* +/obj/item/weapon/gun/energy/gun/generator/emp_act(severity) + ..() +*/ + +/obj/item/weapon/gun/energy/gun/generator/dropped(mob/user) + ..() //update twohanding + if(shield_generator) + shield_generator.reattach_gun(user) + +/obj/item/weapon/gun/energy/proc/check_charge(var/charge_amt) //In case using any other guns. + return 0 + +/obj/item/weapon/gun/energy/proc/checked_use(var/charge_amt) //In case using any other guns. + return 0 + +/obj/item/weapon/gun/energy/gun/generator/check_charge(var/charge_amt) + return (shield_generator.bcell && shield_generator.bcell.check_charge(charge_amt)) + +/obj/item/weapon/gun/energy/gun/generator/checked_use(var/charge_amt) + return (shield_generator.bcell && shield_generator.bcell.checked_use(charge_amt)) + + + +//VARIANTS. + +/obj/item/device/personal_shield_generator/belt + name = "personal shield generator" + desc = "A personal shield generator." + icon_state = "shield_back_active" + item_state = "shield_pack" + w_class = ITEMSIZE_LARGE //No putting these in backpacks! + slot_flags = SLOT_BELT + has_weapon = 0 //No gun with the belt! + +/obj/item/device/personal_shield_generator/belt/loaded + bcell = /obj/item/weapon/cell/device/shield_generator + +/obj/item/device/personal_shield_generator/belt/update_icon() + if(shield_active) + icon_state = "shieldpack_basic_on" + else + icon_state = "shieldpack_basic" + +/obj/item/device/personal_shield_generator/belt/bruteburn //Example of a modified generator. + modifier_type = /datum/modifier/shield_projection/bruteburn +/obj/item/device/personal_shield_generator/belt/bruteburn/loaded //If mapped in, ONLY put loaded ones down. + bcell = /obj/item/weapon/cell/device/shield_generator + +// Mining belts +/obj/item/device/personal_shield_generator/belt/mining + name = "mining PSG" + desc = "A personal shield generator designed for mining. It has a warning on the back: 'Do NOT expose the shield to stun-based weaponry.'" + modifier_type = /datum/modifier/shield_projection/mining + +/obj/item/device/personal_shield_generator/belt/mining/loaded + bcell = /obj/item/weapon/cell/device/shield_generator + +/obj/item/device/personal_shield_generator/belt/mining/update_icon() + if(shield_active) + icon_state = "shieldpack_mining_on" + else + icon_state = "shieldpack_mining" + +/obj/item/borg/upgrade/shield_upgrade + name = "mining PSG upgrade disk." + desc = "A upgrade disk that, when slotted into a mining shield generator, upgrades the efficiency of the internal software, providing a stronger shield \ + in exchange for being weaker to stun-based weaponry." + icon = 'icons/obj/objects_vr.dmi' + icon_state = "modkit" + w_class = ITEMSIZE_SMALL + +/obj/item/device/personal_shield_generator/belt/mining/attackby(obj/item/weapon/W, mob/user, params) + if(modifier_type == /datum/modifier/shield_projection/mining/strong) + to_chat(user, "This shield generator is already upgraded!") + return + if(istype(W, /obj/item/borg/upgrade/shield_upgrade)) + modifier_type = /datum/modifier/shield_projection/mining/strong + to_chat(user, "You upgrade the [src] with the [W]!") + user.drop_from_inventory(W) + qdel(W) + else + ..() + + +//Security belts + +/obj/item/device/personal_shield_generator/belt/security + name = "security PSG" + desc = "A personal shield generator designed for security." + modifier_type = /datum/modifier/shield_projection/security/weak + +/obj/item/device/personal_shield_generator/belt/security/loaded + bcell = /obj/item/weapon/cell/device/shield_generator + +/obj/item/device/personal_shield_generator/belt/security/update_icon() + if(shield_active) + icon_state = "shieldpack_security_on" + else + icon_state = "shieldpack_security" + +//Misc belts. Admin-spawn only atm. + +/obj/item/device/personal_shield_generator/belt/adminbus + desc = "You should not see this. You REALLY should not see this. If you do, you have either been blessed or are about to be the target of some sick prank." + modifier_type = /datum/modifier/shield_projection/admin + generator_hit_cost = 0 + generator_active_cost = 0 + shield_active = 0 + damage_cost = 0 + bcell = /obj/item/weapon/cell/device/shield_generator + +/obj/item/device/personal_shield_generator/belt/parry //The 'provides one second of pure immunity to brute/burn/halloss' belt. + name = "PSG variant-P" //Not meant to be used in any serious capacity. + desc = "A personal shield generator that sacrifices long-term usability in exchange for a strong, short-lived shield projection, enabling the user to be nigh \ + impervious for a second." + modifier_type = /datum/modifier/shield_projection/parry + generator_hit_cost = 0 //No cost for being hit. + damage_cost = 0//No cost for blocking effects. + generator_active_cost = 100 //However, it disables the tick immediately after being turned on. + shield_active = 0 + bcell = /obj/item/weapon/cell/device/shield_generator/parry + +// Backpacks. These are meant to be MUCH stronger in exchange for the fact that you are giving up a backpack slot. +// HOWEVER, be careful with these. They come loaded with a gun in them, so they shouldn't be handed out willy-nilly. + +/obj/item/device/personal_shield_generator/security + name = "security PSG" + desc = "A personal shield generator designed for security. Comes with a built in defense pistol." + modifier_type = /datum/modifier/shield_projection/security + +/obj/item/device/personal_shield_generator/security/loaded + bcell = /obj/item/weapon/cell/device/shield_generator/backpack + +/obj/item/device/personal_shield_generator/security/strong + modifier_type = /datum/modifier/shield_projection/security/strong + +/obj/item/device/personal_shield_generator/security/strong/loaded + bcell = /obj/item/weapon/cell/device/shield_generator/backpack + +/obj/item/device/personal_shield_generator/security/update_icon() + if(shield_active) + icon_state = "shieldpack_security_on" + else + icon_state = "shieldpack_security" + +//Power cells. +/obj/item/weapon/cell/device/shield_generator //The base power cell the shield gen comes with. + name = "shield generator battery" + desc = "A self charging battery which houses a micro-nuclear reactor. Takes a while to start charging." + maxcharge = 2400 + self_recharge = TRUE + charge_amount = 80 //After the charge_delay is over, charges the cell over 30 seconds. + charge_delay = 600 //Takes a minute before it starts to recharge. + +/obj/item/weapon/cell/device/shield_generator/backpack //The base power cell the backpack units come with. Double the charge vs the belt. + maxcharge = 4800 + charge_amount = 160 + +/obj/item/weapon/cell/device/shield_generator/upgraded //A stronger version of the normal cell. Double the maxcharge, halved charge time. + maxcharge = 4800 + charge_amount = 320 + charge_delay = 300 + +/obj/item/weapon/cell/device/shield_generator/parry //The cell for the 'parry' shield gen. + maxcharge = 100 + charge_amount = 100 + charge_delay = 20 //Starts charging two seconds after it's discharged. \ No newline at end of file diff --git a/code/modules/client/stored_item.dm b/code/modules/client/stored_item.dm index 88dbbe2ee8..fda2dcc9c8 100644 --- a/code/modules/client/stored_item.dm +++ b/code/modules/client/stored_item.dm @@ -254,3 +254,5 @@ persist_storable = FALSE /obj/item/weapon/spacecasinocash persist_storable = FALSE +/obj/item/device/personal_shield_generator + persist_storable = FALSE diff --git a/code/modules/examine/descriptions/devices.dm b/code/modules/examine/descriptions/devices.dm index 7b5c0019a4..a929873e0f 100644 --- a/code/modules/examine/descriptions/devices.dm +++ b/code/modules/examine/descriptions/devices.dm @@ -29,4 +29,18 @@ /obj/item/device/assembly/electronic_assembly description_info = "This is the casing for the 'device' type of electronic assembly. It behaves like any other 'assembly' type device such as an igniter or signaler \ - and can be attached to others in the same way. Use the 'toggle-open' verb (right click) or a crowbar to pop the electronic device open to add components and close when finished." \ No newline at end of file + and can be attached to others in the same way. Use the 'toggle-open' verb (right click) or a crowbar to pop the electronic device open to add components and close when finished." + +/obj/item/device/personal_shield_generator + description_info = "This is a personal shield generator. Depending on the type, it can either be worn on your backpack slot, your belt slot, or in a rigsuit \ + storage slot. It runs on an internal battery, which is usually self-charging. Some versions come with a gun. To active the shield, click the button in the upper \ + right of the screen, use the 'Toggle Shield' command under your objects tab, or click the device itself while it is on you. Some units come with an active weapon \ + which can be taken out at any time by Alt-clicking the device. If the device requires a cell, a screwdriver can be used. The shield slowly drains charge while \ + active and becomes weaker with each individual strike taken. Additonally, the device can be colored via use of a multitool." + + description_fluff = "A relatively new invention, made in a collaboration between Hephaestus Industries and a startup known as Kuznetsova Enterprise in the year \ + 2322. Numerous variants of the device have been made for specific tasks, ranging from riot control, mining, biohazard containment, and search and rescue, among \ + others. Most of the devices share the flaw that electrical attacks can easily overload the device and cause a shield failure, encouraging combatants to swap to \ + the use of stun-based electric weaponry when shield generators are in use. Most shield devices are self-charging, running off a micro-nuclear reactor built into \ + the chassis itself, although some variants exist without this capability and can have normal cells inserted into them. Larger units boast the capability of \ + storing a weapon, although without upgraded batteries the usage of said weapon is ill-advised." \ No newline at end of file diff --git a/code/modules/mining/abandonedcrates.dm b/code/modules/mining/abandonedcrates.dm index d6e72e4e33..cf595a0821 100644 --- a/code/modules/mining/abandonedcrates.dm +++ b/code/modules/mining/abandonedcrates.dm @@ -19,7 +19,7 @@ generate_loot() /obj/structure/closet/crate/secure/loot/proc/generate_loot() - var/loot = rand(1, 99) + var/loot = rand(1, 100) switch(loot) if(1 to 5) // Common things go, 5% new/obj/item/weapon/reagent_containers/food/drinks/bottle/rum(src) @@ -140,6 +140,8 @@ if(99) new/obj/item/weapon/storage/belt/champion(src) new/obj/item/clothing/mask/luchador(src) + if(100) + new/obj/item/device/personal_shield_generator/belt/mining/loaded(src) /obj/structure/closet/crate/secure/loot/togglelock(mob/user as mob) if(!locked) diff --git a/code/modules/mining/ore_redemption_machine/equipment_vendor.dm b/code/modules/mining/ore_redemption_machine/equipment_vendor.dm index 2f8ab107ed..6dd1f84f37 100644 --- a/code/modules/mining/ore_redemption_machine/equipment_vendor.dm +++ b/code/modules/mining/ore_redemption_machine/equipment_vendor.dm @@ -126,6 +126,7 @@ EQUIPMENT("Thalers - 1000", /obj/item/weapon/spacecash/c1000, 10000), EQUIPMENT("Umbrella", /obj/item/weapon/melee/umbrella/random, 200), EQUIPMENT("Whiskey", /obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey, 125), + EQUIPMENT("Mining PSG Upgrade Disk", /obj/item/borg/upgrade/shield_upgrade, 2500), ) prize_list["Extra"] = list() // Used in child vendors //VOREStation Edit End diff --git a/code/modules/mob/_modifiers/modifiers_vr.dm b/code/modules/mob/_modifiers/modifiers_vr.dm index a56bc5d2e0..2de03120d4 100644 --- a/code/modules/mob/_modifiers/modifiers_vr.dm +++ b/code/modules/mob/_modifiers/modifiers_vr.dm @@ -1,3 +1,51 @@ +/datum/modifier + var/effect_color // Allows for coloring of modifiers. + var/coloration_applied = 0 // Tells the game is coloration has been applied already or not. + var/icon_override = 0 // Tells the game if it should use modifer_effects_vr.dmi or not. + // ENERGY CODE. Variables to allow for energy based modifiers. + var/energy_based // Sees if the modifier is based on something electronic based. + var/energy_cost // How much the modifier uses per action/special effect blocked. For base values. + var/damage_cost // How much energy is used when numbers are involed. For values, such as taking damage. Ex: (Damage*damage_cost) + var/obj/item/weapon/cell/energy_source = null // The source of the above. + + // RESISTANCES CODE. Variable to enable external damage resistance modifiers. This is not unlike armor. + // 0 = immune || < 0 = heals || 1 = full damage || >1 = increased damage. + // It should never be below zero as it is not intended to do such, but you are free to experiment! + // Ex: Max_brute_resistance = 0. Min_brute resistance = 1. When started, provides 100% resistance to brute. When cell is dying, goes down to 0% resistance. + // Max is the MAXIMUM % multiplier that will be taken at a MAX charge. Min is the MINIMUM % multiplier that will be taken at a MINIMUM charge. + // Think of it like this: Minimum = what happens at minimum charge. Max = what happens at maximum charge. + // Why do I mention this so much? Because even /I/ got confused, and I wrote this thing! + var/min_damage_resistance + var/max_damage_resistance + var/effective_damage_resistance + + var/min_brute_resistance + var/max_brute_resistance + var/effective_brute_resistance + + var/min_fire_resistance + var/max_fire_resistance + var/effective_fire_resistance + + var/min_tox_resistance + var/max_tox_resistance + var/effective_tox_resistance + + var/min_oxy_resistance + var/max_oxy_resistance + var/effective_oxy_resistance + + var/min_clone_resistance + var/max_clone_resistance + var/effective_clone_resistance + + var/min_hal_resistance + var/max_hal_resistance + var/effective_hal_resistance + // Resistances end + + + /datum/modifier/underwater_stealth name = "underwater stealth" desc = "You are currently underwater, rendering it more difficult to see you and enabling you to move quicker, thanks to your aquatic nature." @@ -30,4 +78,258 @@ if(water_floor.depth < 1) //You're not in deep enough water anymore. expire(silent = FALSE) else - expire(silent = FALSE) \ No newline at end of file + expire(silent = FALSE) + + + + + + + + + +/datum/modifier/shield_projection + name = "Shield Projection" + desc = "You are currently protected by a shield, rendering nigh impossible to hit you through conventional means." + + on_created_text = "Your shield generator buzzes on." + on_expired_text = "Your shield generator buzzes off." + stacks = MODIFIER_STACK_FORBID //No stacking shields. If you put one one your belt and backpack it won't work. + + icon_override = 1 + mob_overlay_state = "deflect" + siemens_coefficient = 2 //Stun weapons drain 100% charge per point of damage. They're good at blocking lasers and bullets but not good at blocking stun beams! + energy_based = 1 + energy_cost = 99999 //This is changed to the shield_generator's energy_cost. + damage_cost = 50 //This is how much battery is used per damage unit absorbed. Higher damage means higher charge use per damage absorbed. Changed below! + + //Not actually in use until effective resistances are set. Just here so it doesn't have to be placed down for all the variants. Less lines. + max_damage_resistance = 1 + max_brute_resistance = 1 + max_fire_resistance = 1 + max_tox_resistance = 1 + max_oxy_resistance = 1 + max_clone_resistance = 1 + max_hal_resistance = 1 + min_damage_resistance = 1 + min_brute_resistance = 1 + min_fire_resistance = 1 + min_tox_resistance = 1 + min_oxy_resistance = 1 + min_clone_resistance = 1 + min_hal_resistance = 1 + +/* // These are not set, but left here as an example. All three (min,max,effective) must be set or BAD THINGS will happen. + min_brute_resistance = 1 // Min = WHAT HAPPENS AT MINIMUM CHARGE + max_brute_resistance = 0 // MAX = WHAT HAPPENS AT MAXIMUM CHARGE + effective_brute_resistance = 1 //Just tells the game that it has vars. Done to use less checks. + + min_fire_resistance = 1 + max_fire_resistance = 0 + effective_fire_resistance = 1 + disable_duration_percent = 1 //THIS CAN ALSO BE USED! Don't be too afraid to use this one, but use it sparingly! +*/ + var/obj/item/device/personal_shield_generator/shield_generator //This is the shield generator you're wearing! + + +/datum/modifier/shield_projection/on_applied() + return + +/datum/modifier/shield_projection/on_expire() //Don't need to modify this! + return + +/datum/modifier/shield_projection/check_if_valid() //Let's check to make sure you got the stuff and set the vars. Don't need to modify this for any subtypes! + if(ishuman(holder)) //Only humans can use this! Other things later down the line might use the same stuff this does, but the shield generator is human only! + var/mob/living/carbon/human/H = holder + if(istype(H.get_equipped_item(slot_back), /obj/item/device/personal_shield_generator)) + shield_generator = H.get_equipped_item(slot_back) //Sets the var on the modifier that the shield gen is their back shield gen. + else if(istype(H.get_equipped_item(slot_belt), /obj/item/device/personal_shield_generator)) + shield_generator = H.get_equipped_item(slot_belt) //No need for other checks. If they got hit by this, they just turned it on. + else if(istype(H.get_equipped_item(slot_s_store), /obj/item/device/personal_shield_generator) ) //Rigsuits. + shield_generator = H.get_equipped_item(slot_s_store) + else + expire(silent = TRUE) + if(shield_generator) //Sanity. + energy_source = shield_generator.bcell + energy_cost = shield_generator.generator_hit_cost + damage_cost = shield_generator.damage_cost + effect_color = shield_generator.effect_color + if(!coloration_applied) //Does a check if colors have been applied. If not, updates the color. + H.update_modifier_visuals() //This can only happen on the next tick, unfortunately, not the same tick the modifier is applied. Thus, must be done here. + coloration_applied = 1 + else + expire(silent = TRUE) + + +/datum/modifier/shield_projection/tick() //When the shield generator runs out of charge, it'll remove this naturally. + if(holder.stat == DEAD) + expire(silent = TRUE) //If you're dead the generator stops protecting you but keeps running. + if(!shield_generator || !shield_generator.slot_check()) //No shield to begin with/shield is not on them any longer. + expire(silent = FALSE) + + var/shield_efficiency = (energy_source.charge/energy_source.maxcharge) //1 = complete resistance. 0 = no resistance. Must be adjusted for subtypes! + if(!isnull(effective_damage_resistance)) + effective_damage_resistance = min_damage_resistance + (max_damage_resistance - min_damage_resistance) * shield_efficiency + + if(!isnull(effective_brute_resistance)) + effective_brute_resistance = min_brute_resistance + (max_brute_resistance - min_brute_resistance) * shield_efficiency + + if(!isnull(effective_fire_resistance)) + effective_fire_resistance = min_fire_resistance + (max_fire_resistance - min_fire_resistance) * shield_efficiency + + if(!isnull(effective_tox_resistance)) + effective_tox_resistance = min_tox_resistance + (max_tox_resistance - min_tox_resistance) * shield_efficiency + + if(!isnull(effective_oxy_resistance)) + effective_oxy_resistance = min_oxy_resistance + (max_oxy_resistance - min_oxy_resistance) * shield_efficiency + + if(!isnull(effective_clone_resistance)) + effective_clone_resistance = min_clone_resistance + (max_clone_resistance - min_clone_resistance) * shield_efficiency + + if(!isnull(effective_hal_resistance)) + effective_hal_resistance = min_hal_resistance + (max_hal_resistance - min_hal_resistance) * shield_efficiency + +//Shield variants. + +//Simple. Goes from 100% resistance to 0% resistance depending on charge. This is mostly an example of a shield variant. +/datum/modifier/shield_projection/bruteburn + max_brute_resistance = 0 + effective_brute_resistance = 1 + + max_fire_resistance = 0 + effective_fire_resistance = 1 + +/datum/modifier/shield_projection/bruteburn/weak + max_brute_resistance = 0.5 + max_fire_resistance = 0.5 + +//SECURITY VARIANTS +/datum/modifier/shield_projection/security // Security backpack. 50% resistance at full charge. 10% resistance for the last shot taken. + max_brute_resistance = 0.50 + min_brute_resistance = 0.9 + effective_brute_resistance = 1 + + max_fire_resistance = 0.5 + min_fire_resistance = 0.9 + effective_fire_resistance = 1 + + max_hal_resistance = 0.5 + min_hal_resistance = 0.9 + effective_hal_resistance = 1 + + disable_duration_percent = 0.75 + +/datum/modifier/shield_projection/security/weak // Security belt. + max_brute_resistance = 0.75 + min_brute_resistance = 0.95 + max_fire_resistance = 0.75 + min_fire_resistance = 0.95 + max_hal_resistance = 0.75 + min_hal_resistance = 0.95 + +/datum/modifier/shield_projection/security/strong // Dunno. Upgraded variant of security backpack? + max_brute_resistance = 0.25 + max_fire_resistance = 0.25 + max_hal_resistance = 0.25 + siemens_coefficient = 1.5 //Not as weak as normal, but still weak. + disable_duration_percent = 0.5 + + +//MINING VARIANTS +/datum/modifier/shield_projection/mining //Base mining belt. 30% resistance that fades to 15% resistance + max_brute_resistance = 0.70 + min_brute_resistance = 0.85 + effective_brute_resistance = 1 + + max_fire_resistance = 0.70 + min_brute_resistance = 0.85 + effective_fire_resistance = 1 + + max_hal_resistance = 1.5 // No mobs should be shooting you with halloss. If this happens, it means you're using it wrong!!! + min_hal_resistance = 1.5 + effective_hal_resistance = 1 + + disable_duration_percent = 0.75 //Miners often come into contact with things that can stun them. + +/datum/modifier/shield_projection/mining/strong // Mining belt, but upgraded. Even weaker to halloss! + max_brute_resistance = 0.55 + min_brute_resistance = 0.75 + max_fire_resistance = 0.55 + min_fire_resistance = 0.75 + disable_duration_percent = 0.5 + + max_hal_resistance = 2 + min_hal_resistance = 2 + +//MISC VARIANTS + +/datum/modifier/shield_projection/biohazard //The odd-ball damage types. Provides near-complete immunity while it's up. + min_tox_resistance = 0.25 + max_tox_resistance = 0 + effective_tox_resistance = 1 + + min_oxy_resistance = 0.25 + max_oxy_resistance = 0 + effective_oxy_resistance = 1 + + min_clone_resistance = 0.25 + max_clone_resistance = 0 + effective_clone_resistance = 1 + +/datum/modifier/shield_projection/admin // Adminbus. + on_created_text = "Your shield generator activates and you feel the power of the tesla buzzing around you." + on_expired_text = "Your shield generator deactivates, leaving you feeling weak and vulnerable." + siemens_coefficient = 0 + disable_duration_percent = 0 + min_damage_resistance = 0 + max_damage_resistance = 0 + effective_damage_resistance = 0 + min_brute_resistance = 0 + max_brute_resistance = 0 + effective_brute_resistance = 0 + min_fire_resistance = 0 + max_fire_resistance = 0 + effective_fire_resistance = 0 + min_tox_resistance = 0 + max_tox_resistance = 0 + effective_tox_resistance = 0 + min_oxy_resistance = 0 + max_oxy_resistance = 0 + effective_oxy_resistance = 0 + min_clone_resistance = 0 + max_clone_resistance = 0 + effective_clone_resistance = 0 + min_hal_resistance = 0 + max_hal_resistance = 0 + effective_hal_resistance = 0 + +/datum/modifier/shield_projection/broken //For broken variants. Good if possible randomization is included for packs spawned on PoIs. + max_brute_resistance = 2 + min_brute_resistance = 2 + effective_brute_resistance = 1 + + max_fire_resistance = 2 + min_fire_resistance = 2 + effective_fire_resistance = 1 + +/datum/modifier/shield_projection/inverted //Becomes stronger the weaker the cell is. Means the last shot taken will be the weakest. Example just to show it can be done. + max_brute_resistance = 1 + min_brute_resistance = 0 + effective_brute_resistance = 1 + + max_fire_resistance = 1 + min_fire_resistance = 0 + effective_fire_resistance = 1 + +/datum/modifier/shield_projection/parry //Intended for 'parry' shields, which only last for a single second before running out of charge + max_brute_resistance = 0 + min_brute_resistance = 0 + effective_brute_resistance = 1 + + max_fire_resistance = 0 + min_fire_resistance = 0 + effective_fire_resistance = 1 + + max_hal_resistance = 0 + min_hal_resistance = 0 + effective_hal_resistance = 1 \ No newline at end of file diff --git a/code/modules/mob/living/carbon/human/human_damage.dm b/code/modules/mob/living/carbon/human/human_damage.dm index 645d563ad0..d8dda93705 100644 --- a/code/modules/mob/living/carbon/human/human_damage.dm +++ b/code/modules/mob/living/carbon/human/human_damage.dm @@ -115,8 +115,12 @@ if(amount > 0) for(var/datum/modifier/M in modifiers) if(!isnull(M.incoming_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_damage_percent if(!isnull(M.incoming_brute_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_brute_damage_percent if(nif && nif.flag_check(NIF_C_BRUTEARMOR,NIF_FLAGS_COMBAT)){amount *= 0.7} //VOREStation Edit - NIF mod for damage resistance for this type of damage take_overall_damage(amount, 0) @@ -133,8 +137,12 @@ if(amount > 0) for(var/datum/modifier/M in modifiers) if(!isnull(M.incoming_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_damage_percent if(!isnull(M.incoming_fire_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_fire_damage_percent if(nif && nif.flag_check(NIF_C_BURNARMOR,NIF_FLAGS_COMBAT)){amount *= 0.7} //VOREStation Edit - NIF mod for damage resistance for this type of damage take_overall_damage(0, amount) @@ -153,8 +161,12 @@ if(amount > 0) for(var/datum/modifier/M in modifiers) if(!isnull(M.incoming_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_damage_percent if(!isnull(M.incoming_brute_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_brute_damage_percent if(nif && nif.flag_check(NIF_C_BRUTEARMOR,NIF_FLAGS_COMBAT)){amount *= 0.7} //VOREStation Edit - NIF mod for damage resistance for this type of damage O.take_damage(amount, 0, sharp=is_sharp(damage_source), edge=has_edge(damage_source), used_weapon=damage_source) @@ -175,8 +187,12 @@ if(amount > 0) for(var/datum/modifier/M in modifiers) if(!isnull(M.incoming_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_damage_percent if(!isnull(M.incoming_fire_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_fire_damage_percent if(nif && nif.flag_check(NIF_C_BURNARMOR,NIF_FLAGS_COMBAT)){amount *= 0.7} //VOREStation Edit - NIF mod for damage resistance for this type of damage O.take_damage(0, amount, sharp=is_sharp(damage_source), edge=has_edge(damage_source), used_weapon=damage_source) @@ -485,6 +501,53 @@ This function restores all organs. if(!def_zone) def_zone = ran_zone(def_zone) organ = get_organ(check_zone(def_zone)) + for(var/datum/modifier/M in modifiers) //MODIFIER STUFF. It's best to do this RIGHT before armor is calculated, so it's done here! This is the 'forcefield' defence. + if(damagetype == BRUTE && (!isnull(M.effective_brute_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + damage = damage * M.effective_brute_resistance + continue + if((damagetype == BURN || damagetype == ELECTROCUTE) && (!isnull(M.effective_fire_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + damage = damage * M.effective_fire_resistance + continue + if(damagetype == TOX && (!isnull(M.effective_tox_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + damage = damage * M.effective_tox_resistance + continue + if(damagetype == OXY && (!isnull(M.effective_oxy_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + damage = damage * M.effective_oxy_resistance + continue + if(damagetype == CLONE && (!isnull(M.effective_clone_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + damage = damage * M.effective_clone_resistance + continue + if(damagetype == HALLOSS && (!isnull(M.effective_hal_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + damage = damage * M.effective_hal_resistance + continue + if(damagetype == SEARING && (!isnull(M.effective_fire_resistance) || !isnull(M.effective_brute_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + var/damage_mitigation = 0//Used for dual calculations. + if(!isnull(M.effective_fire_resistance)) + damage_mitigation += round((1/3)*damage * M.effective_fire_resistance) + if(!isnull(M.effective_brute_resistance)) + damage_mitigation += round((2/3)*damage * M.effective_brute_resistance) + damage -= damage_mitigation + continue + if(damagetype == BIOACID && (isSynthetic() && (!isnull(M.effective_fire_resistance))) || (!isSynthetic() && M.effective_tox_resistance)) + if(isSynthetic()) + damage = damage * M.effective_fire_resistance + else + damage = damage * M.effective_tox_resistance + continue //Handle other types of damage if((damagetype != BRUTE) && (damagetype != BURN)) if(damagetype == HALLOSS) @@ -523,8 +586,12 @@ This function restores all organs. for(var/datum/modifier/M in modifiers) if(!isnull(M.incoming_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*damage) damage *= M.incoming_damage_percent if(!isnull(M.incoming_brute_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*damage) damage *= M.incoming_brute_damage_percent if(organ.take_damage(damage, 0, sharp, edge, used_weapon)) @@ -536,8 +603,12 @@ This function restores all organs. for(var/datum/modifier/M in modifiers) if(!isnull(M.incoming_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*damage) damage *= M.incoming_damage_percent if(!isnull(M.incoming_brute_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*damage) damage *= M.incoming_fire_damage_percent if(organ.take_damage(0, damage, sharp, edge, used_weapon)) diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index f8c266a95b..4c883807c8 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -37,6 +37,18 @@ emp_act var/armor = getarmor_organ(organ, "bullet") if(!prob(armor/2)) //Even if the armor doesn't stop the bullet from hurting you, it might stop it from embedding. var/hit_embed_chance = P.embed_chance + (P.damage - armor) //More damage equals more chance to embed + + //Modifiers can make bullets less likely to embed! These are the normal modifiers and shouldn't be related to energy stuff, but they can be anyways! + for(var/datum/modifier/M in modifiers) + if(!isnull(M.incoming_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.energy_cost) //We use energy_cost here for special effects, such as embedding. + hit_embed_chance = hit_embed_chance*M.incoming_damage_percent + if(P.damage_type == BRUTE && (!isnull(M.incoming_brute_damage_percent))) + if(M.energy_based) + M.energy_source.use(M.energy_cost) + hit_embed_chance = hit_embed_chance*M.incoming_brute_damage_percent + if(prob(max(hit_embed_chance, 0))) var/obj/item/weapon/material/shard/shrapnel/SP = new() SP.name = (P.name != "shrapnel")? "[P.name] shrapnel" : "shrapnel" diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index c94959a13a..e0c9397f0e 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -1137,8 +1137,14 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon() var/image/effects = new() for(var/datum/modifier/M in modifiers) if(M.mob_overlay_state) - var/image/I = image(icon = 'icons/mob/modifier_effects.dmi', icon_state = M.mob_overlay_state) - effects.overlays += I // Leaving this as overlays += + if(M.icon_override) //VOREStation Edit. Override for the modifer icon. + var/image/I = image(icon = 'icons/mob/modifier_effects_vr.dmi', icon_state = M.mob_overlay_state) + I.color = M.effect_color + effects.overlays += I // Leaving this as overlays += + else + var/image/I = image(icon = 'icons/mob/modifier_effects.dmi', icon_state = M.mob_overlay_state) + I.color = M.effect_color + effects.overlays += I // Leaving this as overlays += overlays_standing[MODIFIER_EFFECTS_LAYER] = effects diff --git a/code/modules/mob/living/damage_procs.dm b/code/modules/mob/living/damage_procs.dm index 4eaab77926..a865a6b05d 100644 --- a/code/modules/mob/living/damage_procs.dm +++ b/code/modules/mob/living/damage_procs.dm @@ -13,6 +13,53 @@ to_world_log("## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked].") if(!damage || (blocked >= 100)) return 0 + for(var/datum/modifier/M in modifiers) //MODIFIER STUFF. It's best to do this RIGHT before armor is calculated, so it's done here! This is the 'forcefield' defence. + if(damagetype == BRUTE && (!isnull(M.effective_brute_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + damage = damage * M.effective_brute_resistance + continue + if((damagetype == BURN || damagetype == ELECTROCUTE)&& (!isnull(M.effective_fire_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + damage = damage * M.effective_fire_resistance + continue + if(damagetype == TOX && (!isnull(M.effective_tox_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + damage = damage * M.effective_tox_resistance + continue + if(damagetype == OXY && (!isnull(M.effective_oxy_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + damage = damage * M.effective_oxy_resistance + continue + if(damagetype == CLONE && (!isnull(M.effective_clone_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + damage = damage * M.effective_clone_resistance + continue + if(damagetype == HALLOSS && (!isnull(M.effective_hal_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + damage = damage * M.effective_hal_resistance + continue + if(damagetype == SEARING && (!isnull(M.effective_fire_resistance) || !isnull(M.effective_brute_resistance))) + if(M.energy_based) + M.energy_source.use(M.damage_cost * damage) + var/damage_mitigation = 0//Used for dual calculations. + if(!isnull(M.effective_fire_resistance)) + damage_mitigation += round((1/3)*damage * M.effective_fire_resistance) + if(!isnull(M.effective_brute_resistance)) + damage_mitigation += round((2/3)*damage * M.effective_brute_resistance) + damage -= damage_mitigation + continue + if(damagetype == BIOACID && (isSynthetic() && (!isnull(M.effective_fire_resistance))) || (!isSynthetic() && M.effective_tox_resistance)) + if(isSynthetic()) + damage = damage * M.effective_fire_resistance + else + damage = damage * M.effective_tox_resistance + continue if(soaked) if(soaked >= round(damage*0.8)) damage -= round(damage*0.8) @@ -55,6 +102,7 @@ /mob/living/proc/apply_damages(var/brute = 0, var/burn = 0, var/tox = 0, var/oxy = 0, var/clone = 0, var/halloss = 0, var/def_zone = null, var/blocked = 0) if(blocked >= 100) return 0 + // INSERT MODIFIER CODE HERE... But no, really, only two things in the game use it, quad and viruses. The former is admin-only and the latter wouldn't be affected logically, but would if shield code was inerted here. If you really want, you can copy&paste the above and modify it to adjust brute/burn/etc. I do not advise this however. if(brute) apply_damage(brute, BRUTE, def_zone, blocked) if(burn) apply_damage(burn, BURN, def_zone, blocked) if(tox) apply_damage(tox, TOX, def_zone, blocked) diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index e0f7d9a14b..2c24fd1482 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -192,8 +192,12 @@ if(amount > 0) for(var/datum/modifier/M in modifiers) if(!isnull(M.incoming_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_damage_percent if(!isnull(M.incoming_brute_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_brute_damage_percent else if(amount < 0) for(var/datum/modifier/M in modifiers) @@ -219,8 +223,12 @@ if(amount > 0) for(var/datum/modifier/M in modifiers) if(!isnull(M.incoming_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_damage_percent if(!isnull(M.incoming_oxy_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_oxy_damage_percent else if(amount < 0) for(var/datum/modifier/M in modifiers) @@ -243,8 +251,12 @@ if(amount > 0) for(var/datum/modifier/M in modifiers) if(!isnull(M.incoming_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_damage_percent if(!isnull(M.incoming_tox_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_tox_damage_percent else if(amount < 0) for(var/datum/modifier/M in modifiers) @@ -273,8 +285,12 @@ if(amount > 0) for(var/datum/modifier/M in modifiers) if(!isnull(M.incoming_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_damage_percent if(!isnull(M.incoming_fire_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_fire_damage_percent else if(amount < 0) for(var/datum/modifier/M in modifiers) @@ -298,8 +314,12 @@ if(amount > 0) for(var/datum/modifier/M in modifiers) if(!isnull(M.incoming_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_damage_percent if(!isnull(M.incoming_clone_damage_percent)) + if(M.energy_based) + M.energy_source.use(M.damage_cost*amount) amount *= M.incoming_clone_damage_percent else if(amount < 0) for(var/datum/modifier/M in modifiers) @@ -331,6 +351,9 @@ if(status_flags & GODMODE) return 0 //godmode if(amount > 0) for(var/datum/modifier/M in modifiers) + if(M.energy_based && (!isnull(M.incoming_hal_damage_percent) || !isnull(M.disable_duration_percent))) + M.energy_source.use(M.damage_cost*amount) // Cost of the Damage absorbed. + M.energy_source.use(M.energy_cost) // Cost of the Effect absorbed. if(!isnull(M.incoming_damage_percent)) amount *= M.incoming_damage_percent if(!isnull(M.incoming_hal_damage_percent)) diff --git a/icons/mob/modifier_effects_vr.dmi b/icons/mob/modifier_effects_vr.dmi new file mode 100644 index 0000000000..108fff4f96 Binary files /dev/null and b/icons/mob/modifier_effects_vr.dmi differ diff --git a/icons/obj/items_vr.dmi b/icons/obj/items_vr.dmi index ca82649d88..1833ff1514 100644 Binary files a/icons/obj/items_vr.dmi and b/icons/obj/items_vr.dmi differ diff --git a/vorestation.dme b/vorestation.dme index 905965c35b..5520bb526b 100644 --- a/vorestation.dme +++ b/vorestation.dme @@ -1261,6 +1261,7 @@ #include "code\game\objects\items\devices\paicard.dm" #include "code\game\objects\items\devices\paicard_ch.dm" #include "code\game\objects\items\devices\paicard_vr.dm" +#include "code\game\objects\items\devices\personal_shield_generator_vr.dm" #include "code\game\objects\items\devices\pipe_painter.dm" #include "code\game\objects\items\devices\powersink.dm" #include "code\game\objects\items\devices\spy_bug.dm"