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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@@ -0,0 +1,194 @@
using Content.Shared.Actions;
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Hands;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Toggleable;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Shared.Blocking;
public sealed class BlockingSystem : EntitySystem
{
[Dependency] private readonly SharedActionsSystem _actionsSystem = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BlockingComponent, GotEquippedHandEvent>(OnEquip);
SubscribeLocalEvent<BlockingComponent, GotUnequippedHandEvent>(OnUnequip);
SubscribeLocalEvent<BlockingComponent, GetItemActionsEvent>(OnGetActions);
SubscribeLocalEvent<BlockingComponent, ToggleActionEvent>(OnToggleAction);
SubscribeLocalEvent<BlockingComponent, ComponentShutdown>(OnShutdown);
}
private void OnEquip(EntityUid uid, BlockingComponent component, GotEquippedHandEvent args)
{
component.User = args.User;
//To make sure that this bodytype doesn't get set as anything but the original
if (TryComp<PhysicsComponent>(args.User, out var physicsComponent) && physicsComponent.BodyType != BodyType.Static
&& !TryComp<BlockingUserComponent>(args.User, out var blockingUserComponent))
{
var userComp = EnsureComp<BlockingUserComponent>(args.User);
userComp.BlockingItem = uid;
userComp.OriginalBodyType = physicsComponent.BodyType;
}
}
private void OnUnequip(EntityUid uid, BlockingComponent component, GotUnequippedHandEvent args)
{
BlockingShutdownHelper(uid, component, args.User);
}
private void OnGetActions(EntityUid uid, BlockingComponent component, GetItemActionsEvent args)
{
if (component.BlockingToggleAction == null
&& _proto.TryIndex(component.BlockingToggleActionId, out InstantActionPrototype? act))
{
component.BlockingToggleAction = new(act);
}
if (component.BlockingToggleAction != null)
args.Actions.Add(component.BlockingToggleAction);
}
private void OnToggleAction(EntityUid uid, BlockingComponent component, ToggleActionEvent args)
{
if(args.Handled)
return;
if (component.IsBlocking)
StopBlocking(uid, component, args.Performer);
else
StartBlocking(uid, component, args.Performer);
args.Handled = true;
}
private void OnShutdown(EntityUid uid, BlockingComponent component, ComponentShutdown args)
{
//In theory the user should not be null when this fires off
if (component.User != null)
{
_actionsSystem.RemoveProvidedActions(component.User.Value, uid);
BlockingShutdownHelper(uid, component, component.User.Value);
}
}
/// <summary>
/// Called where you want the user to start blocking
/// Creates a new hard fixture to bodyblock
/// Also makes the user static to prevent prediction issues
/// </summary>
/// <param name="uid"> The entity with the blocking component</param>
/// <param name="component"> The <see cref="BlockingComponent"/></param>
/// <param name="user"> The entity who's using the item to block</param>
/// <returns></returns>
public bool StartBlocking(EntityUid item, BlockingComponent component, EntityUid user)
{
if (component.IsBlocking) return false;
var xform = Transform(user);
var shieldName = Name(item);
var msgUser = Loc.GetString("action-popup-blocking-user", ("shield", shieldName));
var msgOther = Loc.GetString("action-popup-blocking-other", ("blockerName", Name(user)), ("shield", shieldName));
if (component.BlockingToggleAction != null)
{
_transformSystem.AnchorEntity(xform);
if (!xform.Anchored)
{
var msgError = Loc.GetString("action-popup-blocking-user-cant-block");
_popupSystem.PopupEntity(msgError, user, Filter.Entities(user));
return false;
}
_actionsSystem.SetToggled(component.BlockingToggleAction, true);
_popupSystem.PopupEntity(msgUser, user, Filter.Entities(user));
_popupSystem.PopupEntity(msgOther, user, Filter.Pvs(user).RemoveWhereAttachedEntity(e => e == user));
}
if (TryComp<PhysicsComponent>(user, out var physicsComponent))
{
var fixture = new Fixture(physicsComponent, component.Shape)
{
ID = BlockingComponent.BlockFixtureID,
Hard = true,
CollisionLayer = (int) CollisionGroup.WallLayer
};
_fixtureSystem.TryCreateFixture(physicsComponent, fixture);
}
component.IsBlocking = true;
return true;
}
/// <summary>
/// Called where you want the user to stop blocking.
/// </summary>
/// <param name="item"> The entity with the blocking component</param>
/// <param name="component"> The <see cref="BlockingComponent"/></param>
/// <param name="user"> The entity who's using the item to block</param>
/// <returns></returns>
public bool StopBlocking(EntityUid item, BlockingComponent component, EntityUid user)
{
if (!component.IsBlocking) return false;
var xform = Transform(user);
var shieldName = Name(item);
var msgUser = Loc.GetString("action-popup-blocking-disabling-user", ("shield", shieldName));
var msgOther = Loc.GetString("action-popup-blocking-disabling-other", ("blockerName", Name(user)), ("shield", shieldName));
//If the component blocking toggle isn't null, grab the users SharedBlockingUserComponent and PhysicsComponent
//then toggle the action to false, unanchor the user, remove the hard fixture
//and set the users bodytype back to their original type
if (component.BlockingToggleAction != null && TryComp<BlockingUserComponent>(user, out var blockingUserComponent)
&& TryComp<PhysicsComponent>(user, out var physicsComponent))
{
_transformSystem.Unanchor(xform);
_actionsSystem.SetToggled(component.BlockingToggleAction, false);
_fixtureSystem.DestroyFixture(physicsComponent, BlockingComponent.BlockFixtureID);
physicsComponent.BodyType = blockingUserComponent.OriginalBodyType;
_popupSystem.PopupEntity(msgUser, user, Filter.Entities(user));
_popupSystem.PopupEntity(msgOther, user, Filter.Pvs(user).RemoveWhereAttachedEntity(e => e == user));
}
component.IsBlocking = false;
return true;
}
/// <summary>
/// Called where you want someone to stop blocking and to remove the <see cref="BlockingUserComponent"/> from them
/// </summary>
/// <param name="uid"> The item the component is attached to</param>
/// <param name="component"> The <see cref="BlockingComponent"/> </param>
/// <param name="user"> The person holding the blocking item </param>
private void BlockingShutdownHelper(EntityUid uid, BlockingComponent component, EntityUid user)
{
if (component.IsBlocking)
StopBlocking(uid, component, user);
RemComp<BlockingUserComponent>(user);
component.User = null;
}
}

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@@ -0,0 +1,60 @@
using Content.Shared.Audio;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Hands.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
namespace Content.Shared.Blocking;
public sealed class BlockingUserSystem : EntitySystem
{
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly BlockingSystem _blockingSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BlockingUserComponent, DamageChangedEvent>(OnDamageChanged);
SubscribeLocalEvent<BlockingUserComponent, DamageModifyEvent>(OnUserDamageModified);
SubscribeLocalEvent<BlockingUserComponent, AnchorStateChangedEvent>(OnAnchorChanged);
}
private void OnAnchorChanged(EntityUid uid, BlockingUserComponent component, ref AnchorStateChangedEvent args)
{
if (!args.Anchored)
return;
if (TryComp<BlockingComponent>(component.BlockingItem, out var blockComp) && blockComp.IsBlocking)
{
_blockingSystem.StopBlocking(component.BlockingItem.Value, blockComp, uid);
}
}
private void OnDamageChanged(EntityUid uid, BlockingUserComponent component, DamageChangedEvent args)
{
if (component.BlockingItem != null)
{
RaiseLocalEvent(component.BlockingItem.Value, args);
}
}
private void OnUserDamageModified(EntityUid uid, BlockingUserComponent component, DamageModifyEvent args)
{
if (TryComp<BlockingComponent>(component.BlockingItem, out var blockingComponent))
{
if (_proto.TryIndex(blockingComponent.PassiveBlockDamageModifer, out DamageModifierSetPrototype? passiveblockModifier) && !blockingComponent.IsBlocking)
args.Damage = DamageSpecifier.ApplyModifierSet(args.Damage, passiveblockModifier);
if (_proto.TryIndex(blockingComponent.ActiveBlockDamageModifier, out DamageModifierSetPrototype? activeBlockModifier) && blockingComponent.IsBlocking)
{
args.Damage = DamageSpecifier.ApplyModifierSet(args.Damage, activeBlockModifier);
SoundSystem.Play(blockingComponent.BlockSound.GetSound(), Filter.Pvs(component.Owner, entityManager: EntityManager), component.Owner, AudioHelpers.WithVariation(0.2f));
}
}
}
}

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@@ -0,0 +1,64 @@
using Content.Shared.Actions.ActionTypes;
using Content.Shared.Sound;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Blocking;
/// <summary>
/// This component goes on an item that you want to use to block
/// </summary>
[RegisterComponent]
public sealed class BlockingComponent : Component
{
/// <summary>
/// The entity that's blocking
/// </summary>
[ViewVariables]
public EntityUid? User;
/// <summary>
/// Is it currently blocking?
/// </summary>
[ViewVariables]
public bool IsBlocking;
/// <summary>
/// The ID for the fixture that's dynamically created when blocking
/// </summary>
public const string BlockFixtureID = "blocking-active";
/// <summary>
/// The shape of the blocking fixture that will be dynamically spawned
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("shape")]
public IPhysShape Shape = new PhysShapeCircle {Radius = 0.5F};
/// <summary>
/// The damage modifer to use while passively blocking
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("passiveBlockModifier")]
public string PassiveBlockDamageModifer = "Metallic";
/// <summary>
/// The damage modifier to use while actively blocking.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("activeBlockModifier")]
public string ActiveBlockDamageModifier = "Metallic";
[DataField("blockingToggleActionId", customTypeSerializer:typeof(PrototypeIdSerializer<InstantActionPrototype>))]
public string BlockingToggleActionId = "ToggleBlock";
[DataField("blockingToggleAction")]
public InstantAction? BlockingToggleAction;
/// <summary>
/// The sound to be played when you get hit while actively blocking
/// </summary>
[ViewVariables]
[DataField("blockSound")]
public SoundSpecifier BlockSound = new SoundPathSpecifier("/Audio/Weapons/block_metal1.ogg");
}

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@@ -0,0 +1,31 @@
using Content.Shared.Damage;
using Robust.Shared.Physics;
namespace Content.Shared.Blocking;
/// <summary>
/// This component gets dynamically added to an Entity via the <see cref="BlockingSystem"/>
/// </summary>
[RegisterComponent]
public sealed class BlockingUserComponent : Component
{
/// <summary>
/// The entity that's being used to block
/// </summary>
[ViewVariables]
[DataField("blockingItem")]
public EntityUid? BlockingItem;
[ViewVariables]
[DataField("modifiers")]
public DamageModifierSet Modifiers = default!;
/// <summary>
/// Stores the entities original bodytype
/// Used so that it can be put back to what it was after anchoring
/// </summary>
[ViewVariables]
[DataField("originalBodyType")]
public BodyType OriginalBodyType;
}

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@@ -4,4 +4,6 @@ grille_hit.ogg taken from https://github.com/tgstation/tgstation/blob/803ca4537d
slash.ogg taken from https://github.com/tgstation/tgstation/blob/5d264fbea0124e5af511af3fed24203e196d108b/sound/weapons/slash.ogg under CC BY-SA 3.0 slash.ogg taken from https://github.com/tgstation/tgstation/blob/5d264fbea0124e5af511af3fed24203e196d108b/sound/weapons/slash.ogg under CC BY-SA 3.0
tap.ogg taken from https://github.com/tgstation/tgstation/blob/803ca4537df35cf252b056d8460d510be8a4f353/sound/weapons/tap.ogg under CC BY-SA 3.0 tap.ogg taken from https://github.com/tgstation/tgstation/blob/803ca4537df35cf252b056d8460d510be8a4f353/sound/weapons/tap.ogg under CC BY-SA 3.0
block_metal1.ogg taken from https://github.com/Citadel-Station-13/Citadel-Station-13/commit/31c5996a5db8cce0cb431cb1dc20d99cac83f268 under CC BY-SA 3.0

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@@ -0,0 +1,10 @@
action-name-blocking = Block
action-description-blocking = Raise or lower your shield.
action-popup-blocking-user = You raise your {$shield}!
action-popup-blocking-disabling-user = You lower your {$shield}!
action-popup-blocking-other = {$blockerName} raises their {$shield}!
action-popup-blocking-disabling-other = {$blockerName} lowers their {$shield}!
action-popup-blocking-user-cant-block = The gravity here prevents you from blocking.

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@@ -54,3 +54,11 @@
description: vending-machine-action-description description: vending-machine-action-description
useDelay: 30 useDelay: 30
event: !type:VendingMachineSelfDispenseEvent 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 - Flash
- Handcuffs - Handcuffs
- Stunbaton - Stunbaton
- RiotShield
- FlashPayload - FlashPayload
- type: technology - type: technology

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

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

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@@ -151,3 +151,138 @@
Bloodloss: 0.0 # no double dipping Bloodloss: 0.0 # no double dipping
Cellular: 0.0 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

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@@ -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

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

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@@ -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 icon: Objects/Weapons/Guns/Battery/makeshift.rsi/icon.png
objectType: Item 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

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@@ -19,6 +19,17 @@
Steel: 300 Steel: 300
Plastic: 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 - type: latheRecipe
id: Flash id: Flash
icon: icon:

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@@ -0,0 +1,195 @@
{
"version": 1,
"license": "CC-BY-SA-3.0",
"copyright": "Taken from https://github.com/Citadel-Station-13/Citadel-Station-13/commit/84223c65f5caf667a84f3c0f49bc2a41cdc6c4e3",
"size": {
"x": 32,
"y": 32
},
"states": [
{
"name": "riot-icon"
},
{
"name": "riot-inhand-right",
"directions": 4
},
{
"name": "riot-inhand-left",
"directions": 4
},
{
"name": "riot_laser-icon"
},
{
"name": "riot_laser-inhand-right",
"directions": 4
},
{
"name": "riot_laser-inhand-left",
"directions": 4
},
{
"name": "riot_bullet-icon"
},
{
"name": "riot_bullet-inhand-right",
"directions": 4
},
{
"name": "riot_bullet-inhand-left",
"directions": 4
},
{
"name": "ratvarian-icon"
},
{
"name": "ratvarian-inhand-right",
"directions": 4
},
{
"name": "ratvarian-inhand-left",
"directions": 4
},
{
"name": "mirror-icon",
"delays": [
[
0.5,
0.05,
0.1,
0.1
]
]
},
{
"name": "mirror-inhand-right",
"directions": 4,
"delays": [
[
0.5,
0.05,
0.1,
0.1
],
[
0.5,
0.05,
0.1,
0.1
],
[
0.5,
0.05,
0.1,
0.1
],
[
0.5,
0.05,
0.1,
0.1
]
]
},
{
"name": "mirror-inhand-left",
"directions": 4,
"delays": [
[
0.5,
0.05,
0.1,
0.1
],
[
0.5,
0.05,
0.1,
0.1
],
[
0.5,
0.05,
0.1,
0.1
],
[
0.5,
0.05,
0.1,
0.1
]
]
},
{
"name": "buckler-icon"
},
{
"name": "buckler-inhand-right",
"directions": 4
},
{
"name": "buckler-inhand-left",
"directions": 4
},
{
"name": "metal-icon"
},
{
"name": "metal-inhand-right",
"directions": 4
},
{
"name": "metal-inhand-left",
"directions": 4
},
{
"name": "makeshift-icon"
},
{
"name": "teleriot-icon"
},
{
"name": "teleriot-inhand-right",
"directions": 4
},
{
"name": "teleriot-inhand-left",
"directions": 4
},
{
"name": "teleriot-on"
},
{
"name": "teleriot-inhand-right-on",
"directions": 4
},
{
"name": "teleriot-inhand-left-on",
"directions": 4
},
{
"name": "eshield-icon"
},
{
"name": "eshield-inhand-right",
"directions": 4
},
{
"name": "eshield-inhand-left",
"directions": 4
},
{
"name": "eshield-on"
},
{
"name": "eshield-inhand-right-on",
"directions": 4
},
{
"name": "eshield1-inhand-left-on",
"directions": 4
}
]
}

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