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GS13NG/code/datums/elements/shielded.dm
2020-04-19 02:03:05 +02:00

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/datum/element/shielded
element_flags = ELEMENT_BESPOKE|ELEMENT_DETACH
id_arg_index = 3
var/max_charges = 3
var/recharge_delay = 20 SECONDS //How long after we've been shot before we can start recharging.
var/recharge_rate = 1 //How quickly the shield recharges once it starts charging. Can be a decimal. set to zero to disable.
var/accepted_slots
var/shield_state = "shield-old" //the state of the shield overlay.
var/broken_state //null
var/recharge_sound = 'sound/magic/charge.ogg'
var/recharge_end_sound = 'sound/machines/ding.ogg'
var/list/charges_per_atom = list() //How many charges each atom has.
var/list/last_use_per_atom = list() //Last time an atom has deflected (or failed due to no charges) an attack.
var/list/overlay_per_mob = list() //List of mutable overlays per atom.
var/list/shields_per_mob = list() //number of shields this guy is on, damn.
/datum/element/shielded/Attach(datum/target, current, _max = 3, _delay = 20 SECONDS, _rate = 1, _slots, _state = "shield-old", _broken, _sound = 'sound/magic/charge.ogg', _end_sound = 'sound/machines/ding.ogg')
. = ..()
var/isitem = isitem(target)
if(. == ELEMENT_INCOMPATIBLE || (!isitem && !isliving(target)))
return ELEMENT_INCOMPATIBLE
max_charges = _max
recharge_delay = _delay
recharge_rate = _rate
accepted_slots = _slots
shield_state = _state
broken_state = _broken
recharge_sound = 'sound/magic/charge.ogg'
recharge_end_sound = 'sound/machines/ding.ogg'
if(isitem)
RegisterSignal(target, COMSIG_ITEM_RUN_BLOCK, .proc/on_run_block)
RegisterSignal(target, COMSIG_ITEM_CHECK_BLOCK, .proc/on_check_block)
RegisterSignal(target, COMSIG_ITEM_EQUIPPED, .proc/on_equip)
RegisterSignal(target, COMSIG_ITEM_DROPPED, .proc/on_drop)
else
RegisterSignal(target, COMSIG_LIVING_RUN_BLOCK, .proc/living_block)
var/prior_shields = shields_per_mob[target]
if(prior_shields)
if(!islist(prior_shields))
shields_per_mob[target] = list(prior_shields, target)
else
prior_shields += target
else
var/mob/living/L = target
var/mutable_appearance/M = mutable_appearance('icons/effects/effects.dmi', shield_state, MOB_LAYER + 0.01)
overlay_per_mob[L] = M
L.add_overlay(M, TRUE)
shields_per_mob[L] = L
charges_per_atom[target] = !isnull(current) ? current : max_charges
last_use_per_atom[target] = 0
if(recharge_delay)
START_PROCESSING(SSdcs, src)
/datum/element/shielded/Detach(atom/target)
var/mob/living/L
if(isitem(target))
UnregisterSignal(target, list(COMSIG_ITEM_RUN_BLOCK,COMSIG_ITEM_CHECK_BLOCK,COMSIG_ITEM_EQUIPPED,COMSIG_ITEM_DROPPED))
L = isliving(target.loc) ? target.loc : null
else
UnregisterSignal(target, COMSIG_LIVING_RUN_BLOCK)
L = src
if(L)
var/list/shields = shields_per_mob[L]
if(!shields)
return ..()
if(shields == target) //nothing left.
shields_per_mob -= L
var/mutable_appearance/M = overlay_per_mob[L]
L.cut_overlay(M, TRUE)
overlay_per_mob -= L
UnregisterSignal(target, COMSIG_LIVING_GET_BLOCKING_ITEMS)
else //more layers of shielding.
shields -= target
if(length(shields) == 1)
shields_per_mob[L] = shields[1]
charges_per_atom -= target
last_use_per_atom -= target
if(recharge_delay && !length(charges_per_atom)) //nothing left to process.
STOP_PROCESSING(SSdcs, src)
return ..()
/datum/element/shielded/process()
var/list/checked = list()
for(var/i in last_use_per_atom)
var/atom/movable/A = i
recharge(A, recharge_rate, checked)
/datum/element/shielded/proc/recharge(atom/movable/A, amount, list/checked = list(), forced = FALSE)
var/old_charges = charges_per_atom[A]
if(old_charges >= max_charges || (!forced && world.time < last_use_per_atom[A]))
return
var/new_charges = CLAMP(old_charges + recharge_rate, 0, max_charges)
charges_per_atom[A] = new_charges
if(round(old_charges) >= round(new_charges)) //only send outputs if it effectively gained at least one charge
return
var/mob/living/L
var/skip_in = FALSE
if(isitem(A))
L = isliving(A.loc) ? A.loc : null
else
L = A
skip_in = TRUE
if(L && checked[L])
return
playsound(A, recharge_sound, 50, 1)
if(new_charges == max_charges)
playsound(A, recharge_sound, 50, 1)
if(L && (skip_in || (A in shields_per_mob[L])))
var/mutable_appearance/M = overlay_per_mob[L]
M.icon_state = shield_state
checked[L] = TRUE
/datum/element/shielded/proc/on_equip(obj/item/source, mob/equipper, slot)
if(!(accepted_slots & slotdefine2slotbit(slot)))
return
var/list/shields = shields_per_mob[equipper]
if(!shields) //They have none
RegisterSignal(equipper, COMSIG_LIVING_GET_BLOCKING_ITEMS, .proc/get_shields)
shields_per_mob[equipper] = source
var/mutable_appearance/M = mutable_appearance('icons/effects/effects.dmi', charges_per_atom[source] ? shield_state : broken_state, MOB_LAYER + 0.01)
overlay_per_mob[equipper] = M
equipper.add_overlay(M, TRUE)
else if(!islist(shields)) //They have one
if(shields == equipper)
RegisterSignal(equipper, COMSIG_LIVING_GET_BLOCKING_ITEMS, .proc/get_shields)
shields_per_mob[equipper] = list(shields, source)
else //They have more.
shields += source
/datum/element/shielded/proc/on_drop(obj/item/source, mob/dropper)
var/list/shields = shields_per_mob[dropper]
if(!shields)
return
if(shields == source)
UnregisterSignal(dropper, COMSIG_LIVING_GET_BLOCKING_ITEMS)
var/mutable_appearance/M = overlay_per_mob[dropper]
dropper.cut_overlay(M, TRUE)
overlay_per_mob -= dropper
shields_per_mob -= dropper
else
shields -= source
if(length(shields) == 1)
shields_per_mob[dropper] = shields[1]
/datum/element/shielded/proc/get_shields(mob/source, list/items)
items += shields_per_mob[source]
/datum/element/shielded/proc/on_run_block(obj/item/source, mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] >= 100) //already blocked by another shielded item, don't do anything.
block_return[BLOCK_RETURN_BLOCK_CAPACITY] += round(charges_per_atom[source])
return BLOCK_NONE
last_use_per_atom[source] = world.time + recharge_delay
if(charges_per_atom[source] < 1)
return BLOCK_NONE
var/datum/effect_system/spark_spread/s = new
s.set_up(2, 1, source)
s.start()
owner.visible_message("<span class='danger'>[owner]'s shields deflect [attack_text] in a shower of sparks!</span>")
var/charges_left = --charges_per_atom[source]
if(charges_left < 1)
var/list/shields = shields_per_mob[owner]
var/vis_change = TRUE
if(istype(shields))
for(var/A in shields)
if(charges_per_atom >= 1)
vis_change = FALSE
break
owner.visible_message("[owner]'s shield overloads!")
if(vis_change)
var/mutable_appearance/M = overlay_per_mob[owner]
M.icon_state = broken_state
block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = 100
block_return[BLOCK_RETURN_BLOCK_CAPACITY] += charges_left
return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL //it's an energy field surrounding you after all.
/datum/element/shielded/proc/on_check_block(obj/item/source, mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(charges_per_atom[source] < 1)
return
block_return[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = 100
block_return[BLOCK_RETURN_BLOCK_CAPACITY] += round(charges_per_atom[source])
/datum/element/shielded/proc/living_block(mob/living/source, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list)
if(!real_attack)
if(charges_per_atom[source] >= 1)
return_list[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = 100
return_list[BLOCK_RETURN_BLOCK_CAPACITY] = round(charges_per_atom[source])
return
last_use_per_atom[source] = world.time + recharge_delay
if(charges_per_atom[source] < 1)
return BLOCK_NONE
var/datum/effect_system/spark_spread/s = new
s.set_up(2, 1, source)
s.start()
source.visible_message("<span class='danger'>[source]'s shields deflect [attack_text] in a shower of sparks!</span>")
var/charges_left = --charges_per_atom[source]
if(charges_left < 1)
var/list/shields = shields_per_mob[source]
var/vis_change = TRUE
if(istype(shields))
for(var/A in shields)
if(charges_per_atom >= 1)
vis_change = FALSE
break
source.visible_message("[source]'s shield overloads!")
if(vis_change)
var/mutable_appearance/M = overlay_per_mob[source]
M.icon_state = broken_state
return_list[BLOCK_RETURN_NORMAL_BLOCK_CHANCE] = 100
return_list[BLOCK_RETURN_BLOCK_CAPACITY] += charges_left
return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL