Files
GS13NG/code/modules/clothing/suits/reactive_armour.dm
2019-01-12 10:47:35 -08:00

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/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
)
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 // Only on the chest yet blocks all attacks?
rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE
/obj/item/clothing/suit/armor/reactive/attack_self(mob/user)
active = !(active)
if(active)
to_chat(user, "<span class='notice'>[src] is now active.</span>")
icon_state = "reactive"
item_state = "reactive"
else
to_chat(user, "<span class='notice'>[src] is now inactive.</span>")
icon_state = "reactiveoff"
item_state = "reactiveoff"
add_fingerprint(user)
return
/obj/item/clothing/suit/armor/reactive/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
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 = 8
var/rad_amount = 60
var/rad_amount_before = 120
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("<span class='danger'>The reactive teleport system is still recharging! It fails to teleport [H]!</span>")
return
owner.visible_message("<span class='danger'>The reactive teleport system flings [H] clear of [attack_text], shutting itself off in the process!</span>")
playsound(get_turf(owner),'sound/magic/blink.ogg', 100, 1)
var/list/turfs = new/list()
var/turf/old = get_turf(src)
for(var/turf/T in orange(tele_range, H))
if(T.density)
continue
if(T.x>world.maxx-tele_range || T.x<tele_range)
continue
if(T.y>world.maxy-tele_range || T.y<tele_range)
continue
turfs += T
if(!turfs.len)
turfs += pick(/turf in orange(tele_range, H))
var/turf/picked = pick(turfs)
if(!isturf(picked))
return
H.forceMove(picked)
radiation_pulse(old, rad_amount_before)
radiation_pulse(src, rad_amount)
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return 1
return 0
//Fire
/obj/item/clothing/suit/armor/reactive/fire
name = "reactive incendiary armor"
desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
/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)
if(!active)
return 0
if(prob(hit_reaction_chance))
if(world.time < reactivearmor_cooldown)
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>")
return
owner.visible_message("<span class='danger'>[src] blocks [attack_text], sending out jets of flame!</span>")
playsound(get_turf(owner),'sound/magic/fireball.ogg', 100, 1)
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"
reactivearmor_cooldown_duration = 65
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("<span class='danger'>The reactive stealth system on [owner] activates, but is still recharging its holographic emitters!</span>")
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 = 30
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
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
reactivearmor_cooldown_duration = 20
var/tesla_power = 25000
var/tesla_range = 20
var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE
var/legacy = FALSE
var/legacy_dmg = 30
/obj/item/clothing/suit/armor/reactive/tesla/dropped(mob/user)
..()
if(istype(user))
user.flags_1 &= ~TESLA_IGNORE_1
/obj/item/clothing/suit/armor/reactive/tesla/equipped(mob/user, slot)
..()
if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
user.flags_1 |= TESLA_IGNORE_1
/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 FALSE
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("<span class='danger'>The tesla capacitors on [owner]'s reactive tesla armor are still recharging! The armor merely emits some sparks.</span>")
return
owner.visible_message("<span class='danger'>[src] blocks [attack_text], sending out arcs of lightning!</span>")
if(!legacy)
tesla_zap(owner, tesla_range, tesla_power, tesla_flags)
else
for(var/mob/living/M in view(7, owner))
if(M == owner)
continue
owner.Beam(M,icon_state="purple_lightning",icon='icons/effects/effects.dmi',time=5)
M.adjustFireLoss(legacy_dmg)
playsound(M, 'sound/machines/defib_zap.ogg', 50, 1, -1)
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return TRUE
//Repulse
/obj/item/clothing/suit/armor/reactive/repulse
name = "reactive repulse armor"
reactivearmor_cooldown_duration = 20
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("<span class='danger'>The repulse generator is still recharging!</span>")
return 0
playsound(get_turf(owner),'sound/magic/repulse.ogg', 100, 1)
owner.visible_message("<span class='danger'>[src] blocks [attack_text], converting the attack into a wave of force!</span>")
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(T, get_dir(T, get_step_away(A, T)))
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"
reactivearmor_cooldown_duration = 0
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("<span class='danger'>The reactive table armor's fabricators are still on cooldown!</span>")
return
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>")
owner.visible_message("<font color='red' size='3'>[H] GOES ON THE TABLE!!!</font>")
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.x<tele_range)
continue
if(T.y>world.maxy-tele_range || T.y<tele_range)
continue
turfs += T
if(!turfs.len)
turfs += pick(/turf in orange(tele_range, H))
var/turf/picked = pick(turfs)
if(!isturf(picked))
return
H.forceMove(picked)
new /obj/structure/table(get_turf(owner))
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return 1
return 0
/obj/item/clothing/suit/armor/reactive/table/emp_act()
return