Files
GS13NG/code/game/objects/items/shields.dm
kevinz000 bad809ffce fixes
2020-06-04 19:56:06 -07:00

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19 KiB
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/obj/item/shield
name = "shield"
icon = 'icons/obj/shields.dmi'
item_flags = ITEM_CAN_BLOCK
block_parry_data = /datum/block_parry_data/shield
armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
/// Shield flags
var/shield_flags = SHIELD_FLAGS_DEFAULT
/// Last shieldbash world.time
var/last_shieldbash = 0
/// Shieldbashing cooldown
var/shieldbash_cooldown = 5 SECONDS
/// Shieldbashing stamina cost
var/shieldbash_stamcost = 7.5
/// Shieldbashing knockback
var/shieldbash_knockback = 2
/// Shield bashing brute damage
var/shieldbash_brutedamage = 5
/// Shield bashing stamina damage
var/shieldbash_stamdmg = 15
/// Shield bashing stagger duration
var/shieldbash_stagger_duration = 3.5 SECONDS
/// Shield bashing push distance
var/shieldbash_push_distance = 1
/datum/block_parry_data/shield
block_stamina_efficiency = 1.5
block_stamina_cost_per_second = 3
block_start_delay = 3
block_damage_absorption = 0
block_resting_stamina_penalty_multiplier = 2
block_projectile_mitigation = 50
/obj/item/shield/examine(mob/user)
. = ..()
if(shield_flags & SHIELD_CAN_BASH)
. += "<span class='notice'>Right click on combat mode attack with [src] to shield bash!</span>"
if(shield_flags & SHIELD_BASH_GROUND_SLAM)
. += "<span class='notice'>Directly rightclicking on a downed target with [src] will slam them instead of bashing.</span>"
/obj/item/shield/proc/on_shield_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
return TRUE
/obj/item/shield/alt_pre_attack(atom/A, mob/living/user, params)
user_shieldbash(user, A, user.a_intent == INTENT_HARM)
return TRUE
/obj/item/shield/altafterattack(atom/target, mob/user, proximity_flag, click_parameters)
user_shieldbash(user, target, user.a_intent == INTENT_HARM)
return TRUE
/obj/item/shield/proc/do_shieldbash_effect(mob/living/user, dir, harmful)
var/px = 0
var/py = 0
switch(dir)
if(NORTH)
py = 12
if(SOUTH)
py = -12
if(EAST)
px = 12
if(WEST)
px = -12
var/obj/effect/temp_visual/dir_setting/shield_bash/effect = new(user.loc, dir)
effect.pixel_x = user.pixel_x - 32 //96x96 effect, -32.
effect.pixel_y = user.pixel_y - 32
user.visible_message("<span class='warning'>[user] [harmful? "charges forwards with" : "sweeps"] [src]!</span>")
animate(user, pixel_x = px, pixel_y = py, time = 3, easing = SINE_EASING | EASE_OUT, flags = ANIMATION_PARALLEL | ANIMATION_RELATIVE)
animate(user, pixel_x = -px, pixel_y = -py, time = 3, flags = ANIMATION_RELATIVE)
animate(effect, alpha = 0, pixel_x = px * 1.5, pixel_y = py * 1.5, time = 3, flags = ANIMATION_PARALLEL | ANIMATION_RELATIVE)
/obj/item/shield/proc/bash_target(mob/living/user, mob/living/target, bashdir, harmful)
if(!(target.status_flags & CANKNOCKDOWN) || HAS_TRAIT(src, TRAIT_STUNIMMUNE)) // should probably add stun absorption check at some point I guess..
// unified stun absorption system when lol
target.visible_message("<span class='warning'>[user] slams [target] with [src], but [target] doesn't falter!</span>", "<span class='userdanger'>[user] slams you with [src], but it barely fazes you!</span>")
return FALSE
var/target_downed = !CHECK_MOBILITY(target, MOBILITY_STAND)
var/wallhit = FALSE
var/turf/target_current_turf = get_turf(target)
if(harmful)
target.visible_message("<span class='warning'>[target_downed? "[user] slams [src] into [target]" : "[user] bashes [target] with [src]"]!</span>",
"<span class='warning'>[target_downed? "[user] slams [src] into you" : "[user] bashes you with [src]"]!</span>")
else
target.visible_message("<span class='warning'>[user] shoves [target] with [src]!</span>",
"<span class='warning'>[user] shoves you with [src]!</span>")
for(var/i in 1 to harmful? shieldbash_knockback : shieldbash_push_distance)
var/turf/new_turf = get_step(target, bashdir)
var/mob/living/carbon/human/H = locate() in (new_turf.contents - target)
if(H && harmful)
H.visible_message("<span class='warning'>[target] is sent crashing into [H]!</span>",
"<span class='userdanger'>[target] is sent crashing into you!</span>")
H.KnockToFloor()
wallhit = TRUE
break
else
step(target, bashdir)
if(get_turf(target) == target_current_turf)
wallhit = TRUE
break
else
target_current_turf = get_turf(target)
var/disarming = (target_downed && (shield_flags & SHIELD_BASH_GROUND_SLAM_DISARM)) || (shield_flags & SHIELD_BASH_ALWAYS_DISARM) || (wallhit && (shield_flags & SHIELD_BASH_WALL_DISARM))
var/knockdown = !target_downed && ((shield_flags & SHIELD_BASH_ALWAYS_KNOCKDOWN) || (wallhit && (shield_flags & SHIELD_BASH_WALL_KNOCKDOWN)))
if(shieldbash_stagger_duration || knockdown)
target.visible_message("<span class='warning'>[target] is knocked [knockdown? "to the floor" : "off balanace"]!</span>",
"<span class='userdanger'>You are knocked [knockdown? "to the floor" : "off balanace"]!</span>")
if(knockdown)
target.KnockToFloor(disarming)
else if(disarming)
target.drop_all_held_items()
if(harmful)
target.apply_damage(shieldbash_stamdmg, STAMINA, BODY_ZONE_CHEST)
target.apply_damage(shieldbash_brutedamage, BRUTE, BODY_ZONE_CHEST)
target.Stagger(shieldbash_stagger_duration)
return TRUE
/obj/item/shield/proc/user_shieldbash(mob/living/user, atom/target, harmful)
if(!SEND_SIGNAL(user, COMSIG_COMBAT_MODE_CHECK, COMBAT_MODE_ACTIVE)) //Combat mode has to be enabled for shield bashing
return FALSE
if(!(shield_flags & SHIELD_CAN_BASH))
to_chat(user, "<span class='warning'>[src] can't be used to shield bash!</span>")
return FALSE
if(!CHECK_MOBILITY(user, MOBILITY_STAND))
to_chat(user, "<span class='warning'>You can't bash with [src] while on the ground!</span>")
return FALSE
if(world.time < last_shieldbash + shieldbash_cooldown)
to_chat(user, "<span class='warning'>You can't bash with [src] again so soon!</span>")
return FALSE
var/mob/living/livingtarget = target //only access after an isliving check!
if(isliving(target) && !CHECK_MOBILITY(livingtarget, MOBILITY_STAND)) //GROUND SLAAAM
if(!(shield_flags & SHIELD_BASH_GROUND_SLAM))
to_chat(user, "<span class='warning'>You can't ground slam with [src]!</span>")
return FALSE
bash_target(user, target, NONE, harmful)
user.do_attack_animation(target, used_item = src)
playsound(src, harmful? "swing_hit" : 'sound/weapons/thudswoosh.ogg', 75, 1)
last_shieldbash = world.time
user.adjustStaminaLossBuffered(shieldbash_stamcost)
return TRUE
// Directional sweep!
last_shieldbash = world.time
user.adjustStaminaLossBuffered(shieldbash_stamcost)
// Since we are in combat mode, we can probably safely use the user's dir instead of getting their mouse pointing cardinal dir.
var/bashdir = user.dir
do_shieldbash_effect(user, bashdir, harmful)
var/list/checking = list(get_step(user, user.dir), get_step(user, turn(user.dir, 45)), get_step(user, turn(user.dir, -45)))
var/list/victims = list()
for(var/i in checking)
var/turf/T = i
for(var/mob/living/L in T.contents)
victims += L
if(length(victims))
for(var/i in victims)
bash_target(user, i, bashdir, harmful)
playsound(src, harmful? "swing_hit" : 'sound/weapons/thudswoosh.ogg', 75, 1)
else
playsound(src, 'sound/weapons/punchmiss.ogg', 75, 1)
return length(victims)
/obj/effect/temp_visual/dir_setting/shield_bash
icon = 'icons/effects/96x96_attack_sweep.dmi'
icon_state = "shield_bash"
duration = 3
/obj/item/shield/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(ismovable(object))
var/atom/movable/AM = object
if(CHECK_BITFIELD(shield_flags, SHIELD_TRANSPARENT) && (AM.pass_flags & PASSGLASS))
return BLOCK_NONE
if(attack_type & ATTACK_TYPE_THROWN)
final_block_chance += 30
if(attack_type & ATTACK_TYPE_TACKLE)
final_block_chance = 100
. = ..()
if(. & BLOCK_SUCCESS)
on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
/obj/item/shield/on_active_block(mob/living/owner, atom/object, damage, damage_blocked, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return, override_direction)
on_shield_block(owner, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance)
/obj/item/shield/riot
name = "riot shield"
desc = "A shield adept at blocking blunt objects from connecting with the torso of the shield wielder."
icon_state = "riot"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
slot_flags = ITEM_SLOT_BACK
force = 10
throwforce = 5
throw_speed = 2
throw_range = 3
w_class = WEIGHT_CLASS_BULKY
custom_materials = list(/datum/material/glass=7500, /datum/material/iron=1000)
attack_verb = list("shoved", "bashed")
var/cooldown = 0 //shield bash cooldown. based on world.time
var/repair_material = /obj/item/stack/sheet/mineral/titanium
var/can_shatter = TRUE
shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_TRANSPARENT
max_integrity = 450
/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
if(istype(W, /obj/item/melee/baton))
if(cooldown < world.time - 25)
user.visible_message("<span class='warning'>[user] bashes [src] with [W]!</span>")
playsound(user.loc, 'sound/effects/shieldbash.ogg', 50, 1)
cooldown = world.time
else if(istype(W, repair_material))
if(obj_integrity >= max_integrity)
to_chat(user, "<span class='warning'>[src] is already in perfect condition.</span>")
else
var/obj/item/stack/S = W
S.use(1)
obj_integrity = max_integrity
to_chat(user, "<span class='notice'>You repair [src] with [S].</span>")
else
return ..()
/obj/item/shield/riot/examine(mob/user)
. = ..()
var/healthpercent = round((obj_integrity/max_integrity) * 100, 1)
switch(healthpercent)
if(50 to 99)
. += "<span class='info'>It looks slightly damaged.</span>"
if(25 to 50)
. += "<span class='info'>It appears heavily damaged.</span>"
if(0 to 25)
. += "<span class='warning'>It's falling apart!</span>"
/obj/item/shield/riot/proc/shatter(mob/living/carbon/human/owner)
playsound(owner, 'sound/effects/glassbr3.ogg', 100)
new /obj/item/shard((get_turf(src)))
/obj/item/shield/riot/on_shield_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(can_shatter && (obj_integrity <= damage))
var/turf/T = get_turf(owner)
T.visible_message("<span class='warning'>[attack_text] destroys [src]!</span>")
shatter(owner)
qdel(src)
return FALSE
take_damage(damage)
return ..()
/obj/item/shield/riot/laser_proof
name = "laser resistant shield"
desc = "A far more frail shield made of dark glass meant to block lasers but suffers from being being weak to ballistic projectiles."
armor = list("melee" = 30, "bullet" = -10, "laser" = 80, "energy" = 80, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
icon_state = "riot_laser"
item_state = "riot_laser"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 300
obj/item/shield/riot/bullet_proof
name = "bullet resistant shield"
desc = "A far more frail shield made of resistant plastics and kevlar meant to block ballistics."
armor = list("melee" = 30, "bullet" = 80, "laser" = 0, "energy" = 0, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
max_integrity = 300
/obj/item/shield/riot/roman
name = "\improper Roman shield"
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>."
icon_state = "roman_shield"
item_state = "roman_shield"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
repair_material = /obj/item/stack/sheet/mineral/wood
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 250
/obj/item/shield/riot/roman/fake
desc = "Bears an inscription on the inside: <i>\"Romanes venio domus\"</i>. It appears to be a bit flimsy."
block_chance = 0
armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
max_integrity = 40
/obj/item/shield/riot/roman/shatter(mob/living/carbon/human/owner)
playsound(owner, 'sound/effects/grillehit.ogg', 100)
new /obj/item/stack/sheet/metal(get_turf(src))
/obj/item/shield/riot/buckler
name = "wooden buckler"
desc = "A medieval wooden buckler."
icon_state = "buckler"
item_state = "buckler"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 10)
resistance_flags = FLAMMABLE
repair_material = /obj/item/stack/sheet/mineral/wood
block_chance = 30
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 150
/obj/item/shield/riot/buckler/shatter(mob/living/carbon/human/owner)
playsound(owner, 'sound/effects/bang.ogg', 50)
new /obj/item/stack/sheet/mineral/wood(get_turf(src))
/obj/item/shield/riot/tele
name = "telescopic shield"
desc = "An advanced riot shield made of lightweight materials that collapses for easy storage."
icon_state = "teleriot0"
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
slot_flags = null
force = 3
throwforce = 3
throw_speed = 3
throw_range = 4
w_class = WEIGHT_CLASS_NORMAL
var/active = FALSE
/obj/item/shield/riot/tele/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if(!active)
return BLOCK_NONE
return ..()
/obj/item/shield/riot/tele/can_active_block()
return ..() && active
/obj/item/shield/riot/tele/attack_self(mob/living/user)
active = !active
icon_state = "teleriot[active]"
playsound(src.loc, 'sound/weapons/batonextend.ogg', 50, TRUE)
if(active)
force = 8
throwforce = 5
throw_speed = 2
w_class = WEIGHT_CLASS_BULKY
slot_flags = ITEM_SLOT_BACK
to_chat(user, "<span class='notice'>You extend \the [src].</span>")
else
force = 3
throwforce = 3
throw_speed = 3
w_class = WEIGHT_CLASS_NORMAL
slot_flags = null
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
add_fingerprint(user)
/obj/item/shield/makeshift
name = "metal shield"
desc = "A large shield made of wired and welded sheets of metal. The handle is made of cloth and leather making it unwieldy."
armor = list("melee" = 25, "bullet" = 25, "laser" = 5, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 80)
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
item_state = "metal"
icon_state = "makeshift_shield"
custom_materials = list(/datum/material/iron = 18000)
slot_flags = null
max_integrity = 300 //Made of metal welded together its strong but not unkillable
force = 10
throwforce = 7
/obj/item/shield/riot/tower
name = "tower shield"
desc = "A massive shield that can block a lot of attacks, can take a lot of abuse before braking."
armor = list("melee" = 95, "bullet" = 95, "laser" = 75, "energy" = 60, "bomb" = 90, "bio" = 90, "rad" = 0, "fire" = 90, "acid" = 10) //Armor for the item, dosnt transfer to user
item_state = "metal"
icon_state = "metal"
force = 16
slowdown = 2
throwforce = 15 //Massive pice of metal
w_class = WEIGHT_CLASS_HUGE
item_flags = SLOWS_WHILE_IN_HAND
shield_flags = SHIELD_FLAGS_DEFAULT
/obj/item/shield/riot/tower/swat
name = "swat shield"
desc = "A massive, heavy shield that can block a lot of attacks, can take a lot of abuse before breaking."
max_integrity = 250
/obj/item/shield/riot/implant
name = "telescoping shield implant"
desc = "A compact, arm-mounted telescopic shield. While nigh-indestructible when powered by a host user, it will eventually overload from damage. Recharges while inside its implant."
item_state = "metal"
icon_state = "metal"
slowdown = 1
shield_flags = SHIELD_FLAGS_DEFAULT
max_integrity = 100
obj_integrity = 100
can_shatter = FALSE
item_flags = SLOWS_WHILE_IN_HAND
var/recharge_timerid
var/recharge_delay = 15 SECONDS
/// Entirely overriden take_damage. This shouldn't exist outside of an implant (other than maybe christmas).
/obj/item/shield/riot/implant/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir, armour_penetration = 0)
obj_integrity -= damage_amount
if(obj_integrity < 0)
obj_integrity = 0
if(obj_integrity == 0)
if(ismob(loc))
var/mob/living/L = loc
playsound(src, 'sound/effects/glassbr3.ogg', 100)
L.visible_message("<span class='boldwarning'>[src] overloads from the damage sustained!</span>")
L.dropItemToGround(src) //implant component catch hook will grab it.
/obj/item/shield/riot/implant/Moved()
. = ..()
if(istype(loc, /obj/item/organ/cyberimp/arm/shield))
recharge_timerid = addtimer(CALLBACK(src, .proc/recharge), recharge_delay, flags = TIMER_STOPPABLE)
else //extending
if(recharge_timerid)
deltimer(recharge_timerid)
recharge_timerid = null
/obj/item/shield/riot/implant/proc/recharge()
if(obj_integrity == max_integrity)
return
obj_integrity = max_integrity
if(ismob(loc.loc)) //cyberimplant.user
to_chat(loc, "<span class='notice'>[src] has recharged its reinforcement matrix and is ready for use!</span>")
/obj/item/shield/energy
name = "energy combat shield"
desc = "A shield that reflects almost all energy projectiles, but is useless against physical attacks. It can be retracted, expanded, and stored anywhere."
lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi'
w_class = WEIGHT_CLASS_TINY
attack_verb = list("shoved", "bashed")
throw_range = 5
force = 3
throwforce = 3
throw_speed = 3
var/base_icon_state = "eshield" // [base_icon_state]1 for expanded, [base_icon_state]0 for contracted
var/on_force = 10
var/on_throwforce = 8
var/on_throw_speed = 2
var/active = 0
var/clumsy_check = TRUE
/obj/item/shield/energy/Initialize()
. = ..()
icon_state = "[base_icon_state]0"
/obj/item/shield/energy/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
if((attack_type & ATTACK_TYPE_PROJECTILE) && is_energy_reflectable_projectile(object))
block_return[BLOCK_RETURN_REDIRECT_METHOD] = REDIRECT_METHOD_DEFLECT
return BLOCK_SUCCESS | BLOCK_REDIRECTED | BLOCK_SHOULD_REDIRECT
return ..()
/obj/item/shield/energy/attack_self(mob/living/carbon/human/user)
if(clumsy_check && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
to_chat(user, "<span class='userdanger'>You beat yourself in the head with [src]!</span>")
user.take_bodypart_damage(5)
active = !active
icon_state = "[base_icon_state][active]"
if(active)
force = on_force
throwforce = on_throwforce
throw_speed = on_throw_speed
w_class = WEIGHT_CLASS_BULKY
playsound(user, 'sound/weapons/saberon.ogg', 35, TRUE)
to_chat(user, "<span class='notice'>[src] is now active.</span>")
else
force = initial(force)
throwforce = initial(throwforce)
throw_speed = initial(throw_speed)
w_class = WEIGHT_CLASS_TINY
playsound(user, 'sound/weapons/saberoff.ogg', 35, TRUE)
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
add_fingerprint(user)