Commit Graph

24 Commits

Author SHA1 Message Date
phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
phil235 2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
NikNakFlak e40e24e220 Washing machine code is bad and so is whoever did krav_maga at first 2016-07-22 16:47:02 -07:00
kevinz000 3ba9053fde Martial Arts Logging (#19092)
In theory I added logging to everything I saw
In practice there's probably a lot of duplicate logs so I either need to test this extensively or someone needs to tell me if I'm duplicating things
Fixes #17809 . In theory.
2016-07-04 14:08:01 +12:00
Remie Richards fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
Iamgoofball 0f86c19460 Fixes another wrestling permaflip (#17777)
2 wrassle 5 me
2016-05-19 19:28:07 -05:00
Cheridan 6f08be42eb Merge pull request #16933 from Iamgoofball/SNAP-INTO-A-SLIM-JIM
MIGHTY MAN BRANDI BRUTAL HERE TO TEACH YOU ABOUT THE REAL INTER-GALACTIC HEAVYWEIGHT CHAMPION, YOURSELF: Adds a new version of Wrestling to the Championship belt.
2016-05-05 00:50:38 -05:00
Iamgoofball 64629c8d0a THIN TIM 2016-05-04 22:36:44 -07:00
AndrewJacksonThe2nd e38bfc78c7 aaaaa 2016-04-24 11:02:10 -07:00
PKPenguin321 70926d0c7d removes a comment by remie's request
this is the worst commit ive ever made
2016-04-21 16:43:01 -07:00
PKPenguin321 866f63d2d4 makes sec gloves way more obvious
1. makes krav maga gloves pathed under black gloves for fire resistance
2. adds sprites for krav maga gloves to hands.dmi and gloves.dmi
3. sets up a var to prevent krav gloves from being cut into fingerless gloves in color.dm
4. makes sec use the new path for krav gloves in security.dm
2016-04-17 21:06:26 -07:00
PKPenguin321 7501ddebf9 krav update
1. actually adds icons that i forgot to commit to actions.dmi
2. makes leg sweep only do weaken(2) in krav_maga.dm, also adds a /sec subtype of krav maga gloves with a more obvious name
3. makes sec start with the /sec gloves in security.dm
4. makes the krav maga implant a toggle instead of giving you krav maga and deleting itself in implant_krav_maga.dm
5. adds my self to admins.txt
2016-04-17 20:15:42 -07:00
AndrewJacksonThe2nd fdf2e186a1 uhhhhhh 2016-04-17 17:09:50 -07:00
AndrewJacksonThe2nd 4c28811c64 fixes, removes suplex 2016-04-17 17:09:01 -07:00
AndrewJacksonThe2nd 102c05fb10 aaaaaaaaaaaa 2016-04-17 10:56:08 -07:00
AndrewJacksonThe2nd 815663ec12 SUPLEXING JLIM SIMS 2016-04-17 10:55:35 -07:00
AndrewJacksonThe2nd d36bcdb76b MACHO MADNESS
SKY IS THE LIMIT
2016-04-17 02:02:49 -07:00
PKPenguin321 a8d2dfa182 removes experimental tag 2016-04-16 20:31:29 -07:00
PKPenguin321 ac3e7e18dd final style changes 2016-04-16 20:30:18 -07:00
PKPenguin321 bbf696c625 prevents krav maga from being used while incapacitated 2016-04-16 20:01:53 -07:00
PKPenguin321 3dd20078ae big update
removes all counter/blocking related code and the related sound effect
makes krav maga use action buttons instead of verbs
renamed quick choke to lung punch
reduced stun time on leg sweep
removed head elbow, removed the help button (obsoleted by tooltips)
2016-04-15 17:32:05 -07:00
PKPenguin321 2ecb556e94 addresses minor feedback, fixes implant
krav maga implant now works 100%
trailing returns and a useless if() removed
2016-04-14 22:49:29 -07:00
PKPenguin321 c86e390caf adds krav maga 2016-04-12 18:30:14 -07:00