Commit Graph

44 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
WJohn 39659000f3 Further improves various sprites. (#20801)
* Updates sprites in bloodpack, bodybag, items, barsign, and basketball dmis. Moves basketball and dodgeball sprites to items, and resizes baskteball dmi for larger hoop.

* Fixes open bodybag zipper, forgot to add a file.
2016-10-05 21:53:25 +02:00
Joan Lung b5b4037e2e More istypes replaced with helpers (#20767)
* shouldn't you be merging these by now

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +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 194398cbbd Merge branch 'master' of https://github.com/tgstation/-tg-station into PreliminaryDamageRefactor
# Conflicts:
#	code/game/gamemodes/miniantags/bot_swarm/swarmer.dm
#	code/game/objects/effects/portals.dm
2016-09-29 01:44:27 +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 6809603669 Changes obj/effect/blob,spider,swarmer,energy_net,spacevines to be ob/structures instead, since you can hit and destroy them.
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
2016-09-27 19:58:27 +02:00
Xhuis 6fd5b3b29f Random dirtiness refactor and turf grammar standardization (#20551)
* Random dirtiness refactor

* Further speeds up MakeDirty

* Removes legacy code

* Replaces flag numbers with defines

* Adds another define in place of an integer

* Re-adds attackby arguments in holofloors
2016-09-25 10:52:42 +13:00
Firecage c1ebb78ca3 Fixes holodeck animals bleeding. 2016-07-08 19:28:21 +02:00
Jack Edge 4e279c2e7d Snow holodeck is now cold, but air pressure
Fixes #18579.
2016-06-16 19:25:51 +01:00
Remie Richards fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
Jack Edge 546bb633cd Adds two new holodeck levels
- Winter Wonderland
Apparently no one paid for christmas decorations, and it's
incredibly cold and low pressure. But it's a good counter
to a burn mix.

- Anthophila
"A simulation of a bee colony? Why is this in the restricted
section?" - Victim of the holodeck bee massacre
2016-06-02 16:34:41 +01:00
phil235 11ca987acb Merges Pull and Grab into a single functionality. Pulling someone is now the same as a passive grab. You can start pulling someone with ctrlclick or by using the grab intent with empty hand. Using the grab intent again on the pulled person tries to grab them aggressively, then neck grab, then kill grab.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.

The grab item is gone entirely.

You can now only grab one mob at a time, instead of two (one for each hand).

Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.

Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
2016-05-24 01:28:04 +02:00
Cheridan d662b0e455 Merge pull request #17218 from phil235/FixTalkingInPipes
No longer deaf while inside pipes
2016-04-29 20:34:03 -05:00
Joan Lung 6fc1d4fde4 Blobs can no longer eat the supermatter (#17205)
* Blobs can no longer eat the supermatter

* phil'd

* phil'd
2016-04-29 20:29:20 +02:00
phil235 750eaa4a57 invisibility = 100 and 101 now use defines. 2016-04-29 01:00:05 +02:00
phil235 0caa59b21a First commit of this big PR
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
2016-04-24 20:26:24 +02:00
duncathan e86cf0f280 praise the good lord, for the game finally compiles 2016-03-29 19:04:37 -06:00
duncathan 3f1375ba39 Merge branch 'master' of https://github.com/tgstation/-tg-station into turfs
Conflicts:
	_maps/RandomZLevels/Cabin.dmm
	_maps/RandomZLevels/beach2.dmm
	_maps/RandomZLevels/caves.dmm
	_maps/RandomZLevels/research.dmm
	_maps/RandomZLevels/snowdin.dmm
	_maps/RandomZLevels/undergroundoutpost45.dmm
	_maps/map_files/DreamStation/dreamstation04.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/templates/lavaland_surface_automated_trade_outpost.dmm
	_maps/templates/lavaland_surface_biodome_winter.dmm
	_maps/templates/lavaland_surface_prisoner_crash.dmm
	_maps/templates/lavaland_surface_seed_vault.dmm
	code/controllers/subsystem/air.dm
	code/game/asteroid.dm
	code/game/atoms.dm
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/game/machinery/computer/arcade.dm
	code/game/objects/effects/aliens.dm
	code/game/objects/effects/overlays.dm
	code/game/objects/items/apc_frame.dm
	code/game/objects/structures/false_walls.dm
	code/game/objects/structures/girders.dm
	code/game/turfs/simulated.dm
	code/game/turfs/simulated/floor/fancy_floor.dm
	code/game/turfs/simulated/floor/mineral_floor.dm
	code/game/turfs/simulated/floor/plating.dm
	code/game/turfs/simulated/river.dm
	code/game/turfs/simulated/walls_misc.dm
	code/game/turfs/simulated/walls_reinforced.dm
	code/modules/admin/verbs/buildmode.dm
	code/modules/atmospherics/environmental/LINDA_turf_tile.dm
	code/modules/events/spacevine.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/holodeck/turfs.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mob/interactive.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/simple_animal/bot/floorbot.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/living/simple_animal/hostile/hostile.dm
	code/modules/mob/mob_movement.dm
	code/modules/power/singularity/narsie.dm
	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
	code/modules/research/server.dm
2016-03-29 14:46:06 -06:00
duncathan b9950c4358 turf/open and turf/closed 2016-03-29 13:38:56 -06:00
xxalpha 688137c7dc icon smooth ss
adjustments

adjustements

atharrachaidhean
2016-03-12 23:57:45 +00:00
duncathan 5bf31463da removes simulated turfs; adds space gas mixture for space 2016-03-10 17:27:01 -06:00
AnturK 56d2a34201 Splits beds and chairs
Adds deconstruct structure helper
Moves chair sprites from objects.dmi to chairs.dmi
Fixes check shields passing proper flags on unarmed attacks
Makes stools and chairs able to be picked up
2016-02-18 17:55:38 +01:00
xxalpha 7c0c66dba3 Merge remote-tracking branch 'upstream/master' into urange 2016-02-17 14:21:29 +00:00
AnturK dcf5bfb273 Holodeck fixes 2016-02-12 14:03:36 +01:00
Bjorn Neergaard ccc229a157 Fix bad checks in holodeck 2016-02-04 16:29:23 -06:00
xxalpha 9154e6cbf2 ultra range again 2016-02-03 07:58:41 +00:00
xxalpha 062cb76e29 Merge remote-tracking branch 'upstream/master' into thanksfortheheadacheswj 2016-01-30 19:45:45 +00:00
xxalpha 83a4491756 Space icon state function is a define. 2016-01-30 19:44:20 +00:00
Firecage 7f96592b87 Merge Conflict Fix 2016-01-27 13:29:38 +02:00
xxalpha af7059e1f3 Divide beach coast icon into two. 2016-01-17 23:26:43 +00:00
Firecage 754491ce4c Changes relatives paths into absolute paths and makes some if()'s better 2016-01-17 01:36:56 +02:00
tkdrg c64430a0fd Merge pull request #13996 from AnturK/fixfixfix
Minor fixes
2015-12-26 10:23:21 -03:00
AnturK 72bc9591a2 This is bit better. 2015-12-26 14:10:09 +01:00
KorPhaeron a0923daa0e Removes NOSHIELD 2015-12-20 15:21:58 -06:00
KorPhaeron d8a37204e7 Makes burn_state use defines 2015-12-13 05:36:55 -06:00
duncathan salt 0472592b97 Merge pull request #13327 from KorPhaeron/reactive
check_shields() refactor
2015-12-07 19:58:17 -06:00
Vincent 16303c1c1f Changes flag name from ABSTRACT to NODECONSTRUCT
Removes holo-tables and holo-windows since those typepaths are no longer needed.
Updates Z2 to reflect this.  Removes spurious tag tags in Z2.
2015-11-30 20:26:03 -05:00
KorPhaeron fab3cdc3a2 Cleans up copypaste, adds missing block chances 2015-11-30 16:39:02 -06:00
KorPhaeron 2609adb29d Blocking overhaul 2015-11-30 16:22:31 -06:00
Vincent 7bfa03a5ee Fixes #13277 Lasers beams spawning after the holdout sim ends 2015-11-28 17:39:02 -05:00
Vincent 026e6ee772 Sets up the the ABSTRACT flag to be used by machines and structures that should not be disassembled or break into parts.
This is specifically used by the holodeck for things that should be immune to disassembly.

Fixes invisible windoors in the holodeck.
Standardizes the fire axe's interaction with windows.
Fixes a runtime with holodeck tiles getting broken or burned.
2015-11-26 21:11:54 -05:00
Incoming 1f9f0dfc40 Adds subtypesof(). It's shorthand for typesof(path) - path.
Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this.
2015-11-16 18:55:57 -05:00
Vincent faf5ddaceb Holodeck refactor and Enchancements
Moves holodeck code to modules/holodeck.  Repaths holodeck structures a little.  Cleans holodeck code and prepares for additional features (multiple holodecks, etc).  Should fix #4828.

Necessary map bugfixen for Asteroid, Disc, Dream, Meta, and TG.
Adds Lounge, Emergency Medical, pet center, and holdout room to the rec holodeck.

All items spawned by the holodeck will do only stamina damage, except when emagged.  This allows emergency medical to be staffed with scalpels and bonesaws and such.  Emergency medical has some functioning equipment but the only drugs available are in the sleeper.
2015-11-15 20:23:23 -05:00