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
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@@ -15,3 +15,12 @@
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- Heat
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- Shock
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- Structural # this probably should be in separate container
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- type: damageContainer
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id: Shield
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supportedGroups:
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- Brute
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supportedTypes:
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- Heat
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@@ -151,3 +151,138 @@
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Bloodloss: 0.0 # no double dipping
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Cellular: 0.0
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# Represents what a riot shield should block passively
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# Each shield will probably have their own passive and active modifier sets
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# Honestly it should not be too high
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- type: damageModifierSet
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id: PassiveRiotShieldBlock
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coefficients:
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Blunt: 0.9
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Slash: 0.9
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Piercing: 0.9
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Heat: 0.9
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# Represents what a riot shield should block while active
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# Should be a higher reduction because you're anchored
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- type: damageModifierSet
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id: ActiveRiotShieldBlock
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coefficients:
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Blunt: 0.8
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Slash: 0.8
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Piercing: 0.8
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Heat: 0.8
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flatReductions:
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Blunt: 1
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Slash: 1
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Piercing: 1
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Heat: 1
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- type: damageModifierSet
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id: PassiveRiotLaserShieldBlock
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coefficients:
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Heat: 0.8
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- type: damageModifierSet
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id: ActiveRiotLaserShieldBlock
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coefficients:
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Heat: 0.7
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flatReductions:
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Heat: 2
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- type: damageModifierSet
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id: PassiveRiotBulletShieldBlock
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coefficients:
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Blunt: 0.8
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Piercing: 0.8
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- type: damageModifierSet
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id: ActiveRiotBulletShieldBlock
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coefficients:
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Blunt: 0.7
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Piercing: 0.7
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flatReductions:
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Blunt: 1.5
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Piercing: 1.5
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#It's made from wood, so it should probably take more heat/laser damage
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- type: damageModifierSet
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id: PassiveBucklerBlock
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coefficients:
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Blunt: 0.95
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Slash: 0.95
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Piercing: 0.95
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Heat: 2
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- type: damageModifierSet
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id: ActiveBucklerBlock
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coefficients:
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Blunt: 0.85
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Slash: 0.85
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Piercing: 0.85
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Heat: 2
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flatReductions:
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Blunt: 1
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Slash: 1
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Piercing: 1
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#It's a really crummy shield
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- type: damageModifierSet
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id: PassiveMakeshiftBlock
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coefficients:
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Blunt: 0.95
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Slash: 0.95
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Piercing: 0.95
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Heat: 0.9
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- type: damageModifierSet
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id: ActiveMakeshiftBlock
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coefficients:
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Blunt: 0.85
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Slash: 0.85
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Piercing: 0.85
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Heat: 0.8
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flatReductions:
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Blunt: 0.5
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Slash: 0.5
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Piercing: 0.5
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Heat: 1
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#Clockwork generally takes more laser/heat damage
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- type: damageModifierSet
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id: PassiveClockworkShieldBlock
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coefficients:
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Blunt: 0.8
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Slash: 0.8
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Piercing: 0.8
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Heat: 1.5
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- type: damageModifierSet
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id: ActiveClockworkShieldBlock
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coefficients:
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Blunt: 0.7
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Slash: 0.7
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Piercing: 0.7
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Heat: 1.5
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flatReductions:
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Blunt: 1
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Slash: 1
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Piercing: 1
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#Mirror shield should reflect heat/laser eventually, but be relatively weak to everything else.
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- type: damageModifierSet
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id: PassiveMirrorShieldBlock
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coefficients:
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Blunt: 1.2
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Slash: 1.2
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Piercing: 1.2
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Heat: .7
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- type: damageModifierSet
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id: ActiveMirrorShieldBlock
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coefficients:
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Blunt: 1.2
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Slash: 1.2
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Piercing: 1.2
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Heat: .6
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flatReductions:
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Heat: 1
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