Commit Graph

574 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
Akke 011ff9c07f 5 commits later 2016-09-28 02:16:53 +01:00
Akke 520fa0c02d adds in nanites in a less ridiculous form 2016-09-28 01:56:22 +01:00
Akke 4fb739bc7c changes tricord from 15u to 20u 2016-09-27 23:11:44 +01:00
Akke 0d76c2812d Makes the survival medipen an actual SURVIVAL medipen 2016-09-27 22:34:52 +01:00
Hamzah 9496e1631a Limb grower (#20501)
Added a Experimental Limb Grower to the medbay department, now medical stuff can grow synthetic limbs using Synthflesh to help crew that suffer any work related accidents.
2016-09-20 14:53:43 +12:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Core0verload c0746aec8d Sterilizine now reduces surgery step failure prob (#19337)
* surgery refactor

* Sterilizine now reduces surgery step failure prob

* Adds steriliizne sprayer to medical vendors
2016-07-18 09:21:48 +12:00
TechnoAlchemist f8e54b25ba Makes lethal injection actually lethal. (#19278)
* Makes lethal injection actually lethal.

* Spacing
2016-07-13 18:19:10 +12:00
Joan Lung fe28096320 Adds dextrous guardian (#19254)
Added dextrous guardians to the code, able to hold and use items and store a single item within themselves.

Dextrous guardians do low damage on punches, have medium damage resist, and recalling or leashing will force them to drop any items in their hands.
2016-07-13 11:25:00 +12:00
TechnoAlchemist e2f4a953ca Gives miners a survival medipen instead of brute patches. (#19007)
* Gets rid of the 8 patches in the vendor.

* Removes the brute pillbottles from miner gear, replaces with survival medipen.

At the behest of the design lead. New brute patches were ineffectual and giving them a bunch ruins the single get out of injury free card they used to have.
2016-06-30 19:45:44 +12:00
Kyle Spier-Swenson 0d6bbbb412 stop the pills (#18703)
* RedPills Processing

Now you have to use START_PROCESSING(SSname, thing) (and STOP_PROCESSING)

* Fixes a minor bug.
2016-06-20 12:07:44 +02:00
c0 0abc91c59d slot_equipment_priority no longer contributes to list init overhead 2016-06-18 05:09:15 +03:00
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
Sofia Acosta 1e6745921e Patch nerf
Goof was supposed to do this in his pr but he never did. He approves of this change though.

Patches now only hold 40u. This is 1:1 with goon and makes them less of a direct upgrade from pills with a tiny delay.

Medkit patches now only hold 20u by default. As they are now, patches will heal you to full health with like one or two. That means a medkit is more useful than a doctor. This fixes that and is also 1:1 with goon.
2016-06-16 13:53:15 +12:00
c0 9fdbe269d6 More fixes 2016-06-13 12:43:25 +03:00
KorPhaeron 5893abc9bc Standard Cyborg Gear 2016-06-10 07:59:40 -05:00
oranges 744b722a12 Merge pull request #18241 from phil235/BloodRefactor
Blood refactor stuff
2016-06-07 10:09:35 +12:00
oranges 24cf031cb1 Merge pull request #17968 from Bobylein/chem-bottles-rework
Pill icons based on master reagent and transparent chem bottles
2016-06-07 09:56:11 +12:00
Kevin e584256330 removed pill changes 2016-06-06 00:10:32 +02:00
phil235 40a371296a Adding lizard blood pack in medbay storage's freezer crate.
Added a var/exotic_bloodtype to species, instead of hardcoding a lizard type.
Fixes proc for objects who should never be bloodied.
2016-06-05 18:12:08 +02:00
phil235 bd20c313b9 Merge branch 'master' of https://github.com/tgstation/-tg-station into BloodRefactor
Conflicts:
	code/__DEFINES/genetics.dm
	code/modules/mob/living/carbon/human/species_types.dm
2016-06-04 17:41:43 +02:00
phil235 b482764a19 - I made human/handle_blood() less shitty.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
2016-06-04 17:33:16 +02:00
Razharas 9fdae2fe4e Merge pull request #17576 from LatD/Research
[Ready for test/merge] R&D level remake
2016-06-02 18:41:43 +03:00
oranges 8c67b4f27b Merge pull request #18030 from coiax/fix-17831
Removes inconsistences with UMT and tesla
2016-05-31 09:56:47 +12:00
LatD d89eb178c6 Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-30 18:33:55 +03:00
kevinz000 c88c964f26 Minor Tweaks for PK borgs + recharger (#17940)
Cyborg rechargers now recharge a minimum of 200/tick, up from a default setting of 20/tick
PK borg cookie dispensers now have a 1 second cooldown
PK borg hug shocks has a 2 second cooldown up from 1
Cyborg hyposprays now log
PK borg harm alarm emagged will no longer stun you if you have bowman headset
PK borgs are the only cyborgs that can hugshock and hugcrush (I added hugs for it, medborgs, and standard borgs
2016-05-30 10:52:52 +12:00
Kevin a53a9f0616 Merge remote-tracking branch 'refs/remotes/tgstation/master' into chem-bottles-rework 2016-05-29 17:27:47 +02:00
Jack Edge 248e2c590b Removes inconsistences with UMT and tesla
- Unstable mutation toxin now acts normally on golems, and can turn
people into golems
- Because there are so many golem subtypes, the only non-blacklisted
golem type is /datum/species/golem/random which will select a random
name and ID and meatype from one of the others.
- Moved the check for a species siemens_coeff (electricity resistence)
down to carbon level, and make it always run. Now golems are immune to
all electricity; no other modification of siemens_coeff are in existing
species code.
- Added an "infinite" var to hyposprays (which includes epipens), which
causes it not to deplete its internal stock if true.
- Adds a species mutator epipen, admin only, used for testing all the
species stuff. A lot of sprites are broken.

🆑 coiax
fix: Free Golem scientists have proved that as beings made out of stone,
golems are immune to all electrical discharges, including the tesla.
/🆑
2016-05-29 12:53:53 +01:00
Kevin bef2830f5f formating'n'stuff 2016-05-27 17:00:37 +02:00
Kevin 292e481402 removed obsolete hooks and other stuff 2016-05-27 14:21:58 +02:00
Kevin 68756489c2 First iteration of transparent Bottles 2016-05-27 12:34:23 +02:00
Kevin 602b0cc232 Different medical reagents get different pill sprites if they are the master reagent. 2016-05-27 11:37:42 +02:00
LatD a6680b9f06 Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-26 19:02:46 +03:00
Jack Edge bc113b6aa2 Refactors NOREACT flag; minor cig refactor
The reagents datum now has its own flags, which currently includes
REAGENT_NOREACT, which functions in the same way. Shouldn't be touched
directly, use set_reacting(bool) to modify it, as modification also adds
or removes the reagents datum from the SSobj.processing list.

Also refactors cigs a little, adds a Destroy(), uses the open_flame()
proc for the hotspot exposure.
2016-05-26 10:12:59 +01:00
Kevin 50bdd0ba75 git git giiiiit 2016-05-25 14:38:56 +02:00
LatD e7d5be221e Small fixes and changes 2016-05-24 23:04:00 +03:00
LatD 907fc36e5c Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-24 22:17:44 +03:00
Kevin bfd09ffbd5 git git git giiiiiit 2016-05-24 20:00:49 +02:00
AnturK 895406cd36 Merge pull request #17428 from Dahka/New_Syringes
Adds three new syringes
2016-05-24 17:37:40 +02:00
oranges 4dd328a9fa Merge pull request #17355 from kevinz000/KeepersOfThePeace
Peacekeeper Borgs
2016-05-23 12:32:06 +12:00
LatD 7d6b3e6847 origin and req lvl changes 2016-05-21 17:17:20 +03:00
kevinz000 c02a354298 bugfixes 2016-05-13 21:28:45 -07:00
kevinz000 a4961f2e4d Tryingtofixhypoandhugs 2016-05-13 05:49:39 -07:00
TechnoAlchemist 4705efa6da Adds new items to the mining vendors. (#17362)
* Adds new items to the mining vendors, also adds tracking implanter since that didn't exist before.

* woops

* Fixes tracking implants for miners, makes medipens not OD you on tricord.

* Actually doesn't OD on tricord now

* Chemical changes.

* Upgraded the jaunter into the wormhole lifebelt

🆑 coiax
rscadd: The Free Golems have developed the jaunter into the  wormhole
lifebelt, which automatically teleports the user when they fall in a
chasm or suffer a major medical emergency. Must be worn on the belt to work.
/🆑

Please don't mistake a random teleportation in crit for saving a user's
life, the Supply channel gets a notification, but suit sensors are
required to find them, and there's no guarantee the location picked is
safe (for example, the Toxins Test Site is a valid jaunt destination,
along with in the middle of the slime cages in Xenobiology).

* Adds modification kit.

* Golem ship now has its own /area

And a bluespace beacon.

* 5 tick medijaunt, no radio, golem jaunters + areas

The number of ticks before a medical emergency jaunt happens is now
five. No radio message is produced.

Free Golems now have no restrictions on what they can purchase. Wormhole
jaunters now specifically drop golems near their ship.

* Modkits remove the race restrictions from KAs.

* Buffs buffs buffs

I'd say something, but I'm sure I'd regret it later.

* Advanced lifebelts, golem superiority

* Removes modkit from minervendors, adds modkit to RnD!

* COMPILE DAMN YOU!!

* I made it compile

* Honor to my country, not to you :(

* fuck

* h-haha?

* Kor you know I would never actually ban you

* i could personally care less for HBls adminning style
2016-05-11 22:19:47 -05:00
Dahka 91b3a03421 Add change suggested by RemieRichards, change research costs again. 2016-05-08 20:27:39 -03:00
Dahka c35c3055a4 Increased syringes production and research cost 2016-05-06 13:37:16 -03:00
Dahka e9a74db93a adds piercing syringe and design to protolathe 2016-05-05 21:45:38 -03:00
Dahka 41e9342a2b adds new syringe types and piercing syringe projectile 2016-05-05 21:45:37 -03:00