267 lines
11 KiB
Plaintext
267 lines
11 KiB
Plaintext
/obj/item/reactive_armour_shell
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name = "reactive armour shell"
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desc = "An experimental suit of armour, awaiting installation of an anomaly core."
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icon_state = "reactiveoff"
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icon = 'icons/obj/clothing/suits.dmi'
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w_class = WEIGHT_CLASS_BULKY
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/obj/item/reactive_armour_shell/attackby(obj/item/I, mob/user, params)
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..()
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var/static/list/anomaly_armour_types = list(
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/obj/effect/anomaly/grav = /obj/item/clothing/suit/armor/reactive/repulse,
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/obj/effect/anomaly/flux = /obj/item/clothing/suit/armor/reactive/tesla,
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/obj/effect/anomaly/bluespace = /obj/item/clothing/suit/armor/reactive/teleport
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)
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if(istype(I, /obj/item/assembly/signaler/anomaly))
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var/obj/item/assembly/signaler/anomaly/A = I
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var/armour_path = anomaly_armour_types[A.anomaly_type]
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if(!armour_path)
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armour_path = /obj/item/clothing/suit/armor/reactive/stealth //Lets not cheat the player if an anomaly type doesnt have its own armour coded
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to_chat(user, "You insert [A] into the chest plate, and the armour gently hums to life.")
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new armour_path(get_turf(src))
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qdel(src)
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qdel(A)
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//Reactive armor
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/obj/item/clothing/suit/armor/reactive
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name = "reactive armor"
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desc = "Doesn't seem to do much for some reason."
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var/active = 0
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var/reactivearmor_cooldown_duration = 0 //cooldown specific to reactive armor
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var/reactivearmor_cooldown = 0
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icon_state = "reactiveoff"
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item_state = "reactiveoff"
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blood_overlay_type = "armor"
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
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actions_types = list(/datum/action/item_action/toggle)
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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hit_reaction_chance = 50 // Only on the chest yet blocks all attacks?
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rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
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/obj/item/clothing/suit/armor/reactive/attack_self(mob/user)
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active = !(active)
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if(active)
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to_chat(user, "<span class='notice'>[src] is now active.</span>")
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icon_state = "reactive"
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item_state = "reactive"
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else
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to_chat(user, "<span class='notice'>[src] is now inactive.</span>")
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icon_state = "reactiveoff"
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item_state = "reactiveoff"
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add_fingerprint(user)
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return
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/obj/item/clothing/suit/armor/reactive/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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active = 0
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icon_state = "reactiveoff"
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item_state = "reactiveoff"
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reactivearmor_cooldown = world.time + 200
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//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!)
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/obj/item/clothing/suit/armor/reactive/teleport
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name = "reactive teleport armor"
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desc = "Someone separated our Research Director from his own head!"
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var/tele_range = 8
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var/rad_amount = 60
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var/rad_amount_before = 120
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reactivearmor_cooldown_duration = 100
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/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)
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if(!active)
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return 0
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if(prob(hit_reaction_chance))
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var/mob/living/carbon/human/H = owner
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive teleport system is still recharging! It fails to teleport [H]!</span>")
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return
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owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text], shutting itself off in the process!</span>")
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playsound(get_turf(owner),'sound/magic/blink.ogg', 100, 1)
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var/list/turfs = new/list()
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var/turf/old = get_turf(src)
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for(var/turf/T in orange(tele_range, H))
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if(T.density)
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continue
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if(T.x>world.maxx-tele_range || T.x<tele_range)
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continue
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if(T.y>world.maxy-tele_range || T.y<tele_range)
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continue
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turfs += T
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if(!turfs.len)
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turfs += pick(/turf in orange(tele_range, H))
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var/turf/picked = pick(turfs)
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if(!isturf(picked))
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return
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H.forceMove(picked)
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radiation_pulse(old, rad_amount_before)
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radiation_pulse(src, rad_amount)
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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return 0
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//Fire
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/obj/item/clothing/suit/armor/reactive/fire
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name = "reactive incendiary armor"
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desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
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/obj/item/clothing/suit/armor/reactive/fire/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!active)
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return 0
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive incendiary armor on [owner] activates, but fails to send out flames as it is still recharging its flame jets!</span>")
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return
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owner.visible_message("<span class='danger'>[src] blocks [attack_text], sending out jets of flame!</span>")
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playsound(get_turf(owner),'sound/magic/fireball.ogg', 100, 1)
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for(var/mob/living/carbon/C in range(6, owner))
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if(C != owner)
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C.fire_stacks += 8
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C.IgniteMob()
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owner.fire_stacks = -20
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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return 0
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//Stealth
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/obj/item/clothing/suit/armor/reactive/stealth
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name = "reactive stealth armor"
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reactivearmor_cooldown_duration = 65
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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."
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/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)
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if(!active)
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return 0
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive stealth system on [owner] activates, but is still recharging its holographic emitters!</span>")
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return
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var/mob/living/simple_animal/hostile/illusion/escape/E = new(owner.loc)
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E.Copy_Parent(owner, 50)
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E.GiveTarget(owner) //so it starts running right away
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E.Goto(owner, E.move_to_delay, E.minimum_distance)
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owner.alpha = 30
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owner.visible_message("<span class='danger'>[owner] is hit by [attack_text] in the chest!</span>") //We pretend to be hit, since blocking it would stop the message otherwise
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spawn(40)
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owner.alpha = initial(owner.alpha)
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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//Tesla
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/obj/item/clothing/suit/armor/reactive/tesla
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name = "reactive tesla armor"
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desc = "An experimental suit of armor with sensitive detectors hooked up to a huge capacitor grid, with emitters strutting out of it. Zap."
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siemens_coefficient = -1
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reactivearmor_cooldown_duration = 20
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var/tesla_power = 25000
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var/tesla_range = 20
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var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE
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var/legacy = FALSE
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var/legacy_dmg = 30
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/obj/item/clothing/suit/armor/reactive/tesla/dropped(mob/user)
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..()
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if(istype(user))
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user.flags_1 &= ~TESLA_IGNORE_1
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/obj/item/clothing/suit/armor/reactive/tesla/equipped(mob/user, slot)
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..()
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if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
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user.flags_1 |= TESLA_IGNORE_1
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/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)
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if(!active)
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return FALSE
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
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sparks.set_up(1, 1, src)
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sparks.start()
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owner.visible_message("<span class='danger'>The tesla capacitors on [owner]'s reactive tesla armor are still recharging! The armor merely emits some sparks.</span>")
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return
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owner.visible_message("<span class='danger'>[src] blocks [attack_text], sending out arcs of lightning!</span>")
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if(!legacy)
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tesla_zap(owner, tesla_range, tesla_power, tesla_flags)
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else
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for(var/mob/living/M in view(7, owner))
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if(M == owner)
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continue
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owner.Beam(M,icon_state="purple_lightning",icon='icons/effects/effects.dmi',time=5)
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M.adjustFireLoss(legacy_dmg)
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playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return TRUE
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//Repulse
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/obj/item/clothing/suit/armor/reactive/repulse
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name = "reactive repulse armor"
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reactivearmor_cooldown_duration = 20
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desc = "An experimental suit of armor that violently throws back attackers."
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/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)
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if(!active)
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return 0
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The repulse generator is still recharging!</span>")
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return 0
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playsound(get_turf(owner),'sound/magic/repulse.ogg', 100, 1)
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owner.visible_message("<span class='danger'>[src] blocks [attack_text], converting the attack into a wave of force!</span>")
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var/turf/T = get_turf(owner)
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var/list/thrown_items = list()
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for(var/atom/movable/A in range(T, 7))
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if(A == owner || A.anchored || thrown_items[A])
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continue
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var/throwtarget = get_edge_target_turf(T, get_dir(T, get_step_away(A, T)))
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A.throw_at(throwtarget,10,1)
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thrown_items[A] = A
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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/obj/item/clothing/suit/armor/reactive/table
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name = "reactive table armor"
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reactivearmor_cooldown_duration = 0
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desc = "If you can't beat the memes, embrace them."
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var/tele_range = 10
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/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)
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if(!active)
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return 0
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if(prob(hit_reaction_chance))
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var/mob/living/carbon/human/H = owner
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive table armor's fabricators are still on cooldown!</span>")
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return
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owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text] and slams [H.p_them()] into a fabricated table!</span>")
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owner.visible_message("<font color='red' size='3'>[H] GOES ON THE TABLE!!!</font>")
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owner.Knockdown(40)
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var/list/turfs = new/list()
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for(var/turf/T in orange(tele_range, H))
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if(T.density)
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continue
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if(T.x>world.maxx-tele_range || T.x<tele_range)
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continue
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if(T.y>world.maxy-tele_range || T.y<tele_range)
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continue
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turfs += T
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if(!turfs.len)
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turfs += pick(/turf in orange(tele_range, H))
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var/turf/picked = pick(turfs)
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if(!isturf(picked))
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return
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H.forceMove(picked)
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new /obj/structure/table(get_turf(owner))
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reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
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return 1
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return 0
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/obj/item/clothing/suit/armor/reactive/table/emp_act()
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return
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