Blocking and Shields (#8584)

* Blocking

* Fixes Bodytype bug

* Blocking Damage Modifier

* Storing bodytype

* Consolidates Stop Blocking code

* Consolidates more methods

* Some cleanup, hitbox fix

* Shield Textures

* Passive blocking modifier check

* Localization, popups, and more cleanup

* Small cleanup

* Relay event

* Fixes a shutdown bug, adds specific containers and sets

* Popups and sounds

* Fixes typo

* Removes whitespace, adds comment

* Some requested changes

* Remove Shared

* Audio fix

* More changes

* More requested changes

* Properly remove on shutdown

* Adds riot shields to seclathes

* SecTech Riot shield

* Constant variable

* Relay transfer to user blocking system

* More destruction behavior

* Adds a shape field

* Riot shield cleanup

* More requested changes.

* Prevents blocking attempt where a user cannot be anchored

* Listen for anchor change

* Unused using cleanup

* More shields.

* Buckler

* Construction

* Linter fix
This commit is contained in:
keronshb
2022-07-04 02:31:12 -04:00
committed by GitHub
parent 22d228fd11
commit d65601f024
53 changed files with 981 additions and 1 deletions

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@@ -54,3 +54,11 @@
description: vending-machine-action-description
useDelay: 30
event: !type:VendingMachineSelfDispenseEvent
- type: instantAction
id: ToggleBlock
name: action-name-blocking
description: action-description-blocking
icon: Objects/Weapons/Melee/shields.rsi/teleriot-icon.png
iconOn: Objects/Weapons/Melee/shields.rsi/teleriot-on.png
event: !type:ToggleActionEvent

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@@ -158,6 +158,7 @@
- Flash
- Handcuffs
- Stunbaton
- RiotShield
- FlashPayload
- type: technology

View File

@@ -11,6 +11,9 @@
ClothingEyesGlassesSunglasses: 2
ClothingBeltSecurityWebbing: 5
Zipties: 12
RiotShield: 2
RiotLaserShield: 2
RiotBulletShield: 2
# security officers need to follow a diet regimen!
contrabandInventory:
FoodDonutHomer: 12

View File

@@ -15,3 +15,12 @@
- Heat
- Shock
- Structural # this probably should be in separate container
- type: damageContainer
id: Shield
supportedGroups:
- Brute
supportedTypes:
- Heat

View File

@@ -151,3 +151,138 @@
Bloodloss: 0.0 # no double dipping
Cellular: 0.0
# Represents what a riot shield should block passively
# Each shield will probably have their own passive and active modifier sets
# Honestly it should not be too high
- type: damageModifierSet
id: PassiveRiotShieldBlock
coefficients:
Blunt: 0.9
Slash: 0.9
Piercing: 0.9
Heat: 0.9
# Represents what a riot shield should block while active
# Should be a higher reduction because you're anchored
- type: damageModifierSet
id: ActiveRiotShieldBlock
coefficients:
Blunt: 0.8
Slash: 0.8
Piercing: 0.8
Heat: 0.8
flatReductions:
Blunt: 1
Slash: 1
Piercing: 1
Heat: 1
- type: damageModifierSet
id: PassiveRiotLaserShieldBlock
coefficients:
Heat: 0.8
- type: damageModifierSet
id: ActiveRiotLaserShieldBlock
coefficients:
Heat: 0.7
flatReductions:
Heat: 2
- type: damageModifierSet
id: PassiveRiotBulletShieldBlock
coefficients:
Blunt: 0.8
Piercing: 0.8
- type: damageModifierSet
id: ActiveRiotBulletShieldBlock
coefficients:
Blunt: 0.7
Piercing: 0.7
flatReductions:
Blunt: 1.5
Piercing: 1.5
#It's made from wood, so it should probably take more heat/laser damage
- type: damageModifierSet
id: PassiveBucklerBlock
coefficients:
Blunt: 0.95
Slash: 0.95
Piercing: 0.95
Heat: 2
- type: damageModifierSet
id: ActiveBucklerBlock
coefficients:
Blunt: 0.85
Slash: 0.85
Piercing: 0.85
Heat: 2
flatReductions:
Blunt: 1
Slash: 1
Piercing: 1
#It's a really crummy shield
- type: damageModifierSet
id: PassiveMakeshiftBlock
coefficients:
Blunt: 0.95
Slash: 0.95
Piercing: 0.95
Heat: 0.9
- type: damageModifierSet
id: ActiveMakeshiftBlock
coefficients:
Blunt: 0.85
Slash: 0.85
Piercing: 0.85
Heat: 0.8
flatReductions:
Blunt: 0.5
Slash: 0.5
Piercing: 0.5
Heat: 1
#Clockwork generally takes more laser/heat damage
- type: damageModifierSet
id: PassiveClockworkShieldBlock
coefficients:
Blunt: 0.8
Slash: 0.8
Piercing: 0.8
Heat: 1.5
- type: damageModifierSet
id: ActiveClockworkShieldBlock
coefficients:
Blunt: 0.7
Slash: 0.7
Piercing: 0.7
Heat: 1.5
flatReductions:
Blunt: 1
Slash: 1
Piercing: 1
#Mirror shield should reflect heat/laser eventually, but be relatively weak to everything else.
- type: damageModifierSet
id: PassiveMirrorShieldBlock
coefficients:
Blunt: 1.2
Slash: 1.2
Piercing: 1.2
Heat: .7
- type: damageModifierSet
id: ActiveMirrorShieldBlock
coefficients:
Blunt: 1.2
Slash: 1.2
Piercing: 1.2
Heat: .6
flatReductions:
Heat: 1

View File

@@ -0,0 +1,194 @@
- type: entity
name: base shield
parent: BaseItem
id: BaseShield
description: A shield!
abstract: true
components:
- type: Sprite
sprite: Objects/Weapons/Melee/shields.rsi
state: riot-icon
netsync: false
- type: Item
sprite: Objects/Weapons/Melee/shields.rsi
size: 100
HeldPrefix: riot
- type: Blocking
passiveBlockModifier: PassiveRiotShieldBlock
activeBlockModifier: ActiveRiotShieldBlock
blockingToggleAction:
name: action-name-blocking
description: action-description-blocking
icon: Objects/Weapons/Melee/shields.rsi/teleriot-icon.png
iconOn: Objects/Weapons/Melee/shields.rsi/teleriot-on.png
event: !type:ToggleActionEvent
- type: Damageable
damageContainer: Shield
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
damage: 40 #This is probably enough damage before it breaks
behaviors:
- !type:DoActsBehavior
acts: [ "Destruction" ]
- !type:PlaySoundBehavior
sound: /Audio/Effects/metalbreak.ogg
- !type:SpawnEntitiesBehavior
spawn:
SheetSteel:
min: 5
max: 5
SheetGlass:
min: 5
max: 5
#Security Shields
- type: entity
name: riot shield
parent: BaseShield
id: RiotShield
description: A large tower shield. Good for controlling crowds.
- type: entity
name: riot laser shield
parent: BaseShield
id: RiotLaserShield
description: A riot shield built for withstanding lasers, but not much else.
components:
- type: Sprite
state: riot_laser-icon
- type: Item
HeldPrefix: riot_laser
- type: Blocking
passiveBlockModifier: PassiveRiotLaserShieldBlock
activeBlockModifier: ActiveRiotLaserShieldBlock
- type: entity
name: riot bullet shield
parent: BaseShield
id: RiotBulletShield
description: A ballistic riot shield built for withstanding bullets, but not much else.
components:
- type: Sprite
state: riot_bullet-icon
- type: Item
HeldPrefix: riot_bullet
- type: Blocking
passiveBlockModifier: PassiveRiotBulletShieldBlock
activeBlockModifier: ActiveRiotBulletShieldBlock
#Craftable shields
- type: entity
name: wooden buckler
parent: BaseShield
id: WoodenBuckler
description: A small round wooden makeshift shield.
components:
- type: Sprite
state: buckler-icon
- type: Item
HeldPrefix: buckler
- type: Blocking
passiveBlockModifier: PassiveBucklerBlock
activeBlockModifier: ActiveBucklerBlock
- type: Construction
graph: WoodenBuckler
node: woodenBuckler
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
damage: 30 #Weaker shield
behaviors:
- !type:DoActsBehavior
acts: [ "Destruction" ]
- !type:PlaySoundBehavior
sound: /Audio/Effects/metalbreak.ogg
- !type:SpawnEntitiesBehavior
spawn:
MaterialWoodPlank:
min: 5
max: 5
- type: entity
name: makeshift shield
parent: BaseShield
id: MakeshiftShield
description: A rundown looking shield, not good for much.
components:
- type: Sprite
state: makeshift-icon
- type: Item
HeldPrefix: metal
- type: Blocking
passiveBlockModifier: PassiveMakeshiftBlock
activeBlockModifier: ActiveMakeshiftBlock
- type: Construction
graph: MakeshiftShield
node: makeshiftShield
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
damage: 20 #Very weak shield
behaviors:
- !type:DoActsBehavior
acts: [ "Destruction" ]
- !type:PlaySoundBehavior
sound: /Audio/Effects/metalbreak.ogg
- !type:SpawnEntitiesBehavior
spawn:
SheetSteel:
min: 1
max: 2
#Magic/Cult Shields (give these to wizard for now)
- type: entity
name: Clockwork Shield
parent: BaseShield
id: ClockworkShield
description: Ratvar oyrffrf lbh jvgu uvf cebgrpgvba.
components:
- type: Sprite
state: ratvarian-icon
- type: Item
HeldPrefix: ratvarian
- type: Blocking
passiveBlockModifier: PassiveClockworkShieldBlock
activeBlockModifier: ActiveClockworkShieldBlock
#Have it break into brass when clock cult is in
- type: entity
name: Mirror Shield
parent: BaseShield
id: MirrorShield
description: Eerily glows red... you hear the geometer whispering
components:
- type: Sprite
state: mirror-icon
- type: Item
HeldPrefix: mirror
- type: Blocking
passiveBlockModifier: PassiveMirrorShieldBlock
activeBlockModifier: ActiveMirrorShieldBlock
blockSound: !type:SoundPathSpecifier
path: /Audio/Effects/glass_step.ogg
- type: Destructible
thresholds:
- trigger:
!type:DamageTrigger
damage: 40
behaviors:
- !type:DoActsBehavior
acts: [ "Destruction" ]
- !type:PlaySoundBehavior
sound: /Audio/Effects/glass_break1.ogg
- !type:SpawnEntitiesBehavior
spawn:
SheetGlass:
min: 5
max: 5

View File

@@ -305,6 +305,7 @@
- Flash
- Handcuffs
- Stunbaton
- RiotShield
- CartridgePistol
- ShellShotgun
- CartridgeLightRifle

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@@ -0,0 +1,17 @@
- type: constructionGraph
id: MakeshiftShield
start: start
graph:
- node: start
edges:
- to: makeshiftShield
steps:
- material: Cable
amount: 15
doAfter: 2
- material: Steel
amount: 30
doAfter: 2
- node: makeshiftShield
entity: MakeshiftShield

View File

@@ -0,0 +1,24 @@
- type: constructionGraph
id: WoodenBuckler
start: start
graph:
- node: start
edges:
- to: woodenBuckler
steps:
- tag: Handcuffs
icon:
sprite: Objects/Misc/cablecuffs.rsi
state: cuff
color: red
name: cuffs
doAfter: 2
- material: WoodPlank
amount: 20
doAfter: 2
- material: Steel
amount: 10
doAfter: 2
- node: woodenBuckler
entity: WoodenBuckler

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@@ -31,3 +31,24 @@
icon: Objects/Weapons/Guns/Battery/makeshift.rsi/icon.png
objectType: Item
- type: construction
name: wooden buckler
id: WoodenBuckler
graph: WoodenBuckler
startNode: start
targetNode: woodenBuckler
category: Weapons
description: A nicely carved wooden shield!
icon: Objects/Weapons/Melee/shields.rsi/buckler-icon.png
objectType: Item
- type: construction
name: makeshift shield
id: MakeshiftShield
graph: MakeshiftShield
startNode: start
targetNode: makeshiftShield
category: Weapons
description: Crude and falling apart. Why would you make this?
icon: Objects/Weapons/Melee/shields.rsi/makeshift-icon.png
objectType: Item

View File

@@ -19,6 +19,17 @@
Steel: 300
Plastic: 300
- type: latheRecipe
id: RiotShield
icon:
sprite: Objects/Weapons/Melee/shields.rsi
state: riot-icon
result: RiotShield
completetime: 4
materials:
Steel: 400
Glass: 400
- type: latheRecipe
id: Flash
icon: