almost ready

This commit is contained in:
kevinz000
2020-05-26 23:46:15 -07:00
parent be02287dca
commit 88476273fd
4 changed files with 50 additions and 40 deletions
+26 -28
View File
@@ -1,7 +1,6 @@
/obj/item/shield
name = "shield"
icon = 'icons/obj/shields.dmi'
block_chance = 50
item_flags = ITEM_CAN_BLOCK
block_parry_data = /datum/block_parry_data/shield
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
@@ -160,6 +159,22 @@
icon_state = "shield_bash"
duration = 3
/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)
if(ismovable(object))
var/atom/movable/AM = object
if(CHECK_BITFIELD(shield_flags, SHIELD_TRANSPARENT) && (AM.pass_flags & PASSGLASS))
return BLOCK_NONE
if(attack_type & ATTACK_TYPE_THROWN)
final_block_chance += 30
if(attack_type & ATTACK_TYPE_TACKLE)
final_block_chance = 100
. = ..()
if(. & BLOCK_SUCCESS)
on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
/obj/item/shield/on_active_block(mob/living/owner, atom/object, damage, damage_blocked, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance)
/obj/item/shield/riot
name = "riot shield"
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
@@ -178,20 +193,7 @@
var/repair_material = /obj/item/stack/sheet/mineral/titanium
var/can_shatter = TRUE
shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_TRANSPARENT
max_integrity = 75
/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)
if(ismovable(object))
var/atom/movable/AM = object
if(CHECK_BITFIELD(shield_flags, SHIELD_TRANSPARENT) && (AM.pass_flags & PASSGLASS))
return BLOCK_NONE
if(attack_type & ATTACK_TYPE_THROWN)
final_block_chance += 30
if(attack_type & ATTACK_TYPE_TACKLE)
final_block_chance = 100
. = ..()
if(. & BLOCK_SUCCESS)
on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
max_integrity = 300
/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/melee/baton))
@@ -244,13 +246,13 @@
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 55 //Weak
max_integrity = 200
obj/item/shield/riot/bullet_proof
name = "bullet resistant shield"
desc = "A far more frail shield made of resistant plastics and kevlar meant to block ballistics."
armor = list("melee" = 30, "bullet" = 80, "laser" = 0, "energy" = 0, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
max_integrity = 55 //Weaker
max_integrity = 200
/obj/item/shield/riot/roman
name = "\improper Roman shield"
@@ -261,13 +263,13 @@ obj/item/shield/riot/bullet_proof
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
repair_material = /obj/item/stack/sheet/mineral/wood
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 65
max_integrity = 250
/obj/item/shield/riot/roman/fake
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
block_chance = 0
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
max_integrity = 30
max_integrity = 40
/obj/item/shield/riot/roman/shatter(mob/living/carbon/human/owner)
playsound(owner, 'sound/effects/grillehit.ogg', 100)
@@ -285,7 +287,7 @@ obj/item/shield/riot/bullet_proof
repair_material = /obj/item/stack/sheet/mineral/wood
block_chance = 30
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 55
max_integrity = 150
/obj/item/shield/riot/buckler/shatter(mob/living/carbon/human/owner)
playsound(owner, 'sound/effects/bang.ogg', 50)
@@ -344,8 +346,7 @@ obj/item/shield/riot/bullet_proof
icon_state = "makeshift_shield"
custom_materials = list(/datum/material/iron = 18000)
slot_flags = null
block_chance = 35
max_integrity = 100 //Made of metal welded together its strong but not unkillable
max_integrity = 300 //Made of metal welded together its strong but not unkillable
force = 10
throwforce = 7
@@ -355,7 +356,6 @@ obj/item/shield/riot/bullet_proof
armor = list("melee" = 95, "bullet" = 95, "laser" = 75, "energy" = 60, "bomb" = 90, "bio" = 90, "rad" = 0, "fire" = 90, "acid" = 10) //Armor for the item, dosnt transfer to user
item_state = "metal"
icon_state = "metal"
block_chance = 75 //1/4 shots will hit*
force = 16
slowdown = 2
throwforce = 15 //Massive pice of metal
@@ -366,19 +366,17 @@ obj/item/shield/riot/bullet_proof
/obj/item/shield/riot/tower/swat
name = "swat shield"
desc = "A massive, heavy shield that can block a lot of attacks, can take a lot of abuse before breaking."
max_integrity = 175
block_chance = 50
max_integrity = 250
/obj/item/shield/riot/implant
name = "telescoping shield implant"
desc = "A compact, arm-mounted telescopic shield. While nigh-indestructible when powered by a host user, it will eventually overload from damage. Recharges while inside its implant."
item_state = "metal"
icon_state = "metal"
block_chance = 50
slowdown = 1
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 60
obj_integrity = 60
max_integrity = 100
obj_integrity = 100
can_shatter = FALSE
item_flags = SLOWS_WHILE_IN_HAND
var/recharge_timerid
+1 -1
View File
@@ -27,7 +27,7 @@
/datum/keybinding/living/active_block/up(client/user)
var/mob/living/L = user.mob
L.keybind_start_active_blocking()
L.keybind_stop_active_blocking()
/datum/keybinding/living/active_parry
hotkey_keys = list("Insert", "G")
+13 -7
View File
@@ -125,8 +125,10 @@
/obj/item/proc/can_active_block()
return item_flags & ITEM_CAN_BLOCK
/// The amount of damage that is blocked.
/obj/item/proc/active_block_damage_mitigation(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
/**
* Calculates FINAL ATTACK DAMAGE after mitigation
*/
/obj/item/proc/active_block_calculate_final_damage(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
var/datum/block_parry_data/data = get_block_parry_data()
var/absorption = data.attack_type_list_scan(data.block_damage_absorption_override, attack_type)
var/efficiency = data.attack_type_list_scan(data.block_damage_multiplier_override, attack_type)
@@ -183,6 +185,9 @@
else
owner.adjustStaminaLossBuffered(stamina_amount)
/obj/item/proc/on_active_block(mob/living/owner, atom/object, damage, damage_blocked, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
return
/obj/item/proc/active_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
if(!can_active_block())
return BLOCK_NONE
@@ -199,11 +204,11 @@
else if(!can_block_direction(owner.dir, incoming_direction))
return BLOCK_NONE
block_return[BLOCK_RETURN_ACTIVE_BLOCK] = TRUE
var/damage_mitigated = active_block_damage_mitigation(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
var/final_damage = max(0, damage - damage_mitigated)
var/stamina_cost = active_block_stamina_cost(owner, object, final_damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
var/final_damage = active_block_calculate_final_damage(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
var/damage_blocked = damage - final_damage
var/stamina_cost = active_block_stamina_cost(owner, object, damage_blocked, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
active_block_do_stamina_damage(owner, object, stamina_cost, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
block_return[BLOCK_RETURN_ACTIVE_BLOCK_DAMAGE_MITIGATED] = damage_mitigated
block_return[BLOCK_RETURN_ACTIVE_BLOCK_DAMAGE_MITIGATED] = damage - final_damage
block_return[BLOCK_RETURN_SET_DAMAGE_TO] = final_damage
. = BLOCK_SHOULD_CHANGE_DAMAGE
if(final_damage <= 0)
@@ -213,6 +218,7 @@
owner.visible_message("<span class='warning'>[owner] dampens \the [attack_text] with [src]!</span>")
if(length(data.block_sounds))
playsound(loc, pickweight(data.block_sounds), 75, TRUE)
on_active_block(owner, object, damage, damage_blocked, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return, override_direction)
/obj/item/proc/check_active_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!can_active_block())
@@ -221,7 +227,7 @@
if(!can_block_direction(owner.dir, incoming_direction))
return
block_return[BLOCK_RETURN_ACTIVE_BLOCK] = TRUE
block_return[BLOCK_RETURN_ACTIVE_BLOCK_DAMAGE_MITIGATED] = active_block_damage_mitigation(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
block_return[BLOCK_RETURN_ACTIVE_BLOCK_DAMAGE_MITIGATED] = damage - active_block_calculate_final_damage(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
/**
* Gets the block direction bitflags of what we can block.
+10 -4
View File
@@ -3,10 +3,16 @@
update_turf_movespeed(loc)
//Hide typing indicator if we move.
clear_typing_indicator()
if(is_shifted)
is_shifted = FALSE
pixel_x = get_standard_pixel_x_offset(lying)
pixel_y = get_standard_pixel_y_offset(lying)
update_pixel_shifting()
/mob/living/proc/update_pixel_shifting()
if(active_blocking)
animate(src, pixel_x = get_standard_pixel_x_offset(), pixel_y = get_standard_pixel_y_offset(), time = 1.5, easing = SINE_EASING | EASE_OUT , flags = ANIMATION_END_NOW)
else
if(is_shifted)
is_shifted = FALSE
pixel_x = get_standard_pixel_x_offset(lying)
pixel_y = get_standard_pixel_y_offset(lying)
/mob/living/CanPass(atom/movable/mover, turf/target)
if((mover.pass_flags & PASSMOB))