Commit Graph

39 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
Joan Lung bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
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
phil235 443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00
pudl 8c7640ebd3 cool stuff! 2016-06-15 11:15:50 -05:00
Remie Richards fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
phil235 68da092009 Dismemberment port from Hippie code, based on RemieRichard's work. Big thanks to RemieRichards and crystalwarrior. 2016-05-05 18:17:51 +02:00
duncathan b9950c4358 turf/open and turf/closed 2016-03-29 13:38:56 -06:00
duncathan 12a6205372 Merge branch 'master' of https://github.com/tgstation/-tg-station into turfs
Conflicts:
	_maps/RandomRuins/SpaceRuins/asteroid4.dmm
	_maps/RandomRuins/SpaceRuins/spacebar.dmm
	_maps/RandomZLevels/Academy.dmm
	_maps/RandomZLevels/beach.dmm
	_maps/RandomZLevels/caves.dmm
	_maps/RandomZLevels/research.dmm
	_maps/RandomZLevels/snowdin.dmm
	_maps/RandomZLevels/spacebattle.dmm
	_maps/RandomZLevels/undergroundoutpost45.dmm
	_maps/RandomZLevels/wildwest.dmm
	_maps/map_files/AsteroidStation/AsteroidStation.dmm
	_maps/map_files/BirdStation/BirdStation.dmm
	_maps/map_files/DreamStation/dreamstation04.dmm
	_maps/map_files/DreamStation/z5.dmm
	_maps/map_files/EfficiencyStation/EfficiencyStation.dmm
	_maps/map_files/MetaStation/MetaStation.v41I.dmm
	_maps/map_files/MiniStation/MiniStation.dmm
	_maps/map_files/TgStation/tgstation.2.1.3.dmm
	_maps/map_files/generic/z4.dmm
	_maps/map_files/generic/z5.dmm
	_maps/map_files/generic/z6.dmm
	_maps/templates/lavaland_surface_prisoner_crash.dmm
	_maps/templates/lavaland_surface_seed_vault.dmm
	_maps/templates/lavaland_surface_ufo_crash.dmm
	code/game/asteroid.dm
	code/game/atoms.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/malfunction/Malf_Modules.dm
	code/game/machinery/computer/arcade.dm
	code/game/objects/structures/lattice.dm
	code/game/turfs/simulated/floor/fancy_floor.dm
	code/game/turfs/simulated/floor/misc_floor.dm
	code/game/turfs/simulated/floor/plasteel_floor.dm
	code/game/turfs/simulated/walls_misc.dm
	code/game/turfs/turf.dm
	code/modules/events/spacevine.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/simple_animal/bot/cleanbot.dm
	code/modules/mob/living/simple_animal/bot/mulebot.dm
	code/modules/mob/mob_movement.dm
2016-03-10 23:07:21 -06:00
duncathan 5bf31463da removes simulated turfs; adds space gas mixture for space 2016-03-10 17:27:01 -06:00
phil235 15d8e0a96f I refactored how a mob resisting out of a closet that is itself inside something is done.
Fixes not being able to resist out of an unlocked unwelded locker. Now both moving and the resist button  work (except for the cardboard box).
You can no longer spam breakingout message ouf of a closet by moving while inside.
Wrapping and unwrapping a locker no longer unwelds it magically.
I refactored closet/crate/item package wrapping.
You can packagewrap belts and other storage items in which the package wrap item doesn't fit.(it does currently have the unintended side effect of giving you the "doesn't fit in X" message when wrapping there storage items though).
2016-03-03 20:20:34 +01:00
Razharas ad1c333e89 Fixes bible producing unlimited stuff
Fixes bible producing unlimited stuff
Fixes https://github.com/tgstation/-tg-station/issues/11298
2016-01-17 20:04:26 +03:00
Razharas a349a15469 Merge pull request #13552 from tkdrg/newnewnewnewnewnewnewnewnewnewcult
[Ready?] Cult Overhaul. Yep.
2015-12-16 06:07:20 +03:00
Tkdrg 8ead3e8628 Cult Overhaul
Cult is awful, so let's try to improve it. Idea by KorPhaeron. I also
took some inspiration from adrix89's sacrifice cult, so credits to him.
Also thanks a lot specially to MrPerson and Iamgoofball for helping
me brainstorm this, and Joan for the sprites for the summoning orb,
the large nar-sie shell, and the new cult antag hud.

Basically, we remove conversion, and turn cult into a magic version of
nuke, with a small team of stealth elite cultists that have to build a
base in the station and sacrifice people in order to build an army of
constructs and get materials to eventually summon Nar-Sie.

Stun talismans and conversion are gone. Nar-Sie is now the only
objective. Sacrifice runes now provide summoning orbs, which you can use
to drop a large shell. Insert enough orbs in the shell and you trigger a
Delta. Defend the shell for 3 minutes and Nar-sie will arise. This shell
is bombproof and singularityproof. It may be summoned up to three times
if destroyed, but you will have to start from the beginning sac-wise.

Runes are now RNG. Each cultist only gets 50% of the runes. Inspiration
is basically The Binding of Isaac here (thank you MrPerson for this!).
Furthermore, many old runes were merged/removed and other new ones were
added. Almost all were massively rebalanced. Cult now also has a
stealthy ritual dagger with high bleeding and throw effects.
2015-12-15 04:59:31 -03:00
KorPhaeron d8a37204e7 Makes burn_state use defines 2015-12-13 05:36:55 -06:00
Xhuis 1178fbe079 Major cult changes
The current code for runes is god-awful. Like, seriously terrible. This PR aims to fix that. Rather than having every rune effect defined in a single attack_hand proc, this PR will separate the runes into subtypes, which supports for more modular runes as well as cleans up the code.

It also separates invocation into a two different procs. The first of these will determine if the rune can be invoked; if that passes, the second will cause the rune's effects. There is also a third proc that will cause effects if the rune fails to invoke.

Research words have been removed, and all runes are now available from the start of the round. This is highly subject to change once some feedback is in from actual cult rounds.

Miscellaneous tweaks:

    Blood boil runes now explode when used
    Convert runes can now work solo, but take time
    Armor runes now only provide the basic armor set
    Tomes now do a static 15 burn damage and play a sound
    If the Escape objective is rolled, the amount of people that must escape will scale with the round population to a factor of 5 (i.e. 50 players = 10 cultists)
2015-09-16 10:04:49 +12:00
bear1ake f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
MrStonedOne a262f9aac7 Attack logging tweaks
Removed the "feature" to have something log in an atom's vv attack log, but not the file attack log. all attack log items will go to the file as well as vv.

Replaced all hard coded src.name/name for attack log's object argument with an actual object (src) except where it made more sense not to.

All attack logging *should* happen AFTER damage is applied now.

Removed the confusing attack entry for when a changeling stings another changeling.

Tweaked how punch attack logs worked
2015-07-08 23:14:37 -07:00
Ikarrus 8759f56f6f Squashed Commits 2015-06-27 00:09:16 -06:00
kingofkosmos c8d79e7034 Removed unnecessary spaces in these situations:
"span class = '" changed to "span class='"
"'> " changed to "'>"
2015-06-14 12:13:19 +03:00
Cheridan 6618ead426 Readds The Clown Mask
lame gimmick chaplains rejoice i guess
2015-06-03 00:32:25 -05:00
Cheridan 6adb4c9507 Adjusts Chaplain Special Bible Equipment 2015-06-03 00:22:53 -05:00
phil235 c2151180eb Merge branch 'master' of https://github.com/tgstation/-tg-station into ClownNamePreferences
Conflicts:
	code/modules/mob/transform_procs.dm
2015-04-27 00:11:49 +02:00
phil235 2ef588e01d derp 2015-04-25 19:27:20 +02:00
phil235 67a14f4c21 Changed how the bible icon is chosen, it's now done manually by clicking the bible as a chaplain (only work once). 2015-04-25 19:21:32 +02:00
kingofkosmos 1d14471d00 Ellipses to waiting messages. Warning-spanclasses to failing messages with an exclamation mark. 2015-04-24 20:50:50 +03:00
Cheridan 884e9e3774 Day Who-Knows: Bar Gambling Expansion!
Space cash is stacks
Adds dealer table to map
2015-03-29 18:09:54 -05:00
Remie Richards 5fc7af7fbf attackby() now has an argument containing the parameters of the click that called it. Items placed on tables now center their icon where the user clicked. this is NOT true for racks, since racks look organised in their sprite.
Items reset their pixel_x and pixel_y values on pickup.
2015-02-19 13:02:43 +00:00
dannno c18f485b17 fix shit, make bible suicide sacrifice you to your deity 2015-02-02 15:13:17 -05:00
dannno c48bf44a47 framework for a future "suicide hotline" job 2015-02-01 19:44:54 -05:00
Razharas 21a2c2d21e Made clumsiness into disability
I really dont want to make clumsy_act()
2014-12-14 08:04:48 +03:00
Razharas 0921aa201f Added datum mutations
Also removed some mob vars like sdisabilities and merged the usability
with disabilities
Removed need for mutations var, they are not handled in dna
Removed blinded var, now its handled by eye_blind being bigger than zero
Ands lots, lots of other shit in files that used mutations
2014-12-12 04:48:11 +03:00
phil235 22e0771eb9 Fixes more span classes. Replaces some "for() show_message()" with "visible_message()". Adding a suicide message for slimes. Fixes simple_animal/corgi having two attackby procs. 2014-11-28 16:08:59 +01:00
Remie Richards 473bcd1858 Ports Drones from NTstation + New Improvements/Features 2014-09-13 15:02:57 +01:00
Menshin 6c7ff25568 *fixes reagents consuming extra units each ticks (#4608)
*removed the inexistent reagent/plasma subtype of hellwater
*hitting someone with unholy water in body with the bible now turns the unholy water in holy water instead of space cleaner
2014-09-03 09:47:47 +02:00
Firecage 6c7af5eb32 SPANCLASSES!!!!! 2014-08-26 09:52:13 +02:00
Firecage 4198e61af1 This fixes the message issues 2014-08-22 01:15:13 +02:00
Hornygranny 2552946fd5 forgot to include the fucking book itself 2014-05-16 14:43:19 -07:00