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* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there. * Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
95 lines
3.4 KiB
Plaintext
95 lines
3.4 KiB
Plaintext
/datum/technomancer/spell/reflect
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name = "Reflect"
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desc = "Emits a protective shield fron your hand in front of you, which will reflect one attack back at the attacker."
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cost = 100
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obj_path = /obj/item/weapon/spell/reflect
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ability_icon_state = "tech_reflect"
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category = DEFENSIVE_SPELLS
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/obj/item/weapon/spell/reflect
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name = "\proper reflect shield"
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icon_state = "reflect"
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desc = "A very protective combat shield that'll reflect the next attack at the unfortunate person who tried to shoot you."
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aspect = ASPECT_FORCE
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toggled = 1
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var/reflecting = 0
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var/damage_to_energy_multiplier = 60.0 //Determines how much energy to charge for blocking, e.g. 20 damage attack = 1200 energy cost
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var/datum/effect/effect/system/spark_spread/spark_system = null
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/obj/item/weapon/spell/reflect/New()
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..()
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set_light(3, 2, l_color = "#006AFF")
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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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owner << "<span class='notice'>Your shield will expire in 3 seconds!</span>"
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spawn(5 SECONDS)
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if(src)
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owner << "<span class='danger'>Your shield expires!</span>"
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qdel(src)
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/obj/item/weapon/spell/reflect/Destroy()
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spark_system = null
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..()
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/obj/item/weapon/spell/reflect/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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if(user.incapacitated())
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return 0
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var/damage_to_energy_cost = (damage_to_energy_multiplier * damage)
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if(!pay_energy(damage_to_energy_cost))
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owner << "<span class='danger'>Your shield fades due to lack of energy!</span>"
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qdel(src)
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return 0
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//block as long as they are not directly behind us
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var/bad_arc = reverse_direction(user.dir) //arc of directions from which we cannot block
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if(check_shield_arc(user, bad_arc, damage_source, attacker))
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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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if(P.starting && !P.reflected)
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visible_message("<span class='danger'>\The [user]'s [src.name] reflects [attack_text]!</span>")
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var/turf/curloc = get_turf(user)
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// redirect the projectile
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P.redirect(P.starting.x, P.starting.y, curloc, user)
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P.reflected = 1
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if(check_for_scepter())
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P.damage = P.damage * 1.5
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spark_system.start()
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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// now send a log so that admins don't think they're shooting themselves on purpose.
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log_and_message_admins("[user] reflected [attacker]'s attack back at them.")
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if(!reflecting)
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reflecting = 1
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spawn(2 SECONDS) //To ensure that most or all of a burst fire cycle is reflected.
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owner << "<span class='danger'>Your shield fades due being used up!</span>"
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qdel(src)
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return PROJECTILE_CONTINUE // complete projectile permutation
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else if(istype(damage_source, /obj/item/weapon))
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var/obj/item/weapon/W = damage_source
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if(attacker)
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W.attack(attacker)
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attacker << "<span class='danger'>Your [damage_source.name] goes through \the [src] in one location, comes out \
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on the same side, and hits you!</span>"
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spark_system.start()
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playsound(user.loc, 'sound/weapons/blade1.ogg', 50, 1)
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log_and_message_admins("[user] reflected [attacker]'s attack back at them.")
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if(!reflecting)
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reflecting = 1
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spawn(2 SECONDS) //To ensure that most or all of a burst fire cycle is reflected.
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owner << "<span class='danger'>Your shield fades due being used up!</span>"
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qdel(src)
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return 1
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return 0
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