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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-11 23:23:28 +01:00
Adds reactive teleport armor construction, ports repulsive armor from TG (#15343)
* Adds reactive teleport armor construction, ports stuff from tg to do it * Adds description to what disabled does in code * Fixes ashwalker tendril anomaly * SaberML code suggestions Co-authored-by: SabreML <57483089+SabreML@users.noreply.github.com> * True or false * Keeps reactive armors from triggering from kisses * removes stun check * oops Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Co-authored-by: SabreML <57483089+SabreML@users.noreply.github.com> Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
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@@ -255,7 +255,7 @@
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loot = list(
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// Robotics
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/obj/item/mmi/robotic_brain = 50, // Low-value, but we want to encourage getting more players back in the round.
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/obj/item/assembly/signaler/anomaly = 50, // anomaly core
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/obj/item/assembly/signaler/anomaly/random = 50, // anomaly core
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/obj/item/mecha_parts/mecha_equipment/weapon/energy/xray = 25, // mecha x-ray laser
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/obj/item/mecha_parts/mecha_equipment/teleporter/precise = 25, // upgraded mecha teleporter
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/obj/item/autosurgeon = 50,
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@@ -261,7 +261,8 @@
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name = "reactive armor"
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desc = "Doesn't seem to do much for some reason."
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var/active = FALSE
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var/emp_d = FALSE
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/// Is the armor disabled, and prevented from reactivating temporarly?
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var/disabled = FALSE
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icon_state = "reactiveoff"
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item_state = "reactiveoff"
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blood_overlay_type = "armor"
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@@ -272,8 +273,8 @@
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/obj/item/clothing/suit/armor/reactive/attack_self(mob/user)
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active = !(active)
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if(emp_d)
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to_chat(user, "<span class='warning'>[src] is disabled from an electromagnetic pulse!</span>")
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if(disabled)
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to_chat(user, "<span class='warning'>[src] is disabled and rebooting!</span>")
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return
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if(active)
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to_chat(user, "<span class='notice'>[src] is now active.</span>")
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@@ -290,18 +291,37 @@
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A.UpdateButtonIcon()
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/obj/item/clothing/suit/armor/reactive/emp_act(severity)
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var/emp_power = 5 + (severity-1 ? 0 : 5)
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disable(emp_power)
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..()
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/obj/item/clothing/suit/armor/reactive/proc/disable(disable_time = 0)
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active = FALSE
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emp_d = TRUE
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disabled = TRUE
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icon_state = "reactiveoff"
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item_state = "reactiveoff"
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if(istype(loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/C = loc
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C.update_inv_wear_suit()
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addtimer(CALLBACK(src, .proc/reboot), 100 / severity)
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..()
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addtimer(CALLBACK(src, .proc/reboot), disable_time SECONDS)
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/obj/item/clothing/suit/armor/reactive/proc/reboot()
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emp_d = FALSE
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disabled = FALSE
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active = TRUE
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icon_state = "reactive"
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item_state = "reactive"
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if(ishuman(loc))
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var/mob/living/carbon/human/C = loc
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C.update_inv_wear_suit()
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/obj/item/clothing/suit/armor/reactive/proc/reaction_check(hitby)
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if(prob(hit_reaction_chance))
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if(istype(hitby, /obj/item/projectile))
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var/obj/item/projectile/P = hitby
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if(!P.nodamage)
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return TRUE
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else
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return TRUE
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//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
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/obj/item/clothing/suit/armor/reactive/teleport
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@@ -312,7 +332,7 @@
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/obj/item/clothing/suit/armor/reactive/teleport/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!active)
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return 0
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if(prob(hit_reaction_chance))
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if(reaction_check(hitby))
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var/mob/living/carbon/human/H = owner
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owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text]!</span>")
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var/list/turfs = new/list()
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@@ -332,33 +352,35 @@
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if(!isturf(picked))
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return
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H.forceMove(picked)
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return 1
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return 0
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return TRUE
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return FALSE
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/obj/item/clothing/suit/armor/reactive/fire
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name = "reactive incendiary armor"
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desc = "This armor uses the power of a pyro anomaly core to shoot protective jets of fire."
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/obj/item/clothing/suit/armor/reactive/fire/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!active)
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return 0
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if(prob(hit_reaction_chance))
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return FALSE
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if(reaction_check(hitby))
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owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out jets of flame!</span>")
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for(var/mob/living/carbon/C in range(6, owner))
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if(C != owner)
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C.fire_stacks += 8
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C.IgniteMob()
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owner.fire_stacks = -20
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return 1
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return 0
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return TRUE
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return FALSE
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/obj/item/clothing/suit/armor/reactive/stealth
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name = "reactive stealth armor"
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desc = "This armor uses an anomaly core combined with holographic projectors to make the user invisible temporarly, and make a fake image of the user."
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/obj/item/clothing/suit/armor/reactive/stealth/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!active)
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return 0
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if(prob(hit_reaction_chance))
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return FALSE
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if(reaction_check(hitby))
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var/mob/living/simple_animal/hostile/illusion/escape/E = new(owner.loc)
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E.Copy_Parent(owner, 50)
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E.GiveTarget(owner) //so it starts running right away
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@@ -367,23 +389,64 @@
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owner.visible_message("<span class='danger'>[owner] is hit by [attack_text] in the chest!</span>") //We pretend to be hit, since blocking it would stop the message otherwise
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spawn(40)
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owner.alpha = initial(owner.alpha)
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return 1
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return TRUE
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/obj/item/clothing/suit/armor/reactive/tesla
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name = "reactive tesla armor"
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desc = "This armor uses the power of a flux anomaly core to protect the user in shocking ways."
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/obj/item/clothing/suit/armor/reactive/tesla/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!active)
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return 0
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if(prob(hit_reaction_chance))
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return FALSE
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if(reaction_check(hitby))
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owner.visible_message("<span class='danger'>The [src] blocks the [attack_text], sending out arcs of lightning!</span>")
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for(var/mob/living/M in view(6, owner))
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if(M == owner)
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continue
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owner.Beam(M,icon_state="lightning[rand(1, 12)]",icon='icons/effects/effects.dmi',time=5)
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M.adjustFireLoss(25)
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M.adjustFireLoss(20)
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playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
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return 1
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disable(rand(2, 5)) // let's not have buckshot set it off 4 times and do 80 burn damage.
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return TRUE
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/obj/item/clothing/suit/armor/reactive/repulse
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name = "reactive repulse armor"
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desc = "An experimental suit of armor that violently throws back attackers with the power of a gravitational anomaly core."
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///How strong the reactive armor is for throwing
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var/repulse_power = 3
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/// How far away are we finding things to throw
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var/repulse_range = 5
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/obj/item/clothing/suit/armor/reactive/repulse/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!active)
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return FALSE
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if(reaction_check(hitby))
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owner.visible_message("<span class='danger'>[src] blocks [attack_text], converting the attack into a wave of force!</span>")
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var/list/thrownatoms = list()
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for(var/turf/T in range(repulse_range, owner)) //Done this way so things don't get thrown all around hilariously.
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for(var/atom/movable/AM in T)
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thrownatoms += AM
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for(var/am in thrownatoms)
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var/atom/movable/AM = am
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if(AM == owner || AM.anchored)
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continue
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var/throwtarget = get_edge_target_turf(owner, get_dir(owner, get_step_away(AM, owner)))
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var/distfromuser = get_dist(owner, AM)
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if(distfromuser == 0)
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if(isliving(AM))
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var/mob/living/M = AM
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M.Weaken(3)
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to_chat(M, "<span class='userdanger'>You're slammed into the floor by [owner]'s reactive armor!</span>")
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else
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if(isliving(AM))
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var/mob/living/M = AM
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to_chat(M, "<span class='userdanger'>You're thrown back by the [owner]'s reactive armor!</span>")
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spawn(0)
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AM.throw_at(throwtarget, ((clamp((repulse_power - (clamp(distfromuser - 2, 0, distfromuser))), 3, repulse_power))), 1)//So stuff gets tossed around at the same time.
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disable(rand(2, 5))
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return TRUE
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//All of the armor below is mostly unused
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@@ -51,3 +51,47 @@
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icon_state = "vortex_core"
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anomaly_type = /obj/effect/anomaly/bhole
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origin_tech = "engineering=7"
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/obj/item/assembly/signaler/anomaly/random
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name = "Random anomaly core"
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/obj/item/assembly/signaler/anomaly/random/New()
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..()
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var/list/types = list(/obj/item/assembly/signaler/anomaly/pyro, /obj/item/assembly/signaler/anomaly/grav, /obj/item/assembly/signaler/anomaly/flux, /obj/item/assembly/signaler/anomaly/bluespace, /obj/item/assembly/signaler/anomaly/vortex)
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var/A = pick(types)
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new A(loc)
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qdel(src)
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/obj/item/reactive_armour_shell
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name = "reactive armour shell"
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desc = "An experimental suit of armour, awaiting installation of an anomaly core."
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icon_state = "reactiveoff"
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icon = 'icons/obj/clothing/suits.dmi'
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w_class = WEIGHT_CLASS_NORMAL
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/obj/item/reactive_armour_shell/attackby(obj/item/I, mob/user, params)
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var/static/list/anomaly_armour_types = list(
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/obj/item/assembly/signaler/anomaly/grav = /obj/item/clothing/suit/armor/reactive/repulse,
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/obj/item/assembly/signaler/anomaly/flux = /obj/item/clothing/suit/armor/reactive/tesla,
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/obj/item/assembly/signaler/anomaly/bluespace = /obj/item/clothing/suit/armor/reactive/teleport,
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/obj/item/assembly/signaler/anomaly/pyro = /obj/item/clothing/suit/armor/reactive/fire
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)
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if(istype(I, /obj/item/assembly/signaler/anomaly))
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var/obj/item/assembly/signaler/anomaly/A = I
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var/armour_path = /obj/item/clothing/suit/armor/reactive/stealth //Fallback
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if(istype(I, /obj/item/assembly/signaler/anomaly/grav))
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armour_path = /obj/item/clothing/suit/armor/reactive/repulse
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if(istype(I, /obj/item/assembly/signaler/anomaly/flux))
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armour_path = /obj/item/clothing/suit/armor/reactive/tesla
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if(istype(I, /obj/item/assembly/signaler/anomaly/bluespace))
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armour_path = /obj/item/clothing/suit/armor/reactive/teleport
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if(istype(I, /obj/item/assembly/signaler/anomaly/pyro))
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armour_path = /obj/item/clothing/suit/armor/reactive/fire
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if(istype(I, /obj/item/assembly/signaler/anomaly/vortex))
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armour_path = /obj/item/clothing/suit/armor/reactive/stealth // Vortex needs one, this is just temporary(TM) till one is coded for them.
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to_chat(user, "<span class='notice'>You insert [A] into the chest plate, and the armour gently hums to life.</span>")
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new armour_path(get_turf(src))
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qdel(src)
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qdel(A)
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return ..()
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@@ -257,3 +257,15 @@
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build_path = /obj/item/gun/energy/immolator
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locked = 1
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category = list("Weapons")
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/datum/design/reactive_armour
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name = "Reactive Armor Shell"
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desc = "A reactive armor shell, that can have an anomaly core inserted to make a reactive armor"
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id = "reactivearmor"
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req_tech = list("combat" = 6, "materials" = 7, "engineering" = 5)
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build_type = PROTOLATHE
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materials = list(MAT_PLASMA = 8000, MAT_TITANIUM = 14000, MAT_BLUESPACE = 6000) //Big strong armor needs big-ish investment
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build_path = /obj/item/reactive_armour_shell
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locked = TRUE
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access_requirement = list(ACCESS_RD)
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category = list("Weapons")
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@@ -25,7 +25,7 @@
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STOP_PROCESSING(SSprocessing, src)
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/obj/structure/lavaland/ash_walker/deconstruct(disassembled)
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new /obj/item/assembly/signaler/anomaly(get_step(loc, pick(GLOB.alldirs)))
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new /obj/item/assembly/signaler/anomaly/random(get_step(loc, pick(GLOB.alldirs)))
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new /obj/effect/collapse(loc)
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return ..()
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