From cc8fb19166544191e810456167c9448bc4f3e8ef Mon Sep 17 00:00:00 2001 From: KorPhaeron Date: Wed, 9 May 2018 15:54:30 -0500 Subject: [PATCH 1/2] Anomaly Armour Research --- code/game/objects/effects/anomalies.dm | 1 + code/modules/assembly/signaler.dm | 1 + code/modules/clothing/suits/armor.dm | 3 + .../modules/clothing/suits/reactive_armour.dm | 235 ++++++++++++++++++ code/modules/research/designs/misc_designs.dm | 14 ++ code/modules/research/techweb/all_nodes.dm | 10 +- tgstation.dme | 1 + 7 files changed, 264 insertions(+), 1 deletion(-) create mode 100644 code/modules/clothing/suits/reactive_armour.dm diff --git a/code/game/objects/effects/anomalies.dm b/code/game/objects/effects/anomalies.dm index b3cb0ff9c4..3103fb63a3 100644 --- a/code/game/objects/effects/anomalies.dm +++ b/code/game/objects/effects/anomalies.dm @@ -26,6 +26,7 @@ aSignal = new(src) aSignal.name = "[name] core" aSignal.code = rand(1,100) + aSignal.anomaly_type = type aSignal.frequency = rand(MIN_FREE_FREQ, MAX_FREE_FREQ) if(ISMULTIPLE(aSignal.frequency, 2))//signaller frequencies are always uneven! diff --git a/code/modules/assembly/signaler.dm b/code/modules/assembly/signaler.dm index 20bcf25138..07b1fca7ec 100644 --- a/code/modules/assembly/signaler.dm +++ b/code/modules/assembly/signaler.dm @@ -186,6 +186,7 @@ Code: item_state = "electronic" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' + var/anomaly_type = /obj/effect/anomaly /obj/item/assembly/signaler/anomaly/receive_signal(datum/signal/signal) if(!signal) diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index 37d48b484e..f020528625 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -165,6 +165,7 @@ . = ..() allowed = GLOB.detective_vest_allowed +<<<<<<< HEAD //Reactive armor /obj/item/clothing/suit/armor/reactive name = "reactive armor" @@ -345,6 +346,8 @@ /obj/item/clothing/suit/armor/reactive/table/emp_act() return +======= +>>>>>>> fb42bf3... Anomaly Armour Research (#37558) //All of the armor below is mostly unused /obj/item/clothing/suit/armor/centcom diff --git a/code/modules/clothing/suits/reactive_armour.dm b/code/modules/clothing/suits/reactive_armour.dm new file mode 100644 index 0000000000..e80a2fff14 --- /dev/null +++ b/code/modules/clothing/suits/reactive_armour.dm @@ -0,0 +1,235 @@ +/obj/item/reactive_armour_shell + name = "reactive armour shell" + desc = "An experimental suit of armour, awaiting installation of an anomaly core." + icon_state = "reactiveoff" + icon = 'icons/obj/clothing/suits.dmi' + w_class = WEIGHT_CLASS_BULKY + +/obj/item/reactive_armour_shell/attackby(obj/item/I, mob/user, params) + ..() + var/static/list/anomaly_armour_types = list( + /obj/effect/anomaly/grav = /obj/item/clothing/suit/armor/reactive/repulse, + /obj/effect/anomaly/flux = /obj/item/clothing/suit/armor/reactive/tesla, + /obj/effect/anomaly/bluespace = /obj/item/clothing/suit/armor/reactive/teleport, + /obj/effect/anomaly/pyro = /obj/item/clothing/suit/armor/reactive/fire) + + if(istype(I, /obj/item/assembly/signaler/anomaly)) + var/obj/item/assembly/signaler/anomaly/A = I + var/armour_path = anomaly_armour_types[A.anomaly_type] + if(!armour_path) + armour_path = /obj/item/clothing/suit/armor/reactive/stealth //Lets not cheat the player if an anomaly type doesnt have its own armour coded + to_chat(user, "You insert [A] into the chest plate, and the armour gently hums to life.") + new armour_path(get_turf(src)) + qdel(src) + qdel(A) + +//Reactive armor +/obj/item/clothing/suit/armor/reactive + name = "reactive armor" + desc = "Doesn't seem to do much for some reason." + var/active = 0 + var/reactivearmor_cooldown_duration = 0 //cooldown specific to reactive armor + var/reactivearmor_cooldown = 0 + icon_state = "reactiveoff" + item_state = "reactiveoff" + blood_overlay_type = "armor" + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) + actions_types = list(/datum/action/item_action/toggle) + resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF + hit_reaction_chance = 50 + +/obj/item/clothing/suit/armor/reactive/attack_self(mob/user) + active = !(active) + if(active) + to_chat(user, "[src] is now active.") + icon_state = "reactive" + item_state = "reactive" + else + to_chat(user, "[src] is now inactive.") + icon_state = "reactiveoff" + item_state = "reactiveoff" + add_fingerprint(user) + return + +/obj/item/clothing/suit/armor/reactive/emp_act(severity) + active = 0 + icon_state = "reactiveoff" + item_state = "reactiveoff" + reactivearmor_cooldown = world.time + 200 + ..() + +//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!) +/obj/item/clothing/suit/armor/reactive/teleport + name = "reactive teleport armor" + desc = "Someone separated our Research Director from his own head!" + var/tele_range = 6 + var/rad_amount= 15 + reactivearmor_cooldown_duration = 100 + +/obj/item/clothing/suit/armor/reactive/teleport/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) + if(!active) + return 0 + if(prob(hit_reaction_chance)) + var/mob/living/carbon/human/H = owner + if(world.time < reactivearmor_cooldown) + owner.visible_message("The reactive teleport system is still recharging! It fails to teleport [H]!") + return + owner.visible_message("The reactive teleport system flings [H] clear of [attack_text], shutting itself off in the process!") + var/list/turfs = new/list() + for(var/turf/T in orange(tele_range, H)) + if(T.density) + continue + if(T.x>world.maxx-tele_range || T.xworld.maxy-tele_range || T.yThe reactive incendiary armor on [owner] activates, but fails to send out flames as it is still recharging its flame jets!") + return + owner.visible_message("[src] blocks [attack_text], sending out jets of flame!") + for(var/mob/living/carbon/C in range(6, owner)) + if(C != owner) + C.fire_stacks += 8 + C.IgniteMob() + owner.fire_stacks = -20 + reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration + return 1 + return 0 + +//Stealth + +/obj/item/clothing/suit/armor/reactive/stealth + name = "reactive stealth armor" + desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm, and creates a decoy that runs away from the owner. You can't fight what you can't see." + +/obj/item/clothing/suit/armor/reactive/stealth/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) + if(!active) + return 0 + if(prob(hit_reaction_chance)) + if(world.time < reactivearmor_cooldown) + owner.visible_message("The reactive stealth system on [owner] activates, but is still recharging its holographic emitters!") + return + var/mob/living/simple_animal/hostile/illusion/escape/E = new(owner.loc) + E.Copy_Parent(owner, 50) + E.GiveTarget(owner) //so it starts running right away + E.Goto(owner, E.move_to_delay, E.minimum_distance) + owner.alpha = 0 + owner.visible_message("[owner] is hit by [attack_text] in the chest!") //We pretend to be hit, since blocking it would stop the message otherwise + spawn(40) + owner.alpha = initial(owner.alpha) + reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration + return 1 + +//Tesla + +/obj/item/clothing/suit/armor/reactive/tesla + name = "reactive tesla armor" + desc = "An experimental suit of armor with sensitive detectors hooked up to a huge capacitor grid, with emitters strutting out of it. Zap." + siemens_coefficient = -1 + var/tesla_power = 25000 + var/tesla_range = 20 + var/tesla_boom = FALSE + var/tesla_stun = FALSE + +/obj/item/clothing/suit/armor/reactive/tesla/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) + if(!active) + return 0 + if(prob(hit_reaction_chance)) + if(world.time < reactivearmor_cooldown) + var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread + sparks.set_up(1, 1, src) + sparks.start() + owner.visible_message("The tesla capacitors on [owner]'s reactive tesla armor are still recharging! The armor merely emits some sparks.") + return + owner.visible_message("[src] blocks [attack_text], sending out arcs of lightning!") + tesla_zap(owner,tesla_range,tesla_power,tesla_boom, tesla_stun) + reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration + return 1 + + +//Repulse + +/obj/item/clothing/suit/armor/reactive/repulse + name = "reactive repulse armor" + desc = "An experimental suit of armor that violently throws back attackers." + +/obj/item/clothing/suit/armor/reactive/repulse/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) + if(!active) + return 0 + if(prob(hit_reaction_chance)) + if(world.time < reactivearmor_cooldown) + owner.visible_message("The repulse generator is still recharging!") + return 0 + owner.visible_message("[src] blocks [attack_text], converting the attack into a wave of force!") + var/turf/T = get_turf(owner) + var/list/thrown_items = list() + for(var/atom/movable/A in range(T, 7)) + if(A == owner || A.anchored || thrown_items[A]) + continue + var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src))) + A.throw_at(throwtarget,10,1) + thrown_items[A] = A + + reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration + return 1 + +/obj/item/clothing/suit/armor/reactive/table + name = "reactive table armor" + desc = "If you can't beat the memes, embrace them." + var/tele_range = 10 + +/obj/item/clothing/suit/armor/reactive/table/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) + if(!active) + return 0 + if(prob(hit_reaction_chance)) + var/mob/living/carbon/human/H = owner + if(world.time < reactivearmor_cooldown) + owner.visible_message("The reactive table armor's fabricators are still on cooldown!") + return + owner.visible_message("The reactive teleport system flings [H] clear of [attack_text] and slams them into a fabricated table!") + owner.visible_message("[H] GOES ON THE TABLE!!!") + owner.Knockdown(40) + var/list/turfs = new/list() + for(var/turf/T in orange(tele_range, H)) + if(T.density) + continue + if(T.x>world.maxx-tele_range || T.xworld.maxy-tele_range || T.y Date: Thu, 10 May 2018 23:42:56 -0400 Subject: [PATCH 2/2] Update armor.dm --- code/modules/clothing/suits/armor.dm | 183 --------------------------- 1 file changed, 183 deletions(-) diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index f020528625..af6d2b6c5e 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -165,189 +165,6 @@ . = ..() allowed = GLOB.detective_vest_allowed -<<<<<<< HEAD -//Reactive armor -/obj/item/clothing/suit/armor/reactive - name = "reactive armor" - desc = "Doesn't seem to do much for some reason." - var/active = 0 - var/reactivearmor_cooldown_duration = 0 //cooldown specific to reactive armor - var/reactivearmor_cooldown = 0 - icon_state = "reactiveoff" - item_state = "reactiveoff" - blood_overlay_type = "armor" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) - actions_types = list(/datum/action/item_action/toggle) - resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF - hit_reaction_chance = 50 - - -/obj/item/clothing/suit/armor/reactive/attack_self(mob/user) - src.active = !( src.active ) - if (src.active) - to_chat(user, "[src] is now active.") - src.icon_state = "reactive" - src.item_state = "reactive" - else - to_chat(user, "[src] is now inactive.") - src.icon_state = "reactiveoff" - src.item_state = "reactiveoff" - src.add_fingerprint(user) - return - -/obj/item/clothing/suit/armor/reactive/emp_act(severity) - active = 0 - src.icon_state = "reactiveoff" - src.item_state = "reactiveoff" - reactivearmor_cooldown = world.time + 200 - ..() - -//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!) -/obj/item/clothing/suit/armor/reactive/teleport - name = "reactive teleport armor" - desc = "Someone separated our Research Director from his own head!" - var/tele_range = 6 - var/rad_amount= 15 - reactivearmor_cooldown_duration = 100 - -/obj/item/clothing/suit/armor/reactive/teleport/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) - if(!active) - return 0 - if(prob(hit_reaction_chance)) - var/mob/living/carbon/human/H = owner - if(world.time < reactivearmor_cooldown) - owner.visible_message("The reactive teleport system is still recharging! It fails to teleport [H]!") - return - owner.visible_message("The reactive teleport system flings [H] clear of [attack_text], shutting itself off in the process!") - var/list/turfs = new/list() - for(var/turf/T in orange(tele_range, H)) - if(T.density) - continue - if(T.x>world.maxx-tele_range || T.xworld.maxy-tele_range || T.yThe reactive incendiary armor on [owner] activates, but fails to send out flames as it is still recharging its flame jets!") - return - owner.visible_message("[src] blocks [attack_text], sending out jets of flame!") - for(var/mob/living/carbon/C in range(6, owner)) - if(C != owner) - C.fire_stacks += 8 - C.IgniteMob() - owner.fire_stacks = -20 - reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration - return 1 - return 0 - - -/obj/item/clothing/suit/armor/reactive/stealth - name = "reactive stealth armor" - desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm, and creates a decoy that runs away from the owner. You can't fight what you can't see." - -/obj/item/clothing/suit/armor/reactive/stealth/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) - if(!active) - return 0 - if(prob(hit_reaction_chance)) - if(world.time < reactivearmor_cooldown) - owner.visible_message("The reactive stealth system on [owner] activates, but is still recharging its holographic emitters!") - return - var/mob/living/simple_animal/hostile/illusion/escape/E = new(owner.loc) - E.Copy_Parent(owner, 50) - E.GiveTarget(owner) //so it starts running right away - E.Goto(owner, E.move_to_delay, E.minimum_distance) - owner.alpha = 0 - owner.visible_message("[owner] is hit by [attack_text] in the chest!") //We pretend to be hit, since blocking it would stop the message otherwise - spawn(40) - owner.alpha = initial(owner.alpha) - reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration - return 1 - -/obj/item/clothing/suit/armor/reactive/tesla - name = "reactive tesla armor" - desc = "An experimental suit of armor with sensitive detectors hooked up to a huge capacitor grid, with emitters strutting out of it. Zap." - siemens_coefficient = -1 - var/tesla_power = 25000 - var/tesla_range = 20 - var/tesla_boom = FALSE - var/tesla_stun = FALSE - -/obj/item/clothing/suit/armor/reactive/tesla/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) - if(!active) - return 0 - if(prob(hit_reaction_chance)) - if(world.time < reactivearmor_cooldown) - var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread - sparks.set_up(1, 1, src) - sparks.start() - owner.visible_message("The tesla capacitors on [owner]'s reactive tesla armor are still recharging! The armor merely emits some sparks.") - return - owner.visible_message("[src] blocks [attack_text], sending out arcs of lightning!") - tesla_zap(owner,tesla_range,tesla_power,tesla_boom, tesla_stun) - reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration - return 1 - -/obj/item/clothing/suit/armor/reactive/table - name = "reactive table armor" - desc = "If you can't beat the memes, embrace them." - var/tele_range = 10 - -/obj/item/clothing/suit/armor/reactive/table/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) - if(!active) - return 0 - if(prob(hit_reaction_chance)) - var/mob/living/carbon/human/H = owner - if(world.time < reactivearmor_cooldown) - owner.visible_message("The reactive table armor's fabricators are still on cooldown!") - return - owner.visible_message("The reactive teleport system flings [H] clear of [attack_text] and slams them into a fabricated table!") - owner.visible_message("[H] GOES ON THE TABLE!!!") - owner.Knockdown(40) - var/list/turfs = new/list() - for(var/turf/T in orange(tele_range, H)) - if(T.density) - continue - if(T.x>world.maxx-tele_range || T.xworld.maxy-tele_range || T.y>>>>>> fb42bf3... Anomaly Armour Research (#37558) //All of the armor below is mostly unused /obj/item/clothing/suit/armor/centcom