Rewrites shield handling

Rewrites shield handling to be less hardcoded.
Shields now take into account the damage source and direction when blocking.
Riot shields no longer block most bullets, but are better at blocking melee and thrown items than they were previously.
Energy shields block projectiles with a similar probability as they did before, and block melee and thrown as well as riot shields do.
Shields no longer block from directly behind the player.
Weapons now only block melee attacks.
Cool effects when blocking with an energy shield or energy sword (including holoswords).
This commit is contained in:
mwerezak
2015-07-11 18:14:16 -04:00
parent 3cf542e5f1
commit 0a751322e3
10 changed files with 180 additions and 102 deletions

View File

@@ -113,8 +113,26 @@
slowdown = 1
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0)
/obj/item/clothing/suit/armor/reactive/IsShield()
if(active)
/obj/item/clothing/suit/armor/reactive/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/attack_text = "the attack")
if(prob(50))
user.visible_message("<span class='danger'>The reactive teleport system flings [user] clear of the attack!</span>")
var/list/turfs = new/list()
for(var/turf/T in orange(6, user))
if(istype(T,/turf/space)) continue
if(T.density) continue
if(T.x>world.maxx-6 || T.x<6) continue
if(T.y>world.maxy-6 || T.y<6) continue
turfs += T
if(!turfs.len) turfs += pick(/turf in orange(6))
var/turf/picked = pick(turfs)
if(!isturf(picked)) return
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, user.loc)
spark_system.start()
playsound(user.loc, "sparks", 50, 1)
user.loc = picked
return 1
return 0

View File

@@ -252,8 +252,26 @@
New()
item_color = "red"
/obj/item/weapon/holo/esword/IsShield()
if(active)
/obj/item/weapon/holo/esword/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/attack_text = "the attack")
if(!active)
return 0
//parry only melee holo attacks
if(!istype(damage_source, /obj/item/weapon/holo) || (attacker && get_dist(user, attacker) > 1))
return 0
//block as long as they are not directly behind us
var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
if(!check_shield_arc(user, bad_arc, damage_source, attacker))
return 0
if(prob(50))
user.visible_message("<span class='danger'>\The [user] parries [attack_text] with \the [src]!</span>")
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
spark_system.set_up(5, 0, user.loc)
spark_system.start()
playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
return 1
return 0

View File

@@ -19,8 +19,7 @@
// Should this all be in Touch()?
if(istype(H))
if((H != src) && check_shields(0, H.name))
visible_message("\red <B>[H] attempted to touch [src]!</B>")
if(H != src && check_shields(0, null, H, H.name))
H.do_attack_animation(src)
return 0

View File

@@ -17,7 +17,7 @@ emp_act
var/obj/item/organ/external/organ = get_organ()
//Shields
if(check_shields(P.damage, "the [P.name]"))
if(check_shields(P.damage, P, null, "the [P.name]"))
P.on_hit(src, 2, def_zone)
return 2
@@ -148,32 +148,9 @@ emp_act
return gear
return null
/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/attack_text = "the attack")
if(l_hand && istype(l_hand, /obj/item/weapon))//Current base is the prob(50-d/3)
var/obj/item/weapon/I = l_hand
if(I.IsShield() && (prob(50 - round(damage / 3))))
visible_message("\red <B>[src] blocks [attack_text] with the [l_hand.name]!</B>")
return 1
if(r_hand && istype(r_hand, /obj/item/weapon))
var/obj/item/weapon/I = r_hand
if(I.IsShield() && (prob(50 - round(damage / 3))))
visible_message("\red <B>[src] blocks [attack_text] with the [r_hand.name]!</B>")
return 1
if(wear_suit && istype(wear_suit, /obj/item/))
var/obj/item/I = wear_suit
if(I.IsShield() && (prob(35)))
visible_message("\red <B>The reactive teleport system flings [src] clear of [attack_text]!</B>")
var/list/turfs = new/list()
for(var/turf/T in orange(6))
if(istype(T,/turf/space)) continue
if(T.density) continue
if(T.x>world.maxx-6 || T.x<6) continue
if(T.y>world.maxy-6 || T.y<6) continue
turfs += T
if(!turfs.len) turfs += pick(/turf in orange(6))
var/turf/picked = pick(turfs)
if(!isturf(picked)) return
src.loc = picked
/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/atom/damage_source = null, var/mob/attacker = null, var/attack_text = "the attack")
for(var/obj/item/shield in list(l_hand, r_hand, wear_suit))
if(shield && shield.handle_shield(src, damage, damage_source, attacker, attack_text))
return 1
return 0
@@ -206,7 +183,7 @@ emp_act
if(user.a_intent == "disarm") effective_force = round(I.force/2)
var/hit_area = affecting.name
if((user != src) && check_shields(effective_force, "the [I.name]"))
if((user != src) && check_shields(effective_force, I, user, "the [I.name]"))
return 0
if(istype(I,/obj/item/weapon/card/emag))
@@ -335,7 +312,7 @@ emp_act
O.throwing = 0 //it hit, so stop moving
if ((O.thrower != src) && check_shields(throw_damage, "[O]"))
if ((O.thrower != src) && check_shields(throw_damage, O, thrower, "[O]"))
return
var/obj/item/organ/external/affecting = get_organ(zone)

View File

@@ -237,7 +237,7 @@
var/hit_area = affecting.name
if((user != target) && H.check_shields(7, "the [src.name]"))
if((user != target) && H.check_shields(7, src, user, "\the [src]"))
return
if (target != user && H.getarmor(target_zone, "melee") > 5 && prob(50))