Shielded element.

This commit is contained in:
Ghommie
2020-04-19 01:48:51 +02:00
parent 19328b8710
commit e3fb978465
8 changed files with 229 additions and 59 deletions
+3 -48
View File
@@ -748,63 +748,20 @@
allowed = null
armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/current_charges = 3
var/max_charges = 3 //How many charges total the shielding has
var/current_charges //if null, will default to max_chargs
var/recharge_delay = 200 //How long after we've been shot before we can start recharging. 20 seconds here
var/recharge_cooldown = 0 //Time since we've last been shot
var/recharge_rate = 1 //How quickly the shield recharges once it starts charging
var/shield_state = "shield-old"
var/shield_on = "shield-old"
/obj/item/clothing/suit/space/hardsuit/shielded/Initialize()
. = ..()
if(!allowed)
allowed = GLOB.advanced_hardsuit_allowed
/obj/item/clothing/suit/space/hardsuit/shielded/check_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(current_charges > 0)
block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = 100
block_return[BLOCK_RETURN_BLOCK_CAPACITY] = (block_return[BLOCK_RETURN_BLOCK_CAPACITY] || 0) + current_charges
return ..()
/obj/item/clothing/suit/space/hardsuit/shielded/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
recharge_cooldown = world.time + recharge_delay
if(current_charges > 0)
var/datum/effect_system/spark_spread/s = new
s.set_up(2, 1, src)
s.start()
owner.visible_message("<span class='danger'>[owner]'s shields deflect [attack_text] in a shower of sparks!</span>")
current_charges--
if(recharge_rate)
START_PROCESSING(SSobj, src)
if(current_charges <= 0)
owner.visible_message("[owner]'s shield overloads!")
shield_state = "broken"
owner.update_inv_wear_suit()
return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
return BLOCK_NONE
/obj/item/clothing/suit/space/hardsuit/shielded/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/clothing/suit/space/hardsuit/shielded/process()
if(world.time > recharge_cooldown && current_charges < max_charges)
current_charges = CLAMP((current_charges + recharge_rate), 0, max_charges)
playsound(loc, 'sound/magic/charge.ogg', 50, 1)
if(current_charges == max_charges)
playsound(loc, 'sound/machines/ding.ogg', 50, 1)
STOP_PROCESSING(SSobj, src)
shield_state = "[shield_on]"
if(ishuman(loc))
var/mob/living/carbon/human/C = loc
C.update_inv_wear_suit()
/obj/item/clothing/suit/space/hardsuit/shielded/worn_overlays(isinhands, icon_file, used_state, style_flags = NONE)
/obj/item/clothing/suit/space/hardsuit/shielded/ComponentInitialize()
. = ..()
if(!isinhands)
var/file2use = style_flags & STYLE_ALL_TAURIC ? 'modular_citadel/icons/mob/64x32_effects.dmi' : 'icons/effects/effects.dmi'
. += mutable_appearance(file2use, shield_state, MOB_LAYER + 0.01)
AddElement(/datum/element/shielded, current_charges, max_charges, recharge_delay, recharge_rate, ITEM_SLOT_OCLOTHING, shield_state)
/obj/item/clothing/head/helmet/space/hardsuit/shielded
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -833,7 +790,6 @@
hardsuit_type = "ert_security"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red
shield_state = "shield-red"
shield_on = "shield-red"
/obj/item/clothing/suit/space/hardsuit/shielded/ctf/blue
name = "blue shielded hardsuit"
@@ -896,7 +852,6 @@
item_state = "swat_suit"
hardsuit_type = "syndi"
max_charges = 4
current_charges = 4
recharge_delay = 15
armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
strip_delay = 130
+4 -4
View File
@@ -195,10 +195,9 @@
icon_state = "battlemage"
item_state = "battlemage"
recharge_rate = 0
max_charges = INFINITY
current_charges = 15
recharge_cooldown = INFINITY
shield_state = "shield-red"
shield_on = "shield-red"
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
@@ -239,6 +238,7 @@
if(!istype(W))
to_chat(user, "<span class='warning'>The rune can only be used on battlemage armour!</span>")
return
W.current_charges += 8
to_chat(user, "<span class='notice'>You charge \the [W]. It can now absorb [W.current_charges] hits.</span>")
var/datum/element/shielded/S = SSdcs.GetElement(list(/datum/element/shielded, 0, W.max_charges, W.recharge_delay, W.recharge_rate, ITEM_SLOT_OCLOTHING, W.shield_state))
S.recharge(W, 8)
to_chat(user, "<span class='notice'>You charge \the [W]. It can now absorb [S.charges_per_atom[W]] hits.</span>")
qdel(src)
@@ -1,8 +1,8 @@
/mob/living/carbon/human/get_blocking_items()
. = ..()
if(wear_suit)
. += wear_suit
. |= wear_suit
if(w_uniform)
. += w_uniform
. |= w_uniform
if(wear_neck)
. += wear_neck
. |= wear_neck
+6 -3
View File
@@ -71,6 +71,7 @@
/// Gets an unsortedlist of objects to run block checks on.
/mob/living/proc/get_blocking_items()
. = list()
SEND_SIGNAL(src, COMSIG_LIVING_GET_BLOCKING_ITEMS, .)
for(var/obj/item/I in held_items)
// this is a bad check but i am not removing it until a better catchall is made
if(istype(I, /obj/item/clothing))
@@ -85,11 +86,13 @@
/// Runs block and returns flag for do_run_block to process.
/obj/item/proc/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
SEND_SIGNAL(src, COMSIG_ITEM_RUN_BLOCK, owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
. = SEND_SIGNAL(src, COMSIG_ITEM_RUN_BLOCK, owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
if(. & BLOCK_SUCCESS)
return
if(prob(final_block_chance))
owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
return BLOCK_NONE
return . | BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
return . | BLOCK_NONE
/// Returns block information using list/block_return. Used for check_block() on mobs.
/obj/item/proc/check_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)