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@@ -3,11 +3,151 @@
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icon = 'icons/obj/shields.dmi'
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block_chance = 50
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armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
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var/transparent = FALSE // makes beam projectiles pass through the shield
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/// Shield flags
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var/shield_flags = SHIELD_FLAGS_DEFAULT
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/// Last shieldbash world.time
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var/last_shieldbash = 0
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/// Shieldbashing cooldown
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var/shieldbash_cooldown = 5 SECONDS
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/// Shieldbashing stamina cost
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var/shieldbash_stamcost = 7.5
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/// Shieldbashing knockback
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var/shieldbash_knockback = 2
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/// Shield bashing brute damage
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var/shieldbash_brutedamage = 5
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/// Shield bashing stamina damage
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var/shieldbash_stamdmg = 15
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/// Shield bashing stagger duration
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var/shieldbash_stagger_duration = 3.5 SECONDS
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/// Shield bashing push distance
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var/shieldbash_push_distance = 1
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/obj/item/shield/examine(mob/user)
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. = ..()
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if(shield_flags & SHIELD_CAN_BASH)
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. += "<span class='notice'>Right click on combat mode attack with [src] to shield bash!</span>"
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if(shield_flags & SHIELD_BASH_GROUND_SLAM)
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. += "<span class='notice'>Directly rightclicking on a downed target with [src] will slam them instead of bashing.</span>"
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/obj/item/shield/proc/on_shield_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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return TRUE
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/obj/item/shield/alt_pre_attack(atom/A, mob/living/user, params)
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user_shieldbash(user, A, user.a_intent != INTENT_HARM)
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return TRUE
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/obj/item/shield/altafterattack(atom/target, mob/user, proximity_flag, click_parameters)
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user_shieldbash(user, target, user.a_intent != INTENT_HARM)
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return TRUE
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/obj/item/shield/proc/do_shieldbash_effect(mob/living/user, dir, harmful)
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var/px = 0
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var/py = 0
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switch(dir)
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if(NORTH)
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py = 12
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if(SOUTH)
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py = -12
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if(EAST)
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px = 12
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if(WEST)
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px = -12
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var/oldpx = user.pixel_x
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var/oldpy = user.pixel_y
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animate(user, pixel_x = px, pixel_y = py, time = 3, easing = SINE_EASING | EASE_OUT, flags = ANIMATION_END_NOW)
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animate(user, pixel_x = oldpx, pixel_y = oldpy, time = 3)
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user.visible_message("<span class='warning'>[user] [harmful? "charges forwards with" : "sweeps"] [src]!</span>")
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var/obj/effect/temp_visual/dir_setting/shield_bash/effect = new(user.loc, dir)
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animate(effect, alpha = 0, pixel_x = px + 4, pixel_y = py + 4, time = 3)
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/obj/item/shield/proc/bash_target(mob/living/user, mob/living/target, bashdir, harmful)
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if(!(target.status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)) // should probably add stun absorption check at some point I guess..
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// unified stun absorption system when lol
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target.visible_message("<span class='warning'>[user] slams [target] with [src], but [target] doesn't falter!</span>", "<span class='userdanger'>[user] slams you with [src], but it barely fazes you!</span>")
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return FALSE
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var/target_downed = !CHECK_MOBILITY(target, MOBILITY_STAND)
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var/wallhit = FALSE
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var/turf/target_current_turf = get_turf(target)
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if(harmful)
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target.visible_message("<span class='warning'>[target_downed? "[user] slams [src] into [target]" : "[user] bashes [target] with [src]"]!</span>",
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"<span class='warning'>[target_downed? "[user] slams [src] into you" : "[user] bashes you with [src]"]!</span>")
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else
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target.visible_message("<span class='warning'>[user] shoves [target] with [src]!</span>",
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"<span class='warning'>[user] shoves you with [src]!</span>")
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for(var/i in 1 to harmful? shieldbash_knockback : shieldbash_push_distance)
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var/turf/new_turf = get_step(target, bashdir)
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var/mob/living/carbon/human/H = locate() in new_turf
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if(H && harmful)
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H.visible_message("<span class='warning'>[target] is sent crashing into [H]!</span>",
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"<span class='userdanger'>[target] is sent crashing into you!</span>")
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H.KnockToFloor()
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wallhit = TRUE
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break
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else
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step(target, bashdir)
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if(get_turf(target) == target_current_turf)
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wallhit = TRUE
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break
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else
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target_current_turf = get_turf(target)
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var/disarming = (target_downed && (shield_flags & SHIELD_BASH_GROUND_SLAM_DISARM)) || (shield_flags & SHIELD_BASH_ALWAYS_DISARM) || (wallhit && (shield_flags & SHIELD_BASH_WALL_DISARM))
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var/knockdown = !target_downed && ((shield_flags & SHIELD_BASH_ALWAYS_KNOCKDOWN) || (wallhit && (shield_flags & SHIELD_BASH_WALL_KNOCKDOWN)))
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if(shieldbash_stagger_duration || knockdown)
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target.visible_message("<span class='warning'>[target] is knocked [knockdown? "to the floor" : "off balanace"]!</span>",
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"<span class='userdanger'>You are knocked [knockdown? "to the floor" : "off balanace"]!</span>")
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if(knockdown)
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target.KnockToFloor(disarming)
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else if(disarming)
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target.drop_all_held_items()
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if(harmful)
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target.apply_damage(shieldbash_stamdmg, STAMINA, BODY_ZONE_CHEST)
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target.apply_damage(shieldbash_brutedamage, BRUTE, BODY_ZONE_CHEST)
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target.Stagger(shieldbash_stagger_duration)
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return TRUE
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/obj/item/shield/proc/user_shieldbash(mob/living/user, atom/target, harmful)
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if(!(shield_flags & SHIELD_CAN_BASH))
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to_chat(user, "<span class='warning'>[src] can't be used to shield bash!</span>")
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return FALSE
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if(world.time < last_shieldbash + shieldbash_cooldown)
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to_chat(user, "<span class='warning'>You can't bash with [src] again so soon!</span>")
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return FALSE
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if(isliving(target)) //GROUND SLAAAM
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if(!(shield_flags & SHIELD_BASH_GROUND_SLAM))
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to_chat(user, "<span class='warning'>You can't ground slam with [src]!</span>")
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return FALSE
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bash_target(user, target, NONE, harmful)
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user.do_attack_animation(target, used_item = src)
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playsound(src, harmful? "swing_hit" : 'sound/weapons/thudswoosh.ogg', 75, 1)
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last_shieldbash = world.time
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user.adjustStaminaLossBuffered(shieldbash_stamcost)
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return 1
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// Directional sweep!
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last_shieldbash = world.time
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user.adjustStaminaLossBuffered(shieldbash_stamcost)
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// Since we are in combat mode, we can probably safely use the user's dir instead of getting their mouse pointing cardinal dir.
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var/bashdir = user.dir
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do_shieldbash_effect(user, bashdir, harmful)
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var/list/checking = list(get_step(user, user.dir), get_step(user, turn(user.dir, 45)), get_step(user, turn(user.dir, -45)))
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var/list/victims = list()
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for(var/i in checking)
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var/turf/T = i
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for(var/mob/living/L in T.contents)
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victims += L
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if(length(victims))
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for(var/i in victims)
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bash_target(user, i, bashdir, harmful)
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playsound(src, harmful? "swing_hit" : 'sound/weapons/thudswoosh.ogg', 75, 1)
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else
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playsound(src, 'sound/weapons/punchmiss.ogg', 75, 1)
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return length(victims)
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/obj/effect/temp_visual/dir_setting/shield_bash
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icon = 'icons/effects/96x96_attack_sweep.dmi'
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icon_state = "shield_bash"
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duration = 3
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/obj/item/shield/riot
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name = "riot shield"
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desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
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@@ -25,12 +165,13 @@
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var/cooldown = 0 //shield bash cooldown. based on world.time
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var/repair_material = /obj/item/stack/sheet/mineral/titanium
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transparent = TRUE
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shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_TRANSPARENT
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max_integrity = 75
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/obj/item/shield/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(ismovableatom(object))
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var/atom/movable/AM = object
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if(transparent && (AM.pass_flags & PASSGLASS))
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if(CHECK_BITFIELD(shield_flags, SHIELD_TRANSPARENT) && (AM.pass_flags & PASSGLASS))
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return BLOCK_NONE
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if(attack_type & ATTACK_TYPE_THROWN)
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final_block_chance += 30
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@@ -90,7 +231,7 @@
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item_state = "riot_laser"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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transparent = FALSE
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shield_flags = SHIELD_FLAGS_DEFAULT
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max_integrity = 55 //Weak
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obj/item/shield/riot/bullet_proof
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@@ -106,8 +247,8 @@ obj/item/shield/riot/bullet_proof
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item_state = "roman_shield"
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lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
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transparent = FALSE
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repair_material = /obj/item/stack/sheet/mineral/wood
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shield_flags = SHIELD_FLAGS_DEFAULT
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max_integrity = 65
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/obj/item/shield/riot/roman/fake
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@@ -131,7 +272,7 @@ obj/item/shield/riot/bullet_proof
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resistance_flags = FLAMMABLE
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repair_material = /obj/item/stack/sheet/mineral/wood
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block_chance = 30
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transparent = FALSE
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shield_flags = SHIELD_FLAGS_DEFAULT
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max_integrity = 55
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/obj/item/shield/riot/buckler/shatter(mob/living/carbon/human/owner)
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@@ -207,7 +348,7 @@ obj/item/shield/riot/bullet_proof
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throwforce = 15 //Massive pice of metal
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w_class = WEIGHT_CLASS_HUGE
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item_flags = SLOWS_WHILE_IN_HAND
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transparent = FALSE
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shield_flags = SHIELD_FLAGS_DEFAULT
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/obj/item/shield/riot/tower/swat
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name = "swat shield"
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@@ -223,7 +364,7 @@ obj/item/shield/riot/bullet_proof
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icon = 'icons/obj/items_and_weapons.dmi'
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block_chance = 30 //May be big but hard to move around to block.
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slowdown = 1
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transparent = FALSE
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shield_flags = SHIELD_FLAGS_DEFAULT
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item_flags = SLOWS_WHILE_IN_HAND
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/obj/item/shield/riot/implant/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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