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Polaris/code/game/objects/items/weapons/shields.dm

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/obj/item/weapon/shield
name = "shield"
var/base_block_chance = 50
/obj/item/weapon/shield/handle_shield(mob/user, var/damage, atom/damage_source = null, mob/attacker = null, var/def_zone = null, var/attack_text = "the attack")
//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))
if(prob(get_block_chance(user, damage, damage_source, attacker)))
user.visible_message("<span class='danger'>\The [user] blocks [attack_text] with \the [src]!</span>")
return 1
return 0
/obj/item/weapon/shield/proc/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
return base_block_chance
/obj/item/weapon/shield/riot
name = "riot shield"
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
icon = 'icons/obj/weapons.dmi'
icon_state = "riot"
flags = CONDUCT
slot_flags = SLOT_BACK
force = 5.0
throwforce = 5.0
throw_speed = 1
throw_range = 4
w_class = 4.0
origin_tech = list(TECH_MATERIAL = 2)
matter = list("glass" = 7500, DEFAULT_WALL_MATERIAL = 1000)
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
/obj/item/weapon/shield/riot/handle_shield(mob/user)
. = ..()
if(.) playsound(user.loc, 'sound/weapons/Genhit.ogg', 50, 1)
/obj/item/weapon/shield/riot/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
if(istype(damage_source, /obj/item/projectile))
var/obj/item/projectile/P = damage_source
//plastic shields do not stop bullets or lasers, even in space. Will block beanbags, rubber bullets, and stunshots just fine though.
if((is_sharp(P) && damage > 10) || istype(P, /obj/item/projectile/beam))
return 0
return base_block_chance
/obj/item/weapon/shield/riot/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/melee/baton))
if(cooldown < world.time - 25)
user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
cooldown = world.time
else
..()
/*
* Energy Shield
*/
/obj/item/weapon/shield/energy
name = "energy combat shield"
desc = "A shield capable of stopping most projectile and melee attacks. It can be retracted, expanded, and stored anywhere."
icon = 'icons/obj/weapons.dmi'
icon_state = "eshield0" // eshield1 for expanded
flags = CONDUCT
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 4
w_class = 2
origin_tech = list(TECH_MATERIAL = 4, TECH_MAGNET = 3, TECH_ILLEGAL = 4)
attack_verb = list("shoved", "bashed")
var/active = 0
/obj/item/weapon/shield/energy/handle_shield(mob/user)
if(!active)
return 0 //turn it on first!
. = ..()
if(.)
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)
/obj/item/weapon/shield/energy/get_block_chance(mob/user, var/damage, atom/damage_source = null, mob/attacker = null)
if(istype(damage_source, /obj/item/projectile))
var/obj/item/projectile/P = damage_source
if((is_sharp(P) && damage > 10) || istype(P, /obj/item/projectile/beam))
return (base_block_chance - round(damage / 3)) //block bullets and beams using the old block chance
return base_block_chance
/obj/item/weapon/shield/energy/attack_self(mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50))
user << "<span class='warning'>You beat yourself in the head with [src].</span>"
user.take_organ_damage(5)
active = !active
if (active)
force = 10
icon_state = "eshield[active]"
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "<span class='notice'>\The [src] is now active.</span>"
else
force = 3
icon_state = "eshield[active]"
w_class = 1
playsound(user, 'sound/weapons/saberoff.ogg', 50, 1)
user << "<span class='notice'>\The [src] can now be concealed.</span>"
if(istype(user,/mob/living/carbon/human))
var/mob/living/carbon/human/H = user
H.update_inv_l_hand()
H.update_inv_r_hand()
add_fingerprint(user)
return
//** Shield Helpers
//This is here in case it is useful for things like energy swords that want to pretend they are shields
//bad_arc is the ABSOLUTE arc of directions from which we cannot block
/obj/item/proc/check_shield_arc(mob/user, var/bad_arc, atom/damage_source = null, mob/attacker = null)
//check attack direction
var/attack_dir = 0 //direction from the user to the source of the attack
if(istype(damage_source, /obj/item/projectile))
var/obj/item/projectile/P = damage_source
attack_dir = get_dir(get_turf(user), P.starting)
else if(attacker)
attack_dir = get_dir(get_turf(user), get_turf(attacker))
else if(damage_source)
attack_dir = get_dir(get_turf(user), get_turf(damage_source))
world << "attack_dir: [print_dir(attack_dir)]"
if(!(attack_dir && (attack_dir & bad_arc)))
return 1
return 0
/obj/item/weapon/cloaking_device
name = "cloaking device"
desc = "Use this to become invisible to the human eye."
icon = 'icons/obj/device.dmi'
icon_state = "shield0"
var/active = 0.0
flags = CONDUCT
item_state = "electronic"
throwforce = 10.0
throw_speed = 2
throw_range = 10
w_class = 2.0
origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4)
/obj/item/weapon/cloaking_device/attack_self(mob/user as mob)
src.active = !( src.active )
if (src.active)
user << "<span class='notice'>\The [src] is now active.</span>"
src.icon_state = "shield1"
else
user << "<span class='notice'>\The [src] is now inactive.</span>"
src.icon_state = "shield0"
src.add_fingerprint(user)
return
/obj/item/weapon/cloaking_device/emp_act(severity)
active = 0
icon_state = "shield0"
if(ismob(loc))
loc:update_icons()
..()