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https://github.com/CHOMPStation2/CHOMPStation2.git
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92 lines
3.8 KiB
Plaintext
92 lines
3.8 KiB
Plaintext
/datum/technomancer/equipment/shield_armor
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name = "Personal Shield Projector"
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desc = "This state-of-the-art technology uses the bleeding edge of energy distribution and field projection \
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to provide a personal shield around you, which can diffuse laser beams and reduce the velocity of bullets and close quarters \
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weapons, reducing their potential for harm severely. All of this comes at a cost of of requiring a large amount of energy, \
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of which your Core can provide. When you are struck by something, the shield will block 75% of the damage, deducting energy \
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proportional to the amount of force that was inflicted. Armor penetration has no effect on the shield's ability to protect \
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you from harm, however the shield will fail if the energy supply cannot meet demand."
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cost = 200
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obj_path = /obj/item/clothing/suit/armor/shield
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/obj/item/clothing/suit/armor/shield
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name = "shield projector"
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desc = "This armor has no inherent ability to absorb shock, as normal armor usually does. Instead, this emits a strong field \
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around the wearer, designed to protect from most forms of harm, from lasers to bullets to close quarters combat. It appears to \
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require a very potent supply of an energy of some kind in order to function."
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icon_state = "shield_armor_0"
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blood_overlay_type = "armor"
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slowdown = 0
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
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actions_types = list(/datum/action/item_action/toggle_shield_projector)
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var/active = 0
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var/damage_to_energy_multiplier = 50.0 //Determines how much energy to charge for blocking, e.g. 20 damage attack = 750 energy cost
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var/datum/effect/effect/system/spark_spread/spark_system = null
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var/block_percentage = 75
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/obj/item/clothing/suit/armor/shield/Initialize(mapload)
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. = ..()
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spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system.set_up(5, 0, src)
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/obj/item/clothing/suit/armor/shield/Destroy()
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qdel(spark_system)
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return ..()
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/obj/item/clothing/suit/armor/shield/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
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//Since this is a pierce of armor that is passive, we do not need to check if the user is incapacitated.
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if(!active)
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return 0
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var/modified_block_percentage = block_percentage
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if(issmall(user)) // Smaller shield means better protection.
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modified_block_percentage += 15
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var/damage_blocked = damage * (modified_block_percentage / 100)
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var/damage_to_energy_cost = (damage_to_energy_multiplier * damage_blocked)
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if(!user.technomancer_pay_energy(damage_to_energy_cost))
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to_chat(user, span_danger("Your shield fades due to lack of energy!"))
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active = 0
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update_icon()
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return 0
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damage = damage - damage_blocked
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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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P.sharp = FALSE
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P.edge = FALSE
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P.embed_chance = 0
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if(P.agony)
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var/agony_blocked = P.agony * (modified_block_percentage / 100)
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P.agony -= agony_blocked
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P.damage = P.damage - damage_blocked
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user.visible_message(span_danger("\The [user]'s [src] absorbs [attack_text]!"))
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to_chat(user, span_warning("Your shield has absorbed most of \the [damage_source]."))
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spark_system.start()
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playsound(src, 'sound/weapons/blade1.ogg', 50, 1)
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return 0 // This shield does not block all damage, so returning 0 is needed to tell the game to apply the new damage.
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/obj/item/clothing/suit/armor/shield/attack_self(mob/user)
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active = !active
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to_chat(user, span_notice("You [active ? "" : "de"]activate \the [src]."))
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update_icon()
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user.update_inv_wear_suit()
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user.update_mob_action_buttons()
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/obj/item/clothing/suit/armor/shield/update_icon()
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icon_state = "shield_armor_[active]"
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item_state = "shield_armor_[active]"
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if(active)
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set_light(2, 1, l_color = "#006AFF")
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else
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set_light(0, 0, l_color = "#000000")
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..()
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return
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