mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-18 10:33:30 +01:00
Adds the vortex feedback inversion arm. (#19821)
* start of mess * reflect/parries works * more pog-ress * temp icons, .33 to 0.4 * more work, sound, rnd, fixes me breaking shields * removes this since open pr fixes * better codee * attack log * Final changes / sprites by ramon * fixes issue * shoot ramon for the white pixel :^) * But what if it was a purple glass shard * Fixes the throw parry * sorry for so many commits, lower callback * Apply suggestions from code review Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> * Early return, no need to typecast Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
This commit is contained in:
@@ -530,6 +530,7 @@
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///from base of obj/item/hit_reaction(): (list/args)
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#define COMSIG_ITEM_HIT_REACT "item_hit_react"
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#define COMPONENT_BLOCK_SUCCESSFUL (1 << 0)
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#define COMPONENT_BLOCK_PERFECT (1 << 2)
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///called on item when crossed by something (): (/atom/movable, mob/living/crossed)
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#define COMSIG_ITEM_WEARERCROSSED "wearer_crossed"
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///called on item when microwaved (): (obj/machinery/microwave/M)
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@@ -12,6 +12,8 @@
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var/parryable_attack_types
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/// the time between parry attempts
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var/parry_cooldown
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///Do we wish to mute the parry sound?
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var/no_parry_sound
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/datum/component/parry/RegisterWithParent()
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RegisterSignal(parent, COMSIG_ITEM_EQUIPPED, PROC_REF(equipped))
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@@ -26,7 +28,7 @@
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if(ismob(I.loc))
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UnregisterSignal(I.loc, COMSIG_LIVING_RESIST)
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/datum/component/parry/Initialize(_stamina_constant = 0, _stamina_coefficient = 0, _parry_time_out_time = PARRY_DEFAULT_TIMEOUT, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = 2 SECONDS)
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/datum/component/parry/Initialize(_stamina_constant = 0, _stamina_coefficient = 0, _parry_time_out_time = PARRY_DEFAULT_TIMEOUT, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = 2 SECONDS, _no_parry_sound = FALSE)
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if(!isitem(parent))
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return COMPONENT_INCOMPATIBLE
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@@ -34,6 +36,7 @@
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stamina_constant = _stamina_constant
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stamina_coefficient = _stamina_coefficient
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parry_cooldown = _parry_cooldown
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no_parry_sound = _no_parry_sound
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if(islist(_parryable_attack_types))
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parryable_attack_types = _parryable_attack_types
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else
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@@ -61,6 +64,7 @@
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/datum/component/parry/proc/attempt_parry(datum/source, mob/living/carbon/human/owner, atom/movable/hitby, damage = 0, attack_type = MELEE_ATTACK)
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SIGNAL_HANDLER
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var/was_perfect = FALSE
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if(!(attack_type in parryable_attack_types))
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return
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var/time_since_parry = world.time - time_parried
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@@ -80,17 +84,22 @@
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var/stamina_damage = stamina_coefficient * (((time_since_parry / parry_time_out_time) + armour_penetration_percentage / 100) * (damage + armour_penetration_flat)) + stamina_constant
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var/sound_to_play
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if(attack_type == PROJECTILE_ATTACK)
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sound_to_play = pick('sound/weapons/effects/ric1.ogg', 'sound/weapons/effects/ric2.ogg', 'sound/weapons/effects/ric3.ogg', 'sound/weapons/effects/ric4.ogg', 'sound/weapons/effects/ric5.ogg')
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else
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sound_to_play = 'sound/weapons/parry.ogg'
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if(!no_parry_sound)
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var/sound_to_play
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if(attack_type == PROJECTILE_ATTACK)
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sound_to_play = pick('sound/weapons/effects/ric1.ogg', 'sound/weapons/effects/ric2.ogg', 'sound/weapons/effects/ric3.ogg', 'sound/weapons/effects/ric4.ogg', 'sound/weapons/effects/ric5.ogg')
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else
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sound_to_play = 'sound/weapons/parry.ogg'
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playsound(owner, sound_to_play, clamp(stamina_damage, 40, 120))
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playsound(owner, sound_to_play, clamp(stamina_damage, 40, 120))
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if(time_since_parry <= parry_time_out_time * 0.5) // a perfect parry
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was_perfect = TRUE
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owner.adjustStaminaLoss(stamina_damage)
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if(owner.getStaminaLoss() < 100)
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return COMPONENT_BLOCK_SUCCESSFUL
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if(!was_perfect)
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return COMPONENT_BLOCK_SUCCESSFUL
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return (COMPONENT_BLOCK_SUCCESSFUL | COMPONENT_BLOCK_PERFECT)
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@@ -81,7 +81,8 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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var/breakouttime = 0
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var/flags_cover = 0 //for flags such as GLASSESCOVERSEYES
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var/hit_reaction_chance = 0 //If you want to have something unrelated to blocking/armour piercing etc. Maybe not needed, but trying to think ahead/allow more freedom
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/// Used to give a reaction chance on hit that is not a block. If less than 0, will remove the block message, allowing overides.
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var/hit_reaction_chance = 0
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// Needs to be in /obj/item because corgis can wear a lot of
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// non-clothing items
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@@ -398,9 +399,11 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons
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return ..()
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/obj/item/proc/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((SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, owner, hitby, damage, attack_type) & COMPONENT_BLOCK_SUCCESSFUL) || prob(final_block_chance))
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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return TRUE
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var/signal_result = SEND_SIGNAL(src, COMSIG_ITEM_HIT_REACT, owner, hitby, damage, attack_type) + prob(final_block_chance)
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if(signal_result != 0)
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if(hit_reaction_chance >= 0) //Normally used for non blocking hit reactions, but also used for displaying block message on actual blocks
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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return signal_result
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return FALSE
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// Generic use proc. Depending on the item, it uses up fuel, charges, sheets, etc.
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@@ -32,8 +32,12 @@ emp_act
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return -1
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//Shields
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if(check_shields(P, P.damage, "the [P.name]", PROJECTILE_ATTACK, P.armour_penetration_flat, P.armour_penetration_percentage))
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var/shield_check_result = check_shields(P, P.damage, "the [P.name]", PROJECTILE_ATTACK, P.armour_penetration_flat, P.armour_penetration_percentage)
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if(shield_check_result == 1)
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return 2
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else if(shield_check_result == -1)
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P.reflect_back(src)
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return -1
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if(mind?.martial_art?.deflection_chance) //Some martial arts users can deflect projectiles!
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if(!IS_HORIZONTAL(src) && !HAS_TRAIT(src, TRAIT_HULK) && mind.martial_art.try_deflect(src)) //But only if they're not lying down, and hulks can't do it
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@@ -219,9 +223,11 @@ emp_act
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/mob/living/carbon/human/proc/check_shields(atom/AM, damage, attack_text = "the attack", attack_type = MELEE_ATTACK, armour_penetration_flat = 0, armour_penetration_percentage = 0)
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var/obj/item/shield = get_best_shield()
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if(shield?.hit_reaction(src, AM, attack_text, 0, damage, attack_type))
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var/shield_result = shield?.hit_reaction(src, AM, attack_text, 0, damage, attack_type)
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if(shield_result >= 1)
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return TRUE
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if(shield_result == -1)
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return -1
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if(wear_suit && wear_suit.hit_reaction(src, AM, attack_text, 0, damage, attack_type))
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return TRUE
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@@ -280,3 +280,14 @@
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materials = list(MAT_GOLD = 5000, MAT_URANIUM = 4000, MAT_METAL = 5000, MAT_TITANIUM = 2000, MAT_BLUESPACE = 2000)
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build_path = /obj/item/weaponcrafting/gunkit/u_ionsilencer
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category = list("Weapons")
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/datum/design/v1_arm
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name = "Vortex arm implant shell"
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desc = "A shell to make an arm able to parry, reflect, and boost the power of incoming projectiles."
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id = "v1_arm"
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req_tech = list("combat" = 7, "magnets" = 6, "engineering" = 6, "biotech" = 7)
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build_type = PROTOLATHE
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materials = list(MAT_GOLD = 5000, MAT_URANIUM = 4000, MAT_METAL = 10000, MAT_TITANIUM = 2000, MAT_BLUESPACE = 2000)
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reagents_list = list("blood" = 50)
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build_path = /obj/item/v1_arm_shell
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category = list("Weapons")
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@@ -411,3 +411,127 @@
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contents = newlist(/obj/item/mop/advanced)
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action_icon = list(/datum/action/item_action/organ_action/toggle = 'icons/obj/janitor.dmi')
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action_icon_state = list(/datum/action/item_action/organ_action/toggle = "advmop")
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/obj/item/organ/internal/cyberimp/arm/v1_arm
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name = "vortex feedback arm implant"
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desc = "An implant, that when deployed surrounds the users arm in armor and circuitry, allowing them to redirect nearby projectiles with feedback from the vortex anomaly core."
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origin_tech = "combat=6;magnets=6;biotech=6;engineering=6"
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icon = 'icons/obj/items.dmi'
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icon_state = "v1_arm"
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parent_organ = "l_arm" //Left arm by default
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slot = "l_arm_device"
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contents = newlist(/obj/item/shield/v1_arm)
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action_icon = list(/datum/action/item_action/organ_action/toggle = 'icons/obj/items.dmi')
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action_icon_state = list(/datum/action/item_action/organ_action/toggle = "v1_arm")
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var/disabled = FALSE
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/obj/item/organ/internal/cyberimp/arm/v1_arm/emp_act(severity)
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if(emp_proof && !disabled)
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return
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disabled = TRUE
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addtimer(VARSET_CALLBACK(src, disabled, FALSE), 10 SECONDS)
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/obj/item/organ/internal/cyberimp/arm/v1_arm/Extend(obj/item/item)
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if(disabled)
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to_chat(owner, "<span class='warning'>Your arm fails to extend!</span>")
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return FALSE
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..()
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/obj/item/organ/internal/cyberimp/arm/v1_arm/Retract()
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if(disabled)
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to_chat(owner, "<span class='warning'>Your arm fails to retract!</span>")
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return FALSE
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..()
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/obj/item/shield/v1_arm
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name = "vortex feedback arm" //format is they are holding x
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desc = "A modification to a users arm, allowing them to use a vortex core energy feedback, to parry, reflect, and even empower projectile attack. Rumors that it runs on the users blood are unconfirmed"
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icon_state = "v1_arm"
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item_state = "v1_arm"
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sprite_sheets_inhand = list("Drask" = 'icons/mob/clothing/species/drask/held.dmi', "Vox" = 'icons/mob/clothing/species/vox/held.dmi')
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force = 20 //bonk, not sharp
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attack_verb = list("slamed", "punched", "parried", "judged", "styled on", "disrespected", "interupted", "gored")
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hitsound = 'sound/effects/bang.ogg'
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light_power = 3
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light_range = 0
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light_color = "#9933ff"
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hit_reaction_chance = -1
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/// The damage the reflected projectile will be increased by
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var/reflect_damage_boost = 10
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/// The cap of the reflected damage. Damage will not be increased above 50, however it will not be reduced to 50 either.
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var/reflect_damage_cap = 50
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var/disabled = FALSE
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var/force_when_disabled = 5 //still basically a metal pipe, just hard to move
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/obj/item/shield/v1_arm/emp_act(severity)
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if(disabled)
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return
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to_chat(loc, "<span class='warning'>Your arm seises up!</span>")
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disabled = TRUE
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force = force_when_disabled
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addtimer(CALLBACK(src, PROC_REF(reboot)), 10 SECONDS)
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/obj/item/shield/v1_arm/proc/reboot()
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disabled = FALSE
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force = initial(force)
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/obj/item/shield/v1_arm/add_parry_component()
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AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.35, _parryable_attack_types = ALL_ATTACK_TYPES, _parry_cooldown = (1 / 3) SECONDS, _no_parry_sound = TRUE) // 0.3333 seconds of cooldown for 75% uptime, countered by ions and plasma pistols
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/obj/item/shield/v1_arm/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(disabled)
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return FALSE
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// Hit by a melee weapon or blocked a projectile
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. = ..()
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if(!.) // they did not block the attack
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return
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if(. == 1) // a normal block
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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playsound(src, 'sound/weapons/effects/ric3.ogg', 100, TRUE)
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return TRUE
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set_light(3)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, set_light), 0), 0.25 SECONDS)
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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.shield_buster || istype(P, /obj/item/projectile/ion)) //EMP's and unpariable attacks, after all.
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return FALSE
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if(P.reflectability == REFLECTABILITY_NEVER) //only 1 magic spell does this, but hey, needed
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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playsound(src, 'sound/weapons/effects/ric3.ogg', 100, TRUE)
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return TRUE
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P.damage = clamp((P.damage + 10), P.damage, reflect_damage_cap)
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var/sound = pick('sound/effects/explosion1.ogg', 'sound/effects/explosion2.ogg', 'sound/effects/meteorimpact.ogg')
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P.hitsound = sound
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P.hitsound_wall = sound
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P.add_overlay("parry")
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playsound(src, 'sound/weapons/v1_parry.ogg', 100, TRUE)
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owner.visible_message("<span class='danger'>[owner] parries [attack_text] with [src]!</span>")
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add_attack_logs(P.firer, src, "hit by [P.type] but got parried by [src]")
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return -1
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owner.visible_message("<span class='danger'>[owner] parries [attack_text] with [src]!</span>")
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playsound(src, 'sound/weapons/v1_parry.ogg', 100, TRUE)
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if(isitem(hitby)) //Thrown items
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var/obj/item/TT = hitby
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addtimer(CALLBACK(TT, TYPE_PROC_REF(/atom/movable, throw_at), locateUID(TT.thrownby), 15, 15, owner), 0.1 SECONDS) //yeet that shit right back
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return TRUE
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melee_attack_chain(owner, hitby)
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return TRUE
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/obj/item/v1_arm_shell
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name = "vortex feedback arm implant frame"
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desc = "An implant awaiting installation of a vortex anomaly core"
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icon_state = "v1_arm"
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/obj/item/v1_arm_shell/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/assembly/signaler/anomaly/vortex))
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to_chat(user, "<span class='notice'>You insert [I] into the back of the hand, and the implant begins to boot up.</span>")
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new /obj/item/organ/internal/cyberimp/arm/v1_arm(get_turf(src))
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qdel(src)
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qdel(I)
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return ..()
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